Knowledge Base
Wiki & Mechanics Guide
Complete reference for every system in RustHelm — political simulation, economy, social hierarchy, bounties, and more.
Recent Updates
Fresh edits and maintenance activity
Overview
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Political System
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Noble Council
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Legislature
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Royal Edicts
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Section Directory
Browse the full mechanics index
26 sections
Overview
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Political System
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Noble Council
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Legislature
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Royal Edicts
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Economy
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Tax System
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Social Ranks
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Bounty System
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Citadel & Siege
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Treasury Projects
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Land Lots
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Gambling
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Missions
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Combat & Raids
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Labor & Debt
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Visual Effects & Cosmetics
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Dynasty & Legacy
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Threat System
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Voting & Rewards
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Teams
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Profiles & Achievements
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Mandates
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Account Linking
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Chat & Communication
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Analytics & Tracking
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Live Server Status
Overview Section Page
RustHelm is a Rust game server built around a comprehensive political simulation. Every system — from the economy to combat tracking — feeds into a living governance model where players compete for power, influence laws, manage public funds, and shape the server’s identity across wipes.
The server runs 39 custom plugins that interlock to create emergent gameplay. A single player’s actions ripple through tax collection, social rank scoring, threat assessment, bounty placement, and political standing.
This wiki documents every mechanic with values sourced directly from plugin configuration. Use the table of contents to jump between systems.
The Core Loop
Political System View Governance Section Page
At the heart of RustHelm sits the King — a single player who rules the server. The King wields executive power: issuing edicts, managing the treasury, appointing projects, and shaping policy. The throne is not given — it is claimed by force.
The Command Center
The physical seat of power. A designated structure on the map with a 30-meter interaction radius. Players must be within this radius to claim the throne or interact with sovereign functions.
Claiming the Throne
To become King, a player must stand at the Command Center and begin a 90-second claim. During this time, the claim is broadcast to the server — anyone can contest it. If uncontested, the claimant becomes the new King.
After a failed or successful claim, a 5-minute cooldown prevents immediate re-attempts, giving the server time to react.
Coups & Succession
The King can be forcibly removed through a coup. Coups are triggered at the Command Center and follow the same claim mechanic — but this time against a sitting ruler.
If the King is inactive for 36 hours, they are automatically abdicated, opening the throne to challengers. This prevents stale leadership.
When the throne changes hands, all active Treasury Projects are reset — choose when to coup wisely.
Noble Council View Governance Section Page
The Noble Council is a deliberative body of up to 6 Councilors (3 paid Noble seats + 3 Community Noble seats) who can propose, debate, and vote on binding actions. Proposals are not mere suggestions — approved proposals with auto-execute authority trigger real game changes.
Proposal Types
| Type | Description | King Interaction |
|---|---|---|
| Auto-Execute | Automatically enacted when passed | Cannot veto |
| Vetoable | Passed proposals sent to King | 5-minute veto window |
| Advisory | Non-binding recommendation | No action required |
Voting Thresholds
Censure & Accountability
Nobles can censure each other — a formal rebuke that carries political weight. Reward tags from approved proposals are tracked, creating a public record of each Noble’s contributions.
Legislature View Legislature Section Page
The Legislature runs a three-tier law framework plus a two-directional political pipeline. Citizens can drive proposals upward, while King-initiated decrees can move downward through review and referendum.
Live Law Creation Model
Law Forge is live at /laws/create and supports cost calculation, previews, proposal submission, amendments, and pack submission. External plugin law packs are also live via integration registry APIs.
What is true now: proposals are typed, validated, costed, and routed through sponsorship/review/vote gates before becoming active law. What is not true: law creation is not an instant bypass path from the website UI; governance thresholds still apply server-side.
Royal Edicts View Governance Section Page
The King can issue Edicts — executive orders that alter gameplay for the entire server. Edicts are the King’s primary tool for shaping the server experience, with costs drawn from the treasury.
| Edict | Category | Effect |
|---|---|---|
| Embargo | Trade | Blocks trading of a specific resource |
| Favored Resource | Economy | Boosts gathering rate for a chosen resource |
| Favored Crafter | Economy | Bonus rewards for crafting specific items |
| Honor | Social | Grants a positive tag to a player — public recognition |
| Shame | Social | Applies a negative tag to a player — public condemnation |
| Tribute | Treasury | Collects a special one-time tax from all players |
| Festival | Event | Server-wide event with bonus rewards |
| Tax Holiday | Economy | Temporarily suspends all tax collection |
| Levy | Treasury | Imposes a targeted resource levy |
| Proclamation | Social | Official server-wide announcement from the King |
| Outlaw | Social | Brands a player as wanted — bounty implications |
| Work Order | Economy | Commissions a task with treasury-funded rewards |
Edicts cost treasury funds. A wise King balances impactful edicts against maintaining healthy reserves for projects and emergencies.
Economy View Economy Section Page
RustHelm’s economy revolves around Renown — a meta-currency that represents a player’s economic contribution. Unlike traditional server currencies, Renown is burned on use, not transferred. This creates a deflationary system where spending is a commitment. Renown is gameplay-earned only and never purchased with fiat.
How Renown Is Earned
Renown accrues passively through taxable activities — gathering, farming, crafting, looting, recycling, trading, vending, fishing, and excavator use. A percentage of each activity’s value is collected as tax and converted to Renown for both the player and the treasury.
Scarcity System
Resource scarcity is dynamically scored based on server-wide availability. Scarce resources are worth more in tax value, creating natural economic incentives. The scarcity heatmap on the Market page shows real-time resource availability.
Tax System View Economy Section Page
Taxes are automatically collected across 9 activity types. Each activity has a configurable base rate. Revenue splits between the player’s Renown contribution and the public treasury.
| Activity | Base Rate | Notes |
|---|---|---|
| Gathering | 10% | Mining, chopping, picking |
| Farming | 8% | Planter boxes, crops |
| Crafting | 8% | Workbench items |
| Looting | 12% | Crates, barrels, airdrops |
| Recycling | 6% | Recycler output |
| Trading | 8% | Player-to-player trades |
| Vending | 10% | Vending machine sales |
| Fishing | 8% | Caught fish value |
| Excavator | 15% | Highest rate — industrial |
Tax Evasion & Heat
Attempts to evade taxes generate heat. Heat accumulates over a 6-tier system, with escalating consequences at each level. The system is designed to discourage evasion while allowing calculated risk.
| Tier | Heat Level | Consequence |
|---|---|---|
| 1 | Watched | No penalty, just flagged |
| 2 | Suspicious | Increased monitoring |
| 3 | Investigated | Tax rate surcharge applied |
| 4 | Audited | Public audit notification |
| 5 | Prosecuted | Significant penalties |
| 6 | Condemned | Maximum enforcement |
Informant System
Players can act as informants, reporting suspected evaders for rewards. The confession mechanic allows evaders to come clean — reducing heat in exchange for back-payment of owed taxes.
Social Ranks View Leaderboard Section Page
Every player has a Social Rank calculated from a composite score across multiple contribution types. Your rank determines access to political features — reaching Tier 7 (Noble) qualifies you for a Council seat.
Tier Benefits
Higher ranks unlock political features and provide a tax discount on all transactions:
| Tier | Tax Discount | Unlock |
|---|---|---|
| Outsider | 0% | — |
| Drifter | 0.5% | — |
| Settler | 1.0% | — |
| Citizen | 1.5% | Vote in polls |
| Pillar | 2.0% | Submit suggestions |
| Elder | 2.5% | Discord link required |
| Noble | 3.0% | Council seat eligible |
| Emissary | 3.5% | Server ambassador |
Click legend labels to toggle datasets
How Scoring Works
Your rank score is a weighted composite of eleven categories. Nine categories carry 10% weight each, while Combat and Trust each contribute 5%. Scores are recalculated every 5 minutes.
| Category | Weight |
|---|---|
| Tax Contribution | 10% |
| Gathering | 10% |
| Time Played | 10% |
| Polls & Voting | 10% |
| Bounties Completed | 10% |
| Discord Activity | 10% |
| Renown Earned | 10% |
| Dynasty Legacy | 10% |
| Team Contribution | 10% |
| Combat (PvP) | 5% |
| Trust (Anti-Cheat) | 5% |
Reaching Noble rank (Tier 7) through the Community path makes you eligible for an automatic Council seat — no appointment needed.
Bounty System View Bounties Section Page
The Bounty Board is a contract-based system for player-versus-player enforcement. Bounties can be placed by players or generated automatically by the system. Hunters progress through 5 tiers as they complete contracts.
Contract Limits
Default players can hold 1 active contract. Nobles, Beta Testers, and Protectors can hold 2 contracts simultaneously.
Auto-Bounties
The system automatically places bounties on players engaged in anti-social behavior. Auto-bounties are funded by the treasury.
| Trigger | Bounty |
|---|---|
| Roof Camping | 200 scrap |
| Door Camping | 150 scrap |
| Offline Raiding | 300 scrap per attacker |
Detection thresholds are intentionally hidden. The system monitors kill patterns and raid timing to identify anti-social behavior automatically.
Failed Bounty Consequences
If you accept a bounty contract and fail to complete it, you receive a temporary gathering penalty as consequence. The penalty lasts 8 hours with periodic reminders.
Citadel & Siege View Governance Section Page
The Citadel Zone is a fortified area around the Command Center. Structures within this zone receive significant defensive bonuses, making the King’s base a true fortress — but one that can be challenged through the siege system.
Siege Mechanics
A siege cannot simply be declared — it requires a 60% approval vote from the server. Once triggered, defenses within the Citadel Zone are temporarily normalized for a 2-hour siege window. During this time, attackers can attempt to breach the Citadel and claim the throne.
This system ensures that leadership change is a community event, not a solitary raid.
Treasury Projects View Economy Section Page
The King can fund Treasury Projects that provide server-wide buffs. Projects are organized into 6 buff categories, each with 3 tiers of increasing power and cost. This is one of the primary ways treasury funds benefit all players.
All active projects reset when the King changes. A coup or abdication wipes project progress — creating a natural incentive to maintain stable leadership.
Project System
Each project tier is progressively more expensive and provides proportionally stronger effects. Active projects also have maintenance costs — ongoing treasury drain that must be sustained. If the treasury runs dry, projects deactivate.
The King must balance funding new projects against maintaining existing ones, creating meaningful fiscal decisions.
Buff Categories & Costs
There are 6 buff categories the King can invest in. Each has 3 tiers of increasing cost and power.
| Category | T1 Cost | T1 Effect | T2 Cost | T2 Effect | T3 Cost | T3 Effect |
|---|---|---|---|---|---|---|
| Recycler | 500 | +25% yield | 1,500 | +50% yield | 5,000 | +100% yield |
| Workbench | 500 | +10% speed | 1,500 | +20% speed | 3,000 | +35% speed |
| Furnace | 400 | -20% fuel | 1,200 | -35% fuel | 2,500 | -50% fuel |
| Gathering | 300 | +5% yield | 900 | +10% yield | 2,000 | +15% yield |
| Loot | 600 | +10% loot | 1,800 | +20% loot | 4,000 | +30% loot |
| Repair | 400 | -10% cost | 1,200 | -20% cost | 2,500 | -35% cost |
All costs are in scrap, drawn from the treasury. Maximum 10 active projects at once.
Maintenance
Every active buff tier drains 50 scrap per hour from the treasury. A King running Recycler T3 + Gathering T2 would pay 250 scrap/hour (5 tiers total). If the treasury runs dry, all buffs suspend until funded again.
Investment Milestones
Cumulative treasury spending unlocks permanent server-wide bonuses that stack on top of active project buffs:
| Milestone | Spent | Bonus |
|---|---|---|
| Community Foundations | 5,000 scrap | +2% gathering |
| Industrial Growth | 15,000 scrap | +3% crafting |
| Golden Age | 30,000 scrap | +5% recycler |
| Imperial Prosperity | 50,000 scrap | +5% loot |
Land Lots Section Page
The Land Lot system divides the map into claimable 100m×100m grid cells. Owning a lot gives you recognized territory with rent income, vaults, and eventually player-run shops.
Rent System
Lot owners can lease their land to tenants. Rent is paid in Renown with a minimum of 50 Renown/day. Tenants have a 48-hour grace period to pay before automatic eviction.
| Parameter | Value |
|---|---|
| Minimum Rent | 50 Renown/day |
| Grace Period | 48 hours |
| Collection Check | Every hour |
| Eviction | Automatic after grace period |
Vaults
Each lot can have a virtual vault for secure storage. Vaults upgrade through 4 levels with increasing capacity:
| Level | Slots | Upgrade Cost |
|---|---|---|
| 1 | 10 slots | 1,000 Renown |
| 2 | 25 slots | 3,000 Renown |
| 3 | 50 slots | 7,500 Renown |
| 4 | 100 slots | 20,000 Renown |
Vaults preserve full item data including weapon attachments and container contents. Access levels can be set to owner-only, tenant, or whitelisted players.
Shops
Lot owners can open player-run shops with item listings and bundled kits. Shop sales have a 5% tax. Each shop supports up to 50 listings and 20 kits.
Gambling Section Page
The Gambling Den offers four scrap-based mini-games. Half of the house edge goes to the treasury, making gambling a significant economic sink. Access via /gamble.
Games
| Game | How It Works | House Edge |
|---|---|---|
| Coin Flip | 50/50 win or lose your bet | 5% |
| Dice Duel | PvP: both bet the same, loser pays | 8% |
| Roulette | Bet on color (2×) or number (10×) across 13 slots | 10% |
| Lottery | Buy tickets into a pool; drawn every 60 min | 15% |
Bet Limits
| Parameter | Standard | Noble |
|---|---|---|
| Min Bet | 5 scrap | 5 scrap |
| Max Bet | 150 scrap | 500 scrap |
| Daily Cap | 1,500 scrap | 7,500 scrap |
| Cooldown | 10 seconds | 5 seconds |
Lottery
Tickets cost 25 scrap each (max 5 per player). A draw happens every 60 minutes if at least 3 players have tickets. Winners collect the entire pot minus the 15% house edge. Offline winners receive their payout on next login.
Missions Section Page
The Mission System provides guided objectives that chain together into progression paths. New players receive starter missions automatically. Access your missions with /missions.
Mission Categories
| Category | Focus | Examples |
|---|---|---|
| Onboarding | First steps on the server | Arrival Report, Frontier Builder, Citizen Papers |
| Civic | Community participation | Civic Duty, Civic Voice, Realm Scout |
| Combat | PvP and bounties | Frontier Skirmish, Bounty Apprentice |
| Team | Group activities | Warband Drill |
| Profile | Playtime milestones | Realm Resident (300 min) |
Objective Types
Missions track a wide range of in-game actions: resource gathering, building, combat kills, monument captures, bounty completions, vote rewards, account linking, playtime milestones, tax reports, and more. Some objectives are shared across your team.
Progression Chains
Missions link into chains — completing one unlocks the next. Some missions require flags from earlier completions as prerequisites. The starter chain guides players from arrival through citizenship and into combat, bounty hunting, and civic engagement.
Mission completions are announced server-wide and contribute to your Social Rank score.
Combat & Raids Section Page
Two dedicated tracking systems monitor PvP combat and base raids across the server. This data feeds into threat levels, auto-bounties, analytics, and the live map.
Combat Tracking
Every PvP kill is logged with context: weapon type, distance, headshot status, and situational tags. The system detects patterns like roof camping and door camping using configurable heuristics.
Players detected as campers receive a temporary tag visible to other players. Tagged campers generate threat points and may trigger auto-bounties.
Raid Tracking
Base raids are tracked from first explosive impact through completion. The system measures total sulfur equivalent spent, tracks attackers and defenders, and classifies raid outcomes.
Raid Economy
Each explosive has a sulfur equivalent cost tracked by the system to assess raid investment:
| Weapon | Sulfur Cost |
|---|---|
| Timed Explosive (C4) | 2,200 |
| Rocket | 1,400 |
| Incendiary Rocket | 610 |
| Satchel Charge | 480 |
| HV Rocket | 200 |
| Explosive Ammo | 25 per round |
Raid Outcomes
Completed raids are classified as success, failure, or partial based on loot analysis. Offline raids (owner disconnected) are flagged separately and can trigger auto-bounties on the attackers.
Labor & Debt Section Page
The Labor Capture system creates a debt economy around player combat. When you handcuff a downed player, you can assign them a resource debt they must gather to earn their freedom.
How Capture Works
Stand within 5m of a downed player and use /labor capture or apply handcuffs. Choose a resource type and amount. The prisoner then gathers that resource to pay off their debt, tracked automatically.
Resource Caps
The maximum debt amount varies by resource rarity:
| Resource | Max Amount |
|---|---|
| Wood / Stone | 10,000 |
| Metal Ore / Sulfur Ore | 5,000 |
| Cloth | 2,000 |
| Leather / Bone Fragments | 1,000 |
| Animal Fat / HQ Metal Ore | 500 |
Interest & Grace Period
Unpaid debts accrue interest over time, growing the balance. Prisoners have a 48-hour grace period before their debt defaults. Defaulting results in a Debtor shame tag and a Social Rank penalty.
Ally Buyout
Teammates can pay on a prisoner’s behalf using /labor buyout <name>. Payment uses whatever matching resources the ally has in inventory. Team members are notified when a teammate is captured.
Authority Powers
| Action | Effect |
|---|---|
| Pardon | Forgive entire debt — prisoner freed |
| Enforce | Double remaining debt as punishment |
Captor Vault
Resources paid by prisoners collect in a private vault for the captor. Use /labor vault to view and /labor collect to withdraw. Vaults persist across logins.
Visual Effects & Cosmetics Section Page
The VFX Engine provides atmospheric and cosmetic effects — particles, sounds, lights, and screen cues that fire during achievements, political events, and as equippable cosmetics. Effects are designed to feel Rust-native: warm firelight, faint embers, subtle cues.
Player Preferences
Control what effects you see with /os vfx [mode]:
| Mode | What You See |
|---|---|
| Full | All effect categories (default) |
| Quiet | Only triumph and civic effects (rank-ups, elections) |
| Off | No incoming effects at all |
| Own Off | Hides your cosmetics; others still see theirs |
| Nearby Off | Suppresses other players’ cosmetic effects |
Cosmetic Effects
Cosmetic effects are purchased with Renown and persist across logins. Equip with /os vfx equip <name>.
Event Effects
Effects fire automatically for key events: rank promotions, bounty claims, mission completions, election results, and donation milestones. These use 6 tone categories (ambient, solemn, triumph, tension, civic, festive) with built-in rate limiting to prevent spam.
Performance
To prevent visual clutter: max 3 attachments per player, max 2 looping effects, and area density limits ensure effects stay immersive. Cosmetics pause automatically during server strain.
Dynasty & Legacy View Dynasty Section Page
The Legacy System is the one thing that survives wipes. Your dynasty carries forward across every server reset — recording eras of rule, accumulated titles, and historical achievements. Legacy data is never wiped.
How Legacy Works
Each wipe cycle is recorded as an era. Your actions during an era — how long you ruled, what you built, who you defeated — are preserved in your dynasty record.
There are 20 title types that can be earned through various accomplishments. These titles display on your profile and carry prestige across wipes, creating a long-term metagame beyond any single server cycle.
Check the Dynasty page to view historical eras and player legacies.
Threat System Section Page
The Threat Level system tracks aggression at both the player and server level. It creates a dynamic reputation system where combat-heavy gameplay has visible consequences and rewards.
How Threat Accumulates
Threat points are earned through combat actions. Kills, raids, monument captures, and headshots all generate threat. Being tagged as a camper generates significant additional threat. Points decay over time, so threat naturally drops if you stop fighting.
Exact point values and decay rates are hidden to prevent gaming. Threat is recalculated every 5 minutes.
Server Threat States
The server’s overall state is determined by aggregate raid activity across all players:
| State | Condition |
|---|---|
| Calm | Low aggregate threat activity |
| Tense | Elevated conflict levels |
| Volatile | High combat activity across the map |
| Warzone | Extreme server-wide conflict |
Server state is calculated from aggregate player threat. Hotspot detection identifies areas with concentrated combat activity, displayed on the live map.
Voting & Rewards View Voting Section Page
Players earn rewards for voting on server listing sites. The system tracks vote streaks, awards milestones, and sets dynamic daily goals for the community.
Streaks & Milestones
Maintaining a daily vote streak increases your rewards with scaling bonuses. Hitting milestones (specific streak counts) unlocks additional one-time rewards. Dynamic daily goals — community-wide vote targets — provide bonus rewards when the server collectively meets them.
Teams Section Page
Teams on RustHelm are persistent — your team identity, roster, and warfare statistics carry across wipes. Unlike vanilla Rust teams that dissolve each wipe, RustHelm teams maintain cross-wipe continuity with a permanent GUID-based identity.
Team Identity
Team names must be unique (case-insensitive). Each team receives a permanent 12-character GUID that persists indefinitely. Disbanded teams are retained for 90 days before automatic purge.
Roles & Management
| Role | Permissions | Notes |
|---|---|---|
| Leader | Full control — rename, invite, disband | Team creator |
| Member | View stats, team chat, shared benefits | Invited by leader |
If the leader leaves and no members remain, the team is automatically disbanded. Complete roster history is tracked — join dates, leave dates, and leave reasons.
Wipe Statistics Tracked
Stats are aggregated from CombatTracker, RaidTracker, and MonumentTracker. Use /team stats or /team top to view the leaderboard of top 10 teams this wipe.
Profiles & Achievements View Players Section Page
Every player has a public profile tracking their social rank, tax history, political involvement, combat stats, and earned achievements. Profiles are viewable on the Players page and linked to both in-game identity and Discord account.
Profile Data
Achievement System
There are 20 permanent badges that persist across wipes — once earned, they’re on your profile forever. Achievements are organized into categories:
| Category | Badge | Requirement |
|---|---|---|
| Playtime | Veteran I | Play 60 minutes in a single wipe |
| Playtime | Veteran II | Play 300 minutes in a single wipe |
| Playtime | Veteran III | Accumulate 1,000 total lifetime minutes |
| Playtime | Session Grinder | Log 20+ lifetime sessions |
| Civic | Taxpayer I | Contribute 1,000 resources in tax this wipe |
| Civic | Taxpayer II | Contribute 10,000 resources in tax this wipe |
| Civic | Civic Voice | Participate in 5+ governance activities |
| Civic | True Citizen | Earn Permanent Citizen status |
| Hunter | First Blood | Complete 1 bounty |
| Hunter | Marksman | 75%+ hit rate with 5+ completions |
| Hunter | Bounty Hunter | Complete 10 bounties |
| Hunter | Headhunter | Complete 25 bounties |
| Dynasty | Heir Apparent | Be designated as current Heir |
| Dynasty | Once King | Serve as King at least once |
| Dynasty | Dynasty Legacy | Reach top 10 dynasty rank |
| Dynasty | Siege Survivor | Survive at least one citadel siege |
| Dynasty | Coup Master | Conduct 2+ successful coups |
Achievements are scanned periodically (every 10 minutes). You’ll receive a chat notification when a new badge unlocks.
Leaderboards
Profiles power 12 leaderboard categories, each ranking the top 25 players:
Mandates View Legislature Section Page
Mandates hold the King accountable to measurable goals. They are performance-tracked obligations with accountability reporting visible to all players.
Mandates
Mandates are performance-tracked obligations assigned to the King. They set measurable goals with accountability reporting visible to all players. The King’s authority depends on meeting these benchmarks.
When the King changes hands, all active Treasury Projects are reset. Timing your coup wisely matters.
Account Linking Section Page
To access the full RustHelm experience — Discord rank sync, website profile, cross-platform features — you need to link your Steam and Discord accounts.
In-Game Link (Code Method)
Codes use a 32-character set (A–Z excluding I/O/S, digits 2–9) to avoid ambiguous characters. One code per player at a time.
Website OAuth
Alternatively, authenticate via Steam OpenID on the website. If your Steam account matches a game server player, the link is created automatically — no code needed.
What Linking Enables
Managing Your Link
| Command | Description |
|---|---|
| /link | Generate a new link code |
| /unlink | Remove your account link (self-service) |
| /linkstatus | Check your current link status |
Each Steam ID can only be linked to one Discord account. Unlinking is self-service — you can re-link at any time.
Chat & Communication Section Page
The Chat Bridge connects the in-game chat, Discord channels, and website in real time. Messages flow bidirectionally — what’s said in-game appears in Discord and vice versa, with full identity preservation.
How It Works
Messages are queued (up to 100) and flushed every 2 seconds for efficiency. Failed sends are retried up to 3 times over 30-second intervals.
Platform Tags & Roles
| Tag | Color | Meaning |
|---|---|---|
| [Discord] | Blurple | Message from Discord |
| [Web] | Green | Message from the website |
| No tag | Default | Message from in-game |
Event Forwarding
Nine plugins automatically forward gameplay events to the chat bridge:
Moderation
Analytics & Tracking View Analytics Section Page
RustHelm tracks extensive gameplay data through several dedicated systems, feeding the Analytics page and informing threat levels, bounty auto-generation, and scarcity scoring.
Server Health Index
A composite 0–100 score combining population and retention metrics, recalculated every 15 minutes. Server health determines vote goals, event thresholds, and trend classifications.
| Trend | Condition |
|---|---|
| Growing | Increasing population over rolling window |
| Stable | Consistent player counts |
| Declining | Drops below recent average |
| Critical | Severe population loss |
Tracking Systems
Retention Tracking
Player retention is measured from wipe day (day 0 cohort). The system checks how many wipe-day players return at specific milestones:
Data Retention
Weekly analytics reports are generated every Sunday at midnight UTC and pushed to Discord for staff review.