PvE Zombies
Rust with the players taken out and the world turned up. Hordes own the map and there are no safe zones.
pve.battlezone.gg:28015What this server is
Nobody can shoot you, raid you, or take your loot. Everything else can, and there is a great deal more of it here than in vanilla. Hordes own the wilderness, monuments are held by scientists who shoot back properly, and a helicopter you summoned yourself will flatten you if you bring the wrong loadout.
The principle behind every change is the same: improve the vanilla experience, never replace it. No teleports, no kit spam, no shop selling you a rocket launcher.
There are no safe zones
Outpost, Bandit Camp, Ranch, Large Barn, Fishing Villages, Apartment Complex: the safe-zone bubbles are gone, and so are the NPC turrets that guarded them.
The vendors still work and the shopkeepers are still there. Nothing is protecting you while you shop. Watch your back at Bandit Camp.
Aim for the head
This is the single most important combat fact on the server. Headshots kill any zombie instantly, including the big ones, regardless of armour. Zombies take heavily reduced damage to the body.
A player with a bow and a steady aim is genuinely dangerous to a horde. A player spraying an AK at centre mass will burn a magazine and still be surrounded. Grab the free starter bow with /kit bow and learn to use it.
The wilderness belongs to zombies
Hordes roam the map in packs and stay near their home territory, so running far enough genuinely does work. When the sun goes down more of them rise, and they vanish at dawn.
Hordes form raid groups that come to your base with satchels. They only target bases with a Tool Cupboard, belonging to players they have actually seen. They carry no C4. Satchels chew through wood and struggle badly against stone, which is the whole reason you upgrade.
Monuments and the NPCs who hold them
Every NPC sits on a difficulty tier, from lightly held roadside monuments up to the heavies guarding locked crates, Bradley reinforcements and heli defenders. Their damage now matches a real vanilla scientist rather than the softer imitation they used to be.
Low tiers will not snipe you from across a monument. They advance on you instead, so cover works and a monument plays like a fight rather than a lottery. Snipers hold the locked crates, and the Oil Rig pair are at full strength now.
Two currencies, both physical
There is no bank and no balance command. Everything you earn is an item in your inventory that can be dropped, stored, and lost when you die.
Scrap buys skills, furnace upgrades, bikes and vendor goods. Gold Coins buy Heli Signals and Cargo charters, and they come only from things you open or kill. A locked crate is the richest repeatable source on the server, and also the hardest to take.
Skills, events and the raid ladder
The Skills Trainer stands at Bandit Camp and takes scrap. Gathering skills are deliberately modest. Electrician is the standout: every tier makes your solar panels, turbines and batteries substantially better, so the same base runs on a fraction of the entities.
Heli Signals ladder across seven tiers, and every one arrives with a ground escort. Cargo Ships are chartered at any Fishing Village. Bradley is far tougher than vanilla, drops more, and calls in parachuting reinforcements when it dies.
Raidable Bases run on Blueprint Fragments you find in the world, and the tiers unlock as the wipe progresses, so the ladder is a wipe-long arc rather than something finished on day one.
Before you play
English in global chat so monument disputes can actually be resolved. Monuments and events are first come, first served, and the server announces arrivals so two groups do not waste each other's time.
Every server shares our zero-tolerance list, and this one has rules of its own. Read the full rules before your first wipe.