Aerial view of survivor bases scattered across a wasteland valley at dawn

Six servers · Three regions

Pick your ground.

Every server runs the same anti-cheat, the same admin coverage and the same published wipe schedule. What changes is the gather rate, the group limit and how far you are from the machine.

The network

Six machines. One ruleset.

Population figures refresh every sixty seconds. Queue times are shown live in-game.

var(--variable-BFawdfk_B)

Wasteland Main

Online

1x Gather · Group limit 8

Our flagship arena. Full vanilla rules, the largest map in the network and a population that never drops below triple digits on a wipe day.

231

/

250

Thursday, weekly

EU · Frankfurt

client.connect

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Ironworks 3x

Online

3x Gather · Quick smelt · Group limit 6

Faster progression without breaking the survival loop. Shorter cycles, denser fights, the same anti-cheat as Main.

186

/

200

Monday & Thursday

EU · Amsterdam

client.connect

eu-3x.epicclans.gg:28015

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Solo Duo Trio

Online

1x Gather · Group limit 3

Hard-enforced group limits with active admin review. Built for players who want a fair fight, not a zerg.

97

/

150

Friday, weekly

EU · Paris

client.connect

eu-sdt.epicclans.gg:28015

var(--variable-BFawdfk_B)

Blackout Hardcore

Online

No map · No compass · No team UI

No map, no compass, no teammate markers. Navigation is a skill again. Only for players who already know the terrain.

64

/

120

Sunday, biweekly

EU · Stockholm

client.connect

eu-hc.epicclans.gg:28015

var(--variable-BFawdfk_B)

Atlantic 2x

Online

2x Gather · Group limit 8

The North American home of EPIC CLANS. Same ruleset as Wasteland Main, tuned for US and Canadian ping.

154

/

250

Thursday, weekly

US · Ashburn

client.connect

us-main.epicclans.gg:28015

var(--variable-BFawdfk_B)

Southern Cross

Online

1.5x Gather · Group limit 6

Sub-40ms across Australia and New Zealand, with wipe times set to the AU evening instead of European mornings.

88

/

150

Wednesday, weekly

AU · Sydney

client.connect

au-main.epicclans.gg:28015

Getting in

Three steps, thirty seconds.

No launcher, no mod pack, no account linking. Paste one line into the Rust console and you are in the queue.

Copy the connect line

Every server card above carries its own address. Copy the line exactly as written, including the port.

Open the Rust console

Launch Rust, press F1 on the main menu, and paste the line into the console prompt.

Press enter and load in

You will land in the queue. Ranked players skip ahead — everyone else moves in order.

Under the hood

The boring part that decides your fights.

Bare metal, never shared

Ryzen 9 single-tenant machines. No virtualisation layer between your input and the simulation.

NVMe storage throughout

Map generation, save writes and player data all sit on NVMe. Wipe-day load times stay under a minute.

10 Gbit uplinks per region

Frankfurt, Ashburn and Sydney, each with DDoS filtering that has never dropped a wipe night.

Monitored every ten seconds

Tick rate, entity count and memory are graphed continuously. Degradation triggers an alert before players notice.

Restarts on a schedule

Daily restarts run at the quietest hour per region, announced fifteen minutes ahead in-game.

Backups every six hours

Rolling snapshots for the full wipe cycle. A corrupted save has never cost a player their base.

Sprawling shanty settlement of scrap-metal shelters glowing at blue hour

Twelve thousand players

The queue is moving.

Pick the region closest to you, paste the connect line, and take your first shot at a base before the sun goes down.

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