PRIVATE 1V1 · INTERVENTION
MEET ME ON RUST
A private 1v1. You, your friend, and the tower.
Waiting for your friend…
PRIVATE 1V1 · INTERVENTION
A private 1v1. You, your friend, and the tower.
Waiting for your friend…
One click to enable sound and controls.
WAITING FOR YOUR FRIEND
CUSTOM CLASS · PRIMARY + SECONDARY
SWITCH: Q / 1 / 2 · controller Y / △ · touch SWAP
Saved · ready for your next match
Raw input avoids mouse acceleration when supported. Aim multiplier 1 matches small movements through the zoom. Changes save immediately.
Lower look deadzone responds sooner; raise it if your stick drifts. Linear has no extra acceleration.
WASD move · mouse look · left click fire · right click aim
Shift run · C toggle crouch · Z toggle prone · Ctrl hold crouch · Space jump / mantle · R reload · Esc pause
Controller: sticks move/look · RT fire · LT aim · A jump · B toggle crouch · D-pad down toggle prone · X reload · L3 run · Start pause
Touch: left stick move · drag right to look · SCOPE aim
Drag controls anywhere below the game toolbar. Set each size and opacity, hide or restore controls, and add extra action buttons. Portrait and landscape save separately. The Pause button always stays available.
Move with your left thumb. Drag the right side—or drag FIRE while holding it—to aim. Tap AIM to scope, then FIRE. Push the stick fully forward to run. Landscape gives your thumbs more room. Three-finger layout adds a left FIRE button.
Preset size and opacity apply to standard layouts. Custom layouts use individual control settings.
Preparing audio…
Adds front/back and height cues to nearby combat. Disable for ordinary stereo speakers.
Sniper scope zoom stays fixed. Wider FOV shows more surroundings; mouse turning distance stays consistent. Weapon proportions stay unchanged.
Automatic adjusts arena resolution under load while keeping weapons and HUD sharp. Performance reduces texture detail and disables shadows. Camera motion can be turned down to zero.
Packet loss is unavailable over browser WebSockets. GAPS shows skipped server updates; it is not packet loss.
FPS is on by default. Frame time measures rendering cadence; ping measures the server round trip. Enemy labels require a clear line of sight.
Saved on this device
RUST / PRIVATE MATCH