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Boats & Watercraft (every vessel + water content)

Rust's ocean is a separate game inside the game. Highest-tier loot lives out there (Cargo, Oil Rigs, Underwater Labs) and so do the most expensive PvP mistakes. Every vessel runs on Low Grade Fuel (LGF), every vessel is lootable, and every vessel gets hijacked the moment you walk away with the engine running.

February 2026 Naval Update: Rust shipped its largest-ever ocean expansion on 5 February 2026. It added player-built modular boats, mounted cannons and boat-to-boat naval combat, a brand-new Deep Sea biome beyond the map edge, Ghost Ships, AI PT Boats, tropical islands, and the Floating City safe-zone monument — and it removed the Tugboat. The dedicated Naval Update sections at the bottom of this page cover all of that in detail; the classic vessel guides above remain accurate for the Kayak, Rowboat, RHIB and submarines.


Watercraft at a Glance

Boat Comparison: HP, Speed, Fuel, Storage, Cost
All values are vanilla 2026. Submarines submerge; Tugboat is large but vaulted on some servers. BOATHEALTHSPEEDFUEL USESTORAGECOST Kayak200 HPSlow (paddle)NoneNone50 scrap (BP) Rowboat300 HPSlow-medium~6 / minSmall stash, 12 slots125 scrap RHIB500 HPFast~15 / minLarge box, 36 slots300 scrap Tugboat~3000 HPSlow but steady~11 / minHuge: place crates insideFree at Harbors Solo Submarine500 HPMedium underwater~9 / min12 slots200 scrap Duo Submarine700 HPMedium underwater~9 / min12 slots, seats 2300 scrap Pick: Rowboat for cheap travel, RHIB for raiding Cargo and Oil Rig, Subs for Underwater Labs. All motor boats and subs run on Low Grade Fuel and hold up to 500 fuel in the tank.
VesselCost (Scrap)HPSeatsStorageLGF / minWhere to buy
Kayak50 (BP)2002None0 (paddle)Fishing Village BP vendor
Rowboat12540041 small box~6Fishing Village
RHIB300500636 slots~12Fishing Village
Solo Sub200500112 slots~6Fishing Village
Duo Sub300700212 slots~6Fishing Village
TugboatFree (spawn)3,0001 driver + basePlayer-placedHighOcean near Harbors

All boats spawn with 50 LGF when purchased. All boats accept up to 500 LGF in their tank.


Kayak

Entry boat. 50 scrap for the BP at Fishing Village, plus 25 scrap for the paddle BP. Crafted from 600 wood, 100 cloth, 75 metal frags.

Skip it the moment you can afford a rowboat.


Rowboat (Motor Rowboat)

The workhorse. 125 scrap at any Fishing Village vendor.

When to use Rowboat vs RHIB


RHIB

The premium combat/utility boat. 300 scrap at Fishing Village.

RHIB advantages

Always bring 2x stack spare LGF on any RHIB run over 10 minutes.


Tugboat (added July 2023 — removed February 2026 Naval Update)

Important: Tugboats were removed from the game in the February 2026 Naval Update. Facepunch's patch notes state they “might come back later,” but as of the Naval Update they no longer spawn on vanilla servers — their role as a mobile sea base has been replaced by player-built modular boats (see the Naval Update sections below). The Tugboat material below is retained for historical reference and for the minority of modded or older servers that still run them.

When present, the Tugboat was Rust's mobile base. It was free — Tugboats spawned naturally in the ocean near Harbor monuments, typically 1–2 per server. Whoever boarded first and authorized at the helm owned it.

How to defend a Tugboat

Can a Tugboat be raided?

Yes. 8 C4, ~16 rockets, or ~10 torpedoes destroys one. Sinking floods the interior and exposes unlocked containers. Tugboats are the #1 target for organized clans day 3+.


Solo Submarine

The Underwater Lab key. 200 scrap at the Fishing Village vendor (spawns with 50 LGF).

Solo Sub use cases


Duo Submarine

300 scrap. Two-seater with significantly upgraded firepower.

The duo sub is the Underwater Lab raiding vehicle. Driver manages fuel; passenger periscopes and fires torpedoes.


Sharks

Real PvE threat anywhere you swim deep.

Sharks ignore boats on the surface — they're only a problem when you're in the water.


Water-Only Monuments & Objectives

COMPLETE BLUEPRINT: Cargo Ship Run, Start to Finish
Plan: bring a friend or two, full kit, meds, and enough ammo for ~12 scientists. Allow 30 to 40 minutes. 1Get a boatBuy an RHIB (300 scrap) at a Fishing Village, or a Rowboat (125). RHIB is tougher and faster. 2Fuel upFill the tank with Low Grade Fuel. RHIB burns ~15/min, so 200+ fuel covers a full round trip. 3Spot the Cargo ShipIt circles the map edge ~every 40 min. Look for the ship icon on the map, then drive to intercept. 4Board itPull alongside the rear, jump onto the lower deck. Tie up or beach your boat so it does not drift off. 5Fight the scientists~12 blue scientists patrol the decks with rifles. Clear them deck by deck, use cover and crouch. 6Start the locked crate hackPress the laptop on each Locked Crate. A 15-minute timer begins. Three crates: bow, middle, stern. 7Loot while you waitGrab military crates, elite crates and barrels around the ship during the 15-min unlock window. 8Open the cratesWhen the timer hits zero the crate unlocks. Take the high-tier guns, components and blueprints. 9Escape before despawnHorns blare near the end of its 40-min run, then deadly radiation. Get on your boat and leave fast. TIP: shoot an enemy team\'s crate laptop to add time to their hack and buy yourself the fight.
Water Monuments: Where They Are and How Hard
A simple ocean map. The sea ring around the island holds all the water targets below. LAND (island) Cargo ShipMoves around the outer ocean. Hard. Small Oil RigFixed spot at sea edge. Medium. Large Oil RigFixed spot at sea edge. Very hard. Underwater LabsOn the sea floor, several spots. Medium. Fishing Village x3Safe coast shops. Easy / no fight. DIFFICULTY GUIDE Easy:Fishing Villages - buy boats and fuel, no scientists, safe zone. Medium:Small Oil Rig and Underwater Labs - some scientists, keycard puzzles. Hard:Cargo Ship - ~12 scientists, timed crates, despawn radiation. Very hard:Large Oil Rig - heavy scientists, 3 keycard puzzles, top-tier loot and PvP.

Cargo Ship

Spawns every 50–60 min of uptime, follows a fixed sea route, docks at Harbor. Board via side ladders, player-placed ladders, hidden red containers during Harbor dock, or helicopter drop. Loot: locked crates (hack the computer, 15-min timer), scientist drops, military crates.

Small Oil Rig

3 scientists, single locked crate (15-min hack). Green keycard. Solo-friendly.

Large Oil Rig

8+ scientists incl. Heavy, two locked crates, red keycard room. Group content. Locked-crate alarm summons rival defenders.

Underwater Labs

Procedurally generated seafloor dungeons. 3 labs per map (fewer but larger). 11 crate types including elite, tech, fuel, ration. Puzzles use green/blue/red keycards + fuses. Reset ~40 min.

Fishing Village (Small & Large)

Safe zone. Sells all boats, fishing rod BP, paddle BP, diving gear, hazmat, torpedoes.


Fueling Boats

Fuel and Maintenance: Low Grade Fuel Costs
All boats (except the Kayak) run on Low Grade Fuel. More speed and size means more burn. BOATFUEL PER MINUTEFULL TANK (500) LASTS Kayak0 (paddle power)No fuel needed at all Rowboat~6 / minAbout 80+ minutes RHIB~15 / minAbout 33 minutes Solo / Duo Submarine~9 / minAbout 55 minutes Tugboat~11 / minAbout 45 minutes WHERE TO GET FUEL AND REFUEL Make it:Refine Crude Oil in a Small Oil Refinery (1 crude makes 3 Low Grade Fuel). Find it:Loot barrels, crates, and Diesel barrels along roads and at monuments. Buy it:Fishing Village and Bandit Camp vendors sell fuel for scrap. Refuel:Open the boat fuel slot and add Low Grade Fuel; top up before any long sea trip.

All boats run on LGF only. Crafted 3 Animal Fat + 1 Cloth = 1 LGF, or 1 Crude Oil = 3 LGF at a Small Oil Refinery.

BoatLGF per minute (full throttle)Tank sizeFull-tank runtime
Rowboat6500~83 min
RHIB12500~41 min
Solo Sub6500~83 min
Duo Sub6500~83 min
TugboatHigh (~15+)500~30 min
Kayak0n/an/a

Boats only consume fuel when accelerating under power. Coasting and idling are free — but a running engine means anyone can hop in and steal it.

Refuel at your base, a safe zone, or from spare LGF stacks in the boat's storage.


Common Boat Mistakes


Sources

  1. Corrosion Hour — Rust Rowboat Guide
  2. Corrosion Hour — Rust RHIB Guide
  3. Corrosion Hour — Rust Tugboat Guide
  4. Corrosion Hour — Rust Kayak Guide
  5. Corrosion Hour — Rust Submarine Guide
  6. Rust Fandom Wiki — RHIB
  7. Rust Fandom Wiki — Boats
  8. Facepunch — Naval Update News
  9. Facepunch — Going Deep (Underwater Labs)
  10. Facepunch — Deep Sea Update (Tugboats)
  11. Rustafied — The Rust Aquatic (Sharks/Subs)
  12. Rustafied — Into the Abyss (Tugboat Mechanics)
  13. RustClash Wiki — Tugboat
  14. BisectHosting — Rust Submarine Guide
  15. RustMods — Underwater Labs 2026 Guide

Want more detail? Monuments Guide · Wipe Day Playbook


Tugboat Sea Base — Advanced Build and Defence

A Tugboat is not just a boat, it is the only fully mobile base in Rust. Played correctly it is the safest home on the server, because raiders cannot dig a tunnel under it, cannot ladder it from a neighbouring base, and cannot find it twice. Played carelessly it is a 3,000 HP loot pinata.

Claiming and locking the right way

The instant you board an unclaimed Tugboat, run to the helm and authorise on the built-in Tool Cupboard. That single action gives you building privilege over the entire deck and hull. Then, in priority order:

  1. Code-lock all three doorways — two on the bridge, one below deck. Use sheet metal doors, never wood. An unlocked doorway is an open invitation.
  2. Drop a sleeping bag and a locker below deck before you do anything else, so a sink or an ambush does not cost you the spawn.
  3. Wall the bridge railing with low external walls or half-height frames. This stops grappling-hook boarders and makes it far harder for a swimmer to climb aboard.
  4. Add a second TC inside a sealed room is not possible — the Tugboat helm is the only privilege source, so protect the helm above all else.

What you can build below deck

The hull interior accepts most deployables: boxes, large boxes, lockers, sleeping bags, a furnace, a small refinery, a research table, and even a workbench. You cannot place foundations or upgrade the hull itself — you are decorating a fixed shell. The realistic Tugboat base loadout is a workbench tier 2, a few furnaces, a refinery for converting looted Crude into fuel, and enough boxes for a roaming kit. Treat it as a forward operating base, not a main.

Mobile-base doctrine

Decay and the offline problem

Tugboats decay slowly on open water and will eventually rot if abandoned, but the bigger offline risk is discovery. There is no way to make a Tugboat truly raid-proof while you sleep. The mitigation is concealment plus a respawn point: bag below deck, valuables off the boat or in the least obvious container, and the acceptance that a found Tugboat will be sunk. Many experienced players run the Tugboat as a roaming loadout-and-fuel station and keep their real stash in a hidden land base.

Torpedo Combat — The Numbers Behind Submarine Warfare

The submarine is a weapons platform, and torpedoes are its only gun. Knowing the exact math turns a 200-scrap toy into a serious tool.

StatValueTactical meaning
Damage per torpedo~150 to a vehicle/structureTwo hits cripple a Rowboat; sustained fire sinks anything
Torpedo cost~75 scrap per pair at Fishing VillageBudget the scrap before you commit to a sub raid
Effective range~500m travelTorpedoes run out and sink — lead moving targets generously
Reload / fire cadence~1 every 4 seconds (solo); duo fires two launchersThe Duo Sub roughly doubles burst damage
Torpedoes to sink a Tugboat~10-12A genuine no-explosives Tugboat raid method

Torpedoes are slow-moving projectiles. Against a stationary target — a parked Tugboat, a boat tied to a monument — they are reliable. Against a moving target you must aim well ahead of the bow. They also only travel underwater; you cannot torpedo something that sits high out of the water. The classic submarine raid is to surface just enough to see the waterline of the target, fire, dive, reposition, repeat. The Duo Sub's periscope passenger makes this dramatically easier because the driver never has to expose the hull to line up a shot.

Torpedo applications worth knowing: sinking an enemy Tugboat when you cannot get C4 to it; harassing the Cargo Ship from below the waterline while a boarding crew fights topside; and denying an enemy their Rowboat or RHIB during an Oil Rig contest.

Submarine Depth and Pressure — Diving Without Dying

Depth is the submarine's defence and its danger. The pressure model is precise and unforgiving:

Depth bandEffect on submarineUse case
0-50mSafe — no pressure damageNormal cruising depth; most Underwater Lab moonpools sit here
50-100mLight pressure damage, ~1 HP/secBrief deep transit only; surface before the hull bleeds out
100m+Crushing damage, ~5 HP/secAvoid entirely — a 500 HP sub dies in under two minutes

Practical diving rules: keep cruising depth around 30-45m, which clears the seabed in most areas and stays clear of the pressure band. Watch the hull HP bar constantly when you push deeper. The submarine is also slower underwater than on the surface — for long transits, surface-cruise and only dive when you need to approach unseen or pass under a contested zone.

Oxygen is a separate clock from hull HP. The cockpit holds a finite air supply; the meter drains while submerged and refills when you surface. A sub that runs out of air starts drowning the driver even though the hull is fine. On long lab raids, surface periodically inside the moonpool to recharge both air and your situational awareness.

Boat Raid Economics — Cheapest Way to Sink a Target

When the target is a boat — usually a Tugboat — pick the cheapest tool that works:

MethodQuantity to destroy a TugboatRough relative costNotes
Timed Explosive Charge (C4)~8Highest sulfur costFastest, but expensive; needs you aboard or alongside
Rockets~16HighCan be fired from a boat or shore at range
Torpedoes~10-12Lowest by farRequires a submarine; pure scrap, no sulfur

The lesson: torpedoes are the budget Tugboat killer. If you own a sub, you never need to spend sulfur to sink a boat — you spend scrap on torpedoes, which solos and small teams generate easily. C4 is reserved for when you need the target down in seconds before the owner can flee or counter-board.

Deep-Water Navigation and Survival


The Naval Update (February 2026) — What Changed

The Naval Update went live on 5 February 2026 and is one of the largest content drops in Rust's history. It reworks the entire maritime layer of the game: you can now build your own boats plank by plank, fight boat-to-boat with mounted cannons, and sail off the edge of the map into a brand-new Deep Sea biome packed with Ghost Ships, AI patrol boats, tropical islands and a floating safe-zone city. Most of the new tech sits at Tier 1, so modular boats are surprisingly accessible from early wipe.

The single biggest change to existing play is that the Tugboat was removed. Player-built modular boats now fill the mobile-base and heavy-hauler role the Tugboat used to occupy. Facepunch has said the Tugboat "might come back later," but plan your sea game around modular boats for now.

At-a-glance: Naval Update additions

AdditionWhat it isWhy it matters
Modular BoatsPlayer-built vessels assembled from snap-together parts at a Boat Building StationFully customizable transport, hauler and warship — replaces the Tugboat
Mounted CannonsCannon parts placed in cannon walls, firing cannonballsEnables real boat-to-boat raiding and naval PvP
Deep Sea BiomeA separate ocean zone reached by sailing off the south map edgeHigh-risk, high-reward looting on a hard reset timer
Floating CityMassive ocean safe-zone monument with vendors and a casinoOutpost-style hub out at sea; PvP disabled
Ghost ShipsStationary AI-crewed loot ships in the Deep SeaFloating mini-events crewed by scientists
PT BoatsHeavily armed AI patrol boats roaming the Deep SeaRoaming naval threat; can be cleared and stolen
Tropical IslandsLootable (non-buildable) islands with nodes and AI cannonsMid-sea farming and POI looting
RHIB ReworkNew model, headlight, compass and map screensBetter night navigation; also used by Deep Sea scientists

Modular Boat Building

Modular boats are the centerpiece of the Naval Update. Instead of buying a fixed-shape vessel, you assemble your own from snap-together parts on a floating grid. The whole system is cheap to enter and most of the tech is Tier 1, so a wipe-day solo can have a working boat within the first hour.

Getting started — the two items you need

Each boat building block costs roughly 4 to 15 Low Grade Fuel plus wood to place, so keep a fuel stack on you while building. There is also a tool-cupboard-style upkeep system for boats — for now upkeep is paid in wood only.

Boat parts

The modular kit covers everything a vessel needs:

Size and height limits

To stop players from building floating skyscrapers, modular boats are capped. The maximum footprint is 10 long by 5 wide, and the height cap is 2 walls tall plus a third half-height wall. The build uses a weight-to-thrust system: bigger, heavier boats need more engines and sails to move at a decent speed, and a well-powered build can actually outrun the Cargo Ship. Larger boats can also smash straight through floating junk piles on contact.

Editing, locking and the "deploy and edit" rule

Boat builds are locked once the boat is placed in the water — there are no live edits while sailing. To change a finished boat you use the steering wheel's "deploy and edit" option, which requires a Boat Building Station in your inventory. One important restriction: "deploy and edit" is disabled inside the Deep Sea, so finish and fuel your boat before you sail off the map edge.

Damage and destructibility

Modular boats use a single shared global health pool rather than tile-by-tile damage, and that pool scales with the size of the boat. When the health bar hits zero the boat sinks and is gone permanently — there is no salvage and no recovery. This is a major mindset shift from the old Tugboat era: a player-built warship is a real, losable investment.


Naval Combat & Mounted Cannons

Naval combat is a core pillar of the update. Player-built boats are fully destructible, and boat-to-boat raiding is now a genuine playstyle. Boats also react physically to explosions — incoming blasts visibly jostle and shove a hull around, which can spoil an enemy's aim or push a boat off its line.

Weapons that hurt boats

Cannon behavior

Cannons can only be placed in specialized cannon walls — you cannot stick one anywhere on the deck. Against another ship a single cannonball does relatively low damage (community testing suggests one hit removes only a small fraction of a boat's health pool), so sinking an enemy boat is a sustained-fire job, not a one-shot. Cannons travel with the boat, so you can take them all the way to Oil Rig and use them as offshore fire support.


The Deep Sea Biome

The Deep Sea is an entirely new ocean region that exists beyond the main island. You reach it by sailing toward the southern edge of the map in a capable boat — a player-built modular boat, an RHIB, or a captured PT Boat. You hit stormy seas, and a portal-style transition loads you into the Deep Sea zone.

How the reset timer works

The Deep Sea is built to be high-risk and intentionally unforgiving. When the event zone opens you have 2 hours (the default; servers can adjust it) to explore and loot, shown as a countdown on the player map. When the timer ends the zone resets completely: rough seas, radiation spikes, and a full loot refresh. Critically, when the timer expires all crewed vessels and items disappear, and any player still inside the zone dies. Get in, loot fast, and sail back out before the clock runs down.

No building, no respawning loot

There is no base building in the Deep Sea, and loot does not respawn within a cycle. Every crate, barrel and resource node is first come, first served — once it is looted it stays empty until the next zone reset. Remember too that "deploy and edit" for modular boats is disabled here, so any boat you bring must already be finished and fueled.

Tropical Islands

Scattered across the Deep Sea are tropical islands with white-sand beaches and palm trees. You can loot them but not build on them. They feature substation-styled and ruin-styled lootable POIs, a generous number of resource nodes for mid-sea farming, and — watch out — AI-controlled cannon emplacements that players can also hop onto and use. Islands are where the new coconut consumable comes from: it restores +2 health, +15 calories and +50 hydration, a handy quick boost while exploring.


Ghost Ships & PT Boats

Ghost Ships

Ghost Ships are stationary, AI-crewed loot ships scattered through the Deep Sea — think of them as floating monuments. There are five confirmed variants, each crewed by blue scientists and stocked with light-to-moderate loot, plus nearby scientist patrols that try to keep you off the ship. At any given time one Ghost Ship carries a lockbox below deck; starting the countdown on that lockbox also spawns 3–4 AI patrol RHIBs, so cracking it commits you to a fight. Ghost Ships are static once spawned, but Facepunch has hinted they may become more dynamic threats in future updates.

PT Boats

PT Boats are a new class of heavily armed AI patrol boat that actively roams the Deep Sea and engages players on sight. They are armed with a rear-mounted .50 cal turret and dual front-facing turrets, firing standard 5.56 ammo. Compared to an RHIB they are slower and burn more fuel, but are tougher and hit much harder, and they keep fighting even after the pilot is killed. Like every Naval Update vessel they are fully destructible and sink when defeated — but a cleared PT Boat can be stolen and crewed by players, making it a genuine prize.

Patrol RHIBs and the RHIB rework

The RHIB itself got a visual overhaul in the Naval Update — a higher-detail model, a headlight for night and storm navigation, and new compass and map display screens. In the Deep Sea, RHIBs are also used by patrolling scientists: the 3–4 patrol RHIBs triggered by a Ghost Ship lockbox are AI-crewed and carry limited loot.


The Floating City Monument

The Floating City is the Naval Update's flagship monument — a massive ocean hub built from abandoned barges and the framework of an unfinished oil rig. It is comparable in size and role to Outpost or Bandit Camp, and it is a full safe zone: PvP is disabled, so you can dock, trade and regroup without being shot. There are four variants that can spawn per server, and all offer the same facilities.

What you will find inside

"Floating John" — the mission NPC

Each Floating City has a mission NPC nicknamed "Floating John." His marquee mission rewards you with a rocket launcher and 6 HV rockets for taking out 8 boat-bound scientists out at sea — a strong reason to head back into the deep and engage Ghost Ships or PT Boats.


Naval Update — Practical Sea Doctrine

The Naval Update rewards preparation more than any previous ocean content. A few rules that keep your boat and your loot afloat:


Naval Update Sources

  1. Facepunch — Naval Update (official news)
  2. Rustafied — Naval Update Ho! (5 Feb 2026 patch notes)
  3. Corrosion Hour — Player-Made Boat Building Guide
  4. Corrosion Hour — Floating City Monument Guide
  5. BisectHosting — Naval Update Patch Notes