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Rust Server Ports: Which Ports to Open and Forward

Forward UDP 28015 for Rust players and UDP 28017 for browser listing. RCON uses optional TCP 28016, while Rust+ uses TCP 28082 with default settings. This guide covers router rules, firewalls, CGNAT, private servers and troubleshooting.
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For a normal public Rust dedicated server, forward UDP 28015 for player traffic and UDP 28017 for server-browser queries. TCP 28016 is the default RCON port and is optional; TCP 28082 is the derived default for the Rust+ companion service. Forward only the features you use, send each rule to the server’s stable LAN address, and allow the same protocol through the host firewall.

Rust port map at a glance

These are Facepunch’s documented defaults for a single server whose game and RCON settings have not been changed. The values below reflect the official documentation checked on October 15, 2026.

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Function Setting Default or derivation Protocol Forward it when
Player game traffic server.port 28015 UDP Always for players connecting from outside your LAN
Steam/server-browser queries server.queryport 28017 with the default game and RCON ports UDP The server should appear in the public browser
Remote administration rcon.port 28016 TCP Only when you use an RCON client
Rust+ companion service app.port 28082 with unchanged defaults TCP Rust+ is enabled

The game and query ports must be different. Facepunch describes the query-port default as one above whichever is greater, server.port or rcon.port. With 28015 and 28016, that calculation produces 28017. Rust+ uses a separate calculation: the game port plus 67 or the RCON port plus 67, whichever is larger. The default result is 28082.

What each Rust port actually does

Player connections: server.port

This UDP endpoint carries the game traffic used by players. It is the only port required to connect and play on an externally reachable server. If this rule is missing, points to the wrong machine, or is blocked by a firewall, outside players cannot join even if the server process is running normally.

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Server-browser listing: server.queryport

The query endpoint answers the requests used by Rust’s server browser. A server can accept a direct connection while remaining absent from the listing if this UDP port is not forwarded, is blocked, or is accidentally the same as the game port. Opening it makes the server discoverable and allows query responses such as its name, player count, map information and active-player data to be returned.

RCON administration: rcon.port

RCON is a TCP control channel for remote configuration and administration. It is not needed for gameplay. Exposing it increases the attack surface, so forward it only if remote administration is part of your setup. Use a strong, unique RCON password and apply source-address restrictions when your router or firewall supports them.

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Rust+ companion service: app.port

Rust+ uses a separate TCP service so the companion backend can reach your server. The port must be reachable from the internet and must be at least 10000. If Rust+ is disabled, there is no reason to create this forwarding rule.

Requirements before you create a forwarding rule

  • A stable LAN address: Reserve an address for the server in the router’s DHCP settings, or configure a static address on the host. A rule tied to a changing DHCP address will eventually point at the wrong device.
  • The actual Rust configuration: Check the launch script, service file or command line for +server.port, +server.queryport, +rcon.port and +app.port. Forward the values Rust is using, not assumed defaults.
  • Router control: You need administrator access to the internet-facing router. If another router sits upstream, both devices may require rules.
  • A publicly reachable connection: Carrier-grade NAT (CGNAT), a second upstream router, or an ISP restriction can prevent unsolicited inbound traffic even when your local rule is correct.
  • Host-firewall access: The operating system firewall must permit the same inbound protocol and port as the router rule.

Facepunch’s routing model is straightforward: an outside player contacts your public IP and port; the router translates that request and sends it to the selected LAN IP. Port forwarding therefore has two separate parts—destination selection in the router and packet acceptance on the server.

How to forward the ports

  1. Reserve the server’s LAN address. In the router, open the DHCP or LAN section, locate the server by hostname or MAC address, and create a reservation. Rebooting the server should not change the reserved address.
  2. Create the game rule. In the router’s Port Forwarding, NAT, or Virtual Server page, add an inbound rule for the configured server.port, choose UDP, set the destination IP to the reserved server address, and use the same destination port. This is the rule external players need.
  3. Add the query rule for browser visibility. Create a second rule for server.queryport, also UDP, aimed at the same LAN address. Skip this rule if you intentionally want a direct-connect or private server that is not listed.
  4. Add RCON only when required. Forward rcon.port as TCP to the server. Do not select “both” or “all” protocols when the router lets you choose the exact protocol. Restrict the source addresses to your administration network or VPN range if possible.
  5. Add Rust+ only when enabled. Forward app.port as TCP. Confirm that the chosen value is 10000 or higher and that no other application already owns it.
  6. Save and apply. Some routers restart the firewall or NAT service after saving. Wait for that change to complete before testing.
  7. Permit the same traffic on the host. Add inbound firewall rules for the enabled UDP and TCP ports. A router rule cannot override a packet dropped by Windows, Linux, or another host firewall.

Use the router’s exact labels—some firmware calls the feature “Port Forwarding,” while others use “NAT Rules” or “Virtual Server.” Keep the external and internal port numbers identical unless you have a specific reason to translate them; if you do translate a port, players and every client must use the public value while Rust listens on the internal value.

Example configuration and startup values

A default-style launch command can explicitly show the intended values:

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+server.port 28015 +server.queryport 28017 +rcon.port 28016 +app.port 28082

Do not paste this blindly into a server that already defines different values. The forwarding rules must follow the effective settings loaded at startup. If server.queryport is omitted, Rust calculates it from the larger of the game and RCON ports; setting it explicitly can make the router configuration and troubleshooting easier.

Testing in the right order

  1. Test direct player access first. From a device outside the server’s LAN—such as a different internet connection—connect using the public IP and game port. A successful join proves the game path, NAT rule and host firewall are working together.
  2. Check browser visibility next. If direct access works, search for the server in Rust’s browser. Absence at this stage points to the query setting, its UDP rule, or a query port that duplicates the game port.
  3. Test RCON independently. Use your RCON client with the public address, configured TCP port and password. Keep this test separate from gameplay so a successful join is not mistaken for working administration.
  4. Test Rust+ last. Verify that the companion service is enabled, its TCP rule is active, and the backend can reach the selected port from the internet.

Testing from the same LAN can produce misleading results because some routers do not support NAT loopback. When an internal test fails, repeat it from an external network before changing a working rule.

Troubleshooting by symptom

Players cannot connect

  • Confirm the running server’s server.port and protocol. The game path is UDP, not TCP.
  • Check that the router forwards that UDP value to the current reserved LAN address, with no typo in either port field.
  • Inspect the host firewall for an inbound UDP allow rule tied to the server application or port.
  • Look for CGNAT or double NAT. If the router’s WAN address is private or differs from the public address shown by an external service, inbound forwarding may stop at the ISP or an upstream router.
  • Check for another router, modem-router combination, mesh gateway or managed firewall between the server and the public internet. Each routing layer must either be bridged or configured to pass the traffic onward.

Players can connect, but the server is missing from the browser

  • Verify that server.queryport is set or correctly derived and is different from server.port.
  • Forward the query value as UDP to the same server address.
  • Allow that UDP traffic through the host firewall.
  • If privacy is intentional, do not treat non-listing as a fault: blocking the query port is the documented way to reduce discoverability.

RCON does not work

  • Confirm the RCON service is enabled and that the client is using the configured rcon.port.
  • Use TCP in both the router and host-firewall rules; a UDP rule will not carry RCON sessions.
  • Recheck the password and any rcon.web setting used by the server configuration.
  • Make sure the router rule is actually enabled and reaches the host running Rust. Restricting the source network too aggressively can also block your own client.

Rust+ remains offline

  • Confirm app.port is enabled, uses TCP, and is at least 10000.
  • Forward it to the Rust host and permit it through the host firewall.
  • Check for CGNAT, double NAT or an upstream firewall that prevents the Rust+ backend from initiating a connection.
  • Ensure another service is not already using the selected companion port.
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Public, private and LAN-only configurations

Configuration goal Player access Discoverability Administration Companion features
Public community server Forward the game UDP port Forward the query UDP port for browser listing Expose RCON TCP only if needed; protect it Forward Rust+ TCP only if enabled
Private internet server Forward the game UDP port Use a nonstandard setup and block the Steam queryport as recommended by Facepunch’s hidden-server guidance Keep RCON local or restrict its source addresses Enable only if the companion service is required
LAN-only server No internet port forwarding; players use the LAN address No public browser exposure Administer locally unless you deliberately add a protected remote path No internet rule unless Rust+ is required

A private server is not made private merely by changing numbers. Nonstandard ports reduce casual discovery, but firewall source restrictions, blocking the query service and limiting administrative access provide the meaningful controls. Facepunch notes that query responses can reveal the server name, player count, map information and active players.

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Changing the defaults without breaking connectivity

Changing ports is useful when several Rust servers share one public IP, when another service already occupies a value, or when you want a less predictable external layout. Every server still needs a unique game port, and its query port must remain different from its game port.

  1. Choose an unused value for each service and record the protocol beside it.
  2. Set the values in the server’s startup parameters or configuration.
  3. Calculate or explicitly set server.queryport; do not assume the old derived value remains valid.
  4. For Rust+, keep app.port at 10000 or higher and recalculate it if you rely on the documented default formula.
  5. Update the router and host-firewall rules to match the new values.
  6. Restart the server, then repeat external tests for gameplay, listing, RCON and Rust+ separately.

For multiple servers behind one public address, each instance needs distinct externally reachable game and query endpoints. RCON and Rust+ values must also be unique where services would otherwise collide. A forwarding rule aimed at the wrong instance can look like a firewall failure even though the packets are arriving.

Network edge cases that forwarding cannot solve alone

CGNAT

With CGNAT, the ISP shares one public IPv4 address among customers and does not give your router control of the inbound translation. You can create local rules correctly and still receive no outside connections. Ask the ISP for a public address, request a suitable service option, or run the server on infrastructure that permits inbound forwarding.

Double NAT and multiple routers

If a modem, gateway and personal router all perform NAT, the first device may need to forward the traffic to the second, which then forwards it to the server. Putting the upstream device in bridge mode is often simpler when supported. Verify which device owns the public address before editing rules.

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Changing LAN addresses

A working rule can silently fail after a DHCP lease changes. A reservation is preferable to repeatedly editing the destination IP, especially for a server that should remain available through wipes or restarts.

Security checklist

  • Open only the services you use. Gameplay does not require RCON or Rust+.
  • Use UDP for the game and query services, and TCP for RCON and Rust+.
  • Set a strong, unique RCON password and avoid publishing it in scripts, screenshots or chat.
  • Limit RCON source addresses or place administration behind a VPN where your equipment supports it.
  • Keep the server operating system, router firmware and Rust server software updated.
  • Review router rules after changing hosts, ports or server instances; remove stale entries.
  • For a private server, block the query service and use nonstandard ports as part of a broader access-control plan.

Quick decision checklist

  • Need players from the internet? Forward the configured game port as UDP.
  • Need the public server browser? Add the distinct query port as UDP.
  • Need remote console administration? Add the RCON port as TCP, then restrict and protect it.
  • Need Rust+? Add the companion port as TCP, keep it at least 10000, and confirm internet reachability.
  • Only playing on a home network? Use the LAN address and avoid public forwarding.
  • Rules look correct but nothing is reachable? Investigate CGNAT, double NAT, the host firewall and the server’s actual startup parameters before changing ports.

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