On the class lists: F (44), with population over 48 hours and no performance mark.
Players now0/ 500% full
7-day average0peak –
Rank#15,349top 69%
Last wipe7d agomonthly schedule
Next wipe7d 14hThu 5 Nov, 19:00 UTC FW
Subjects
Subject
Mark
Grade
Teacher's comment
Populationplayers against slots, 7-day average
0/ 100
F
A quiet classroom so far: 0 of 50 on average. Plenty of space to grow.
Standingrank on player hours
31/ 100
F
Working its way up from the back of the class: #15,349 on player hours.
Uptimehours on the list, last 48
94/ 100
A
Good attendance: on the list 45 of the last 48 hours.
Performanceserver fps, last 48 hours
9/ 100
F
Needs to work on its frame rate: 5 server fps on average.
Wipeskeeping the crowd after a wipe
unmarked
–
Too few wipes seen to mark this yet.
Momentumrank now against a week ago
49/ 100
D
Slipped a little: down 224 places this week. Nothing a good wipe can't fix.
A term to build on.
Strongest in uptime (A); population is the one to work on (F).
How it is marked: each subject is out of 100 from the figures on this page (population is the 7-day average against the slots, standing is 100 less the top share, uptime the hours of the last 48 it was seen, performance its fps against 60, wipes the share of its wipes that kept half their crowd, momentum its rank against a week ago with 50 for no change). The grade is their average: 95 and over is an A+, 90 an A, 85 an A−, 80 a B+, 75 a B, 70 a B−, 65 a C+, 60 a C, 55 a C−, 45 a D, under 45 an F.
Progress through the term
Its players, its performance and its rank, hour by hour and day by day. Dashed red lines are its wipes.
Players
Every five minutes, from the Steam server list.
AveragePeak
Hourly average and peak, UTC.
AveragePeakWipe
Daily average and peak, UTC.
Server performance
Average fpsLowest fpsWipe
Most entitiesWipe
Most memory, MBWipe
Average fpsLowest fpsWipe
Most entitiesWipe
Most memory, MBWipe
Average fpsLowest fpsWipe
Most entitiesWipe
Most memory, MBWipe
48 hours: hourly readings. 30 to 90 days: one point a day, with the day's average and lowest fps, most entities and most memory, measured since 1 Oct. From asking the server directly; low fps and a climbing entity count mean lag.
Rank
daily · 1 is best
RankRank in region
Top 69% of all ranked servers. Ranked on player hours over the last seven days.
Attendance: the wipe record
1 wipe day in the last 16 weeks
MTWTFSS
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JulAugSepOct
W wiped that day F the force wipe · today. From the wipes in the table below.
Wipe schedule
force wipes only
Next wipe Thursday 5 November, 19:00 UTC, in 7d 14h.
The force wipe · high confidence
wipe-day peak0players, last three wipes
Coming wipes
7d 14hThu 5 Nov, 19:00 UTCFW
35d 14hThu 3 Dec, 19:00 UTCFW
The first 48 hours of its last wipes
Players each hour, from the hour of the wipe. The latest peaked at 0, 0 hours in.
Wipes
newest first
Wiped
Peak
Crowd
Lasted
Players before
Wed 21 Oct, 20:11 UTC7d ago
0
–
running
0
Peak: the most players in the first 48 hours. Crowd: whether every day of the wipe kept at least half that peak, or the day it fell below. A new world less than six hours after a wipe is a restart, not a wipe of its own.
Similar servers
classmates: the same kind of game, then region, group limit, rate and wipes
Deep Sea Sask leaves the region unpublished. Rust Server Score reports the location a server gives; it does not check where the machine actually is. Find it at 66.51.98.56:28045.
Is Deep Sea Sask up, and how steady is its uptime?
The server is up: Deep Sea Sask is online now. The uptime it reports puts the last restart at about 6 days 14 hours ago. It was up 167 of 168 hours over the last 7 full days, which is 99% of the time. It was first seen by Rust Server Score on 1 October 2026.
How well does Deep Sea Sask run?
It never fell below 5 server fps in the last 48 hours, averaging 5. Up to 61,019 entities were in the world, covering buildings, deployables and the rest. Memory use reached up to 2,656 MB. Lag is what players feel when fps is low and the entity count climbs.
On what Rust version does Deep Sea Sask sit?
Rust network protocol 2634 and build 167781 on Linux is what Deep Sea Sask runs. You need the same protocol to join; Steam takes care of updating your game.
Wipe cycle
How frequently does Deep Sea Sask wipe its map?
Deep Sea Sask wipes with the force wipe and at no other time. Thursday 5 November at 19:00 UTC brings the force wipe, its next wipe, when every Rust server resets. 7 days 7 hours have passed since this world was made. Its tags list a monthly wipe schedule.
What happens on Deep Sea Sask when wipe day arrives?
Across its recent wipes, the busiest moments averaged 0 players. The crowd on the latest wipe was largest 0 hours after it began.
Player numbers
Where does Deep Sea Sask place in the wider field of Rust servers?
In the top 69% of all ranked servers, Deep Sea Sask sits at #15,349 for player hours over the last seven days.
What does the population on Deep Sea Sask look like?
With 50 slots available, Deep Sea Sask currently has 0 players. For the last seven days, the average number of players was 0.
Lists and filters
How should you read the tags on Deep Sea Sask?
gmrust (Game mode): Survival in the standard Rust style; mp50 (Max players): Its slot count is 50; ts8 (Group limit): A team can hold 8 at most, which is the game default; v2634 (Protocol): The game protocol is 2634, so your game must match that version to join; cs167781 (Build): This runs on build 167781; ptrak (Networking): This is RakNet: the network layer Rust normally uses; $r? (Region code): No region code has been set; ^m (Monthly): Facepunch's force wipe sets the rhythm: one wipe a month; ^o (Oxide): The plugin framework in use is Oxide (uMod); ^z (Modded): Because settings or plugins change how it plays, it is listed as Modded are the tags Deep Sea Sask publishes, and the game's server browser reads them. The top of this page also shows its current players, any queue, and when the world was created, all from its tags.
Which Rust Server Score filters and lists feature Deep Sea Sask?
Rust Server Score lists that include Deep Sea Sask: Modded Rust servers, graded. These filters bring it up on the server list: Type: Modded; Server tag: Monthly ^m, Modded ^z and Oxide ^o; Group limit: 5 or more; Wipe schedule: Monthly; Last wipe: In the last 2 weeks.
Map and rules
How is Deep Sea Sask set up, and what rules does it keep?
The name of Deep Sea Sask gives no gather rate. The group limit stays at the game's default of 8 players. You get survival here, gather and build and raid: the standard game. Fighting and raiding between players are both allowed. The server browser lists it as Modded: plugins or settings change how the game plays. Oxide plugins are running on it. The server runs Valve's anti-cheat, VAC.
Which map is in play on Deep Sea Sask?
A procedural map of size 3,400 and seed 1410202462, generated by the game, is what Deep Sea Sask runs. Because size and seed match, the map is the same each time, and this page links to it on RustMaps.
Connecting
What is the way to join Deep Sea Sask?
To connect, start Rust, press F1, and type client.connect 66.51.98.56:28045. Or click Launch Rust here, which launches Rust through Steam and joins you.
Server tags
what each one means
Published asmp50,ptrak,$r?,v2634,^m,gmrust,cs167781,ts8,^o^z
Game
gmrust
Game modeSurvival in the standard Rust style.
mp50
Max playersIts slot count is 50.
ts8
Group limitA team can hold 8 at most, which is the game default.
v2634
ProtocolThe game protocol is 2634, so your game must match that version to join.
cs167781
BuildThis runs on build 167781.
ptrak
NetworkingThis is RakNet: the network layer Rust normally uses.
$r?
Region codeNo region code has been set.
Wipe schedule
^m
MonthlyFacepunch's force wipe sets the rhythm: one wipe a month.
Mods and access
^o
OxideThe plugin framework in use is Oxide (uMod).
^z
ModdedBecause settings or plugins change how it plays, it is listed as Modded.
Players now (cp), the queue (qp) and the wipe time (born) are in the tag string too; they change every few minutes and are shown at the top of the page. Flag meanings are Facepunch's.
A term to build on. Strongest in uptime (A); population is the one to work on (F).