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Rust Server Ports: Which Ports to Open and Forward

Forward UDP 28015 for Rust gameplay, UDP 28017 for browser listing, TCP 28016 for RCON and TCP 28082 for Rust+ only when those features are enabled. This guide explains router rules, firewalls, privacy and troubleshooting.
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For a normal public Rust dedicated server using Facepunch’s documented defaults, forward UDP 28015 for player connections and UDP 28017 for server-browser queries. Forward TCP 28016 only if you use RCON for remote administration, and forward TCP 28082 only when Rust+ is enabled. Every rule must send traffic to the server’s stable LAN address, and the host firewall must allow the same protocol and port.

Only UDP 28015 is required for people who already know the server address. The query, RCON and Rust+ ports serve different purposes, so opening all four by habit creates unnecessary exposure and can make troubleshooting harder.

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Rust’s ports at a glance

Rust separates gameplay, server discovery, administration and companion-app traffic. The defaults below apply when you have not changed the corresponding launch settings.

Function Setting Default or derived port Protocol Open or 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 Rust’s browser
Remote administration rcon.port 28016 TCP Only when an RCON client will administer the server
Rust+ companion service app.port 28082 with unchanged defaults TCP Only when Rust+ is enabled

Facepunch’s dedicated-server documentation identifies server.port as the UDP port used by players and gives 28015 as its default. It identifies rcon.port as the TCP port used by RCON clients and gives 28016 as its default. The other two values are derived or feature-specific rather than additional gameplay ports.

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What each Rust port actually does

UDP 28015: player connections

server.port carries the game traffic required to join and play. A remote player’s client contacts your public IP address and this UDP port; the router then translates or forwards the packet to the machine running the server. If this mapping is missing, points to the wrong computer, uses TCP instead of UDP, or is blocked by the host firewall, outside players cannot connect even if the process is running correctly.

Facepunch’s guidance treats this as the only port required for direct connection and gameplay. Players can use the server’s public address and port without the server being listed in the in-game browser, which is useful for testing a new setup before adding discovery or administration features.

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UDP 28017: server-browser queries

server.queryport handles the UDP queries that let Rust and Steam obtain listing information. It is what makes a server discoverable in the browser; it is not the channel that carries a player’s actual game session.

When you leave server.queryport unset, Facepunch documents a derived default: one above whichever is greater, server.port or rcon.port. With the unchanged defaults of 28015 and 28016, the documented query-port value is 28017. The query port must differ from the game port. If you change either base port, check the resulting value in your configuration and forward that actual UDP port rather than assuming 28017 still applies.

TCP 28016: RCON

rcon.port is for remote console access, not player traffic. An RCON client uses TCP to send administrative commands and receive responses. The documented default is 28016.

Do not expose this port merely because the server uses the default number. Forward it only when remote administration is part of your operating plan. Set a strong, unique RCON password, enable the RCON mode your server uses, and apply router source restrictions if your equipment supports them. A port-forward rule without a working RCON configuration or valid password will not provide access, but it still enlarges the attack surface.

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TCP 28082: Rust+ companion service

Rust+ uses a separate companion-service port. Facepunch’s Rust+ documentation gives 28082 when the normal game and RCON defaults are unchanged and requires the companion port to be reachable from the internet. The documentation also states that app.port must be at least 10000 for the Rust+ backend.

The companion port is TCP. It is independent of browser queries and RCON, so opening 28017 or 28016 will not make Rust+ work. If you alter your game or RCON ports, verify the resulting app.port value in the server configuration instead of carrying over 28082 automatically.

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Which ports to forward for common server types

Public server listed in the browser

Forward UDP server.port and UDP server.queryport. With unchanged defaults, that means UDP 28015 and UDP 28017. Add TCP 28016 only if administrators need RCON, and TCP 28082 only if Rust+ is active.

Direct-connect or LAN-only server

For players on the same LAN, you normally do not need internet port forwarding. For direct connections from outside the network, forward only UDP 28015 (or your configured server.port). A browser listing is optional, so the query port can remain closed when players receive the address through another channel.

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Private, intentionally hidden server

Facepunch’s hidden-server guidance recommends nonstandard ports and blocking the Steam query port. Query responses can reveal the server name, player count, map information and active players, and an open query port can make a server discoverable in listings. A privacy-oriented setup therefore keeps the game port reachable only for the people who need it, blocks query responses at the router or firewall, and avoids exposing RCON or Rust+ unless those services are required.

Server with remote administration

Keep the gameplay and query rules appropriate to your visibility choice, then add TCP rcon.port. Restrict the source addresses to an administrator network or VPN range when possible. If your router cannot restrict sources, consider leaving RCON unforwarded and administering from the server’s LAN instead.

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How to forward the ports correctly

  1. Find the server’s LAN address. Give the host a stable address by creating a DHCP reservation on the router or assigning a static address on the machine. A forwarding rule tied to a changing address will eventually send traffic to the wrong device.
  2. Confirm the values Rust is using. Check the startup configuration for +server.port, +server.queryport, +rcon.port and +app.port. If a setting is omitted, apply the documented default or derived value rather than guessing from an old router rule. Ensure the game and query ports are different.
  3. Create the game rule. In the router’s port-forwarding or NAT section, make an inbound rule for the configured game port, select UDP, enter the server’s stable LAN address as the destination, and use the same destination port. Do not select “both” or “all” when a UDP-only rule is available.
  4. Create the browser-query rule when listing is wanted. Add the configured query port as a separate UDP rule to the same LAN address. Keeping it separate makes it possible to disable discovery without interrupting direct game connections.
  5. Create the RCON rule only when needed. Add the configured RCON port as TCP, not UDP. Set and test the RCON password and relevant web or RCON configuration before exposing the rule. Apply an allowed-source restriction if supported.
  6. Create the Rust+ rule only when enabled. Add app.port as TCP and verify that its value is at least 10000. The companion backend must be able to reach this port from the internet.
  7. Allow matching traffic on the host. Add inbound operating-system firewall rules for each enabled port and protocol. A correct router rule cannot bypass a local firewall that drops the packet.
  8. Test from outside the LAN. Have a player on another network connect to the public address first. Test browser listing, RCON and Rust+ separately so a failure identifies one service rather than several simultaneous changes.

The routing model is straightforward: a client targets your public IP and port, the router receives that traffic, and the forwarding rule sends it to the correct private LAN address. Port forwarding does not move the server onto the internet by itself; the server process must be listening on the selected port and the local firewall must permit it.

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Why a server still fails after forwarding

Players cannot connect at all

  • Confirm the server is listening on the configured server.port, not an old default.
  • Check that the router rule is UDP and forwards to the current LAN address.
  • Check the host firewall for an inbound UDP exception on the same port.
  • Test using the public address from a genuinely external network; testing your own public address from inside the LAN can be affected by the router’s hairpin-NAT behavior.
  • Check for carrier-grade NAT (CGNAT), an upstream modem/router, or double NAT. If another device owns the public address, the first device must pass the traffic to the second, and the second must forward it to the server. With CGNAT, the ISP may not give you an inbound-routable IPv4 address, so ordinary forwarding cannot work without an ISP-supported public address or another hosting arrangement.

Players connect, but the server is absent from the browser

  • Verify that server.queryport is set or derived to the value you actually forwarded.
  • Use UDP for the query rule and keep it distinct from server.port.
  • Check the query-port rule and host firewall independently from the working game-port rule.
  • Remember that a deliberately private server may be hidden by design; blocking query traffic prevents browser discovery even though direct connections continue to work.

RCON does not respond

  • Confirm the RCON client is targeting the configured rcon.port, not the game or query port.
  • Use TCP for both the router rule and host-firewall exception.
  • Verify the RCON password and the server’s rcon.web configuration.
  • Make sure RCON is enabled and the process has restarted after configuration changes.
  • Check source-address restrictions and any upstream firewall before opening access more broadly.

Rust+ remains offline

  • Confirm Rust+ is enabled and that the server’s app.port matches the forwarded TCP port.
  • Verify the port is at least 10000 and reachable from the internet.
  • Check the host firewall, router rule and any second NAT device for TCP filtering.
  • Do not substitute the query or RCON port; the companion service has its own endpoint.

Public and private configurations compared

Decision axis Public configuration Private configuration
Player access Game UDP port forwarded from the public internet LAN-only, or game port shared only with selected players
Discoverability Query UDP port forwarded so the browser can list the server Query port blocked or not forwarded to reduce discoverability
Administration RCON TCP port exposed only when needed, preferably source-restricted RCON kept local or reachable through a private administration path
Companion features Rust+ TCP port forwarded when enabled Rust+ disabled or kept inaccessible if companion features are unnecessary
Network topology Requires an inbound-routable public address and correct NAT path Can operate entirely inside the LAN without public forwarding
Security posture Open only required protocols and ports; monitor and restrict administrative access Use nonstandard ports where appropriate, block queries, and limit firewall sources

Changing the default ports safely

Nonstandard ports can reduce casual scanning and are specifically recommended in Facepunch’s hidden-server guidance, but changing a number does not replace authentication or firewall controls. Every dependent setting and every client connection must use the new value.

If you change server.port, update the player-forwarding rule and tell players the new address-and-port combination. If you leave server.queryport unset, its derived value can change because it is based on the larger of the game and RCON ports; set it explicitly when you need predictable firewall rules. Keep it different from the game port.

If you change rcon.port, update the TCP forwarding rule and RCON clients. Recheck the derived companion-port behavior as well, or set app.port explicitly when your Rust+ deployment requires a fixed value. After each change, restart the server if required by your configuration and test one service at a time.

A minimal opening strategy

Start with the smallest useful exposure. For a public browser-listed server, that means UDP game and query ports. Add TCP RCON only for remote administration and TCP Rust+ only for the companion app. For a direct-connect server, start with the UDP game port alone. For a private server, keep the query port blocked and expose administration only through a restricted path.

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Record the configured values, protocol, destination address and reason for every rule. This simple inventory prevents a later administrator from opening all protocols “just in case” and makes it clear which rule to remove when a feature is disabled.

Final checklist before inviting players

  • The server host has a DHCP reservation or static LAN address.
  • server.port is known and forwarded as UDP.
  • server.queryport is forwarded as UDP only if browser listing is wanted.
  • rcon.port is forwarded as TCP only when RCON is enabled, with a strong password and restricted sources where possible.
  • app.port is forwarded as TCP only when Rust+ is enabled and is at least 10000.
  • The operating-system firewall allows exactly the same enabled ports and protocols.
  • The public address is tested from outside the LAN.
  • CGNAT, double NAT and upstream firewalling have been ruled out.

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