Plan your base in 3D, in the browser — every block from twig to armored, real stability,
deployables, and live build, upkeep and raid costs. No download, no account.
How to use ↓
Still under active development — bugs and missing pieces are expected, and
your
feedback decides what gets fixed next.
No saved layouts yet — name one above and hit Save. Your work also autosaves and comes back when you return.
Place pieces to see build cost, upkeep and raid cost.
Turrets, flame turrets and shotgun traps that can see the way in have to be cleared first, and that cost is in the totals above. Turn it off to price the structure alone.
Thanks for the feedback!
Your base has been submitted — if it's approved after review, it will be shown on the site.
Beta The planner is under active development — parts, fixes and features land most weeks, so expect the odd rough edge. If something is broken, missing or just annoying, send feedback — it's what decides which bit gets built next.
Plan your next Rust base in 3D, right in your browser — no download, no account, and it works on mobile. The whole building catalog is here: foundations and triangles, walls, frames, floors, roofs, every staircase, and grades from twig to armored. Pieces snap to whatever you hover exactly like in Rust, stability is the game's own propagated-support model, and hold-to-sweep paints a whole row at once. Drop a tool cupboard, boxes, furnaces and turrets where you like — deployables follow your cursor instead of snapping. As you place pieces the panel totals your build cost, daily upkeep and the raid cost to break it — the same numbers as our base cost calculator.
When you're happy with it, hit Copy link and share the layout with your team — the link re-renders your base's cost summary on open, so anyone can price it even before the 3D view loads. Free, fast, and built for planning this wipe.
.json to load a real base, or export your build for a server /paste — see the FAQ below for how it works.Yes — it's completely free, runs in your browser, and needs no download or account. Unlike desktop planners like FORTIFY, there's no paywall and nothing to install.
Yes — it's built for it. The canvas comes first and a compact tab dock sits at the bottom of the screen, under your thumb: pick a category (foundations, walls, floors, roofs, stairs, deployables, tools), swipe its parts row, and choose a grade — the ⋯ tab holds the view toggles and saves. Undo/Redo float on the canvas, and the ⛶ button goes fullscreen so the planner fills the phone like an app. Drag to orbit and pinch to zoom; with a tool selected, tap to preview a ghost and tap the ✓ to place it. Tap a placed piece with no tool selected to read its name, grade, cost and stability.
There's no level stepper to fiddle with — just point at the top of a wall and place a floor, then raise the next storey's walls off that floor's edges. The planner reads the height from the geometry you hover, so building up is the same as building out. Use the View control to x-ray higher storeys when you need to build inside a roofed base.
Rust rules are on by default, so pieces need real support: walls want a foundation or floor edge, floors and roofs want a wall or an adjacent floor under them, and anything too unstable to stand in Rust is blocked. Like in Rust, a loose foundation can't squeeze right next to an existing base either — snap it on, or leave a clear gap. Click the red ghost to see the reason. Want to sketch freely? Toggle Rust rules off and place anything, anywhere.
Turn on Stability and every piece recolours by its propagated support, strongest to weakest: navy and steel blue are rock-solid, green and yellow are fine, orange and red are getting weak, and near-black means it's below the point where it would collapse in Rust. Even with the view off, anything under 5% tints red. It's the same per-socket support model the game uses, so a long cantilever or a wobbly tower shows up before you build it.
Use the built-in honeycomb generator. Lay the floors or foundations you want turned into honeycomb (the Extend tool rows them out fast), press V to grab the Select tool and drag a box around them — or select nothing and the generator takes your whole foundation footprint. Hit Honeycomb in the selection bar: Honeycomb walls every cell edge into sealed pockets, Outline walls just the perimeter, and you can pick walls, half walls or wall frames, with or without a ceiling over each cell. The preview shows every wall it will place — green places, red is skipped (already walled or unsupported) — with a live piece count and cost, and one click commits it all as a single undoable step at your selected grade.
Yes. The planner speaks the CopyPaste format — the JSON that the Rust CopyPaste plugin writes with /copy and that Fortify's clipboard import/export uses. In the Base tab, hit Import… and paste the JSON (or pick the .json file): the whole build — blocks with their grades, doors, window inserts, hatches, and deployables like the tool cupboard, boxes and turrets — lands as one undoable step, with a count of anything that couldn't come along (decor we don't model, terrain-tilted pieces). Export goes the other way: it downloads and copies your build as a .paste JSON that a server admin can spawn with /paste, and that Fortify opens directly.
Toggle Raid path (or press R) and the planner plays raider: it maps every room and gap in your build, prices each wall, door, window insert, hatch and roof at its cheapest explosive — rockets, C4, satchel charges or explosive 5.56 ammo, in raw sulfur (the same numbers as our raid cost tables) — and searches every route from outside to your tool cupboard — including over the top, since ladders and twig towers cost a raider nothing. It even knows rocket splash: pieces that share a seam (a wall and the floor it carries, stacked layers) can fall to one volley aimed at the junction, the way real raiders do it. The cheapest breach lights up on the canvas from first break to last, and the Base tab spells it out ("2 C4 + 63 explosive ammo / 5,975 sulfur through the east doorway"). The Raid cost cards show the same weakest-path loadout — what it costs to break in, not to level every wall.
It also counts what shoots back. With the Turrets toggle on (the default — it sits under Raid options in the Base tab, beside the numbers it changes), any auto turret, flame turret or shotgun trap that can see a hole on the route has to be cleared first, and its cost joins the total — an auto turret is 106 explosive ammo (2,650 sulfur), a flame turret or shotgun trap 34 (850). "Can see" is the real test: in range, inside the cone it faces, and with no wall in between — a turret sealed in a room the raid never opens costs nothing, one behind metal bars still shoots. Each is paid once however many walls it covers, and the search weighs it like any other cost, so it will pick a dearer wall no turret is watching over a cheap one that is covered. Turn the toggle off to price the structure alone. Click any piece to re-target — "what would it cost to reach this box?" — and if something is reachable without breaking anything, it says so: walk-in means a raider strolls (or ladders) straight in. Layered walls add up, twig breaks for free, and a cheap door or ladder hatch in an expensive wall is exactly the kind of weakness it will find.
They use the same 2026 RustLabs-sourced numbers as our base cost calculator and raid cost calculator. Rust rebalances building and raiding most wipes, so treat the totals as a close guide rather than gospel.
Because Rust really does charge you twice: every block is placed as twig (that's the first line, all wood), and hammer-upgrading it then costs the full target grade — not the difference (that's the second line, which alone equals the Build headline for your blocks). So your real spend is the build cost plus the twig placements, which is exactly what the "true cost" line under the cards totals.
Yes — triangle foundations, triangle floors and floor frames, triangle roofs and even the triangle spiral staircase are all in, snapping at any angle exactly like in Rust. The catalog covers every building block: half and low walls, wall frames, all five staircases, ramps, and every frame insert from garage doors to floor grills.
Yes. The tool cupboard places freely on any floor — following your cursor, not snapping to a grid, just like in Rust — and once it's down the upkeep range collapses to the exact per-day cost using the game's real decay brackets. Toggle Privilege to see its 30 m building-privilege sphere. Boxes, furnaces, auto turrets, shotgun traps, flame turrets and barricades place the same way.
Yes — hit the ⛶ button in the canvas corner and the planner takes over the whole screen: parts sidebar, canvas and the Base tab's costs, nothing else. On desktop it uses your browser's real fullscreen (Esc exits); on phones it expands to fill the screen above the tab dock. Even without fullscreen, the planner runs edge-to-edge on wide monitors — the parts sidebar sits next to the canvas, so nothing scrolls away while you build.
No — the planner autosaves your layout to your browser and brings it back the next time you open the tool. Use Saves to keep several named layouts, or Copy link to back one up or share it. It's all local to your device — no account needed.
Click Copy link. The whole layout is packed into the URL — anyone who opens it sees your base in 3D, and the page even shows the cost summary before the 3D view loads.
Prefer to price a base from a parts list instead of building it in 3D? Use the Rust base builder & cost calculator. Planning a raid — or defending against one? See the raid cost calculator. Or skip planning and copy a proven design from the gallery: browse solo, duo, trio, quad and clan bases, or check the wipe countdown before you build.