<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	xmlns:media="http://search.yahoo.com/mrss/"
>

<channel>
	<title>Rust Archives - Bizznerd</title>
	<atom:link href="https://bizznerd.com/tag/rust/feed/" rel="self" type="application/rss+xml" />
	<link>https://bizznerd.com/tag/rust/</link>
	<description>Place Where Technology Meets Business</description>
	<lastBuildDate>Wed, 30 Sep 2026 02:19:49 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	

<image>
	<url>https://bizznerd.com/wp-content/uploads/2019/01/cropped-favicon-1-32x32.png</url>
	<title>Rust Archives - Bizznerd</title>
	<link>https://bizznerd.com/tag/rust/</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>Garry Newman Finally Gives His Game Characters Necks</title>
		<link>https://bizznerd.com/garry-newman-finally-gives-his-game-characters-necks/</link>
		
		<dc:creator><![CDATA[Michael Johnson]]></dc:creator>
		<pubDate>Wed, 30 Sep 2026 02:18:48 +0000</pubDate>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Early Access]]></category>
		<category><![CDATA[Facepunch Studios]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Garry Newman]]></category>
		<category><![CDATA[player feedback]]></category>
		<category><![CDATA[Rust]]></category>
		<guid isPermaLink="false">https://bizznerd.com/garry-newman-finally-gives-his-game-characters-necks/</guid>

					<description><![CDATA[<p>Garry Newman added necks to his once-neckless game characters after players roasted them in review after review — a small fix that shows how Facepunch really builds.</p>
<p>The post <a href="https://bizznerd.com/garry-newman-finally-gives-his-game-characters-necks/">Garry Newman Finally Gives His Game Characters Necks</a> appeared first on <a href="https://bizznerd.com">Bizznerd</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><strong>Garry Newman</strong> has spent two decades letting players tell him exactly what they think, and this week he proved he is still listening. The Facepunch Studios founder — the man behind Garry&#8217;s Mod and Rust — has finally added necks to his stubbornly neckless character models, admitting the complaint kept surfacing &#8220;consistently in our many, many, many negative reviews.&#8221; It is a tiny change with an outsized lesson for anyone building a product in front of a live audience: the feedback you keep ignoring is usually the feedback you should act on first.</p>
<h2>A Complaint That Wouldn&#8217;t Go Away</h2>
<p>The neckless look was never a bug so much as a stylistic shortcut, and for a while it was easy to wave off as a quirk. The trouble is that players did not see charm — they saw heads bolted straight onto shoulders, and they said so, loudly and often. When the same gripe shows up review after review, it stops being noise and starts being a signal.</p>
<p>Newman&#8217;s response was refreshingly blunt: rather than defend the design, he conceded the crowd was right and gave the characters necks. For a developer with nothing left to prove, choosing the humble fix over the stubborn stance is a small masterclass in not falling in love with your own decisions.</p>
<h2>Why the Fix Matters More Than the Necks</h2>
<p>On its own, a neck is a rounding error in a game&#8217;s feature list. What makes this worth writing about is the posture behind it. Newman treats blunt, even harsh, user feedback as raw material rather than an attack, and that mindset is the reason his studio has survived where flashier outfits have folded.</p>
<p>Entrepreneurs and product builders should recognise the pattern. Negative reviews are the cheapest market research you will ever get, and the recurring complaints are a roadmap in disguise. Facepunch&#8217;s willingness to read the one-star pile and act on it — quickly, publicly, without ego — is exactly the discipline most teams claim to have and quietly avoid.</p>
<h2>The Facepunch Way of Building in Public</h2>
<p>This is nothing new for a studio that has built its reputation on developing in the open. Rust spent years in early access being reshaped by its community, and Newman&#8217;s current work continues that habit of shipping, listening, and iterating rather than polishing in secret and hoping for the best. It is the same spirit you see in the best <a href="https://bizznerd.com/menaces-big-early-access-overhaul-just-killed-its-most-hated-system-and-rebuilt-its-weakest-faction/">early access overhauls that tear out what isn&#8217;t working and rebuild it</a>.</p>
<p>That approach carries risk — building in public means your mistakes are public too — but it also builds a loyal audience that feels heard. From <a href="https://bizznerd.com/paralives-hands-on-the-indie-sim-putting-ea-on-notice/">indie studios taking on genre giants</a> to solo developers polishing passion projects, the winners increasingly treat their players as collaborators. The neck saga is a small, funny reminder that even a veteran with a legacy like Newman&#8217;s still wins by staying humble enough to change his mind.</p>
<h3>Related on BizzNerd</h3>
<ul>
<li><a href="https://bizznerd.com/menaces-big-early-access-overhaul-just-killed-its-most-hated-system-and-rebuilt-its-weakest-faction/">Menace&#8217;s Big Early Access Overhaul Killed Its Most Hated System</a></li>
<li><a href="https://bizznerd.com/paralives-hands-on-the-indie-sim-putting-ea-on-notice/">Paralives Hands-On — The Indie Sim Putting EA on Notice</a></li>
<li><a href="https://bizznerd.com/dodo-duckie-indie-puzzle-platformer/">Dodo Duckie Is the Indie Puzzle Platformer You Didn&#8217;t Know You Needed</a></li>
</ul>
<h2>The Bigger Picture</h2>
<p>Garry Newman gave his characters necks because the people playing his games would not let it go, and he was smart enough to treat that persistence as a gift. The change itself is trivial; the instinct behind it is not. In a market crowded with studios that argue with their audiences, the developer who reads the bad reviews, laughs at himself, and quietly fixes the thing everyone hates is the one still standing years later. Sometimes the most valuable feature you can ship is the willingness to admit the critics had a point.</p>
<p>The post <a href="https://bizznerd.com/garry-newman-finally-gives-his-game-characters-necks/">Garry Newman Finally Gives His Game Characters Necks</a> appeared first on <a href="https://bizznerd.com">Bizznerd</a>.</p>
]]></content:encoded>
					
		
		
			<media:content url="https://bizznerd.com/wp-content/uploads/2026/09/675-7-1024x576.jpg" medium="image" />
	</item>
	</channel>
</rss>
