Aug 7, 2026 · 1 hr 16 min · 11 segments
Is PlayStation heading towards an all-digital future—and what would players lose if physical games disappear? Rory and Will examine Sony's reported 2028 disc-production plans, then break down Xbox's…
McFarlane says he's lived his dream, but it's time to start tending to other parts of his life.
Sounds like he's just retired then.
It's because he was working so hard on Facepunch, changing absolute nonsense and adding in worthless things to the game.
Extremely.
He works harder than I do, obviously.
I
don't know.
Alistair McFarlane, Chief Operating Officer and Director of Facepunch Studios, has left the company.
McFarlane said in a message posted on X that...
That July 30th was his last day in the studio, bringing to an end his 11-year career that began with a quality analysis role and led to him becoming the executive producer on Rust and often the public face of the studio.
I've loved it, fought for it, and given it
everything I
had.
I don't even know what happened there, I think I'm just jumbling words up as I go at this point.
McFarlane wrote, leaving has been one of the hardest decisions I've ever made, but I'm incredibly proud of what we've achieved.
I've lived my 10 year old dream.
Rust has one of the best development teams in the industry for more than a decade.
They've delivered monthly updates without fail, constantly improving.
I'd like to point
out that there are 10 plus year old bugs still extremely persistent in the game.
Constantly improving.
Experimenting.
I think the entire game's an experiment.
McFarlane says he's lived his dream, but it's time to start tending to other parts of his life.
Sounds like he's just retired then.
It's because he was working so hard on Facepunch, changing absolute nonsense and adding in worthless things to the game.
Extremely.
He works harder than I do, obviously.
I
don't know.
Alistair McFarlane, Chief Operating Officer and Director of Facepunch Studios, has left the company.
McFarlane said in a message posted on X that...
That July 30th was his last day in the studio, bringing to an end his 11-year career that began with a quality analysis role and led to him becoming the executive producer on Rust and often the public face of the studio.
I've loved it, fought for it, and given it
everything I
had.
I don't even know what happened there, I think I'm just jumbling words up as I go at this point.
McFarlane wrote, leaving has been one of the hardest decisions I've ever made, but I'm incredibly proud of what we've achieved.
I've lived my 10 year old dream.
Rust has one of the best development teams in the industry for more than a decade.
They've delivered monthly updates without fail, constantly improving.
I'd like to point
out that there are 10 plus year old bugs still extremely persistent in the game.
Constantly improving.
Experimenting.
I think the entire game's an experiment.
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