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Cepheus Protocol News

Patch Notes 2025.08.31 - public-playtest (formally CERC-HQ-Public)

[h3]Cepheus Protocol HQ - #63 [/h3][p][/p][p]Episode Summary:
This week’s update covers major progress across three core fronts: Legacy triage, the ongoing Rebuild, and the fast-approaching launch of Pandemic mode.[/p][p]Legacy Triage:
Work is wrapping up on the legacy version, which remains on the default branch for now. The devs focused on fixing a final batch of high-impact bugs, including issues with civilian evacuation, vehicle behavior, group reliability (especially in larger units like the Atlas), and turret visuals. Dynamic civilian groups have also been tweaked to avoid awkward or game-breaking spawn locations. Legacy triage is expected to conclude within days, at which point attention fully shifts to the rebuild.[/p][p]Rebuild Progress:
On the rebuild side, major strides have been made with helicopter AI. Pathfinding has been overhauled to better navigate 3D space—helicopters now intelligently maintain elevation, avoid obstacles, and handle formation movement more reliably. Velocity and deceleration issues from previous builds have also been addressed, laying the groundwork for improved transport and combat behavior. These changes also establish a foundation for future ground vehicle AI.[/p][p]Localization has been added to the rebuild, with full language support now available for Chinese, French, German, Japanese, Korean, Portuguese, Russian, and Spanish. The team is actively seeking community feedback to fine-tune these translations. Additionally, a long-standing bug with power calculation—surfaced by the community—was corrected.[/p][p]A major UI update also landed: the entire main menu has been reskinned for clarity and polish, with quick access to keybinds, graphics settings, language selection, and RTS operator customization.[/p][h3]Pandemic Mode Development:[/h3][p]Pandemic mode is entering a focused sprint aimed at delivering a playable version in early September. This first iteration will include baseline features: Chelsey, infected spawning, infection spread, pods, gas towers, and a working custom game settings system. The devs emphasize player freedom, allowing users to enable or disable specific infected archetypes and tweak gameplay parameters like spread speed and melee damage.[/p][p]A new brute infected archetype is also now live—designed to add more variation to moment-to-moment gameplay. Additional variants like the juggernaut, leviathan, and spitter will roll out in future waves, especially impacting Pandemic difficulty scaling.[/p]
  • [p]New Pandemic Loss Conditions:
    One of the major changes going into the rebuild is the introduction of an “and/or” loss condition for Pandemic mode. Previously, players could only lose if the carrier was destroyed—something rare unless the Leviathan or birds were enabled. Since custom game settings now allow those threats to be turned off, many players could reach a state where they couldn’t lose at all.[/p][p]To fix this, the upcoming system will trigger a game over if either the carrier or the CERC HQ is destroyed. This forces players to commit to their positioning and defend critical infrastructure at all times, adding real risk to every decision.[/p]
  • [p]CERC HQ Relocation and Defense Mechanics:
    Players will be able to pay a fee to relocate the CERC HQ if the current position becomes untenable. Once initiated, a sky crane will arrive after a pickup timer, hook up the HQ, and fly it to the chosen location. During both pickup and transit, the HQ must be defended, introducing a high-risk, high-reward dynamic to repositioning. This system is designed to raise the tactical ceiling and deepen the tension in Pandemic gameplay.[/p]
[p]Map & Hub Overhaul: Finally, the devs shared progress on porting the full-scale Bay Area open world into Unreal 5, using new double-precision support to eliminate previous limitations. Treasure Island is being restructured for accuracy, and Alcatraz is being rebuilt as both a campaign hub and RTS-friendly map. The goal is to have this hub polished and ready by the Halloween sale window.[/p][p]The update closes with a look at the evolving format for these dev briefings—future HQs will be shorter, more focused, and feature pre-recorded developer highlights followed by live Q&A.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]🔧 Rebranded Beta Branches Now Live[/h3][p]We've cleaned up and renamed our Steam beta branches to better reflect their purpose and make it easier for players to opt into the version that fits their needs. Here's a quick rundown of what each one is for:[/p]
  • [p]live-test (Limited Lifetime)[/p][p] A staging branch for isolated patch testing before changes are pushed to the main game. If you're curious about upcoming fixes or want to help catch bugs before they go live, this is the place to be.[/p]
  • [p]public-playtest
    This is the home of the rebuild and co-op support. Weekly CERC HQ updates are deployed here first, and it’s the best way to get hands-on with in-progress systems and help shape the next phase of development.[/p]
  • [p]legacy-premerge
    A preserved build from before the experimental branch was merged into the live version. Useful for comparing behavior, checking regressions, or just seeing how far the game has come.[/p]
[p]You can access these branches by right-clicking the game in your Steam Library → PropertiesBetas, and selecting from the dropdown. No password needed for public branches.[/p][p][/p][h2]📜 Patch Notes[/h2][h3] Patch Notes 2025.08.31 public-playest (formally CERC-HQ-Public)[/h3]
  • [p]Fixed a critical localization bug that caused Chinese, Portuguese & Spanish to never change/Save[/p]
  • [p]Resolved Guard towers when equipped with a M249 having insanely loud firing SFX they now properly respect SFX and Master audio channels[/p]
  • [p]Packaging system for game changed to reduce the size of patches down to a minimum of 200 MB's instead of 5-6 GB's like its been for the lasts few weeks. This was occurring even with simple balance changes![/p][p][/p]
[h2]Rebuild Progress[/h2][p]We are currently in phase 2 of the rebuild and will be showing off progress on the helicopter Our goal this week is to finish helicopters/garrison and weapons and show them at the next CERC-HQ this Saturday at 3 PM EST.[/p][p][/p][p]If we can we'll push to show off some early Pandemic work![/p][h2]Cepheus Protocol Roadmap[/h2][p]We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience. [/p][h3]🚧 What’s in Active Development for September?[/h3]
  • [p]Helicopter AI + Little Bird + Blackhawk + Chinook + VTOL +Scout Drone & Apache[/p]
  • [p]Pandemic Custom Game Options[/p]
  • [p]Pandemic Chelsey AI[/p]
  • [p]Pandemic Juggernaut AI[/p]
  • [p]Pandemic base Infected AI/Spreading Logic[/p]
  • [p]Pandemic Save System[/p]
  • [p]Tracking down Desyncs, bugs & crashes! [/p]
[h3]🧠 What's Coming Next?[/h3]
  • [p] Launch Phase 2: Civilian Evac + Dynamic Civilian groups [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How You Can Help[/h3]
  • [p] Play the CERC-HQ-Public build under the beta opt-in tab [/p]
  • [p] Report bugs, give feedback[/p]
  • [p] Join our Discord to engage with the team and community
    [/p]
[p]Thank you for continuing to support the game — this is just the beginning. 🛠️
[/p][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!

Here's the last playthrough we did with our community — check it out here:
[dynamiclink][/dynamiclink][/p]

Patch Notes 1.3.4.11 Legacy

[p]Cepheus Protocol HQ - #62 [dynamiclink][/dynamiclink][/p][h2]📜 Patch Notes[/h2][h3] Patch Notes 1.3.4.11 Legacy[/h3]
  • [p]Vehicle turret reloading no longer visually bugs out its mesh[/p]
  • [p]Fixed a bug where the barracks and CERC tent rally point wouldn't work[/p]
  • [p]Fixed a bug where landing units would favor one side of the structure or just land all inside of each other[/p][p][/p][p]Triage work continues and i have about 6-7 more bugs to hunt down and solve before legacy halts on all updates so i can go back to helping on the rebuild![/p]
[h2]Rebuild Progress[/h2][p]We are currently in phase 2 of the rebuild and will be showing off progress on the helicopter AI/Garrisoning and if we hit it by then Weapons at the next CERC-HQ this Saturday at 3 PM EST.[/p][h2]Cepheus Protocol Roadmap[/h2][p]We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience. [/p][h3]🚧 What’s in Active Development?[/h3]
  • [p]Experimental SP/Co-op Horde Mode — Now live via the cerc-hq-public branch (up to 16 players in hybrid RTS/TPS). [/p]
  • [p] Main Menu/Options Screens to conclude Phase 1. [/p]
  • [p] Tracking down Desyncs, bugs & crashes!
    [/p]
[h3]🧠 What's Coming Next?[/h3]
  • [p] Finalize and polish Phase 1 We are currently a few days out from this[/p]
  • [p] Launch Phase 2: Pandemic + Custom Game Options [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How You Can Help[/h3]
  • [p] Play the CERC-HQ-Public build under the beta opt-in tab [/p]
  • [p] Report bugs, give feedback[/p]
  • [p] Join our Discord to engage with the team and community
    [/p]
[p]Thank you for continuing to support the game — this is just the beginning. 🛠️
[/p][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!

Here's the last playthrough we did with our community — check it out here:
[dynamiclink][/dynamiclink][/p]

Cepheus Protocol: Entering Phase 2

[p]We’ve officially moved into Phase 2 of the Rebuild — this stage is all about addressing long-standing community feedback. From Steam reviews to Discord discussions, we’ve been listening, and now we’re acting. This post serves as a reference point for what’s being worked on in Phase 2 and why.[/p][p][/p][p][/p][p] Recap for those late to the party[/p][p][/p][h3]2025.08.27 now live on CERC-HQ-Public[/h3]
  • [p]Chinese, French, German, Japanese, Korean, Portuguese , Russian & Spanish added[/p]
  • [p]Fixed an Operator Client issue where Recoil would be "crazy" that was reported from the Steam forums thank you![/p]
  • [p] Fixed a power calculation issue that was reported from the Steam forums thank you![/p]
  • [p]Clients not being able to recruit directly into groups fixed [/p]
  • [p]Main Menu Utility fixes across the board and new cameras added[/p]
  • [p]Fixed abilities sometimes appearing inversed even though they were originally directed at another direction [/p]
  • [p]Fixed up 'weapon market bulk buy' not functioning for clients[/p]
  • [p]Fixed Aim source warning that would occur when using the HK[/p]
  • [p]News slider added to main menu[/p]
  • [p]Brute movement speed reduced a bit [/p]
  • [p]Added a player list for all players Client/Host at the top right while in the Hub[/p][p][/p][p][/p]
[hr][/hr][h2]🎯 Core Focus of Phase 2[/h2][p]Helicopters & Weapon Packages[/p]
  • [p]Returning aerial units: Little Bird, Blackhawk, Chinook, Scout Drone and VTOL.[/p]
  • [p]Includes working weapon loadouts for Little Bird, Blackhawk, and VTOL.[/p]
  • [p]The proof of concept that was tested in the now merged build is fully brought into the CERC HQ public Rebuild. [/p]
  • [p]A Helicopter 2D nav mesh in the sky so its impossible for them to crash into buildings. Working below! We'll be showing off more at this weekends CERC HQ Podcast! [/p]
  • [p]Also here's a quick tease from the first 3 hours of working on helicopters in the rebuild! Its vastly better then legacy and supports a new dynamic nav mesh in the sky meaning they will always stay clear of buildings now![/p][p][/p]
[p]Custom Game Options[/p]
  • [p]Complete overhaul of the legacy custom game system.[/p]
  • [p]Host can configure infected health, speed, melee damage, density, spawn rates, infection rates, and which enemy types appear.[/p]
  • [p]Standard infected will always remain enabled. Everything else is up to you.[/p]
  • [p]Includes tuning for Chelsey, Lieutenants, and overall spawn pacing.[/p]
  • [p]Presets are fully shareable via Workshop and more modding support will be investigated later on[/p]
  • [p]Shareable game presets let you shape Pandemic runs to fit your own scenarios or roleplay needs with friends. The following are just loose examples of conditions players could configure towards, but the only real limit is your imagination when it comes to tweaking:[/p]
    • [p]28 Weeks Later–style: fast, rage-driven infected that overwhelm through speed.[/p]
    • [p]Dawn of the Dead–style: slower shamblers with greater durability and punishing melee.[/p]
    • [p]Left 4 Dead–style: similar to the vanilla game’s balance, but with the option to make it harder or easier through further tweaks.[/p]
    [p]Disclaimer: References to films or games like 28 Weeks Later, Dawn of the Dead, or Left 4 Dead are used only as loose examples of potential configurations. They are not official presets, and we make no claim to ownership of these original works.[/p]
[p]Pandemic Mode[/p]
  • [p]Pandemic returns! ːCPWintersLaughː[/p]
  • [p]Outbreak spread and civilian AI rebuilt for performance and co-op compatibility.[/p]
  • [p]Infection adapts dynamically to player actions, creating more reactive challenges.[/p]
[p]Chelsey Improvements[/p]
  • [p]Added redundancy and fallback logic to Chelsey’s AI.[/p]
  • [p]Prevents aggressive play from breaking her core systems.[/p]
  • [p]Strengthens behavior loops so she can recover and adapt instead of causing game stalling bugs.[/p]
[p]Civilian Evacuation Overhaul[/p]
  • [p]Complete UI redesign by Winters to reduce noob traps and improve usability.[/p]
  • [p]Smarter evac bus and civilian pathfinding.[/p]
  • [p]Civilians evacuate more reliably [/p]
  • [p]Scientist DNA scanners now integrate into structures as modules, reducing micro and automating the flow.[/p]
[p]Dynamic Civilian Groups[/p]
  • [p]Revisited from the ground up.[/p]
  • [p]Fixing Chelsey’s priority weighting so she does not allocate all resources to combating civilians.[/p]
  • [p]Configurable presence and personalities for raiders, militants, and survivors.[/p]
  • [p]Expanded diplomacy and interaction features planned for v1.4 alongside Pierce(Police) and Natalie(Anarchists).[/p]
  • [p]Giving them weapons based on their "archetype" (Scaling as time progresses I.E more deadly weapons)[/p]
  • [p]Dynamic Civilian groups camp locations will be more prearranged so they dont appear in awkward places[/p]
[hr][/hr][h2]🔮 Looking Ahead (Phase 3)[/h2]
  • [p]Ground Vehicle AI Rework (Abrams, Bradley, Ajax, Humvee) + porting over all vehicles![/p]
  • [p]Doctrines System — branching upgrade paths that personalize each campaign or co-op run.[/p]
  • [p]Full integration of operators driving vehicles and using turrets.[/p]
[hr][/hr][h2]💡 Why This Matters[/h2][p]Phase 2 is designed to directly tackle the most common frustrations voiced by the community:[/p]
  • [p]“Evac is confusing and unreliable.”[/p]
  • [p]“Chelsey breaks too easily.”[/p]
  • [p]“Civilian groups stall the game or feel irrelevant.”[/p]
  • [p]“I want more control over difficulty and infected behavior.”[/p]
  • [p]"I dont like this worm thing!"[/p]
  • [p]“Pandemic is missing in the rebuild...”[/p]
[p]This phase is our way of proving: we hear you, we’re fixing it, and we’re not stopping until these systems feel right.[/p][hr][/hr][h2]📌 Call to Action[/h2]
  • [p]Within the next 24–48 hours, the Legacy build will only receive critical patches as all priorities are being shifted fully onto the Rebuild.[/p]
  • [p]The Default branch is now the main way to play. We’ll be posting workarounds for minor bugs as they come up. If you encounter any major bugs not yet known, please report them on the Steam forums or Discord so we can address them during the remaining Legacy triage.[/p]
  • [p]We encourage everyone to try the CERC HQ public branch, which features the Rebuild, Co-op, and sweeping systemic changes. [/p]
[hr][/hr][p]✅ TLDR:
We’re in Phase 2.
We’re addressing the issues you’ve raised for years.
Play, test, and give feedback — the Rebuild is being built with you.[/p]

Patch Notes – For Public and CERC-HQ-Public

Last CERC HQ - August 21th #62
[p][dynamiclink][/dynamiclink][/p][h3]📜 Patch Notes[/h3][h3]
2025.08.23.6 now live on CERC-HQ-Public[/h3]
  • [p]New Main Menu Added (Client and Host version)[/p]
  • [p]New Game Selection System added[/p]
  • [p]Key binding and Input system added[/p]
  • [p]Camera system added to the hub so you can spy on your friends playing in Operator[/p]
  • [p]Operator Customization added to the main menu so you dont have to play as Operator[/p]
  • [p]Explore Alcatraz added as a way for anyone to take control of their default Operator and walk around and explore the hub as they wait for a host or choose a session for themselves to play[/p]
  • [p]Fixed a fatal bug where possessing someone else's operator as a client "reset" their Operators progression [/p]
  • [p]New Enemy: The Brute – A hulking infected armed with a sledgehammer. Twice as tough and slow as standard infected, but hits like a freight train. Starts showing up after Wave 10, so brace yourself when you hear that hammer coming down.[/p]
[p][/p]
  • [p]Removed the LHA6 pop cost[/p]
  • [p]Fixed some "white walls" that were incorrectly affecting the navigation [/p]
  • [p]Fixed some see through fences that were incorrectly affecting the navigation [/p]
  • [p]Fixed the helipad scale on the hub[/p]
  • [p]Operator Customization on the RTS Menu opens the Gunsmith + If you are controlling the Operator it teleports you to the gun range[/p]
  • [p]-Blocked 'overhead enemy icons' appearing while in Operator mode, if you enter Operator Mode while sufficiently zoomed out[/p]
  • [p]Set up graphics options costs.[/p][p][/p][h3]Check out the new main menu![/h3][p][/p][p][dynamiclink][/dynamiclink][/p][h2]What Remains to conclude Phase 1:[/h2]
  1. [p] Controls + Key binding (Very close as of this patch it was disabled so we could ship this patch but expect this to come in tonight)[/p]
  2. [p] Main Menu + Game Selection system[/p]
  3. [p] Max Corpses need some improvements in online environments (Targeted for Thursday night)[/p]
  4. [p] Gameplay option to hide other drones in the world[/p]
  5. [p] Inverting the mouse when playing as the Operator[/p]
  6. [p] Mouse sensitivity when playing as the Operator
    [/p]
[h3] Patch Notes 1.3.4.10 Public Branch (Legacy)[/h3]
  • [p]Added a fix for Explosions from Airstrikes or Vehicles causing a Video card driver crash[/p]
[p]Legacy Triage & Next Steps[/p][p]On Monday, I’ll be looking into Evacuation/Dynamic Civilian group bugs to conclude the triage of Legacy. If you encounter any issues, please reach out so we can investigate and address them as needed.[/p][p]This work was delayed from Thursday–Friday due to a large amount of rebuild work. My current goal is to be “done” patching the Legacy branch by Tuesday–Wednesday at the latest. This will conclude the limited triage period we are dedicating to Legacy.[/p][p]As mentioned in the main menu, 99% of resources must now shift back to the rebuild so we can deliver Pandemic + Phase 2 on schedule.[/p][p][/p][h2]Cepheus Protocol Roadmap[/h2][p]We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience. [/p][p][/p][h3]🚧 What’s in Active Development?[/h3]
  • [p]Experimental SP/Co-op Horde Mode — Now live via the cerc-hq-public branch (up to 16 players in hybrid RTS/TPS). [/p]
  • [p] Main Menu/Options Screens to conclude Phase 1. [/p]
  • [p] Tracking down Desyncs, bugs & crashes!
    [/p]
[h3]🧠 What's Coming Next?[/h3]
  • [p] Finalize and polish Phase 1 We are currently a few days out from this[/p]
  • [p] Launch Phase 2: Pandemic + Custom Game Options [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How You Can Help[/h3]
  • [p] Play the CERC-HQ-Public build under the beta opt-in tab [/p]
  • [p] Report bugs, give feedback[/p]
  • [p] Join our Discord to engage with the team and community
    [/p]
[p]Thank you for continuing to support the game — this is just the beginning. 🛠️
[/p][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!

Here's the last playthrough we did with our community — check it out here:
[dynamiclink][/dynamiclink][/p]

Cepheus Protocol HQ - August 23rd #62

Dev Recap Last CERC HQ
[p][/p][p]Summary:
This episode is a deep dive into the team’s full-court press on UI improvements as they wrap up Phase One. From modernizing legacy features to implementing completely new systems, the devs walk through key updates like skinned icons, enhanced targeting lines, customizable visual options, and range indicators. They show off updated loading screens, new ROE behavior, unit selection improvements, and the long-awaited idle engineer functionality.[/p][p]The discussion also explores future plans and player feedback shaping the upcoming Pandemic mode. From dynamic civilian systems to evolving bridge mechanics and long-range infected mobility, the team outlines how they’re streamlining features without cutting depth. There’s a glimpse at custom game settings, modular UI systems, and an evolving RTS/operator hub flow that lets players engage how they want. It’s a dense and technical update, but one that shows clear momentum toward a much more polished and playable build.[/p][p]Key Highlights:[/p]
  • [p]Major UI rework and legacy feature parity[/p]
  • [p]Weapon range visualization and targeting feedback[/p]
  • [p]Functional loading screens for seamless transitions[/p]
  • [p]Audio "barks" system replicated across multiplayer[/p]
  • [p]Customizable ROE settings now save between sessions[/p]
  • [p]Streamlined main menu and operator/hub integration[/p]
  • [p]Pandemic focus: smarter infected, meaningful bridge tactics[/p]
  • [p]Building groundwork for customizable gameplay systems[/p]
[p]Ideal for listeners who want:
A highly detailed look at UI/UX design in progress, how player feedback shapes technical priorities, and insight into upcoming features driving the next major game mode.[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: August 23, 2025 – 3 PM EST (New Time!) [/p][p]📺 Where to Watch:[/p][h3]💬 Topics We’ll Cover This Week[/h3]
  • [p]Co-op Development Progress A deep look at the ongoing rebuild — what’s been achieved, what’s being tested, and how it’s shaping the future of multiplayer.[/p]
  • [p]Pandemic Mode + Legacy Builds Where we’re at with Pandemic progress, how we’re triaging old legacy builds, and how this ties into stability for the rebuild. Expect transparency on setbacks, fixes, and what’s actively being worked through.[/p]
  • [p]Bug Fixes and Community Feedback A breakdown of the most impactful bugs reported by players, how we’ve prioritized them, and where fixes are landing. Plus, how community feedback is steering adjustments week-to-week.[/p]
  • [p]UI and Gameplay Systems Revamp Updates on the new UI/UX direction and systemic overhauls that are being rolled out. This covers interface clarity, command flow, and quality-of-life improvements that affect daily play.[/p]
  • [p]Level Design and World Updates Progress on map adjustments, new design passes, and how changes are improving both Pandemic and Co-op play.[/p]
  • [p]Studio-Wide Weekly Progress A full-spectrum review: art, design, programming, balance, and optimization. If it happened this week in development, you’ll hear about it.[/p]
[p]🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.[/p][hr][/hr][h2]📺 Missed a Stream? No Worries![/h2][hr][/hr][p]🎤 Live Community Q&A
We’ll close with an open-floor session to answer your questions, dig into your concerns, and talk directly about what matters most to you[/p][hr][/hr][h2]🎮 Community Playtest Recap[/h2][p][/p][p][dynamiclink][/dynamiclink][/p][p] We ran a 2-hour playtest last week! Curious about what we’re working on and where we're headed? [/p][p]📘 Read about our Development Phases & Current Goals

[/p][hr][/hr]