1. Cepheus Protocol
  2. News

Cepheus Protocol News

Pandemic on the Horizon, Anthology Free on YouTube

Last Time on CERC HQ...
[h3]🎧 Protective Formations, Pandemic Systems, and the Push for Playability[/h3][p]📝 Episode Summary: This week's CERC HQ dives deep into the latest overhaul of the helicopter AI and the foundational work on the Pandemic game mode. The dev team details how helicopters now dynamically form protective bubbles around infantry, throttle to match formation speed, and navigate urban environments with improved object avoidance—all while still ironing out bugs like formation desync and jittering. Upcoming features include fast-roping, garrison animations, and weapon integration.[/p][p]On the Pandemic front, Chelseys AI has been reworked with a centralized manager system that governs infection spread, pod creation, and zone control logic. The team walks through the replication of legacy systems with vast improvements, including the planned behaviors for workers, expansion routines, and combat resilience against early-game bullying. They also preview new strategic AI tools such as infected launching pods across bridges and early concepts for future subway systems.[/p][p]Progress on the massive Bay Area open-world map continues with asset migration, navigation mesh verification, and improved collision systems, all aiming to replace the older, more limited maps in the future. Additional topics include implementing the save systems for Pandemic next week, unit seating for operators, and community Q&A touching on bridge-blocking strategies, infected countermeasures, and long-term gameplay goals.[/p][p]If you want to know how formations are evolving, why Chelsey no longer a pushover, or what to expect from pandemic-scale RTS gameplay in the coming weeks, this episode is for you.[/p][p]Key Highlights:[/p]
  • [p]Helicopter AI forms protective formations, throttles to match infantry speed[/p]
  • [p]Major Pandemic AI rework: centralized manager, smarter zone logic[/p]
  • [p]Plans to counter bridge-blocking with infected pods, beach landings, and tunnels(potentially)[/p]
  • [p]Bay Area map updates: real-world terrain integration and collision fixes[/p]
  • [p]Future additions: unit seating for operators, save system revamp, doctrine tweaks in phase 3[/p]
  • [p]Clear roadmap priorities with transparency on limitations and delays[/p][p][/p]
[p][dynamiclink][/dynamiclink][/p][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p][h2]Cepheus Protocol Anthology: Season 1 on YouTube[/h2][p]We wanted to do something special for the community during the rebuild and with the delays around legacy triage. To give you something to enjoy while we push closer to Pandemic Co-op’s release, we’re bringing Cepheus Protocol Anthrology – Season 1 to YouTube, completely free (with ads).[/p][p]This motion comic originally launched on Steam in May 2022. It tells the story of the Pangu Virus outbreak in San Francisco through the eyes of multiple protagonists, with professional voice acting, comic book–style illustrations, and immersive sound design.[/p][p]📺 Release Plan[/p]
  • [p]Six episodes are available right now on YouTube.[/p]
  • [p]Starting on Thursday, we’ll release two new episodes every Tuesday and Thursday until all 12 chapters are live.[/p]
[p]👉 Watch the full playlist here: \[Playlist URL][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p]Thank you all for the continued support as we push through the rebuild and prepare for Pandemic’s next big milestone — Co-op. In the meantime, enjoy the Anthology and catch up on the story that sets the stage for Cepheus Protocol.[/p][p][/p]

Patch Notes 1.3.4.14 Legacy

[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 → Properties → Betas, and selecting from the dropdown. No password needed for public branches.[/p][p][/p][h2]📜 Patch Notes [/h2][h3] Patch Notes Patch Notes 1.3.4.14 Legacy[/h3]
  • [p]Fixed a crash you could get when ordering groups of more than 20 units to move[/p]
  • [p]Fixed a Crash when you would get meleed while using a riot shield from a certain angle[/p]
  • [p]Fixed a virtualization crash that would occur in the mid-late game [/p]
  • [p]Speculative Fix for Ammo Tents + Mortars having a rare bug where it can steal all your money when you switch it to Auto reload[/p]
  • [p]Fixed a crash that would occur when you had a turret that died[/p]
  • [p]Fixed Vehicles getting stuck on Single & Double barbed Wire [/p]
[p]This concludes triage and i will be focusing all my efforts on the rebuild with Derek to get Pandemic and the helicopters remaining aspects starting today.[/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]đź§  What's Coming Next?[/h3]
  • [p] Launch Phase 2: Civilian Evac + Dynamic Civilian groups [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]đź’¬ Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]đź’ˇHow 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 1.3.4.13 Legacy

[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 → Properties → Betas, and selecting from the dropdown. No password needed for public branches.[/p][p][/p][h2]📜 Patch Notes[/h2][h3] Patch Notes Patch Notes 1.3.4.13 Legacy[/h3]
  • [p]Screen Space Resolution: This option has been removed and all settings have been reset to a default value of 1.0. The feature was overly technical for most players, created unnecessary confusion, and provided little practical benefit.[/p]
  • [p]3D Resolution
    The default value for 3D Resolution has been reset to 1.0.[/p]
    • [p]This resolves a long-standing issue where the game could appear blurry.[/p]
    • [p]On fresh installs, 3D Resolution would sometimes incorrectly default to 0.90 or even as low as 0.25, causing severe blur.[/p]
    • [p]The Auto Configure option was also too aggressive, lowering the value unnecessarily.[/p]
    [p]Going forward, 3D Resolution will only be changed manually by the user, and the automatic adjustments have been disabled.[/p][p]👉 We recommend running Auto Configure once with the new values as a starting point, then manually fine-tuning your settings for the best experience in the Legacy build.[/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]đź§  What's Coming Next?[/h3]
  • [p] Launch Phase 2: Civilian Evac + Dynamic Civilian groups [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]đź’¬ Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]đź’ˇHow 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 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 → Properties → Betas, 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]đź§  What's Coming Next?[/h3]
  • [p] Launch Phase 2: Civilian Evac + Dynamic Civilian groups [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]đź’¬ Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]đź’ˇHow 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]đź§  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]đź’¬ Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]đź’ˇHow 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]