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Cepheus Protocol News

Development Update - Nearing Completion of Phase 1

[p]On January 6th, we made one of the scariest decisions of our lives — we deleted the entire game and committed to rebuilding it from scratch.

Why? Because you deserved better.

Over the past six months, we’ve worked tirelessly to rebuild Cepheus Protocol from the ground up. From day one, our mission was to support co-op as a core experience and to ensure we lived up to your expectations — not just our own.

That’s why we launched the weekly CERC HQ: not as a gimmick, but as a way for you to hold us accountable, to witness progress in real time, and help shape the direction of the game. It’s something few — if any — developers have done, and we’re incredibly proud of it.

We’re now approaching the final stretch of Phase 1, and we couldn’t be more excited about what’s to come. Major strides have been made across core systems, building mechanics, and UI polish.[/p][p][/p][p][dynamiclink][/dynamiclink] [/p][hr][/hr][p]
[/p][h2]Remaining Work Before Phase 2[/h2]
  • [p]Night Vision Passive[/p]
  • [p]Displaying passives in-world (AOE/Radius indicators)[/p]
  • [p]Fixing Right-Click Face Rotation[/p]
  • [p]Operator Jump[/p]
  • [p]Recoil tweaks + Attachment audit[/p]
  • [p]Gunsmith + Customization UI[/p]
  • [p]Operator Melee System[/p]
  • [p]Operator Leveling System[/p]
  • [p]Operator Improved Crouch Transition[/p]
  • [p]Operator Rewritten Parachute System (Battlefield 2042-style)[/p]
  • [p]Shotgun Fixes[/p]
  • [p]General Bug & Crash Fixes (about a dozen)[/p]
  • [p]UI Pass (Reskinning the entire UI bringin up to standards of legacy and beyond) [/p]
  • [p]Building System Enhancements
    [/p][p]We’re working hard to wrap this list up by next week — stay tuned, and don’t forget to drop into the next CERC HQ to see our progress in action.

    Once Phase 1 wraps, players will be able to host their own sessions at any time — no restrictions. Phase 2 will roll out using the same beat we’ve used all year: private and public tests that evolve into full readiness.[/p]
[p]
Curious about what we’re working on and where we're headed? 📘 Read about our Development Phases & Current Goals
[/p][hr][/hr][p]
[/p][h2]Horde Mode – Monterey Bay Map[/h2][p] Based on your feedback and extensive testing, Monterey Bay will become our "golden standard" for Horde Mode.

After Derek and I finish the final stretch of Phase 1 tasks, we'll begin implementing a new stage-based Horde mode.

Here’s the breakdown:

[/p]
  • [p]As you lose parts of the city, infected spawns move up and gas towers lock down overrun zones.
    [/p]
  • [p]These zones are permanently lost — there’s no going back.
    [/p]
  • [p]You're gradually encircled and pushed back to the CERC HQ Regional Office, the final stronghold.
    [/p]
  • [p]Think “Rush Mode” — holding objectives rewards you with a money multiplier per infected kill.
    [/p]
  • [p]If a structure in your grid falls, you’ll have 60 seconds to evacuate before it becomes uninhabitable.
    [/p]
[p]
It’s a dynamic system designed for pressure, momentum, and tough strategic decisions as you fight to survive across an evolving battlefield.

[/p][hr][/hr][p]
[/p][h2]CERC HQ Time Change[/h2][p]
Based on your feedback, the weekly CERC HQ livestream is moving to 3 PM EST.

This updated time better aligns with both EU and US players and will allow more of you to attend, ask questions, and contribute to development directly.

[/p][hr][/hr][p]
— The Cepheus Protocol Team
[/p]

Cepheus Protocol HQ - June 14th #54

🧠 Dev Recap – Abilities, AI, and the Push to Phase Two
[p][/p][p]In this densely packed developer podcast, the team walks through a sweeping set of updates aimed at transforming co-op and horde gameplay into a dynamic, scalable experience. Efrain reveals his shift from polishing Alcatraz to leading development on a new horde map set in a reimagined Half Moon Bay—designed for verticality, multiple infiltration paths, and high replay value. He outlines design decisions behind the map’s objective points, terrain flow, and defensive challenges that avoid static play. Meanwhile, Robert deep-dives into system-level changes: persistent leveling for operators and units, revamped class abilities, combat balance tuning, and significant AI and UX upgrades. Expect improved spawn logic, smarter pathfinding, and fixes for legacy pain points like targeting quirks and gate behavior. The episode also includes a real-time co-op demo showcasing snipers, heavies, flamethrowers, new UI improvements, and gate mechanics—revealing how it all plays out under stress. The Q&A tackles questions on drone design, campaign plans, vehicle and helicopter timelines, multiplayer matchmaking, emblem customization, and long-term content like future DLCs or a potential dinosaur game. This episode marks a significant milestone in pushing towards the Phase One rebuild and sets the stage for the robust gameplay foundation of Phase Two and beyond.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][p]
[/p][h2]🎮 Community Playtest Recap[/h2][p][/p][p][/p][p]2 Operator players guard an entry point while an RTS player moves a medic to heal them[/p][p]
[dynamiclink][/dynamiclink]We ran a 2-hour network stress test playtest last week! Curious about what we’re working on and where we're headed? 📘 Read about our Development Phases & Current Goals

[/p][hr][/hr][p]
[/p]
🎙️ Next CERC HQ – Livestream Details
[p]
🕔 When: June 14, 2025 – 7 PM EST (New Time!) 📺 Where to Watch:
[/p][p][/p][p]
[/p][h3]💬 Topics We'll Cover:[/h3]
  • [p] Co-op Progress
    [/p]
  • [p] Total Revamp based on Community Feedback
    [/p]
  • [p] Level Design Updates
    [/p]
[p]
🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.

[/p][hr][/hr][p]
[/p][h2]📺 Missed a Stream? No Worries![/h2][p]
[/p][hr][/hr][p]
[/p][h2]🔭 What’s Coming Next?[/h2][p]
This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown.

[/p]
  • [p] Finalize Operator Ability System
    [/p]
  • [p] Expand Playable Classes
    [/p]
  • [p] Visual UI Polish
    [/p]
  • [p] Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
    [/p]
[p]
[/p][hr][/hr][p]
Stay Frosty,
— The Cepheus Protocol Dev Team
[/p]

Cepheus Protocol HQ - June 7th #53

🧠 Dev Recap – They’re Climbing Now
[p]
[dynamiclink][/dynamiclink]
This developer podcast dives into the latest playtest of the revamped horde mode map and systems. Efron kicks things off with an update on Alcatraz, highlighting UV mapping progress, set dressing, and a versatile new procedural stairway tool in Blender. As the map nears completion, attention shifts to a major breakthrough: a reimagined gate system designed to finally fix long-standing pathfinding and unit navigation issues. Michael shares animation polish work and new operator features, including terrain-aware leg IK and an overhauled Glock model. Gameplay balance gets a brutal makeover: enemies are deadlier, damage types are in full effect, and the days of cheesing spitters with sandbags and barbed wire are over. Blowup enemies now deal serious structural damage, forcing players to rethink defensive strategies. The core of the episode is a live co-op playtest stress-testing these changes. The infected’s new verticality—climbing walls and ambushing from rooftops—introduces chaos, as players scramble to defend choke points and adapt to smarter AI. Developers analyze player behavior and discuss AI roles: spitters as snipers, blowup guys as siege units, and the concept of fallback defenses. The session is packed with emergent moments, exploit discoveries, and bug fixes in real-time. New features like color-coded operator lights and upcoming systems like grenade throwing and an ability system are teased. The Q&A wraps with community questions on single-player balancing, dynamic difficulty, night vision, and player-requested features like automated flare towers and synchronized music via in-game speakers. This episode shows a project in flux—refining, breaking, and rebuilding its systems in front of a live audience. It's messy, insightful, and a testament to iterative design under fire.

[/p][hr][/hr][p]
[/p][h2]🎮 Community Playtest Recap[/h2][p]
https://youtu.be/ahmHYRXNI1E

We ran a 3-hour public playtest last week, packed with chaos and feedback! Curious about what we’re working on and where we're headed?

📘 Read about our Development Phases & Current Goals

[/p][hr][/hr][p]
[/p]
🎙️ Next CERC HQ – Livestream Details
[p]
🕔 When: June 7, 2025 – 7 PM EST (New Time!) 📺 Where to Watch:
[/p][p]
[/p][h3]💬 Topics We'll Cover:[/h3]
  • [p] Co-op Progress
    [/p]
  • [p] Total Revamp based on Community Feedback
    [/p]
  • [p] Level Design Updates
    [/p]
[p]
🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.

[/p][hr][/hr][p]
[/p][h2]📺 Missed a Stream? No Worries![/h2][p]
[/p][hr][/hr][p]
[/p][h2]🔭 What’s Coming Next?[/h2][p]
This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown.

[/p]
  • [p] Finalize Operator Ability System
    [/p]
  • [p] Expand Playable Classes
    [/p]
  • [p] Visual UI Polish
    [/p]
  • [p] Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
    [/p]
[p]
[/p][hr][/hr][p]
Stay Frosty,
— The Cepheus Protocol Dev Team
[/p]

Cepheus Protocol HQ - May 24th #52

🧠 Dev Recap – From Chaos to Co-Op


https://youtu.be/wc0VUzM_7-Q

In this milestone-packed update, we celebrate a huge breakthrough: fully player-driven co-op sessions—no dev hand-holding needed! With structured feedback flowing in from our new Discord channel and active testers, we’ve entered a new phase of real-time iteration.

[h3]🔧 Highlights from the Latest CERC HQ[/h3]
  • Seamless level transitions
  • Player role color assignments
  • Strobe ID team awareness system
  • Full-screen tactical maps
  • Horde AI replication improvements
  • Reworked operator possession
  • New gate and turret mechanics


Despite bugs like jittery spawns and overpowered blow-up units, the most recent playtest was our most fun, stable, and intense yet. RTS players and operators coordinated live for a true taste of what's to come.

[hr][/hr]

[h2]🎮 Community Playtest Recap[/h2]

https://youtu.be/ahmHYRXNI1E

We ran a 3-hour public playtest last week, packed with chaos and feedback! Curious about what we’re working on and where we're headed?

📘 Read about our Development Phases & Current Goals

[hr][/hr]

🎙️ Next CERC HQ – Livestream Details


🕔 When: May 24, 2025 – 7 PM EST (New Time!)
📺 Where to Watch:


[h3]💬 Topics We'll Cover:[/h3]
  • Co-op Progress
  • Total Revamp based on Community Feedback
  • Level Design Updates


🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.

[hr][/hr]

[h2]📺 Missed a Stream? No Worries![/h2]


[hr][/hr]

[h2]🔭 What’s Coming Next?[/h2]

This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown.

  • Finalize Operator Ability System
  • Expand Playable Classes
  • Visual UI Polish
  • Prepare for Phase 2: Airstrikes, Doctrines, Vehicles


[hr][/hr]

Stay Frosty,
— The Cepheus Protocol Dev Team

Cepheus Protocol HQ - May 17th #51

[h2]Recap from last CERC HQ's[/h2]

This episode dives deep into the latest playtest for the upcoming co-op rebuild, focusing on mechanical overhauls, balance tuning, and the roadmap to Phase Two. The team discusses recent improvements in playtest stability, including crash reductions and operator weapon balancing, especially recoil refinements that radically improve gameplay feel. Michael explains the legacy baggage around attachment systems and how those issues are being resolved.

They also unpack how AI behavior is evolving—from better flanking logic to adaptive pathing—and how small tweaks have made the Horde mode more brutal and immersive. There’s a detailed walkthrough of Trello bug tracking, ongoing development priorities, and the strategy for phasing in legacy systems while keeping gameplay fresh.

Additionally, the crew discusses future map scaling, design choices for objective revamps, modular asset creation, and vertical slice strategies that preview Phase Two content like vehicles and helicopters. Players are encouraged to provide feedback during playtests, with the team emphasizing responsiveness and transparency through Discord and Patreon.

https://youtu.be/xqHVhSajXEo

[h2]🎙️ Topics for the CERC HQ (Podcast) [/h2]
  • Coop Progress
  • Total Revamp Progress based on community feedback
  • Level Design Progress


🕔 When: May 17, 2025 7 PM EST (New Time) 📺 Where to Watch:


📺 If you Miss it :


[h2]📣 What to Expect[/h2]
During the livestream, we’ll:

  • Recap this week of progress
  • Answer your questions during a live Q&A session with the development team.


Your participation and feedback are key to shaping the future of Cepheus Protocol, and we’re eager to share our progress with you.

[h2]🔍 Next Steps[/h2]

With these initial refinements underway, we’re continuing to build on your feedback and enhance every aspect of the game. Stay tuned for further updates as we move forward together.

Stay Frosty,
The Cepheus Protocol Team