The new Plan and Rebuild Progress
[h3]TLDR[/h3]![]()
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[/p][p][/p][h3]Phase Two (Starting soon)[/h3][p][/p][p]
[/p][p]The resulting feedback gave us great points, and we used them to revise the plan as we move towards December. We initially were planning to complete the vehicles first, but a major point the poll made clear was the desire for fast transit via Helicopters, and reimplementing the 'main mode' of the game, Pandemic, now that co-op is functional. [/p][p]Here's what this revised phase focuses on:[/p]
[/p][p][/p][h3]Frequently Asked Questions (Q&A)[/h3][p]General Game and Rebuild[/p]
- [p]Experimental is merged up→ everything in Experimental has been merged into Default, so everyone can now access Abrams, Bradley, evac fixes, and all the other improvements.[/p]
- [p]Phase One is a few days out(finishes officially on 8/20) → final polish (keybinding + new options/main menus) is being wrapped up right now.[/p]
- [p]Phase Two is next (starting soon) → Pandemic Mode, helicopters (Little Bird, Blackhawk, Chinook, VTOL + weapon packages), dynamic civilians, and evac system improvements.[/p]
- [p]Phase Three will follow → full vehicle AI rework (Abrams, Bradley, Ajax, Blackhawk, etc.) and doctrines system.[/p]
- [p]Access is simpler → future test builds will use Steam’s Beta tab (like Project Zomboid), so no more confusion between Default and Experimental[/p]
- [p]Replace brittle, monolithic systems with modular, decoupled architecture that’s easier to maintain and extend[/p]
- [p]Improve multithreading and data streaming, reducing frame hitches and smoothing performance[/p]
- [p]Write cleaner, more optimized code that avoids cascading bugs when new features are added[/p]
- [p]Build a stable base where new mechanics, modes, and future expansions won’t break the core experience[/p]
- [p]Core Code Overhaul: We’ve rebuilt major parts of the game’s codebase to eliminate the “spaghetti code” problems from the early days. [/p]
- [p]Smarter AI and Pathfinding: Old AI logic caused units to hesitate, get stuck, or react poorly to threats. We’ve reworked squad management, fallback positions, suppression fire, and patrol logic so infantry behave more reliably.[/p]
- [p]Integrated Multiplayer Systems: We originally thought patching multiplayer in would be feasible, but after years of evolving code, our December attempt proved otherwise. Instead, we followed the Rust approach—rebuilding core systems around multiplayer support from the ground up. [/p]
- [p]Upgraded Core Features: Systems like the minimap, tactical map, day/night cycle, weather, UI, and attack-move commands have all been reworked or replaced for better performance and usability.[/p]
- [p]Horde mode: Used as a stress test for replication and the next phases of development. Developing this first before Pandemic allowed us to focus on how far we could push Unreal not just for more performance but also in order to test network capabilities. [/p]
- [p]Helicopters and Weapon Packages : Reintroduce all of our aerial vehicles - the Little Bird, Blackhawk, Chinook, and VTOL, while also completing their weapon packages (Little Bird, Blackhawk, and VTOL each come with their own loadouts). This will builds directly on what players have already seen in the Experimental builds (and the newly merged-up Default branch), which served as a proof of concept.[/p]
- [p]Custom Game Options : Expanding Player Control: After Helicopters, our next focus in Phase Two is Custom Game Options. The goal will be taking the 'custom game presets' setup from Legacy and expanding how much control it gives to the players: you’ll be able to tune combat and infected behavior with options like unit health, movement speed, vision range, spawn timing, and whether certain enemies are allowed at all. By the time Pandemic launches in Phase Two, shareable custom presets will ensure every run can be tailored to your preferred style of play.[/p]
- [p]Pandemic Mode : Evolving Real-Time Outbreak: Pandemic Mode has always been a core part of Cepheus Protocol, but in the legacy build it was held back by performance issues, rigid scripting, and unreliable pathfinding. In Phase Two, we’re bringing Pandemic back, but with newly updated systems - performance enhancements, smarter pathfinding, and other optimizations to better handle outbreak spread at scale.[/p]
- [p]Civilian AI: Dynamic Civilian Groups: Civilian AI isn’t new to Cepheus Protocol—we’ve had dynamic civilian groups acting as ambient populations that move, react, and are generated based on the conditions of a zone. Phase Two will rebuild and optimize these systems while maintaining behaviors: civilians will migrate, flee, and attempt to survive, but the underlying code will be more robust (and co-op compatible!).[/p]
- [p]Evacuation System - Smoother Flow: Evacuation has been part of Cepheus Protocol for years, but we’ve listened closely to community feedback pointing out where the system created “noob traps” and confusion. In Phase Two, we’re overhauling the evacuation experience with a focus on clarity and smarter behavior. The UI will be simplified so newer players can understand it at a glance, while pathfinding logic for evac buses and units will receive extensive work to ensure evacuations feel reliable under pressure.[/p]
- [p]Vehicle AI Rework: Phase Two brings in helicopters as the first pass of rebuilding the Vehicle systems. In Phase Three, we’ll expand this further by reintroducing ground and support vehicles such as the Abrams, Bradley, and Humvee. These vehicles will be ported from the last stable version of the driving AI -updated for full multiplayer support, and refined to coordinate with infantry and other systems. A large portion of Phase Three will be dedicated to finalizing the driving AI, so that vehicles will behave predictably and intelligently, with a focus on cleaning up sources of frustration from Legacy vehicular behavior. [/p]
- [p]Doctrine System: The Doctrine System will be updated to support branching upgrade paths that let you specialize your playthrough, rather than rigid separate 'trees'. Doctrines will let you build a strategy that feels unique to your playstyle.[/p][p][/p]
- [p]What is going on with Experimental Branch? [/p][p]We are merging it into the base game and will continue doing triage support while we work through the rebuild[/p]
- [p]Is the Experimental Branch or Legacy still being updated? Yes but only for critical bugs all major work is on taking that as a proof of concept and implementing it into the Rebuild.[/p]
- [p]Why is the game being rebuilt?
The old codebase was unstable, full of recurring bugs, and couldn’t support the scale the game had grown to.[/p] - [p]What does the rebuild mean for the future of Cepheus Protocol?
It means a more stable, scalable game that supports the big features players have always wanted.[/p] - [p]How long will the rebuild take?
We plan to have the rebuild done by the end of 2025, but there’s a chance it may roll over into 2026.[/p]
- [p]What is Phase One?
A complete rebuild of core systems—AI, pathfinding, UI, weather, ability replication, and the foundation for Co-op.[/p] - [p]What is Phase Two?[/p][p]Makes the world dynamic with real-time infection spread, civilian AI migration, and construction mechanics.[/p]
- [p]What is Phase Three?
Expands strategy with a full vehicle AI overhaul, branching doctrines, and a DNA research system for upgrades.[/p]
- [p]What’s the Alcatraz HUB?
A detailed, explorable hub that connects all game modes and acts as the base for Co-op operations.[/p] - [p]Will there be a campaign? Yes. A full campaign is planned once the rebuild and Co-op development are complete. This is 1.4 [/p]
- [p]Are factions in the game coming back? Yes. Police and Survivor factions will return after the rebuild, reworked to fit the improved systems. This is 1.4 [/p]
- [p]Will we see more infected types? Yes. We plan to add many new infected, with counterparts to CERC units and vehicle long term.[/p]
- [p]Will civilians finally matter in-game?
Yes. Civilian AI will move, survive, and build as the infection spreads, changing how missions unfold.[/p] - [p]Will Co-op allow me to play as the infected?
Not at this time. We plan to add them as a playable faction later, but don’t expect it soon.[/p] - [p]Will there be more maps added in the rebuild?
Yes. We’re designing new maps for both single-player and Co-op, including larger-scale environments and special mission maps.[/p] - [p]Are you adding more voice lines, sounds, or immersive audio effects?
Yes. We plan expanded audio for units, operators, infected, and the environment to make battles feel more alive.[/p]
- [p]Do I have to play the Operator?
No. The Operator is optional. You can play the entire game in traditional RTS mode. The Operator works like a hero unit but doesn’t have to be used if you prefer classic gameplay.[/p] - [p]Will the rebuild change how Operators level up and progress?
Yes. Operators will have a more defined progression system with new abilities, weapon customization, and a leveling path that carries over between modes.[/p]
- [p]Why is Co-op taking so long?
We wanted it built into the game properly from the ground up instead of adding it as a patchwork feature later.[/p] - [p]How many players will Co-op support?
The rebuild is being designed for up to 14-player Co-op sessions.[/p] - [p]How will multiplayer performance be improved for large Co-op sessions?
The rebuild uses optimized code, better networking replication, and improved server handling to support larger player counts with fewer desyncs and crashes.[/p] - [p]Will infected behavior adapt dynamically to player strategies? Yes. In Phase two , infection spread and infected behavior will react dynamically to how players fight or defend areas.[/p]
- [p]Why wasn’t this fixed in the old build?
The legacy code made fixing one issue often break another. A rebuild solves this at the source.[/p] - [p]Why does AI sometimes act strangely in old versions?
Old AI systems were unreliable. Phase One reworks them for smarter, tactical behavior.[/p] - [p]Why was performance poor in large battles before?
The old engine design had inefficient data handling. The rebuild improves performance and stability.[/p] - [p]How are you handling long-standing pathfinding issues for large squads? The rebuild rewrites squad AI, improving formation logic, fallback positions, and collision handling to stop units from getting stuck. This is already in,working and playable should you want to give it a try for the public Rebuild branch. [/p]
- [p]Will the infection AI be smarter or behave differently in the rebuild?
Yes. Infected will adapt better, using improved pathfinding, flanking, and group behaviors to feel more threatening and unpredictable.[/p]
- [p]What are doctrines?
Strategic upgrade paths that let you specialize your faction and units for different playstyles.[/p] - [p]Are there plans for story-driven missions outside of the campaign?
Yes. Side missions and unique scenario-based maps are planned to expand gameplay variety.[/p] - [p]Will the new UI have customizable elements for players?
Yes. Future updates will allow some UI scaling, repositioning, and filter options for better control over your interface.[/p] - [p]Will there be better tutorial systems for new players? Yes. But tutorials will not be tackled for a considerable more time. Consider Youtube, Steam forums or the Discord if you need help for anything.[/p]
- [p]Where should I report bugs?
In our Discord or Steam’s Experimental thread, with details on what happened, when, and how to reproduce it.[/p] - [p]Do you want feedback or just bug reports?
Both. Constructive, honest feedback helps us improve. Complaints without context don’t.[/p]