1. Cepheus Protocol
  2. News
  3. Development Update – Vehicles, Systems Progress, and What’s Coming Next

Development Update – Vehicles, Systems Progress, and What’s Coming Next

[h2]Everything in This Post Is Playable Right Now in the Private Playtesting Branch[/h2][p]Before diving in: everything outlined below is already live and playable if you opt into the Private Playtesting branch on Steam. No password is required.[/p][p]We’re using this branch to actively test vehicles, systems, and core gameplay changes before merging into public playtesting next week, at which point full, in-depth patch notes will be released.[/p][hr][/hr][h2]Current Focus: Vehicles & Core Systems[/h2][p]As of now, roughly 70–80% of the vehicle roster is live in the private testing branch.[/p][p]Our priority isn’t just getting vehicles into the game — it’s ensuring that the systems supporting them are solid:[/p][p][/p]
  • [p]Pathfinding and movement behavior[/p]
  • [p]Formation logic[/p]
  • [p]Vehicle physics and spacing[/p]
  • [p]AI firing and engagement logic[/p]
[p]Over the next few days, the remaining vehicle variants will be introduced:[/p]
  • [p]Cerberus Mortar[/p]
  • [p]MLRS[/p]
  • [p]Atlas Repair[/p]
  • [p]Atlas Tower[/p]
[p]Once those are in, the rest of the week is dedicated almost entirely to refining pathfinding, formations, and movement/physics issues across all vehicles.[/p][hr][/hr][h2]Formation System – Why We’re Doing This Now[/h2][p]Every vehicle in Cepheus Protocol has different proportions, sizes, and spacing needs. That makes formations one of the most complex systems to get right.[/p][p]Instead of tuning formations per vehicle, we’re testing all vehicle types together. This gives us a much healthier sample size and allows us to build a dynamic formation system that adapts to different chassis types.[/p][p]This work isn’t just for the current roster — it directly supports our development workflow and SDK. The goal is that future vehicles can be added far more seamlessly, ideally in a plug-and-play manner, without needing to rework formations every time.[/p][p]We demonstrated this approach during the most recent CERC HQ, where the AJAX Medical Variant was added via a Saturday evening shadow patch with minimal friction.[/p][hr][/hr][h2]Gate System Update – Clear Separation for Pathing[/h2][p]We’ve also made a structural change to improve base navigation and reduce pathfinding edge cases:[/p][p][/p]
  • [p]The Tier 1 Gate is now an infantry-only gate[/p]
  • [p]The Double Gate has had its height doubled and is now the dedicated vehicle gate[/p]
[p]This creates a clear separation of responsibilities:[/p]
  • [p]Infantry uses infantry gates[/p]
  • [p]Infantry & Vehicles use vehicle gates[/p]
[p]This change significantly reduces confusion and inconsistent behavior, especially for larger vehicle chassis.[/p][hr][/hr][h2]Infected Visual Update[/h2][p]A shadow patch going out shortly introduces the final, optimized male and female infected meshes.[/p][p]These meshes are complete, performance-optimized, and ready for gameplay. They establish the final baseline for standard infected visuals.[/p][p]Next week, we’ll be rolling in the remaining infected variations:[/p]
  • [p]Police[/p]
  • [p]SWAT[/p]
  • [p]Disbanded military units[/p]
[p][dynamiclink][/dynamiclink]Once those are in, infected visual variation work will be complete, and Michael will pivot fully toward game balance and operator polish.[/p][hr][/hr][h2]A Quick Look Back: Recent Updates[/h2][p]In the last update cycle, we shipped a wide range of foundational improvements, including:[/p]
  • [p]Expanded Custom Game Options for Pandemic mode[/p]
  • [p]Steam Workshop preset support using JSON-based configs[/p]
  • [p]A new gun range added to the main menu[/p]
  • [p]Operation Stray Ember returning from Legacy(Calypso) [/p]
  • [p]Numerous stability fixes, AI fixes, pathfinding improvements, and crash resolutions[/p]
[p]These changes set the groundwork for the current vehicle and systems push.[/p][hr][/hr][h2]Public Playtesting & Patch Notes[/h2][p]When these changes merge into public playtesting next week, we’ll publish a full, in-depth patch notes post covering everything in detail.[/p][p]At that point, we’re asking everyone to:[/p]
  • [p]Give the update a fair shake[/p]
  • [p]Try the vehicles and systems hands-on[/p]
  • [p]Share feedback and report issues[/p]
[p]We actively read the Steam forums, Discord, and community feedback, and we review everything going into the following week’s iteration cycle.[/p][p]This phase is about refinement, feedback, and making sure the foundations are solid before moving forward into Doctrines, airstrikes, and deeper progression systems.[/p][p][/p][hr][/hr][h3]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]How to Opt In[/p][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
🎧 Last Time on… CERC HQ | #76
[p]Summary: This episode dives deep into the massive rebuild and overhaul of vehicle systems, from fixing longstanding physics bugs—like tanks endlessly reversing—to laying the groundwork for more realistic formations and interactions. The devs share how new logistics systems are reshaping supply chains with fuel, ammo, and repair variants, and walk through the first iteration of the targeting computer that will power automated mortar systems. There's a focus on meaningful playtesting feedback, AI pathfinding fixes, and real-time tweaks as new vehicles roll into private testing. You’ll also hear about the push to streamline unit modularity for faster development, the addition of medical variants, and early work on improving map design for heavy vehicle navigation. Plus, progress updates on airstrikes, doctrines, unit interaction polish, and upcoming seasonal cosmetic features.[/p][p]A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Singleplayer has become.[/p][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/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]