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Patch Notes 1.3.4.9 Legacy

[p]Cepheus Protocol HQ - August 9th #61
[/p][h2][dynamiclink][/dynamiclink]📜 Patch Notes[/h2][h3] Patch Notes 1.3.4.9 Legacy[/h3]
  • [p]Fixed a critical bug with Dynamic Civilian groups where you or they could declare war and your units would shoot at them but your units couldn't hurt them [/p]
  • [p]Fixed a Vehicle Loading Bug where units would teleport/move oddly after saving/loading. Got slightly better after the sidewalk bug that was resolved last patch but this should fix it completely [/p]
[p]Going into Friday i will be investigating and triaging the Civilian Evocation system and looking at Bus movement. As always lmk if you run into anything crazy as im trying to move back to the rebuild to start helicopters with Derek when we start phase 2 Monday. [/p][p][/p][h3]What Remains to conclude Phase 1:[/h3]
  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 (Targeted for Thursday night)[/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]
[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]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]

Patch Notes – For Public and CERC-HQ-Public

[p]Cepheus Protocol HQ - August 9th #61
[/p][h2][dynamiclink][/dynamiclink]📜 Patch Notes[/h2][h3] Patch Notes 1.3.4.7 Legacy[/h3][p][/p][h3]Updated Attack Points and Construction Point Generation System[/h3][p]In Legacy, construction and attack points were generated in a very rigid way. Each structure only had about 9 points, which meant that if those points were blocked by another structure/object, engineers would fail their move orders. This heavily punished players who built dense, highly populated bases, often leaving them with no way to repair or expand.[/p][p]With the rebuild, we experimented with offline dynamically generated points, arranged in patterns like diamonds and boxes around said structures. This created far more redundancy and packing, giving structures 30–40 usable build points.[/p][p]For this update, we’ve taken the best lessons from the rebuild and downconverted the system into a refined compromise. The result is:[/p]
  • [p]Easier base construction and repairs: Engineers should now consistently find accessible points unless the player completely blocks every possible route.[/p]
  • [p]Improved turret, sandbag, wall, and structure placement: Building in tight clusters is much more forgiving.[/p]
  • [p]Better infected attack behavior: Enemies can now identify and target structures more reliably, creating more consistent combat pressure.[/p]
[p]From our testing, this system should eliminate engineer move order failures unless it’s truly a fail condition (player blocking all access). This marks a significant quality-of-life improvement for base builders while maintaining gameplay balance.[/p][p]We need your feedback on this system. Please test it thoroughly and let us know how it feels—especially in dense bases and high-pressure situations.[/p]
  • [p]Mary Poppins issue should now be "resolved" where normal RTS units and Operators could fly away if they somehow entered a "falling" state only after parachuting and landing.[/p]
  • [p]Extra Validation added to Jumping actions for the Operator to resolve some discord reported bugs where you could "Fly" away.[/p]
  • [p]Projectile impulse settings adjusted to speculatively fix an issue where a NPC could be hit so hard they fly away. This could affect a majority of CERC Vehicle/Turrets when they impacted/caused explosions in the an AOE.[/p]
[p]Today i will be looking into Evacuation/Dynamic Civilian group bugs to conclude the triage of "legacy". Should you encounter any issues please reach out so we can address and investigate as needed. [/p][p] [/p][h3]CERC-HQ Public Branch 2025.08.21 [/h3]
  • [p]Income Gained Sound Added to Gameplay Tab[/p]
  • [p]RTS Camera Speed Added[/p]
  • [p]RTS Camera Zoom Speed Added[/p]
  • [p]Operator Semi Auto accessibility readded[/p]
  • [p]Operator Toggle Crouch[/p]
  • [p]Boasted Horde Rush dialogue volume from .75 to 2 for when a zone collapses and falls[/p]
  • [p]Operator Invert X,Y added[/p]
  • [p]Operator Toggle Sprint Added[/p]
  • [p]Show Player drones added[/p]
  • [p]Resolution now locks when you choose Windowed Fullscreen like expected[/p]
  • [p]Auto Configure Graphics "visual design" tweaked to make it more obvious its a button[/p]
  • [p]3D Resolution is no longer auto tweaked via Auto Configure which caused the blurriness issues users would report in legacy. It also defaults to 1.0 like it should stock. Only lower this if you want to reduce the strain on your CPU/GPU and are ok with some blurriness. [/p][p][/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 (Targeted for Thursday night)[/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]
[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]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]

Patch Notes – For Public and CERC-HQ-Public

[p]Cepheus Protocol HQ - August 9th #61
[/p][h2][dynamiclink][/dynamiclink][/h2][p]
[/p][h2]📜 Patch Notes[/h2][p]
[/p][h3] Patch Notes 1.3.4.6 Default [/h3]
  • [p] Fixed an issue with vehicles where their collision wouldnt turn off properly towards other vehicles when they died[/p]
  • [p] Fixed MLRS not respecting their minimum engagement distance[/p]
  • [p] Changed Vehicles so explosions dont 'push" them around [/p]
  • [p] Merlin no longer visually breaks tires of vehicles they drop anymore[/p]
  • [p] Mutt MG swapped out to the CROW (Replaced Legacy turret setup)[/p]
  • [p] Locked out the Rotate & Freelook so they can't be triggered at the same time.To avoid a bug where you can "bug" out the camera [/p]
  • [p] Fixed a bug where you could tactical pause while switching to an Operator effectively breaking the transition[/p]
  • [p]Fixed Vehicles flipping over when you load a save game if they were on an incline[/p]
  • [p] Fixed a Driver bug where certain games would incorrectly render the fog of war as "true" black making it unplayable.[/p]
  • [p]Removed some bogus fences with bad collision in Treasure Island, [/p]
  • [p] Evac Merlin collision adjusted to fix collision issues with building and carrier[/p]
  • [p] Fixed turrets breaking when you drop a vehicle from the Chinook[/p]
  • [p] Double clicking a structure no longer selects incorrectly all the structures on/off the screen of that type[/p]
  • [p] Fixed Dynamic Civilian groups A posing basing on Distance to camera[/p]
  • [p] Shreader Rounds decrease to 300[/p]
  • [p] Improved Building unit Recruitment system for air dropped units to resolve an issue where units would fall on top of objects/land in inaccessible areas[/p]
  • [p] Improved the Garrison system so any structure/vehicle that "holds" units will now properly "boot" out units and not allow them to teleport onto rooftops instead in extreme failure conditions. [/p]
[p]

[/p][h3]CERC-HQ Public Branch 2025.08.20 [/h3]
  • [p] Active Operators window added[/p]
  • [p] ROE Added[/p]
  • [p] Health bar styles swapped to legacy designs[/p]
  • [p] Infection Level added to details panel for units[/p]
  • [p] Details panel skinned with the latest UI mockups[/p]
  • [p] Game Options added[/p]
  • [p] Pause Menu updated with mockup design[/p]
  • [p] Fix for InventoryComponent crash related to HighlightItemMeshComponentsForMouseHover (C++ only)[/p]
  • [p] Fixed up Weapons always entering 'hovered visuals' mode on spawn/equip[/p]
  • [p] Added new pause menu with modernized skinning[/p]
  • [p] Graphics tab updated with Auto Configure, General Quality Preset, Anti Aliasing, Texture Quality, Shadow, Post Processing, Foliage, Effects, View Distance, Global illumination, Shading, Reflection, Landscape, 3D Resolution, Animation Quality, Nanite Mesh Quality, Max Blood Particles, NPC Shadow Limit, Light Render Distance & Max Corpses.[/p]
  • [p] Graphics tab updated with Window Mode, Display Resolution, Framerate limit, Vsync, Gamma configuration[/p]
  • [p] Graphics tab updated with Audio Quality, Master Audio, Speech, Sound Effects, UI & Music, Audio when unfocused [/p]
  • [p] Gameplay added with Added Crouch Toggle, and fixed up Sprint Toggle.[/p]
  • [p]Fixed units in Half Moon Bay incorrectly landing inside the LCAC when recruited from it[/p][p]

    UI Progress. Feel free to launch the game and try it out!
    [/p]
[carousel][/carousel][p]
Some UI elements are still being implemented at the moment going into Wednesday night. Namely
[/p]
  1. [p] Controls + Key binding [/p]
  2. [p] Main Menu + Game Selection system[/p]
  3. [p] Max Corpses need some improvements in online environments [/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]
[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]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]

The new Plan and Rebuild Progress

[h3]TLDR[/h3]
  • [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][/p][h2]Meeting the Community in the Middle[/h2][p][/p][p]One of the biggest frustrations for our community has been how fragmented Cepheus Protocol has felt between the Default and Experimental branches. Experimental contained a ton of fixes, new systems, and content (like the Abrams, Bradley, improved evacuation, and overhauled vehicle handling), but less than 1% of players ever opened it. That meant the majority of our community never even knew these features existed, let alone got to engage with them![/p][p]So, we're changing that. As of this post, Experimental is being merged up into Default. One of the goals in doing this was making sure people get access to the features that are now ready for a wider audience: things hidden away in Experimental that are now ready belong in the hands of the full playerbase.[/p][p]From this point forward, there will only be one “vanilla” branch of the game. Experimental will be archived for anyone who wants to finish ongoing sessions, but the main way to play will always be Default. When we do run test builds in the future, they’ll be handled through simple beta opt-ins on Steam’s Beta tab. This makes testing optional, accessible, and familiar — no split installs or separate games.[/p][p]We know the Rebuild has taken longer than expected. Originally, we thought it would take six months, but the game’s complexity — and our commitment to doing things the right way — pushed us further out. What we’ve gained, though, is a codebase where changes that used to take hours in the legacy build can now be done in minutes. That means faster progress and fewer recurring bugs going forward.[/p][p]Pandemic Mode and other big-ticket are still coming to Rebuild, but in the meantime, you’ll finally get to play with systems that many of you never even realized were already built.[/p][p][/p][h3]Why Rebuild?[/h3][p][/p][p]Cepheus Protocol has been in Steam Early Access for five years, and over that time, it’s grown into something truly special. Built live with constant feedback from our players, the game evolved through both triumphs and setbacks. We’ve always aimed to be open and adaptable in our design—but like any long-term project, not everything went according to plan. Our small team at Halcyon Winds—just five full-time artists and a few part-timers—pushed forward, but eventually we realized the game had outgrown its original foundation.[/p][p]At the start of 2025, we made the tough but exciting decision to rebuild Cepheus Protocol from the ground up. Years of added systems had made the codebase unstable, and rather than keep patching things together, we chose to start fresh. This Rebuild gave us the chance to fully embrace Unreal Engine 5, simplify and optimize our systems, and most importantly, integrate Co-op—the most requested feature from our community—directly into the core of the game.[/p][p][/p][h3]Addressing Legacy Build Issues[/h3][p][/p][p]One of the biggest challenges in the legacy version of Cepheus Protocol was the sheer volume of bugs, crashes, and performance problems. While dealing with bugs is a natural part of game development, the frequency and severity of these issues were far beyond what a team of our size could realistically manage. The core problem wasn’t just the bugs themselves, but the fragile codebase and the way new features interacted with old systems.[/p][p]Over time, the game’s architecture became bloated and tightly coupled. Many systems relied on outdated code and spaghetti-like interdependencies, meaning that every new feature risked breaking something else. As a result, adding or updating gameplay mechanics often introduced regressions—bugs in areas of the game we thought were stable. Chasing down these issues consumed most of our development time, leaving less time for real improvements or new content.[/p][p]Optimization was another major hurdle. The legacy build had poorly abstracted systems, inefficient data handling, and complex tick/update calls running every frame. This caused performance drops, memory leaks, and occasional crashes. We often had to write band-aid patches to keep things running, but the underlying architecture was never designed for the scale and ambition Cepheus Protocol had grown into.[/p][p]Ultimately, the technical debt was too high - we reached a point where refactoring the existing code wasn’t enough. Continuing on the same foundation would mean years of patching and firefighting instead of improvements and new content.[/p][p]The Rebuild allows us to:[/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]Simply put, better code leads to a better game. The Rebuild gives us the opportunity to write systems the right way, with scalability and stability in mind, ensuring that the issues players experienced in the legacy build don’t keep coming back.[/p][p][/p][p]Current state of the rebuild[/p][p][dynamiclink][/dynamiclink][/p][h3]Outgrowing Its Foundation[/h3][p][/p][p]Over the years, Cepheus Protocol became far larger and more ambitious than we ever originally planned. Part of this came from inexperience—building a real-time strategy game of this scale was new territory for our team. But much of it came from our passion for the genre and our desire to innovate, adding the kinds of mechanics we, as gamers, always wanted to see in an RTS. As we iterated and found the “fun” in what we were creating, the project naturally expanded into something bigger and better than we first imagined.[/p][p][/p][p]In another time release version 0f Cepheus Protocol[/p][p][dynamiclink][/dynamiclink][/p][p]By rewriting our core systems, we can properly integrate major mechanics—like the Operator system, Co-op functionality, and improved AI—so they feel like core parts of the design, not afterthoughts patched in later. [/p][p]It’s still a huge task for a small indie team, and development takes time—but every step we take now is moving forward, not sideways or backward. The Rebuild ensures that Cepheus Protocol won’t just survive Early Access—it will thrive, giving players a polished, stable, and truly unique RTS experience for years to come.[/p][p][/p][h3]Phase One (Finishing around 20th)[/h3][p]Here’s what Phase One covers:[/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]Alongside this technical work, we’re building the Alcatraz HUB, which will serve as the starting point for both single-player and Co-op. This isn’t just a menu—it’s a detailed, explorable environment designed to ground you in the world of Cepheus Protocol. It connects all major modes, gives Co-op a proper home base, and will evolve alongside future updates.[/p][p]Most importantly, Phase One was built around the idea of tackling long standing player concerns of improving the "Core" of the game. Our investment in this foundation should allows us to more quickly complete the later phases, as well![/p][p]As of 8/20, Phase One is essentially complete. We are currently wrapping up the final polish work—long-requested quality-of-life features like full keybinding support and the new options/main menus. [/p][p][/p][p]A lot of what remains in phase 1 is UI work (which is extremely tedious), but we are nearly done![/p][p][/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]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][/p][h3]Phase Three[/h3][p]Phase Three has a focus on enhancing player agency and replayability. [/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]
[h3]Wrapping It All Up[/h3][p][/p][p]Everything we’ve covered here has been discussed in detail across our official Discord channel and the Cepheus Protocol HQ weekly podcast. We've also regularly shared live Co-op playtests, deep dives into Alcatraz Island, and breakdowns of how Operators work—including their abilities, customization, and gameplay. [/p][p]With Rebuild, we’re confident that many of the repeat problems players have experienced will finally be put to rest. As we move toward 2026, this new foundation gives us the tools to focus on expanding the game in exciting ways—faster, smoother, and more stable than ever before.[/p][p]CERC HQ Podcast[/p][p][/p][p][/p][h3]Frequently Asked Questions (Q&A)[/h3][p]General Game and Rebuild[/p]
  1. [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]
  2. [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]
  3. [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]
  4. [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]
  5. [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]Phases of the Rebuild[/p]
  1. [p]What is Phase One?
    A complete rebuild of core systems—AI, pathfinding, UI, weather, ability replication, and the foundation for Co-op.[/p]
  2. [p]What is Phase Two?[/p][p]Makes the world dynamic with real-time infection spread, civilian AI migration, and construction mechanics.[/p]
  3. [p]What is Phase Three?
    Expands strategy with a full vehicle AI overhaul, branching doctrines, and a DNA research system for upgrades.[/p]
[p]Features and Content[/p]
  1. [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]
  2. [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]
  3. [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]
  4. [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]
  5. [p]Will civilians finally matter in-game?
    Yes. Civilian AI will move, survive, and build as the infection spreads, changing how missions unfold.[/p]
  6. [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]
  7. [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]
  8. [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]Operators[/p]
  1. [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]
  2. [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]Multiplayer and Co-op[/p]
  1. [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]
  2. [p]How many players will Co-op support?
    The rebuild is being designed for up to 14-player Co-op sessions.[/p]
  3. [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]
  4. [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]Technical Improvements[/p]
  1. [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]
  2. [p]Why does AI sometimes act strangely in old versions?
    Old AI systems were unreliable. Phase One reworks them for smarter, tactical behavior.[/p]
  3. [p]Why was performance poor in large battles before?
    The old engine design had inefficient data handling. The rebuild improves performance and stability.[/p]
  4. [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]
  5. [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]Other Gameplay Features[/p]
  1. [p]What are doctrines?
    Strategic upgrade paths that let you specialize your faction and units for different playstyles.[/p]
  2. [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]
  3. [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]
  4. [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]Feedback and Testing[/p]
  1. [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]
  2. [p]Do you want feedback or just bug reports?
    Both. Constructive, honest feedback helps us improve. Complaints without context don’t.[/p]

Dev Update – Rethinking the Roadmap (We Want Your Input)

[p]We’ve been having a lot of internal discussions this past week about how to deliver the features you care about and how to get them into your hands sooner.[/p][p]We’ve heard the feedback: while Horde Mode is fun, it starts to feel repetitive after a few sessions. So we’re thinking about shifting our development priorities and we’d love your thoughts before locking anything in.[/p][p][/p][p]Spread the Word
If you’ve got friends who play Cepheus Protocol, make sure to share this poll with them too. The more voices we hear, the better we can shape the direction of the game together. Every vote counts![/p][hr][/hr][p]Proposed Roadmap Changes[/p][p]Instead of moving straight into Doctrines, we’re proposing the following shift:[/p][p]Old Plan: https://steamcommunity.com/app/979640/discussions/0/598519514348396118/?snr=2___[/p][hr][/hr][p]Regarding new horde map (Finalizing Half Moon Bay)[/p][p]Our original plan was to create 2–3 smaller Horde maps to extend replayability and buy time during the development of Phase 2: Doctrines. We figured it would help keep things fresh while the larger systems were being built.[/p][p]However, with the roadmap shifting and Pandemic Mode becoming the new priority, we’ve decided to pause Horde map development temporarily after Half Moon Bay. Once the rebuild is complete, we’ll revisit the idea of adding more Horde maps based on where the community's interest lies.[/p][p]We won’t be moving forward with the other two planned maps at this time. Instead, our full focus is now on open world systems and converting legacy Pandemic maps in preparation for its return. This pivot reflects the feedback many of you have shared — and we believe it's the right direction moving forward.[/p][hr][/hr][p]1. Helicopters Come First[/p]
  • [p]Little Bird + Weapon packages[/p]
  • [p]Blackhawk + Weapon packages[/p]
  • [p]VTOL + Weapon packages[/p]
  • [p]Chinook[/p]
  • [p]Scout Drone[/p]
[p]Next, we’d roll out all helicopters, including the VTOL and experimental weapons. This gives players a fast, tactical way to get around — and a bunch of new toys to play with.[/p][hr][/hr][p]2. Pandemic Mode Moves up[/p][p]Once helicopters are in, we shift focus to Pandemic Mode:[/p]
  • [p]Custom game options (Customize the mode to how you want Pandemic to play)[/p]
  • [p]Alternate start scenarios[/p]
  • [p]Chelsey and her Lieutenants (Improve AI)[/p]
  • [p]SAM Turret added[/p]
  • [p]Juggernaut/Levi and Bird enemies[/p]
  • [p]Civilian evacuation mechanics (Address long standing concerns for them) [/p]
  • [p]Ambient and dynamic civilian groups[/p]
[p]Three Initial offers of maps[/p]
  • [p]Treasure Island + Angel (Legacy Maps updated)[/p]
  • [p]Calypso (Legacy Maps updated)[/p]
  • [p]Half Moon Bay (New Map that was built for horde mode converted to support Pandemic)[/p]
  • [p]Open World (After the above maps are working we'll shift to the main course) [/p]
[p]This will form the core of Phase 2.[/p][hr][/hr][p]3. Vehicles Come After Pandemic (Phase 3)[/p][p]Traditional ground vehicles like the Abrams, Bradley, and others will arrive after Pandemic Mode is in a solid state. While these vehicles are already implemented in the experimental build, they still need to be ported and properly integrated into the co-op rebuild.[/p][p]Why not do vehicles before Pandemic?
We believe that doing vehicles right — from pathfinding, formation coordination, and combat AI, to the newly planned Direct Operator Control (allowing players to directly control turrets or drive vehicles themselves) — will require at least one full month of focused development.[/p][p]Rather than rushing them or layering them on top of other major systems, we’ve chosen to develop them in isolation. This will ensure they launch fully functional, stable, and meaningful to gameplay — not half-baked or forced in.[/p][p]Vehicles are a major piece of the puzzle, and we want them to feel powerful, responsive, and worthy of the roles they'll play in both RTS and Operator gameplay.[/p][hr][/hr][p]4. Doctrines Follow Later (Phase 3)[/p][p]Doctrines would become Phase 3, with progression systems fully integrated and polished based on feedback from Pandemic.[/p][hr][/hr][p]We Want Your Feedback[/p][p]This new path lets us deliver Pandemic Mode sooner — but without ground vehicles at first. Helicopters would handle mobility early on.[/p][p]What do you think?[/p][p]Let us know in the comments:[/p]
  • [p]Are you okay with Pandemic launching earlier with just helicopters?[/p]
  • [p]Would a few new Horde maps keep things fresh while we work on bigger systems?[/p]
  • [p]What part of Pandemic Mode are you most excited for?[/p]
[p][/p][p]Or Click here to Vote [/p][hr][/hr][p]Thanks again for sticking with us — your feedback continues to shape this game every step of the way.[/p][p]– The Cepheus Protocol Dev Team[/p]