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Cepheus Protocol News

Cepheus Protocol: Entering Phase 2

[p]We’ve officially moved into Phase 2 of the Rebuild — this stage is all about addressing long-standing community feedback. From Steam reviews to Discord discussions, we’ve been listening, and now we’re acting. This post serves as a reference point for what’s being worked on in Phase 2 and why.[/p][p][/p][p][/p][p] Recap for those late to the party[/p][p][/p][h3]2025.08.27 now live on CERC-HQ-Public[/h3]
  • [p]Chinese, French, German, Japanese, Korean, Portuguese , Russian & Spanish added[/p]
  • [p]Fixed an Operator Client issue where Recoil would be "crazy" that was reported from the Steam forums thank you![/p]
  • [p] Fixed a power calculation issue that was reported from the Steam forums thank you![/p]
  • [p]Clients not being able to recruit directly into groups fixed [/p]
  • [p]Main Menu Utility fixes across the board and new cameras added[/p]
  • [p]Fixed abilities sometimes appearing inversed even though they were originally directed at another direction [/p]
  • [p]Fixed up 'weapon market bulk buy' not functioning for clients[/p]
  • [p]Fixed Aim source warning that would occur when using the HK[/p]
  • [p]News slider added to main menu[/p]
  • [p]Brute movement speed reduced a bit [/p]
  • [p]Added a player list for all players Client/Host at the top right while in the Hub[/p][p][/p][p][/p]
[hr][/hr][h2]🎯 Core Focus of Phase 2[/h2][p]Helicopters & Weapon Packages[/p]
  • [p]Returning aerial units: Little Bird, Blackhawk, Chinook, Scout Drone and VTOL.[/p]
  • [p]Includes working weapon loadouts for Little Bird, Blackhawk, and VTOL.[/p]
  • [p]The proof of concept that was tested in the now merged build is fully brought into the CERC HQ public Rebuild. [/p]
  • [p]A Helicopter 2D nav mesh in the sky so its impossible for them to crash into buildings. Working below! We'll be showing off more at this weekends CERC HQ Podcast! [/p]
  • [p]Also here's a quick tease from the first 3 hours of working on helicopters in the rebuild! Its vastly better then legacy and supports a new dynamic nav mesh in the sky meaning they will always stay clear of buildings now![/p][p][/p]
[p]Custom Game Options[/p]
  • [p]Complete overhaul of the legacy custom game system.[/p]
  • [p]Host can configure infected health, speed, melee damage, density, spawn rates, infection rates, and which enemy types appear.[/p]
  • [p]Standard infected will always remain enabled. Everything else is up to you.[/p]
  • [p]Includes tuning for Chelsey, Lieutenants, and overall spawn pacing.[/p]
  • [p]Presets are fully shareable via Workshop and more modding support will be investigated later on[/p]
  • [p]Shareable game presets let you shape Pandemic runs to fit your own scenarios or roleplay needs with friends. The following are just loose examples of conditions players could configure towards, but the only real limit is your imagination when it comes to tweaking:[/p]
    • [p]28 Weeks Later–style: fast, rage-driven infected that overwhelm through speed.[/p]
    • [p]Dawn of the Dead–style: slower shamblers with greater durability and punishing melee.[/p]
    • [p]Left 4 Dead–style: similar to the vanilla game’s balance, but with the option to make it harder or easier through further tweaks.[/p]
    [p]Disclaimer: References to films or games like 28 Weeks Later, Dawn of the Dead, or Left 4 Dead are used only as loose examples of potential configurations. They are not official presets, and we make no claim to ownership of these original works.[/p]
[p]Pandemic Mode[/p]
  • [p]Pandemic returns! ːCPWintersLaughː[/p]
  • [p]Outbreak spread and civilian AI rebuilt for performance and co-op compatibility.[/p]
  • [p]Infection adapts dynamically to player actions, creating more reactive challenges.[/p]
[p]Chelsey Improvements[/p]
  • [p]Added redundancy and fallback logic to Chelsey’s AI.[/p]
  • [p]Prevents aggressive play from breaking her core systems.[/p]
  • [p]Strengthens behavior loops so she can recover and adapt instead of causing game stalling bugs.[/p]
[p]Civilian Evacuation Overhaul[/p]
  • [p]Complete UI redesign by Winters to reduce noob traps and improve usability.[/p]
  • [p]Smarter evac bus and civilian pathfinding.[/p]
  • [p]Civilians evacuate more reliably [/p]
  • [p]Scientist DNA scanners now integrate into structures as modules, reducing micro and automating the flow.[/p]
[p]Dynamic Civilian Groups[/p]
  • [p]Revisited from the ground up.[/p]
  • [p]Fixing Chelsey’s priority weighting so she does not allocate all resources to combating civilians.[/p]
  • [p]Configurable presence and personalities for raiders, militants, and survivors.[/p]
  • [p]Expanded diplomacy and interaction features planned for v1.4 alongside Pierce(Police) and Natalie(Anarchists).[/p]
  • [p]Giving them weapons based on their "archetype" (Scaling as time progresses I.E more deadly weapons)[/p]
  • [p]Dynamic Civilian groups camp locations will be more prearranged so they dont appear in awkward places[/p]
[hr][/hr][h2]🔮 Looking Ahead (Phase 3)[/h2]
  • [p]Ground Vehicle AI Rework (Abrams, Bradley, Ajax, Humvee) + porting over all vehicles![/p]
  • [p]Doctrines System — branching upgrade paths that personalize each campaign or co-op run.[/p]
  • [p]Full integration of operators driving vehicles and using turrets.[/p]
[hr][/hr][h2]💡 Why This Matters[/h2][p]Phase 2 is designed to directly tackle the most common frustrations voiced by the community:[/p]
  • [p]“Evac is confusing and unreliable.”[/p]
  • [p]“Chelsey breaks too easily.”[/p]
  • [p]“Civilian groups stall the game or feel irrelevant.”[/p]
  • [p]“I want more control over difficulty and infected behavior.”[/p]
  • [p]"I dont like this worm thing!"[/p]
  • [p]“Pandemic is missing in the rebuild...”[/p]
[p]This phase is our way of proving: we hear you, we’re fixing it, and we’re not stopping until these systems feel right.[/p][hr][/hr][h2]📌 Call to Action[/h2]
  • [p]Within the next 24–48 hours, the Legacy build will only receive critical patches as all priorities are being shifted fully onto the Rebuild.[/p]
  • [p]The Default branch is now the main way to play. We’ll be posting workarounds for minor bugs as they come up. If you encounter any major bugs not yet known, please report them on the Steam forums or Discord so we can address them during the remaining Legacy triage.[/p]
  • [p]We encourage everyone to try the CERC HQ public branch, which features the Rebuild, Co-op, and sweeping systemic changes. [/p]
[hr][/hr][p]✅ TLDR:
We’re in Phase 2.
We’re addressing the issues you’ve raised for years.
Play, test, and give feedback — the Rebuild is being built with you.[/p][p][/p]

[h3]Ways to Support Development[/h3]
[expand]
All support goes directly toward expanding the team and building a better game!

[h3]Upgrade to SupporterEdition[/h3]
https://store.steampowered.com/bundle/26105/Upgrade_to_Supporter_Edition/

[h3]Patreon[/h3]

[h3]Merch Store[/h3]


[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus across multiple perspectives as CERC battles to stop the spread of a cataclysmic alien infection.

[h3]First 40 Minutes of Season 1[/h3]
[/expand]

Patch Notes – For Public and CERC-HQ-Public

Last CERC HQ - August 21th #62
[p][dynamiclink][/dynamiclink][/p][h3]📜 Patch Notes[/h3][h3]
2025.08.23.6 now live on CERC-HQ-Public[/h3]
  • [p]New Main Menu Added (Client and Host version)[/p]
  • [p]New Game Selection System added[/p]
  • [p]Key binding and Input system added[/p]
  • [p]Camera system added to the hub so you can spy on your friends playing in Operator[/p]
  • [p]Operator Customization added to the main menu so you dont have to play as Operator[/p]
  • [p]Explore Alcatraz added as a way for anyone to take control of their default Operator and walk around and explore the hub as they wait for a host or choose a session for themselves to play[/p]
  • [p]Fixed a fatal bug where possessing someone else's operator as a client "reset" their Operators progression [/p]
  • [p]New Enemy: The Brute – A hulking infected armed with a sledgehammer. Twice as tough and slow as standard infected, but hits like a freight train. Starts showing up after Wave 10, so brace yourself when you hear that hammer coming down.[/p]
[p][/p]
  • [p]Removed the LHA6 pop cost[/p]
  • [p]Fixed some "white walls" that were incorrectly affecting the navigation [/p]
  • [p]Fixed some see through fences that were incorrectly affecting the navigation [/p]
  • [p]Fixed the helipad scale on the hub[/p]
  • [p]Operator Customization on the RTS Menu opens the Gunsmith + If you are controlling the Operator it teleports you to the gun range[/p]
  • [p]-Blocked 'overhead enemy icons' appearing while in Operator mode, if you enter Operator Mode while sufficiently zoomed out[/p]
  • [p]Set up graphics options costs.[/p][p][/p][h3]Check out the new main menu![/h3][p][/p][p][dynamiclink][/dynamiclink][/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[/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]
[h3] Patch Notes 1.3.4.10 Public Branch (Legacy)[/h3]
  • [p]Added a fix for Explosions from Airstrikes or Vehicles causing a Video card driver crash[/p]
[p]Legacy Triage & Next Steps[/p][p]On Monday, I’ll be looking into Evacuation/Dynamic Civilian group bugs to conclude the triage of Legacy. If you encounter any issues, please reach out so we can investigate and address them as needed.[/p][p]This work was delayed from Thursday–Friday due to a large amount of rebuild work. My current goal is to be “done” patching the Legacy branch by Tuesday–Wednesday at the latest. This will conclude the limited triage period we are dedicating to Legacy.[/p][p]As mentioned in the main menu, 99% of resources must now shift back to the rebuild so we can deliver Pandemic + Phase 2 on schedule.[/p][p][/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]🧠 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]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How 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]

Cepheus Protocol HQ - August 23rd #62

Dev Recap Last CERC HQ
[p][/p][p]Summary:
This episode is a deep dive into the team’s full-court press on UI improvements as they wrap up Phase One. From modernizing legacy features to implementing completely new systems, the devs walk through key updates like skinned icons, enhanced targeting lines, customizable visual options, and range indicators. They show off updated loading screens, new ROE behavior, unit selection improvements, and the long-awaited idle engineer functionality.[/p][p]The discussion also explores future plans and player feedback shaping the upcoming Pandemic mode. From dynamic civilian systems to evolving bridge mechanics and long-range infected mobility, the team outlines how they’re streamlining features without cutting depth. There’s a glimpse at custom game settings, modular UI systems, and an evolving RTS/operator hub flow that lets players engage how they want. It’s a dense and technical update, but one that shows clear momentum toward a much more polished and playable build.[/p][p]Key Highlights:[/p]
  • [p]Major UI rework and legacy feature parity[/p]
  • [p]Weapon range visualization and targeting feedback[/p]
  • [p]Functional loading screens for seamless transitions[/p]
  • [p]Audio "barks" system replicated across multiplayer[/p]
  • [p]Customizable ROE settings now save between sessions[/p]
  • [p]Streamlined main menu and operator/hub integration[/p]
  • [p]Pandemic focus: smarter infected, meaningful bridge tactics[/p]
  • [p]Building groundwork for customizable gameplay systems[/p]
[p]Ideal for listeners who want:
A highly detailed look at UI/UX design in progress, how player feedback shapes technical priorities, and insight into upcoming features driving the next major game mode.[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: August 23, 2025 – 3 PM EST (New Time!) [/p][p]📺 Where to Watch:[/p][h3]💬 Topics We’ll Cover This Week[/h3]
  • [p]Co-op Development Progress A deep look at the ongoing rebuild — what’s been achieved, what’s being tested, and how it’s shaping the future of multiplayer.[/p]
  • [p]Pandemic Mode + Legacy Builds Where we’re at with Pandemic progress, how we’re triaging old legacy builds, and how this ties into stability for the rebuild. Expect transparency on setbacks, fixes, and what’s actively being worked through.[/p]
  • [p]Bug Fixes and Community Feedback A breakdown of the most impactful bugs reported by players, how we’ve prioritized them, and where fixes are landing. Plus, how community feedback is steering adjustments week-to-week.[/p]
  • [p]UI and Gameplay Systems Revamp Updates on the new UI/UX direction and systemic overhauls that are being rolled out. This covers interface clarity, command flow, and quality-of-life improvements that affect daily play.[/p]
  • [p]Level Design and World Updates Progress on map adjustments, new design passes, and how changes are improving both Pandemic and Co-op play.[/p]
  • [p]Studio-Wide Weekly Progress A full-spectrum review: art, design, programming, balance, and optimization. If it happened this week in development, you’ll hear about it.[/p]
[p]🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.[/p][hr][/hr][h2]📺 Missed a Stream? No Worries![/h2][hr][/hr][p]🎤 Live Community Q&A
We’ll close with an open-floor session to answer your questions, dig into your concerns, and talk directly about what matters most to you[/p][hr][/hr][h2]🎮 Community Playtest Recap[/h2][p][/p][p][dynamiclink][/dynamiclink][/p][p] We ran a 2-hour playtest last week! Curious about what we’re working on and where we're headed? [/p][p]📘 Read about our Development Phases & Current Goals

[/p][hr][/hr]

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]🧠 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]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How 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]🧠 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]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How 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]