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Cepheus Protocol News

Patch - 1.2.4 Preview (Experimental branch)

[h3]Cepheus Protocol Dev Update 13[/h3]
https://www.youtube.com/watch?v=9hdefIw4O7g

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Updated Humvee to have a fifth seat 'in the back' when in open-hooded mode
  • Also now uses the fourth seat when hooded
  • Updated firing arcs for units in Open Humvee to be able to shoot 360 degrees (their animations don't turn +/-180 anymore, though, so it looks a bit odd)
  • Fixed up Hooded Humvee allowing units inside to get hit
  • Updated InfectionZone's Condemned Unit Moving to use Mob Units
  • Fixed SpawnNodes
  • also* saving civilians who are currently under a Virtual Unit Mover's move orders (resulting in civilians duplicating as you save/load)
  • Fixed InfectionZone calculation of Civilian Population to try to better avoid 'double-counting' units (since Unit Mover units register with a Node, they now no longer count as 'pop' from the node
  • and* the unit mover)
  • Fixed buildings failing to properly tally Mobs when they enter
  • Fixed some World Buildings in the master having duplicate Devnames (Building 'D09' was used on multiple islands, and due to being in different levels, it sometimes shared Outliner names, resulting in issues when saving/loading)
  • Quick fix to nav in the master (commit from Derek on Build Machine)
  • Committing a save that (unreliably) has a Humvee that starts the save with the 'slowdown' issue. Not sure how to reliably reproduce, but this is the closest I got so far. We are still looking into this issue
  • Fixed Vehicle wheel steering getting stuck, and switched to a cleaner and more optimized node setup for it.
  • Reduced Atlas Ammo radius visualization area to 0 opacity (now outline only).
  • Converted Infected so they don't have shadows beyond LOD 1
  • North San Francisco progress
  • Set up an extra seat in the Open Hooded variant of the Humvee (adjusted existing 'fifth' seat by scooting it over, then copied it and mirrored. Updated garrison capacity and updated the GarrisonSeatConfigs for Open/Default)
  • Updated Chelsey to enter 'flee mode' after completing a Death Regen, if she's not near her territory
  • And on entering Death Regen (unless from a loaded game) her health will default to 1 instead of whatever value it was when she was hit with enough force to put her into Death Regen
  • Switched Gas tower to Nanite to improve performance
  • Fixed civilian mobs spawning with guns (resulting in some visual weirdness)
  • Updated 'mob units' to have additional health (MaxHealth added on for every extra body)
  • Said mob units will 'lose' bodies when their health drops below certain thresholds
  • A bit of modularity added to killing units to support this, too, so if the player kills mobs (w/o finishing the 'source') some of the data is handled properly (likely needs more tweaks!)
  • Mob unit 'deaths' use new ragdoll registry in the GameState to make sure their corpses don't stay around forever
  • Additionally, mob units can 'split off as infected units' instead of dying, if the civvies were infected
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Vehicle slow down issue is a problem we are looking into

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.2.3 Preview (Experimental branch)

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fix for world building icon emissive strength.
  • Updated landscape materials, added scattered Trash objects to Asphalt layer.
  • Added new HLOD base material with a Weather function, to fix pop-in of 'always-dry' HLODs during Rain. Assigned as Override on HLOD BP's.
  • Turned off Shadows on various road splines on Angel Island.
  • Updated Road Master Material to use the Landscape Asphalt material function for roads, to match landscape (world tiling).
  • Started breaking up the Infection Zone's 'EvacuatingCivvies' array responsibility amongst Evac Points
    With some new 'evac point unassigned' assistance to make sure civvies properly decouple from arrays if a helipad is destroyed or turned off from Evac Mode, for example
  • Updated the World Building management widget to disable the 'order buttons' and display 'Evacuating' when it's currently the auto-evac target
  • AI coastline nav blocker Clean-up
  • Fixed Chelsey/LTs not using move proxy system for roam movement (should resolve somewhat-common issues w/ LTs or Chelsey getting confused if ordered to move to another landmass)
  • Added some logic to Infected AI to reduce the likelihood of melee-only infected getting confused and trying to target the 'tower occupant' instead of just swinging at the tower
  • added new logic to Spitters to make them swing at a Guard Tower they're attacking when spit is on cooldown, by modularizing some of the melee attack logic in Infected AI
  • Fixed DDM4 not having an AimSource socket
  • Fixed the 'moving parts' of player walls not having their own collision preset (now uses PlayerGateWallPiece)
  • Added new collision Object Channel 'VirtualUnit' for use by the VirtualUnitMovers. Used this to make Infected Unit Movers not be able to 'phase through' player walls, in addition to the above new collision profile for the moving parts
  • Updated Asphalt materials.
  • Added more Trash scatter to landscape.
  • Polished up rough cliffside in Presidio.
  • tactical speed changed from 150 - 200
  • AR crit chance is 10%
  • SMG crit chance is 21%
  • Sniper crit chance is 45%
  • Lmgs Crit chance is 5%
  • Animation polish for hand placement.
  • lmg crit chance adjusted to 5%
  • More nav clean-up on Presidio
  • TI Cliff nav and coastline nav clean-up
  • Optimzation to player walls
  • Adjusted attackpoints for Sandbags, Barbed Wire, Dual Barbed Wire, Hesco, and Jersey walls to help resolve an issue where infected 'fail to see a wall' because the point they're looking for is a bit too low to the ground and the 'sight trace' hits the floor
  • Fixed up corruption on the Barbed Wire Wall
  • Fixed up an event in SandbagWall
  • Fixed up Barbed Wire hovertip
  • Fixed up corruption in the Short Hesco Wall
  • Fixed a load issue in Short Hesco Wall
  • Fixed corruption in Tall Hesco Wall
  • Fixed the MasterCharacter_AnimBlueprint not properly responding to infection conversion
  • Fixed Flamethrower not having an AimSource socket
  • Added logic to prevent Chelsey from being able to attack while in a Death Regen shell
  • Added a safety to make sure that Chelsey will always try to 'detach' from whatever she's attached to when she enters a Death Regen shell
  • Early Mob system added got it to a point where it can randomly select male/female, select a mesh, and do a little bit of 'placement finding' logic to try to minimize overlaps when adding additional units to the mob. Animates decently.
  • -UMP45 skeleton was missing AimSource socket: fixed
  • Fixed some 'late load' logic (was somehow messing up GroupPos value when LateLoading a unit)
  • Made Civilians, in RegisterMercerCivvie, stop using CrowdManagement beyond the 100th currently-registered (to stop them from 'blocking up' the player's ability to move, if a lot of civvies are active at once)
  • Improved civilian clearing logic to have an 'emergency' mode, for when a node has
  • way* too many civvies active at once (who aren't in unit movers/evac orders)
  • Improved loading of Civvies to better assign them to an Evac Point if they are loaded without Evac Point assignment, but want to evacuate
  • Added save/load to Mob Unit struct setup (via 'data struct' inside the outer layer which contains the savable data)
  • -Updated MobUnit setup to support the same depth stenciling updates that affect the main mesh
  • Updated Civilian Evac counter to respect mob unit amount
  • Updated simple garrison counter to respect mob unit amount (won't work 100% for all garrisons, but sufficient for Evac Choppers)
  • Updated Civilian death tracking to respect mob unit amount (both in SpawnNode and in PlayerController's 'killed civvies' tally)
  • Improved some loading issues with civvies on the player team not registering their death correctly
  • And some fixes to Evac Choppers allowing 'too many' units to try to board, resulting in a 'false board' that moves units around without actually garrisoning them
  • Improvements to MobUnit 'split off' logic to support splitting off multiple MobUnits into a single extra character (who inherits the other MobUnits instead of creating characters for each one)
  • Improvements to garrisoning to allow Evac Choppers to 'split off' units from Mobs to top themselves off
  • Also doubled the 'spawn amount' for civvies, to help pump out Auto-evac civvies even faster Result: Auto-evac helipad logic works pretty well! Some secondary features need testing, and mobs aren't yet applied to 'evac between buildings/zones' yet, though, so it's likely rough around the edges.
  • Adding Open-Top Humvee variant assets.
  • Turning off heli auto-evac (or losing all evac points in an area) now orders auto-evacuating civvies back into a building
  • turning auto-evac off also will more quickly propagate orders than turning it on
  • Got weapon switching working so it goes from Open-hooded to closed when equipped w/ CROWS
  • Updated it to take the Scout Car's place for now (saves w/ scout cars will still have access to them I think, but going forward Humvees will be available instead)
  • Adjusted Humvee seat offsets. Turned off Weather response.
  • Fix to a math issue with new 'GarrisonSlots' setup that broke degarrisoning if a unit exited a player vehicle
  • Updated melee attacks to be able to hit units in Garrisons who are set to be 'targetable' while in garrison
  • Updated Humvee (when open-hooded) to angle-lock the units inside (instead of letting them shoot 'behind' themselves - was
  • incredibly* powerful)
  • Fixed JLTV and Humvee, when Unarmed, failing to 'see' things
  • Further fixes to 'allow melee to hit garrisoned units in the Humvee when open hood' logic
  • m4 idle animation polish
  • m4 sprint polish
  • m2 crows balance pass v1
  • crows - 500, base dmg is 65 fall of starts at 3000cm with a crit chance of 5%
  • hk-53 animation tweaks
  • holosight added to the m4
  • Humvee carring capacity increased for all varients
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Some navigations issues around Treasure Island West
  • Humvee drivers can be killed to easily at times we are improving them for early next week

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.2.2 Preview (Experimental branch)

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Added 'status mesh location' to World Buildings
  • And set up some logic to automate updating of this for each World Building, so each should have a good position for their 'status token'
  • Progress on a 'StatusMesh' for World Buildings, for displaying state of the building (Evac, Cleanse, or Condemn)
  • Fixed a bug that was causing some world structures to "TakeDamage" and disappear sometimes
  • Fixed the SelectionBox on World Buildings having a shadow
  • Fixed the Status Mesh on World Buildings having a shadow
  • Fixed some focus issues in the World Building management popup
  • Fixed a News button having a focus issue
  • Updated World Buildings to have a 'Show World Building Status' setting in the PC
  • Bridge Resistance to Damage increased to 45%
  • Grenade Launcher prices reduced
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Some Evac helicopters can get stuck on tall buildings we are working on fixes to helicopter pathing for next patch within 24-48 hours

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.2.1 Preview (Experimental branch)

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fix to Custom Sign logic to try to stop civvies from being 'interrupted' from evac/building movement if they run into a sign on the way there
  • Fix to sr-25_Skeleton not having an AimSource socket
  • Update to special-infected spawn likelihood - Not very common on day 1, Very common at night, increasingly so as time goes on. As days progress, commonality during day increases, too
  • Fixed an issue that could cause civilian population numbers to ballon beyond our built in safety limits
  • Adjusted a building instance in PI_G03 which had a door which dropped civvies onto a planter
  • Updated nav in the master after updating a certain planter type to no longer affect nav
  • Updated hovertip logic for the Helipad 'toggle to evac mode' to list the number of Helipads you have that are in Evac, as well as the limit
  • Updated Evac Chopper garrison size to 128 (from 32)
  • Added a 'SimpleGarrisonDisplay' mode that just shows numeric display instead of images (due to the Evac Chopper supporting up to 128 units now)
  • Improved helicopter move safeties a bit to stop them from crashing into buildings
  • Made the Evac Merlin have a higher flight-height (to make it fly more safely)
  • Added some more 'update calls' to the InfectionZoneWidget's civilian population tracker to resolve instances where population numbers would fail to update
  • Fixed Cleanse not counting the cleansed civvies in the Dead Tracker
    Result: Population tracking should be a bit more accurate, though there's likely still a few issues left with the new system setup
  • Some buildings have their overall population reduced
  • Speculative crashfix for https://discord.com/channels/469412014427602944/1050116654891278477/1050116654891278477
  • Infected hp increased from 150 - 300 based on the new CERC responiveness levels
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Some Evac helicopters can get stuck on tall buildings we are working on fixes to helicopter pathing for next patch within 24-48 hours

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.2 Preview (Experimental branch)

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ



Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Helipads can now be toggled into a mass civilian evaucation mode (Civlians can take up to a minute to start arriving as long as the zone they are built in arent empty)
  • Buildings can be "Cleansed" to pacificy all civlians in a building lethally. There is no civilian rep lost yet. This will be coming a few patches down the road to tie into dynamic civlian groups.
  • The zone card will gain a drop down when you own more then one territory to issue zone edicts to order mass evaucations.
  • After a zone is marked as a evaucation zone or has any kind of population in it building a helipad and toggle them into "evaucation" mode will summon all civlians within a zone to that helipad.
  • Fixed the 'join player team' button over Civilian heads being able to pop up if you hover over a dead civvie
  • Landscape textures cleaned up and material adjustments.
  • Collision mesh adjustments to job site buildings
  • Civilian unit movers now properly update their navigation query to try to avoid player walls and use player gates
  • Updated hovertip for the Helipad and its 'ToggleEvacMode' ability to better reflect the new evacuation setup
  • Updated the Shops framework slightly to support clearing hovertip when buttons are cleared or changed (fixes an issue w/ Helipad's Toggle Evac Mode hovertip not disappearing)
  • Civilian texture fix - (weird shadows)
  • Presidio Nav clean-up work
  • Updated the ability to set an Evac Zone to only require zone ownership, rather than requiring an Evac Helicopter
  • Infection Zones now will no longer automatically evacuate civilians via Evac Helipads unless told to do so via the Infection Zone Widget
  • Fixed 'focusable' elements on the Infection Zone Widget
  • Updated the Garrison cursor to not appear when mousing over a vehicle which doesn't allow any of your selected units to board (such as Civvie evac choppers if you have no civvies selected)
  • Added a difficulty setting for Civilian Evacuation Income (default $5)
  • Fixed there being a bunch of test units left on the Aircraft Carrier in the Master
  • Updated Automatic gates to open for Civilians, too. The hovertip for the Automatic Gate toggle button has been updated to reflect this
  • Updated the Mercer System to have a list of 'inactive civvies' - civilians who are spawned, but shouldn't count against the spawn limit
  • Currently, the only way civvies get on this list is if they're actively garrisoned in an Evac helicopter (to make sure they don't 'stop up' the flow of evacuating civilians)
  • Progress commit on new 'World Buildings' system (for storing civilians in buildings instead of just as abstract numbers)
  • Collision fix for carrier deck.
  • Downported a lot of Building logic into Base_Structure for more modularity in prep for World Buildings system
  • Updated saving/loading of units to use a 'GetSaveTransform' function, which accounts for lerping (and if the lerp is gonna clear the unit) to determine the position to load the unit at
  • Fixed a MAJOR issue with unit movers having 'inverted' distance checks (thus spawning units when CERC are
  • NOT* nearby, rather than vice-versa!)
  • Updated the Civvie Transfer Unit Movers to make devirtualized civvies move towards the nearest world building in the zone (if one exists) and enter it, rather than merely milling around
  • Updated civvies to not have an 'Accept Guardianship' popup if they have an interaction actor (i.e. are moving to go inside of a building)
  • Hesco wall build time reduced
  • Animation fixes to the hk-53 and m249
  • Riot shield animation fixes
  • hip fire fix for operator
  • Operator crouch shooting fixed
  • p220 added to civ weapon list to replace m9.
  • sprint works for all cerc units
  • Updated Chelsey to not be able to enter death regen state if in the air, and to detach from 'jump attack target' if she would normally enter death-regen state (to prevent 'death regen cocoon' from occurring in the air)
  • Unit Movers also now should properly make sure all their units can move in fog (when devirtualized)
  • Added new Speaker tower mesh.
  • Civlian animation updated
  • Those damn civs can sprint now - heheheheheh
  • Added a DateTime to the GameOptions save. When GameInstance loads your GameOptions, if the DateTime is before 2020 (i.e. the date time was not initalized due to being an old save), the Season Setting will be set to Vanilla instead of Halloween.
  • Updated World Building Orders (Condemn/Cleanse) to get cleared if you lose control of the zone that owns those buildings
  • Updated Evac Chopper 'auto evac' to select an evac building and start dumping civvies out of that (instead of spawning civvies 'from the ether')
  • Added a warning to the really old civvie spawn stuff for Command Posts, if the Command Post tries to spawn a civvie while the Mercer System is active (this shouldn't happen, but is left in just in case horde mode or something else needs it)
  • Added some basic safeties to stop ammo/unit call-ins from working on ammo boxes (so you can't call in units on top of ammo boxes directly anymore)
    operator sliding fixed
  • Added weld logic for mesh and added started anim notifies to the base blend space
  • Crashfix improvements for Engineer weld C++ functions
  • Updated Engineer to use newest rig (since their meshes seem to be on that new skelly)
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Some Evac helicopters can get stuck on tall buildings we are working on fixes to helicopter pathing for next patch within 24-48 hours

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]