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Cepheus Protocol HQ - July 26th #59 & Nearing Conclusion of Phase 1

Conclusion of Phase 1
[p][/p][p]We are nearing the completion of Phase 1- We have a few days of final work for the Operator then we'll be shifting to UI + Bug fixes & performance improvements before we officially enter phase 2.[/p][p]We thank our community for their continued support and patience! Playing the game with you guys on Discord has been an absolute honor! We will be hosting public discord play sessions almost daily as we work to hunt down bugs and finish phase 1. So consider joining our discord![/p][p]Currently we have to port over the remaining abilities to the Operator going into Tuesdayish.[/p]
  • [p]Medic Healing Operator Ability (Done)[/p]
[p][dynamiclink][/dynamiclink][/p]
  • [p]Engineer Repair/Building Operator Ability (Next up)[/p]
  • [p]Throw Grenade Flash/HE Operator Ability (Done)[/p]
[p][dynamiclink][/dynamiclink][/p][p]Expect a patch on cerc-hq-public to add this in and Engineer building Operator Ability in the next 24-48 hours stay tuned and check Discord for the latest![/p][p][/p][h3]UI/ Bug FIxing and performance tweaks to conclude Phase 1[/h3][p]After we finish Engineer Repair/Building Derek will shift to UI/UX while Robert continues on Horde mode refinements/performance and bug fixes so we can wrap up Phase 1.[/p][p]Next Podcast this week we'll be discussing on Saturday all of this and more![/p][p][/p][p]Here is our mockup UI to modernize and finalize them. [/p][p][/p][p]HUB Progress [/p][p][/p][p][/p]
Last Weeks Dev Recap – Squads, Skills, and Total Failure
[p][/p][p]This episode dives deep into a massive weekly update, spotlighting the evolution of the Operator system and a brutal new horde mode overhaul. The team showcases Alcatraz hub progress, the growing arsenal of weapon attachments, and how Operator customization now ties directly into RTS and TPS gameplay. We hear firsthand feedback from playtesters on new abilities, squad loadouts, and the changing meta—including turrets, tower defense, and the increasing challenge of survival.[/p][p]There's a strong focus on player roles, operator leveling, and long-term plans for integrating squad-based tactics and immersive UI improvements. The team also discusses how they're balancing Operator additions with core RTS gameplay and previews the next development phase, including vehicles, airstrikes, and UI streamlining.[/p][p]Multiple co-op play sessions put new spawn rates and difficulty tuning to the test—resulting in some hilariously brutal failures. Finally, the devs take Q&A from the community and talk future priorities like clearer objective feedback, Operator ability polish, and whether the game’s genre identity is still intact. (Spoiler: It is.)[/p][p]Key Topics:[/p]
  • [p]Operator ability system, progression, and customization[/p]
  • [p]Weapon attachment system & recoil tuning[/p]
  • [p]Alcatraz hub development and asset updates[/p]
  • [p]Horde mode rework with escalating difficulty[/p]
  • [p]Real-time balance adjustments based on player feedback[/p]
  • [p]UI overhaul plans and RTS accessibility improvements[/p]
  • [p]Co-op chaos: live testing with dev commentary[/p]
  • [p]Community Q&A on pacing, controls, and future updates[/p]
[p]Listeners get an unfiltered look at the game’s evolving systems—and how feedback is shaping every phase.[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][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][p][/p][h3]🛠️ How to Opt In[/h3]
  1. [p]Right-click Cepheus Protocol Experimental Branch (Granted when you buy the base game) in your Steam Library[/p]
  2. [p]Click Properties > Betas[/p]
  3. [p]Choose cerc-hq-public from the dropdown[/p]
  4. [p]Let Steam update the build and launch the game [/p]
[hr][/hr][p][/p]
🎙️ Next CERC HQ – Livestream Details
[p]
🕔 When: July 26, 2025 – 3 PM EST (New Time!) 📺 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][hr][/hr][h2]🔭 What’s Coming Next?[/h2][p]
This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown. [/p]
  • [p] Finalize Operator Ability System [/p]
  • [p] Expand Playable Classes [/p]
  • [p] Visual UI Polish [/p]
  • [p] Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
    [/p]
[hr][/hr][p]
Stay Frosty,
— The Cepheus Protocol Dev Team
[/p]

Patch Notes – 2025.07.21.3

[p]We are nearing the completion of Phase 1- We have a few days of final work for the Operator then we'll be shifting to UI + Bug fixes & performance improvements before we officially enter stage 2.[/p][p][/p][p]We thank our community for their continued support and patience! Playing the game with you guys on Discord has been an absolute honor! We will be hosting public discord play sessions almost daily as we work to hunt down bugs and finish phase 1. So consider joining our discord![/p][p][/p][p]Currently we have to port over the remaining abilities to the Operator going into Tuesdayish.[/p]
  1. [p]Medic Healing[/p]
  2. [p]Engineer Repair/Building[/p]
  3. [p]Throw Grenade Flash/HE[/p]
[p][/p][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p][/p][p]Key Notes:[/p][p]Press Tab to cycle right through Operator abilities[/p][p]Press Z or X or cycle left or right[/p][p]Press G to enable the currently selected ability[/p][p][/p][h2]Last CERC HQ 7.19.25[/h2][p][dynamiclink][/dynamiclink][/p][h3]🛠️ How to Opt In[/h3]
  1. [p]Right-click Cepheus Protocol Experimental Branch (Granted when you buy the base game) in your Steam Library[/p]
  2. [p]Click Properties > Betas[/p]
  3. [p]Choose cerc-hq-public from the dropdown[/p]
  4. [p]Let Steam update the build and launch the game[/p][h3]
    Patch Notes
    [/h3][p][/p][h2] Infection Gas Towers & Zone Control Overhaul[/h2]
    • [p]Introduced Infection Gas Towers that automatically appear when a zone is lost in Horde Mode.[/p]
      • [p]These towers emit toxic gas that punishes lingering forces and visually reinforce the spread of infection.[/p]
      • [p]Includes new VFX and materials such as fog, blood drops, and gas particle effects.[/p]
    • [p]Zones now progress through a new "Yellow" warning phase before full infection, giving players clearer visual feedback on imminent collapse.[/p]
    • [p]LCAC (Landing Craft Barracks) now:[/p]
      • [p]Spawns Engineers, Operators, and will issue Ammo Resupplies.[/p]
      • [p]Is destroyed when the first zone is lost, increasing the tension and pacing of early engagements.[/p]
      • [p]No longer requires power, allowing faster deployment at game start.[/p]
    [h2] Gameplay & Navigation Improvements[/h2]
    • [p]Zone collapse timer increased from 20s to 60s, giving players a fairer window to evacuate.[/p]
    • [p]Trees and vegetation no longer block mouse clicks, making unit control smoother across forested terrain.[/p]
    • [p]Zones now dynamically render as Red (Infected), Yellow (Collapsing), or White (Safe) to reflect infection status more clearly.[/p]
    • [p]Fixed T2 and T3 large gates not allowing snapping[/p]
    • [p]Power indicators are hidden in infected zones to reduce UI clutter and confusion.[/p]
    • [p]Added blocking volumes to map edges to prevent units and the camera from exiting play areas.[/p]
    • [p]Zone border visuals and mesh alignments polished across multiple Half Moon Bay sectors for improved immersion.[/p]
    • [p]Continued polish on animations, muzzle attachments, and UI elements, including updates to crouch behavior and sprint handling with underbarrel weapons.[/p]
    • [p]Inaccessible areas no longer allow CERC to attempt to pathfind through them greatly improving cross zone movement[/p][p][/p]
[hr][/hr][p][/p][h3]💬 Known Issues[/h3]
  • [p]Opening the Pause Menu breaks the Quartermaster mouse[/p]
  • [p]Half Moon Bay is about 85% ready for full playtests. We're still refining a few areas to make sure the experience is smooth. [/p]
[p][/p]
New UI Mockup
[p] We have had Winters who has far more experience with UX/UI work with our concept artist while ive been working to wrap up phase 1 from a structural/Gameplay standpoint. Here is the latest "Draft" let us know what you think of the UI. The Operator and all menus will be getting a pass next from a design standpoint once this UI is approved by myself. [/p][p][/p][p][/p]
Half Moon Bay Updates
[p][/p][p]More at this week's CERC HQ![/p][p][/p][carousel][/carousel][p][/p]
Operator Gunsmith Updates
[p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][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][hr][/hr][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]Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.[/p]
  • [p]Add more Operator weapons and equipment.; Michael is working through a backlog of 20 Operator weapons and more Operators/Skin variants atm. [/p][p][/p]
  • [p]RPG Progression System
    Operators gain experience, unlock skills, and equip customizable weapons.[/p]
  • [p]UI Overhaul A new interface to support RTS/ Operators & Menu's[/p]
  • [p]Monterey Bay Horde Map
    Large-scale co-op testing with new wave mechanics and future extraction goals.[/p]
  • [p]Tracking down Desyncs, bugs & crashes![/p]
[hr][/hr][h3]🧠 What's Coming Next?[/h3]
  • [p]Finalize and polish Phase 1 by mid-July[/p]
  • [p]Launch Phase 2: Expanded DNA Research + Doctrine gameplay[/p]
  • [p]Prepare Phase 3: Pandemic Return[/p]
[hr][/hr][h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums [/p][hr][/hr][h3]💡How You Can Help[/h3]
  • [p]Play the experimental SP/co-op mode![/p]
  • [p]Try Operator mode using the in-game console command: PossessFirstOperator[/p]
  • [p]Report bugs, give feedback, and wishlist new content[/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][hr][/hr][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! [/p][p][/p][p]We also hosted a Playtest on Discord last week with 10 people check it out here![/p][p][dynamiclink][/dynamiclink][/p]

Patch Notes – 2025.07.19.4

[p]We are nearing the completion of Phase 1- We have a few days of final work for the Operator then we'll be shifting to UI + Bug fixes & performance improvements before we officially enter stage 2.[/p][p][/p][p]We thank our community for their continued support and patience! Playing the game with you guys on Discord has been an absolute honor! We will be hosting public discord play sessions almost daily as we work to hunt down bugs and finish phase 1. So consider joining our discord![/p][p][/p][p]Currently we have to port over the remaining abilities to the Operator going into Tuesdayish.[/p]
  1. [p]Medic Healing[/p]
  2. [p]Engineer Repair/Building[/p]
  3. [p]Throw Grenade Flash/HE[/p]
[p][/p][p][/p][carousel][/carousel][p][/p][carousel][/carousel][p][/p][p]Key Notes:[/p][p]Press Tab to cycle right through Operator abilities[/p][p]Press Z or X or cycle left or right[/p][p]Press G to enable the currently selected ability[/p][p][/p][h2]Last CERC HQ 7.19.25[/h2][p][dynamiclink][/dynamiclink][/p][h3]🛠️ How to Opt In[/h3]
  1. [p]Right-click Cepheus Protocol Experimental Branch (Granted when you buy the base game) in your Steam Library[/p]
  2. [p]Click Properties > Betas[/p]
  3. [p]Choose cerc-hq-public from the dropdown[/p]
  4. [p]Let Steam update the build and launch the game[/p]
[p][/p][h2]📦 General Fixes & Stability[/h2]
  • [p]Crash Fixes[/p]
    • [p]Fixed crash from Infected melee + blowup guy killing structures.[/p]
    • [p]Speculative fixes:[/p]
      • [p]Skycrane crash.[/p]
      • [p]Final Horde Objective self-destructing in Half Moon Bay.[/p]
      • [p]VisionGrid crashes (e.g., VisionGridPerformLineOfSightCheck).[/p]
      • [p]DOTS crashes.[/p]
      • [p]FinishFormationMove crash.[/p]
      • [p]RestoreMaterialsFromMap crash for Cloak_Ability.[/p]
      • [p]AddCategoryXP crashfix.[/p]
    • [p]Addressed thread safety and destruction order issues in UnitComponent::EndPlay.[/p]
  • [p]Performance Improvements[/p]
    • [p]Converted lighting to a persistent system (removed Master Lighting Level).[/p]
    • [p]Optimized network performance:[/p]
      • [p]Refactored LandscapeActor.cpp to not replicate by default.[/p]
      • [p]Lazy registration for Landscables, reducing Half Moon Bay load times.[/p]
      • [p]Improved LandscableManager.cpp and optimized network desyncs.[/p]
    • [p]Fixed jittering when units re-target after enemy death.[/p]
    • [p]Reduced HMB loading issues related to sun system initialization.[/p]
  • [p]Log & Debug Improvements[/p]
    • [p]Various log cleanups and dev checks.[/p]
    • [p]Added safety for Server_ calls when recruiting units.[/p]
    • [p]Wrapped debug logs in #endif //WITH_EDITORONLY_DATA.[/p]
[hr][/hr][h2]🌇 Map & Environment[/h2]
  • [p]Half Moon Bay[/p]
    • [p]Major detail pass, scripting, border edits, and spawn flow rework.[/p]
    • [p]Fixed AI registration on large maps.[/p]
    • [p]Improved zone color feedback when infected take over.[/p]
    • [p]Addressed water cutout and navmesh bugs.[/p]
    • [p]Adjusted sun system registration logic for slower loads.[/p]
  • [p]Alcatraz[/p]
    • [p]Reorganized starting areas: library, play yard, Quartermaster.[/p]
    • [p]Added interiors and rooftop access meshes.[/p]
    • [p]Updated cutout & HLOD quick start from legacy files.[/p]
    • [p]Fixed water cutout bugs.[/p]
[hr][/hr][h2]⚙️ Gameplay Mechanics[/h2]
  • [p]Combat & AI[/p]
    • [p]Increased minigun spread (12 → 18) and price (2000 → 8500).[/p]
    • [p]Increased infected base health (150 → 200).[/p]
    • [p]Improved threat generation from turrets and SOCS.[/p]
    • [p]Blowup guy explosion now does more wall damage.[/p]
    • [p]Flamethrower logic redone; now powerful like in legacy.[/p]
    • [p]Fixed issue where CERC stared at horde objectives with no enemies.[/p]
  • [p]Operator Mode[/p]
    • [p]Added Operator ability system with UI, tooltips, and selection (Z/X/TAB).[/p]
    • [p]Limited to 4 abilities max (for now).[/p]
    • [p]Deployed abilities: Rapid Fire, Snipe, DeployGun, Cloak.[/p]
    • [p]Aim borders and visuals added for aimed abilities (green border).[/p]
    • [p]Human-controlled Operators have doubled effective bullet range.[/p]
    • [p]Cloak ability now properly cancels on shooting, shows VFX, and works with glowstick (partial).[/p]
    • [p]Fixed DeployGun to exit on OperatorMode entry if unusable.[/p]
    • [p]Added name popups & cooldown overlays to ability UI.[/p]
    • [p]Fixed 'mixed up operator with another host's' issue.[/p]
  • [p]AI Perception & Noise[/p]
    • [p]PerceptionComponent temporarily disabled until hearing logic is ready.[/p]
    • [p]OnHearNoise improved but still in progress.[/p]
    • [p]Made combat noise system unified via MakeCombatNoise and MovementNoise attributes.[/p]
    • [p]Operators make footsteps noise only when player-controlled.[/p]
[hr][/hr][h2]🧠 Attribute & Ability System[/h2]
  • [p]Introduced Attribute & Ability Point system for Operators:[/p]
    • [p]Health, Infection Resist, MovementNoise, etc.[/p]
    • [p]UI meters added with live stat changes.[/p]
    • [p]Implemented dynamic effects, save/load support.[/p]
    • [p]Works in RTS mode; Operator mode still in progress.[/p]
  • [p]Fixed attribute canceling logic replication and cooldown displays.[/p]
  • [p]Gunsmith now shows value deltas and live stat previews.[/p]
[hr][/hr][h2]🛠️ Gunsmith & Attachments[/h2]
  • [p]Recoil graph and stat comparison widgets added and refined.[/p]
  • [p]Foregrip, scope, suppressor attachments now show their stat effects.[/p]
  • [p]WeaponStatDisplayWidget updated to handle new data asset setup.[/p]
  • [p]Added:[/p]
    • [p]New muzzles, scopes, magazines for M4 and Glock 19.[/p]
    • [p]Urban skin for Honzo Lee.[/p]
    • [p]Ergo, Operator, and BCM grips.[/p]
    • [p]T1 Micro optic (design asset ready).[/p]
  • [p]Fixed:[/p]
    • [p]FNEvolys underbarrel level requirement.[/p]
    • [p]Carbine-18 drum mag bug.[/p]
    • [p]Gunsmith lighting and SG-12 bugs.[/p]
    • [p]Underbarrel animation replication issues.[/p]
[hr][/hr][h2]🧱 Structures & Construction[/h2]
  • [p]Speculative fixes to BuildingConstructionComponent.[/p]
  • [p]'SeeThruLandscapeable' collision profile added (fences in HMB).[/p]
  • [p]Fixed refunding units in Recruitment Queue not accounting for weapon cost.[/p]
[hr][/hr][h2]🧪 Horde Mode[/h2]
  • [p]Increased max wave size by 50%.[/p]
  • [p]Made enemy health, damage, and respawn rate dynamic to wave count.[/p]
  • [p]Nerfed income: now based on active spawning sectors, not all objectives.[/p]
  • [p]Updated spawner tool and exposed Rush mode variables.[/p]
  • [p]Invalidated northern region for building.[/p]
[hr][/hr][h2]💾 UI & UX[/h2]
  • [p]Enhanced attribute meters with delta indicators and labels.[/p]
  • [p]Updated attribute allocation bar with better visual and logical handling.[/p]
  • [p]Added zoom dampening and improved camera speed logic.[/p]
  • [p]Drag selection now blocked in landscape mode.[/p]
  • [p]UI improvements for:[/p]
    • [p]Recruit popup, cooldown overlays, unit refund, operator abilities.[/p]
    • [p]Weapon selector, recoil graph, dropdown hover preview.[/p]
[hr][/hr][h2]🎮 Miscellaneous[/h2]
  • [p]Reorganized project folders (e.g., Honzo folder).[/p]
  • [p]Removed outdated meshes and cleaned redirectors.[/p]
  • [p]Setup logic to prevent duplicate Operator recruitment.[/p]
  • [p]Applied various crash fixes to DOTS, flamethrower VFX attach logic, and session joins.[/p]
  • [p]Disabled some bulk buy options where inappropriate.[/p]
[hr][/hr][p][/p][h3]💬 Known Issues[/h3]
  • [p]Opening the Pause Menu breaks the Quartermaster mouse[/p]
  • [p]Half Moon Bay is at 75% in terms of being ready for full playtests. We are still working on refinement some aspects. We know that because of the recent changes for zones units can have pathting issues we are aware of this and working on this going into Monday.[/p]
[p][/p]
New UI Mockup
[p] We have had Winters who has far more experience with UX/UI work with our concept artist while ive been working to wrap up phase 1 from a structural/Gameplay standpoint. Here is the latest "Draft" let us know what you think of the UI. The Operator and all menus will be getting a pass next from a design standpoint once this UI is approved by myself. [/p][p][/p][p][/p]
Half Moon Bay Updates
[p][/p][p]More at this week's CERC HQ![/p][p][/p][carousel][/carousel][p][/p]
Operator Gunsmith Updates
[p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][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][hr][/hr][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]Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.[/p]
  • [p]Add more Operator weapons and equipment.; Michael is working through a backlog of 20 Operator weapons and more Operators/Skin variants atm. [/p][p][/p]
  • [p]RPG Progression System
    Operators gain experience, unlock skills, and equip customizable weapons.[/p]
  • [p]UI Overhaul A new interface to support RTS/ Operators & Menu's[/p]
  • [p]Monterey Bay Horde Map
    Large-scale co-op testing with new wave mechanics and future extraction goals.[/p]
  • [p]Tracking down Desyncs, bugs & crashes![/p]
[hr][/hr][h3]🧠 What's Coming Next?[/h3]
  • [p]Finalize and polish Phase 1 by mid-July[/p]
  • [p]Launch Phase 2: Expanded DNA Research + Doctrine gameplay[/p]
  • [p]Prepare Phase 3: Pandemic Return[/p]
[hr][/hr][h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums [/p][hr][/hr][h3]💡How You Can Help[/h3]
  • [p]Play the experimental SP/co-op mode![/p]
  • [p]Try Operator mode using the in-game console command: PossessFirstOperator[/p]
  • [p]Report bugs, give feedback, and wishlist new content[/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][hr][/hr][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! [/p][p][/p][p]We also hosted a Playtest on Discord last week with 10 people check it out here![/p][p][dynamiclink][/dynamiclink][/p]

Patch Notes – 2025.07.05.2

[p]🛠️ Patch Notes[/p]
  • [p]Revamped the attachment naming system to improve formatting consistency (e.g. fixed lowercase issues).[/p]
  • [p]Improved sizing logic for Operator attachment boxes to better fit customization visuals.[/p]
  • [p]Improved logic for Squad join/leave UI: much more reliable for clients.[/p]
  • [p]Weapon Levels shown on Gunsmith now[/p]
  • [p]Profile renamed to Operator on the Gunsmith window[/p]
  • [p]Improved profile switching logic to give loadouts correctly for hosts. [/p]
  • [p]Added support for client-side profile-swapping in Gunsmith [/p]
  • [p]Prevented new Operators from copying progression from existing ones. [/p]
  • [p]Fixed weapon XP/level display updating when swapping profiles with same equipped weapons.[/p]
  • [p]Character level is now displayed at the top left of the Gunsmith widget.[/p]
  • [p]Fixed a Operator bug where you could possess an Operator and Attack Moves/ Patrols would persist instead of being deleted when you went back to RTS.[/p]
  • [p]Gunsmith UI updated to display weapon category [/p]
  • [p]Proficiency added to operators which as you use certain guns will unlock other guns of that "type" in preparation for more guns being added. Use an SMG and you'll unlock SMG's only etc .[/p]
  • [p]Fixed issue where Proficiency checks allowed you to go over the "level requirement"[/p]
  • [p]Updated new Operator profile creation to use default loadout (no longer copies prior profile).[/p]
  • [p]Continued implementation of support for loading specific profiles per Operator. [/p]
  • [p]You can now Recruit multiple different operators from the Barracks. Make sure you name them from the top left window! (Refrain from training more then 1 variant of each "unique" one else you might get progression issues. We will be resolving this going into Monday. [/p]
  • [p]Halfmoon Bay Grid 2 detail pass complete.[/p]
  • [p]Progress commit on new Rush variant for Half Moon Bay horde map.[/p]
  • [p]Start time for Half Moon Bay increased to 4 minutes [/p]
  • [p]OnRep UI updates ensure clients who join mid-wave sync to correct stage on Horde UI[/p]
  • [p]Fixed horde mode regression Half Moon Bay[/p]
  • [p]Revamped selection box generation logic so it more accurately places the selection boxes. [/p]
  • [p]Added safeties to minimap camera movement logic to reduce cases where camera “goes underground.”[/p]
  • [p]Fixed Operator name text appearing incorrectly for the controlling player during zoom-in.[/p]
  • [p]Fixed Gunsmith’s appearance dropdown not updating when switching to an Operator with a different appearance.[/p]
  • [p]Speculative crash fixes for the following reports:[/p]
[p]https://discord.com/channels/469412014427602944/1390871554010779761/1390871554010779761[/p][p]https://discord.com/channels/469412014427602944/1390901147308396675/1390901147308396675[/p][p]https://discord.com/channels/469412014427602944/1390137985189810196/1390137985189810196[/p][p][/p]
  • [p]Fixed Weapon Category XP not triggering proficiency level-up due to outdated ActiveProfile check and a broken GetWorld() validation.[/p]
  • [p]GetPlayerController crash fix + speculative fix to prevent RTS camera jerks when possessing Operators.[/p]
[p][/p][h3]💬 Known Issues[/h3]
  • [p]Opening the Pause Menu breaks the Quartermaster mouse[/p]
  • [p]Infected can sometimes get "confused" if you build close enough to the spawners (Some fixes were applied to resolve this testing to see if its gone)[/p]
  • [p]You can now build multiple Operators and level them all up at the same time in RTS. But we've gotten early reports of XP only going to 1 Operator at any given time. We are investigating this at the moment[/p]
  • [p]Do not build more then 1 Operator of the same type/name. We released this update early for testing and we will be limiting this going into Monday[/p]
  • [p]Half Moon Bay is NOT Ready for full play sessions yet[/p]
[p][/p]
New UI Mockup
[p] We have had Winters who has far more experience with UX/UI work with our concept artist while ive been working to wrap up phase 1 from a structural/Gameplay standpoint. Here is the latest "Draft" let us know what you think of the UI. The Operator and all menus will be getting a pass next from a design standpoint once this UI is approved by myself. [/p][p][/p][p][/p]
Half Moon Bay Updates
[p][/p][p]More at this week's CERC HQ![/p][p][/p][carousel][/carousel][p][/p]
Operator Gunsmith Updates
[p][dynamiclink][/dynamiclink][/p]
  • [p][/p]
[hr][/hr][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][hr][/hr][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]Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.[/p]
  • [p]Add more Operator weapons and equipment.; Michael is working through a backlog of 20 Operator weapons and more Operators/Skin variants atm. [/p][p][/p]
  • [p]RPG Progression System
    Operators gain experience, unlock skills, and equip customizable weapons.[/p]
  • [p]UI Overhaul A new interface to support RTS/ Operators & Menu's[/p]
  • [p]Monterey Bay Horde Map
    Large-scale co-op testing with new wave mechanics and future extraction goals.[/p]
  • [p]Tracking down Desyncs, bugs & crashes![/p]
[hr][/hr][h3]🧠 What's Coming Next?[/h3]
  • [p]Finalize and polish Phase 1 by mid-July[/p]
  • [p]Launch Phase 2: Expanded DNA Research + Doctrine gameplay[/p]
  • [p]Prepare Phase 3: Pandemic Return[/p]
[hr][/hr][h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums [/p][hr][/hr][h3]💡How You Can Help[/h3]
  • [p]Play the experimental SP/co-op mode![/p]
  • [p]Try Operator mode using the in-game console command: PossessFirstOperator[/p]
  • [p]Report bugs, give feedback, and wishlist new content[/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][hr][/hr][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! [/p][p][/p][p]We also hosted a Playtest on Discord last week with 10 people check it out here![/p][p][dynamiclink][/dynamiclink][/p]

Cepheus Protocol HQ - July 5th #57

🧠 Dev Recap – Custom Heroes and Co-op Rebuild: Operator Overhaul Begins
[p][/p][p]The team kicks off a deep-dive into one of their biggest updates yet: the fully playable Operator system. They break down how players can now create customizable RTS/TPS hybrid commanders—complete with leveling, modifiable loadouts, and class-defining traits like medics or heavies. The episode covers the Gunsmith system, weapon XP, and persistent hero profiles that carry across co-op and solo play. There's also discussion on squad command features, UI revamps, and a huge pivot to a new, more tactical hub map and cooperative mission flow. Finally, they share early looks at upcoming features like airstrikes, mod support, and dynamic server hosting, all part of the long-term rebuild roadmap. This episode is packed with systems talk, design intent, and blunt honesty about what’s done, what’s broken, and what’s coming next.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][p]
[/p][h2]🎮 Community Playtest Recap[/h2][p][/p][p][dynamiclink][/dynamiclink] 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][p]
[/p]
🎙️ Next CERC HQ – Livestream Details
[p]
🕔 When: July 5, 2025 – 3 PM EST (New Time!) 📺 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][hr][/hr][h2]🔭 What’s Coming Next?[/h2][p]
This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown. [/p]
  • [p] Finalize Operator Ability System [/p]
  • [p] Expand Playable Classes [/p]
  • [p] Visual UI Polish [/p]
  • [p] Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
    [/p]
[hr][/hr][p]
Stay Frosty,
— The Cepheus Protocol Dev Team
[/p]