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2024 Postmortem: Cepheus Protocol – A Year in Review

[h2]1. Introduction[/h2]

2024 has been a pivotal year for Cepheus Protocol. While we introduced critical improvements and exciting new features, the year was also marked by challenges that highlighted deeper issues within the game’s systems. Early cleanup efforts in Q2 struggled to gain traction, and it wasn’t until Q4 that we started to see real progress. However, we know there are still significant structural and systemic issues that need to be addressed.

As we move into 2025, we’re committed to taking Q1 to conduct a focused audit and cleanup of the game’s core systems. This work will resolve longstanding problems, streamline development workflows, and lay the groundwork for the ambitious features we have planned, including Doctrines, DNA Research, and Co-op.

We are tired of seeing recurring bug reports and systemic complaints, and we’re making it our top priority to address them once and for all. This focused effort will allow us to leave these issues behind and move forward into a brighter chapter with more content, features, and stability.

Today, we’ll take an honest look back at what we accomplished, the challenges we faced, and the road ahead as we work toward the campaign.

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[h2]2. What We Accomplished[/h2]

a. Major Features Delivered

https://youtu.be/Z3k1BgXV-FY


  • Ability System Overhaul
    Rewrote the ability system to a lightweight, modular design inspired by Fortnite’s GAS, enabling rapid prototyping of multi-stage abilities such as XP boosts, Fire Rate buffs, and unique unit upgrades.
  • Aquatic Units and Mobile Bases

    • LCAC Hovercraft: Added as a versatile transport for moving units and vehicles across water.
    • LHA6 Mobile Base: Introduced as a mobile command center and loss condition for CERC, now de-tethered from Winters for greater strategic flexibility.


  • Civilian Evacuation System Improvements
    Over months of collaboration with the community, we delivered long-requested enhancements and massive improvements to the evacuation system:

    • Bus Evacuations: Added support for faster evacuations via buses.
    • Active Intake Increase: Up to 6 zones can now evacuate simultaneously, improving flow and management.
    • New Zone Text System: Clearer zone statuses with clickable UI for easier control.
    • Zone Evacuation Options: Select how zones evacuate—by Bus, Walking, or both.
    • Double Chinook Evacuations: Simultaneous evacuations using two Chinook helicopters.
    • Holding Area Updates:

      • Holding Area XL: Houses up to 250 civilians.
      • Standard Holding Area: Houses up to 40 civilians.

    • 5x5 Cages: Added for better organization within the Civilian Admin Center.
    • Massive Efficiency Gains: Reworked movement logic for smoother, faster evacuations.


  • Tactical Pause and Game Control Improvements
    After years of community requests, we implemented a Pause Game feature to give players greater control:

    • Tactical Pause: Pause the game to issue commands or assess the battlefield.
    • Control Updates:

      • F1: Normal Game Speed.
      • F2: Slomo (slowed-down time).
      • F3/Spacebar: Tactical Pause.



  • Vehicle and Gameplay Balancing

    • Vehicle Gas Rebalance: Adjusted gas usage to better balance logistics and unit mobility.
    • New Class Weapons/Balancing: Added new weapon classes and rebalanced existing units for deeper gameplay.


  • Vehicle Weapon Packages

    • Weapon Loadouts: Added customizable loadouts for the Little Bird and Blackhawk.

    • New Units: Introduced the VTOL, Bradley, Abrams, and MLRS, expanding the tactical options available to players.


  • Global Lighting Overhaul
    Completely revamped lighting, shadows, and reflections for improved visuals and a more immersive environment.



  • Goldencrest Island
    Introduced a new playable map with varied terrain, improved visuals, and fresh challenges for players to explore.



  • New CERC Models Live on Experimental

    • Engineer
    • Spec Ops
    • Assault
    • Sniper
    • Winters
    • Medic
    • Heavy
      Full Team


  • Unreal Engine 5.5 Integration
    Integrated powerful new features to improve visual fidelity, performance, and efficiency:

    • Nanite Skeletal Meshes
    • Chaos Physics Improvements (vehicles and general interactions)
    • Megalights for scalable lighting.
    • Niagara Improvements for enhanced VFX (birds, smoke, etc.).
    • Day/Night System at the engine level for smoother transitions.
    • RHI/Render Improvements for optimized frame rates.
    • Mutable Customizable Characters and Meshes for dynamic visual variety.
    • Stability/Performance Enhancements across the board.


https://youtu.be/cfoh5FHS5RA

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[h2]3. What We Faced Challenges In[/h2]

a. Legacy System Cleanup
Rewriting and optimizing older systems took longer than expected. While the work gained momentum in Q4, significant cleanup remains necessary to modernize the game.

b. Vehicle AI and Interface Conversion
The overhaul of Vehicle AI and interfaces took far longer than we anticipated. Unreal Engine’s Chaos Vehicles system presented a steep learning curve, with few existing examples to guide implementation for AI-driven vehicles. While progress has been made, Vehicle AI is still not where we want it to be, and further polishing will continue into early 2025.

c. Pandemic System Fragmentation
Back in 2020, the game was highly fluid as we explored different gameplay directions based on community feedback. Systems like the Pandemic Subsystem were implemented quickly for prototyping, resulting in a scattered, inefficient setup:

  • ChelseySystem
  • AI Controllers for Chelsey
  • Level Scripting Logic

While this approach served its purpose, the system became unwieldy as the game matured into its current state in 2022. A complete reorganization is now necessary to consolidate these elements into a streamlined Unreal Engine World Subsystem, making it more efficient and easier to manage.

An example of how the game used to play in 2020
https://youtu.be/tfeeTD0jDtY

d. Unreal Engine 5.5 Technical Hurdles
Bugs affecting CPU usage and HLOD systems in Unreal Engine 5.5 forced us to pause work on the Open World Update, which includes expanding to San Francisco North. We’ve reported the issue to Epic and await a fix in an upcoming 5.5.X update.



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[h2]3.5 Doctrines: Work Held for Future Integration[/h2]

Everyone but the programmers will continue working on Doctrines and future content, establishing a large backlog. New features and assets completed by other divisions will be showcased but will not be implemented until the Project Audit cleanup is finished in Q1

New/Revised Airstrikes(Some will be done going into Q1 from the Doctrines Chart)

A10 bombing Run

White Phosphorus

A10 Main Gun Run


Larger Tier Ammo Crate & Medical Crate


Smoke Launcher Paid upgrade for structures (New Ability)


Medic HUMVEE


New Generator Tiers


New Scientist Ability: Delphi Module -Steal DNA from Infection zones passively


Male 01 Operator Variant 01


Male 01 Operator Variant 02


Male 01 Operator Variant 03


Female 01 Operator Variant 01

Female 01 Operator Variant 02


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[h2]4. What Needs to Be Done (Q1 2025)[/h2]

To address lingering systemic issues and prepare for new features, Q1 2025 will focus on:

[h3]Audit Structures/Building System[/h3]

  • Modernize the Sandbag Builder/System
    The system has remained inefficient and poorly organized since its 2020 implementation. This rework will focus on:

    • Improving performance and maintainability.
    • Making the system designer-friendly for easier modifications.


  • Engineer Building System Finalization
    Ensuring the system is bug-free and fully optimized for both player and AI use.

  • Improved AI Logic for Buildings
    AI will now:

    • Better understand defensive positions.
    • Prioritize structures based on threat levels.
    • Dynamically adapt strategies during sieges.



[h3]Formations System Rework[/h3]

  • Finalize the Formation System
    Improvements will align the system with player expectations and increase responsiveness.

  • Dynamic Adaptation
    Formations will adapt dynamically to:

    • Terrain and obstacles.
    • Nearby enemy presence.


  • Integration with Vehicle Pathfinding
    Formation behaviors will work seamlessly with vehicle pathfinding improvements, ensuring:

    • Consistent and efficient movement.
    • Avoidance of collisions.



[h3]Pathfinding Improvements for Vehicles[/h3]

  • Vehicle Pathfinding Pass
    Another development pass will focus on addressing lingering navigation issues, especially in:

    • Complex terrains.
    • Urban environments.


  • Formation System Integration
    Vehicles will move cohesively in formations, avoiding collisions and maintaining integrity.

  • AI Performance Optimization
    AI calculations for large-scale vehicle movement will be optimized to minimize overhead.


[h3]Audit Civilian Spawning & Dynamic Groups[/h3]

  • Refactor Civilian AI
    Integrating civilians into the Pandemic System will improve:

    • Spawning behaviors.
    • Pathing and crowd interactions.


  • Dynamic Group Behaviors
    Civilians will now:

    • React contextually to threats and enemies.
    • Dynamically group, disperse, or flee as needed.


  • Enhanced AI Logic
    Improved survival behaviors for better immersion in pandemic scenarios.


[h3]Reprogram Pandemic Systems [/h3]

  • Consolidate Pandemic Components
    Disjointed systems like ChelseySystem, AI controllers, and level-specific logic will be unified into a cohesive Unreal Engine World Subsystem.

  • Improved Maintainability & Modularity
    Centralizing Pandemic-related systems will ensure:

    • Better performance.
    • Easier long-term maintainability.


  • Robust AI Interactions
    Pandemic systems and AI behavior will interact seamlessly to provide predictable and dynamic responses during events.



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[h2]5. Order of Operations for 2025[/h2]

Once the Q1 audit and cleanup are complete, development will proceed in the following order:

  1. Finishing Doctrines - Revamping the current Doctrine tree UI/Layout and implementing another dozen or so upgrades (See picture above)
  2. Implementing DNA Research - Making DNA actually have a progression. I.E Kill each LT collect their DNA, use that to unlock Shreader rounds but also using the DNA to research small passives/new structures that make CERC more adaptable to the growing infection. Longer Time in gas zones or say less chance of getting infected
  3. Infected LT/ General AI Updates (Leadership and AI improvements) - A total rework of all Infected Attacking/Defense logic. Infected Climbing & Swimming(Considering this one) are on the table for implementation and test. Each LT/Chelsey wil gain a unique personality/AI to make it differ how you counter and fight them.
  4. The Operators - Customizable to a degree Hero units that you can pick their weapons/attachments/abilities and use them as TPS/RTS hybrid Hero. They will have a skill tree for assignment points as you level them up and are persistent Heros you can bring into any game session in pairs or individuals. At that time we will also merge over our prototype into the base game for playing TPS in a exclusive mode.
  5. Co-op - 4 Player shared CERC experience, Host is game master
  6. 1.4 on Roadmap - See roadmap website


"The Operators TPS prototype" https://youtu.be/p0ULGHmjP1Q

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[h2]6. Conclusion[/h2]

2024 was a challenging year for Cepheus Protocol. While we made progress in rebuilding core systems and laying the foundation for future content, it wasn’t always meaningful in the ways we hoped. I’m personally unhappy with the current state of the game. Despite hard work and dedication, we fell short of achieving the level of polish and functionality we demand of ourselves.

That said, this year wasn’t wasted. The work we’ve done has revealed systemic issues that must be addressed, and 2025 will be defined by a renewed focus on fixing these problems. A quarter of the year will be dedicated to a full-scale cleanup—ensuring systems are stable, efficient, and ready to support the features you deserve.

Once this foundation is solid, we’ll shift our focus to delivering impactful new content like Doctrines, Operators, and Co-op Mode. These additions will expand the game in meaningful ways and reflect the standards we aim to meet.

Your feedback, patience, and support drive us forward. Thank you for staying with us as we take Cepheus Protocol to where it needs to be. Here’s to a focused, transformative 2025—one built on accountability, progress, and delivering a game worthy of your expectations.

We will also be having a Podcast this weekend for those that have questions/concerns
https://steamcommunity.com/games/979640/announcements/detail/537714770822823938

Year in Review Poll 2024


Vote here



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For ongoing updates, visit our Steam Community page and official website.

Cepheus Protocol HQ - December 21, 2024

Live on YouTube/Discord/Store Page Podcast Channel at 5 PM EST!


Join us for an exclusive weekly livestream where we dive into the latest updates and progress on Cepheus Protocol! From AI improvements and ability system enhancements to sneak peeks of new assets and features, we're excited to share our team's journey in creating an immersive RTS experience.

During this livestream, you'll:

  • Hear about recent development milestones and challenges.
  • See behind-the-scenes insights into upcoming features and designs.
  • Engage with the developers and get your questions answered live!
  • Learn how your feedback is directly shaping the future of Cepheus Protocol.


Don't miss this opportunity to connect with the team and stay in the loop on the game's development!

[hr][/hr]

📺 Watch live here:
YouTube Livestream

We look forward to seeing you there and discussing all things Cepheus Protocol!

[hr][/hr]

Stay tuned for more updates and events. Thank you for your continued support!
- The Cepheus Protocol Development Team

Project Update : News on Experimental Builds resuming

Hey everyone,

We wanted to share an update on the Legacy System Cleanup. Your support and feedback mean the world to us, and we’re so grateful to have such a passionate community.

Our small but dedicated team has been working tirelessly:
- Robert: Programmer and Studio Director
- Derek: Programmer
- Efrain: Level Designer/Modeler
- Dimitry: Level Designer/Modeler
- Michael : Character Modeler/Animator
- Christopher : Game Designer/Writer

With just the six of us, we wear many hats, but we’re pushing forward with a ton of passion and commitment.

[h3]Ability System Finalization[/h3]
Part of the Legacy System Cleanup involved rewriting the ability system from the ground up. Our previous system worked, but it was difficult to work with and limited how much control we had over individual abilities. The new system is inspired by Fortnite’s Gameplay Ability System, but we’ve simplified it to better fit our RTS gameplay.



The new system is now entirely dynamic and delegate based allowing us to quickly add new abilities to units and prototype within minutes. With the older system abilities could take hours-days per one to implement and was all manual. It was very crappy...


This rewrite has allowed us to refine directed abilities/Passives & Self Cast abilities like, ensuring they not only work more intuitively but also add depth and strategy to gameplay. With this improved system, abilities now look smoother, feel more responsive, and are more satisfying to use than ever before.

[h3]Fixing Longstanding Issues [/h3]
One of the biggest challenges we’ve been tackling is fixing FPS drops and performance issues tied to how we handled assets in the past. While resolving hard references will fix an aspect it wont resolve all instances of performance issues.

Back in 2020, we relied heavily on hard references and dependencies, which caused problems like long load times, performance spikes, and a lot of development headaches. We weren’t alone in facing this—teams like the one working on the new Tomb Raider in Unreal Engine encountered similar challenges. Their SDK became so bloated with dependencies that they couldn’t even open it to work on the game we never got to that point. So its kind of a "growing" pain for when your project gets large enough since its not commonly discussed enough sadly and simpler games can get away with it.

Since learning about async asset loading in 2021-2022, we’ve gradually been overhauling our systems to remove “blocking loads.” This has been an ongoing process as we worked through legacy systems built during earlier stages of development. These “blocking loads” were a major contributor to FPS spikes on lower-spec machines, especially during events like creating new civilian factions, loading into the game for the first time or even interacting with certain Shops/markets ingame.

With this current cleanup, we’re addressing the last of these legacy issues. These spikes should finally become a thing of the past, leading to smoother and more consistent gameplay for everyone.

[h3]Building a Stronger Foundation[/h3]
After finishing our cleanup, we'll also be strengthening the core of the game:
  1. Vehicle AI System: We’re finalizing the Vehicle AI system, which will also let us convert evac buses to this system. This will make vehicles more dynamic and reliable.
  2. Pathfinding Improvements: Infantry movement is getting a major overhaul with adjustments to how units navigate complex environments. These improvements aim to make movement smoother and more predictable.
  3. Laying the Groundwork for Doctrines and More: The cleanup is paving the way for upcoming features like Doctrines, DNA Research, AI/LT Cards, Operators, and eventually co-op mode.
  4. We are about to start the most extensive bug hunt in our history after experimental builds resume going into XMAS (Live bug Tracker)
  5. We are still submitting the game to be localized and are looking into expanding the language support for even more going into December. More details on this in a few weeks!


[h3]What’s Cooking Behind the Scenes[/h3]
While Robert and Derek focus on refining systems, Efrain, Dimitry, and Justin are creating a backlog of assets. This includes the final Doctrine units, buildings, and Airstrikes. We’ll be showcasing these assets in the coming weeks, and once the systems are polished, we’ll be ready to quickly implement them into the game.

The male Operator was finalized

Outfit 1

Outfit 2

Justin now will work on the Infected Standard variants we are planning to expand the current selection by an extreme amount I.E different body types similar to how L4D handles their standard infected.

New Ammo Crate. We are adding a much larger one in the upcoming Doctrines update.


Medical Crate next to the standard ammo create


More variants of smoke launchers were added for the coming upgrade in the Doctrines update


[h3]In Retrospect[/h3]
Looking back, there’s so much we wish we’d known when we started. Unreal Engine’s documentation has come a long way since we launched in 2020, and we’ve learned a lot—sometimes the hard way. Despite the bumps in the road, Cepheus Protocol is our baby, and we’re committed to delivering the experience you deserve.

We hope this passion shines through in the details—from the MLRS system in the current experimental build to small touches like shells ejecting from vehicles when they fire. These aren’t just features; they’re reflections of the love we’ve poured into this game.

[h3]What’s On Pause [/h3]
Not everything is moving at full speed right now. For example:
  • World Partition: Due to a bug in Unreal Engine 5.5 affecting CPU usage for building AI paths and HLOD, this work is temporarily on hold. We’re monitoring updates from Epic and will revisit this as soon as it’s fixed.


[h3]Looking Ahead[/h3]
We’re aiming to release what was discussed in "Building a Stronger Foundation" and Doctrines to the public(non experimental) by early Q1 of 2025. In the meantime, we’ll be resuming experimental builds within the next week so you can see the progress as it happens.

Thank you for sticking with us and being part of this journey. Your feedback drives us forward, and we’re excited to make 2025 a big year for Cepheus Protocol.

What's on the Docket coming up
https://youtu.be/6zz49hElQa8

Here's last weeks blog post as well!
https://steamcommunity.com/games/979640/announcements/detail/4474984836247847682

Cheers,
The Cepheus Protocol Team

Legacy System Cleanup Progress Update

So… Let’s get right into it. In the interest of transparency:

On November 2nd we stated that we needed some time to do a vast project cleanup.
https://steamcommunity.com/games/979640/announcements/detail/4483989494757851395

[h3]Development Workflow Update[/h3]

Based on feedback and internal assessments, we've prioritized auditing our development tools and refining our workflow to maximize efficiency. Today, we'll provide an update on our progress, share what remains to be done, and highlight the efforts of other artists on the team.

[h3]Progress Update[/h3]
While we've made significant strides, we estimate that this initiative will extend into next week. Our goal is to tackle as much as possible before returning to work on Doctrines and polishing the Driving AI. Several tasks remain, some of which will be completed by the end of this week, while others will follow after Doctrines are finalized and we transition into DNA Research.

[h3]New Ability System[/h3]
One major achievement is the development of a brand-new ability system, inspired by Fortnite's Gameplay Ability System. We've created a streamlined, lightweight version designed specifically for an RTS game. This new system will enable rapid implementation of current and future abilities within the Doctrine tree, significantly improving development efficiency.

[h3]Current Focus[/h3]
We are now polishing this ability system while addressing issues from the Unreal Engine 5.5 update and tackling ongoing code cleanup tasks. Our team is committed to ensuring everything is in excellent shape before moving forward.

[h3]Looking Ahead[/h3]
We appreciate your patience during this time of refinement. While delays can be frustrating, we’re confident these changes will result in a more robust, efficient workflow and pave the way for exciting new features.

Unreal Engine 5.5 Integration


Unreal Engine 5.5 came out a few weeks ago and we've been implementing Nanite Skeletal meshes amongst a few other features. Basically would make rendering high detail characters very cheap so we can easily push triple A quality levels of characters in terms of mesh quality.

  • Nanite Skeletal meshes
  • Chaos Physics improvements (Driving/ General Physics)
  • Megalights
  • Niagara Improvements(Better Birds/VFX overall)
  • RHI/Render improvements
  • A brand new Day/Night system implemented at the Engine Level
  • Mutable Customizable Characters and Meshes
  • Overall Stability/Performance improvements


https://youtu.be/cfoh5FHS5RA

Pandemic Map Expansion


Over the past month, we've been prototyping and revamping data loading from a level design perspective while working on a new map, 'Bay Area,' to replace the current one. Progress has been slow as we await fixes from Epic Games for a few issues related to HLOD generation in Unreal Engine 5.5.

https://youtu.be/wma6nrORqzo
https://youtu.be/2sE9MW26mDU
https://youtu.be/T0QUqORdgic
https://youtu.be/9a2imirPssU

CERC Doctrines progress


As part of our proposed rework to the Doctrines and addressing community feedback we're going to be finishing up the CERC Doctrines tree over the next week or so. Then move into Vehicle AI driving polish/general bug fixes going into the XMAS sale.

CERC Doctrines Flow chart:



New AJAX variant - it buffs Medics within its radius and provides passive healing in a small area while stationary.
Smoke launchers on vehicles as a defensive item

New Generators:
  1. Small: Generates 75 power
  2. Medium: Generates 150 power
  3. Large: Generates 300 power


Character Modeling


Radioman Mesh Update


[h2]Operator Mesh updated[/h2]

As the final character to revamp we updated the "base" Operator pending a total audit of the Operator system around the AI/LT cards with a finalized mesh. Michael is currently out for Thanksgiving visiting his family this week and when hes back he'll get started on doing the final Infected Standard meshes.

Operators will have 2-3 outfits per variant.

Outfit 1

Outfit 2



Live Bug Tracker


I've added a new tab to our Roadmap page on Notion, making it the best place to track known bugs and any additional information needed to address them. I'll be logging bug reports from the Steam forums and Discord as they come in, assigning report numbers to each for easy tracking



Preview it here. You'll start seeing it populated in the next few days!

Global Suggestion Feed


I'm considering adding a community suggestion tab where players can view suggestions made by others, see their status (approved, rejected, or pending), and track an ETA for implementation if approved. It would have a layout similar to the bug reporting section. What do you think of this idea?

Better Localization


We are working on redoing localization for the entire game as well for the next big update going into Experimental heres a first look at simplified Chinese.
https://youtu.be/enBD4phe0mY

We determine which languages to implement by referencing the Steam Hardware & Software Survey.

All of the supported languages will be revised by the XMAS sale.
  1. Simplified Chinese
  2. Korean
  3. German
  4. Japanese
  5. Russian
  6. Spanish - Spain
  7. Portuguese - Portugal
  8. French





Project Update: Legacy System Cleanup & Optimization

So… Let’s get right into it. In the interest of transparency:

We need to take the time to polish some legacy systems to properly take the next steps for Coop and roadmap items. This means the “foundation” has been neglected in some areas, and some older backend code needs to be updated/refactored.

To see whats currently on Experimental check out
https://steamcommunity.com/games/979640/announcements/detail/4513262258492539032

[h2]What's Changing (Affects Programmers Only):[/h2]
  • New Abilities: Implementing new abilities is a chore and very likely to cause bugs due to its complexity.
  • Minimap System: Needs optimization and conversion to a more efficient solution.
  • Legacy References: We still have references in our code to Capture Zones, medical tents, and Ammo tents from the 2020 release. (Check out old footage from that year!)
  • Command Bar: The bottom-right command bar needs a retooling to improve ability integration.
  • Systemic Merges: We’re consolidating some disjointed systems that were built separately over time, making bug tracking and fixes quicker and easier in the future.
  • Civilian/Enemy Group Spawning: Retooling how civilian groups and infected spawn, spacing them out over time instead of spawning in the same frame. This will prevent frame “hitches” and improve FPS significantly.
  • World Partition Simulation: Adjusting simulations to work more like Kenshi, with areas managed more efficiently outside of CERC influence. This will provide a major performance boost, especially when working with World Partition.


[h3]Aspects Not Affected by this Refactor (Level Design/Modeling/Animation):[/h3]
  1. Map Merges: The merge to San Fran North and replacement map development will continue as planned behind the scenes so we can introduce a new open world map that replaces the current with the new areas.
  2. Character Models: New character models for our exit from EA will be shared on Discord and Steam, including the final CERC and Infected models. They will continue to be worked on and brought into the engine while we do cleanup.

    [h2]What came in the last few updates:[/h2]

    Visuals for LCAC Garrisoning

    New Spec Ops

    New Assault

    New Winters

    New Sniper

    New Engineer




[hr][/hr]

[h3]Temporary Changes to Experimental Builds[/h3]
Note: Builds on Experimental will slow down for 1-2 weeks while we clean up and modernize these systems.

We've been developing fast, creating prototypes based on user feedback and our roadmap, and we’re realizing it’s created systemic issues in our pipeline. I want to personally apologize for this oversight in design; as our first “live RTS,” we’re learning as we go and addressing scalability/performance issues that have emerged with the game’s growth and recent engine updates. Things that worked years ago just aren’t holding up with the game’s current scale.

[hr][/hr]

[h2]In Conclusion[/h2]
In conclusion, this 1-2 week focus on legacy system cleanup will provide a stronger, more scalable foundation essential for Coop and future roadmap features. Although Experimental builds will slow temporarily, this will ultimately enable faster, more reliable updates, improve FPS, and allow for better overall performance. This is also done in the goal of allowing easier UGS(Modding) for new maps to streamline the process.

Originally posted by Smith
Project Director