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Cepheus Protocol News

Patch Notes 2025.10.10.1 - public-playtest

[h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][carousel][/carousel][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
Patch Notes:
  • [p]Fixed construction bug where units wouldn't move sometimes when ordered to build. [/p]
  • [p]Further refinements to attack logic for roaming hordes[/p]
  • [p]Fixed up a ptr type in FOW system that would cause desyncs where client/host fog of war would fall out of sync randomly[/p]
  • [p]Updated mini health bar style for multi-unit details panel[/p]
  • [p]Improved some settings on 'overhead icon' billboard components for enemies[/p]
  • [p]MGL added to operator, has animation issues (noted, we are working on this!)[/p]
  • [p]Fixed the Hescos, Razer wires , Jersey dividers not being in lockstep with the new attack system requirements [/p]
  • [p]Fixed Operators not being mapped to the new CERC Query Filter system. Fixes Operators trying to walk through walls when in RTS mode [/p]
  • [p]Increased kill reward for pods of all types[/p]
  • [p]Fixed Gate structures initializing at settings that cause pathfinding issues[/p]
  • [p]Fixed Helicopters not triggering investigations/counter investigation parties [/p]
  • [p]Fixed it so structures can request investigation parties [/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][p][/p][p][/p][p][/p][p][/p]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr][h3]Community[/h3][p]We had a great nine-player session on Discord right after the latest podcast, with everyone yelling, planning, and strategizing together. These sessions highlight how fun the rebuild already is — but they also expose glaring issues that we’re working hard to fix. We’re confident we’ll keep tackling them throughout October.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]
🎧 Last Time on CERC HQ…
[p]🎙️ Episode Summary: This week’s deep dive delivers a massive progress update on the overhaul of the Pandemic mode, featuring an all-out push to bring full replayability back online. Robert and Michael walk through newly added helicopters—including the Apache, Merlin, and Osprey—complete with functional weapons, revised helipad mechanics, and incoming fixes to air-to-ground UI and landing validation. The team shows off early AI behaviors, pathfinding improvements, and newly implemented features like the activity and build logs to combat co-op chaos and resource confusion.[/p][p]Combat takes center stage with the first public test of the revamped Juggernaut, now capable of throwing cars and pulling off AOE slams with increasing aggression. A new “Builder” infected enemy joins the battlefield, adding strategic depth as it constructs pods and gas towers. The episode also teases Chelsea’s major rework, aiming to elevate her from a static boss into a dynamic, phase-based threat with self-preservation instincts and map-traversing AI.[/p][p]Footstep systems are back, voice barks are live for better immersion, and the team is fine-tuning threat evaluation and helicopter pathfinding. Michael breaks down evolving unit balance, while the devs give a brutally honest look at the game’s current difficulty and why this weekend’s builds are not for the faint of heart.[/p][carousel][/carousel][p]As the team gears up for adding ground vehicles and save/load systems, they're clear: bugs are expected in the build they released today, feedback is welcome, and no, this is not final balance—yet. Its all a work in progress as we work to build all the systems back in.[/p][p]🔥 Highlights:[/p]
  • [p]New helicopters fully integrated with weapons, sounds, and visuals[/p]
  • [p]Juggernaut overhaul: car throws, ground slams, and rage phases[/p]
  • [p]Activity & build logs help curb co-op trolling[/p]
  • [p]First glimpse at the infected “Builder” unit[/p]
  • [p]Early talk on Chelsea’s rework: roaming, evolving boss AI[/p]
  • [p]Helicopter landing logic, visual bugs, and upcoming UI fixes[/p]
  • [p]Operator camera work, 2D/3D ability barks, and immersion tweaks[/p]
  • [p]Honest dev commentary on crunch, bugs, and upcoming patches[/p]
  • [p]Teased features: doctrines, save/load system, custom game rules[/p]
[p]🛠️ Patch Preview:
Expect increased helicopter counters, juggernaut fixes, and additional tuning in the next 48 hours. Playtesters: watch for bugs, share feedback, and prepare for a fight—Pandemic just got meaner.[/p][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 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]

Patch Notes 2025.10.9 - public-playtest

[h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][carousel][/carousel][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
Patch Notes:
  • [p]Fixed Attack prioritization sometimes failing under certain base layouts[/p]
  • [p]Fixed CERC units failing to target/focus enemies sometimes after leaving a helicopter garrison. It would force units to oddly stare at weird directions and overall break combat[/p]
  • [p]Fixed a client crash when swapping maps[/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][p][/p][p][/p][p][/p][p][/p]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr][h3]Community[/h3][p]We had a great nine-player session on Discord right after the latest podcast, with everyone yelling, planning, and strategizing together. These sessions highlight how fun the rebuild already is — but they also expose glaring issues that we’re working hard to fix. We’re confident we’ll keep tackling them throughout October.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]
🎧 Last Time on CERC HQ…
[p]🎙️ Episode Summary: This week’s deep dive delivers a massive progress update on the overhaul of the Pandemic mode, featuring an all-out push to bring full replayability back online. Robert and Michael walk through newly added helicopters—including the Apache, Merlin, and Osprey—complete with functional weapons, revised helipad mechanics, and incoming fixes to air-to-ground UI and landing validation. The team shows off early AI behaviors, pathfinding improvements, and newly implemented features like the activity and build logs to combat co-op chaos and resource confusion.[/p][p]Combat takes center stage with the first public test of the revamped Juggernaut, now capable of throwing cars and pulling off AOE slams with increasing aggression. A new “Builder” infected enemy joins the battlefield, adding strategic depth as it constructs pods and gas towers. The episode also teases Chelsea’s major rework, aiming to elevate her from a static boss into a dynamic, phase-based threat with self-preservation instincts and map-traversing AI.[/p][p]Footstep systems are back, voice barks are live for better immersion, and the team is fine-tuning threat evaluation and helicopter pathfinding. Michael breaks down evolving unit balance, while the devs give a brutally honest look at the game’s current difficulty and why this weekend’s builds are not for the faint of heart.[/p][carousel][/carousel][p]As the team gears up for adding ground vehicles and save/load systems, they're clear: bugs are expected in the build they released today, feedback is welcome, and no, this is not final balance—yet. Its all a work in progress as we work to build all the systems back in.[/p][p]🔥 Highlights:[/p]
  • [p]New helicopters fully integrated with weapons, sounds, and visuals[/p]
  • [p]Juggernaut overhaul: car throws, ground slams, and rage phases[/p]
  • [p]Activity & build logs help curb co-op trolling[/p]
  • [p]First glimpse at the infected “Builder” unit[/p]
  • [p]Early talk on Chelsea’s rework: roaming, evolving boss AI[/p]
  • [p]Helicopter landing logic, visual bugs, and upcoming UI fixes[/p]
  • [p]Operator camera work, 2D/3D ability barks, and immersion tweaks[/p]
  • [p]Honest dev commentary on crunch, bugs, and upcoming patches[/p]
  • [p]Teased features: doctrines, save/load system, custom game rules[/p]
[p]🛠️ Patch Preview:
Expect increased helicopter counters, juggernaut fixes, and additional tuning in the next 48 hours. Playtesters: watch for bugs, share feedback, and prepare for a fight—Pandemic just got meaner.[/p][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 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]

Patch Notes 2025.09.5.3 - public-playtest

[h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][carousel][/carousel][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
Patch Notes:
  • [p]Gas Towers[/p]
    1. [p]Now request Defense Pods as needed[/p]
    2. [p]Fixed Oxygen meters not refilling sometimes[/p]
    3. [p]Fixed a Delay that would occur after a Gas zone would pop causing Oxygen regen to be delayed as well[/p]
  • [p]All Flight models for Helicopters[/p]
    1. [p]Flight physics tweaked for realism[/p]
    2. [p]Speed, Acceleration improvements [/p]
    3. [p]Fixed issues where they would micro move to close move orders[/p]
  • [p]Added 2 SOCS to HMB Pandemic [/p]
  • [p]Infection Spreading for Inner/Outer zone reduced by 70%.[/p]
    1. [p]This now scales up by the day. So they will spend Day 1 mostly staying to themselves unless you try to "bully them". [/p]
    2. [p]Over days their spreading will cascade and increase in pace. Tied to the amount of pods that are in a zone + current population in that zone. It takes much longer to infect larger pools of population now via the revamped systems.[/p]
    3. [p]New Zone Card System implemented akin to legacy[/p]
    4. [p]Infection Level now displays the current amount of infected presence in your zone. [/p]
    5. [p]Infection Cap per Zone[/p]
      • [p]Each pod contributes up to 20% Infection Level in the zone it’s placed.[/p]
      • [p]Infection stacks per structure, up to a hard cap of 100%.[/p]
      [p]Examples:[/p]
      • [p]1 pod → 20% infection[/p]
      • [p]2 pods → 40% infection[/p]
      • [p]3 pods → 60% infection[/p]
      • [p]4 pods → 80% infection[/p]
      • [p]5 pods → 100% infection (zone fully infected)[/p]
      [p]The increase doesn’t happen instantly — pods ramp up over time, giving you a chance to intervene before they max out their effect.[/p][hr][/hr][h3]SOC Income Impact[/h3][p]As zones become infected, your SOC income is reduced proportionally.[/p]
      • [p]At 100% infection, a zone is essentially choked out, providing nothing.[/p]
      [hr][/hr][h3]Population Drain[/h3][p]Infected pods also tick away at the civilian population inside the zone.[/p]
      • [p]The higher the infection, the faster people are lost.[/p]
      • [p]Left unchecked, pods will snowball, draining both resources and population until the zone collapses.[/p]
      [hr][/hr][h3]A Strategic Layer (Legacy Connection)[/h3][p]This system returns from Legacy to create a deeper layer of zone management:[/p]
      • [p]Hunt pods quickly to preserve your economy and population.[/p]
      • [p]Ignore them, and infection will spread until your zones become unsustainable.[/p]
      [p][/p]
  • [p]Juggernauts are now limited by max amount per day. (Will be configurable when we get to implementing the custom game options with a few other options!) [/p]
    1. [p]They start with a very low chance of 1 on Day 1[/p]
    2. [p]This number increases per day[/p]
  • [p]Hardened the attacking logic to resolve an issue where Attack waves couldn't resolve a base to attack[/p]
  • [p]Fixed Activity logs sometimes showing "unknown" when playing online.[/p]
  • [p]Fixed Operator falling making units play Stun VFX[/p]
  • [p]Fixed Rubble assets not being deregistered from a zone causing the Infected to still think your base was never destroyed in assigning attack tasks from the Infected Faction Manager. Fixed another instance of Attack waves failing.[/p]
  • [p]Buff fn_evolys damage from 30 to 38. ggs[/p]
  • [p]Buffed flamethrower[/p]
  • [p]Applied crash fix speculative for https://discord.com/channels/469412014427602944/1425567404729303100/1425628502039859312[/p]
  • [p]Increased Chelsey's health to 32767, [/p]
  • [p]Increased juggs health to 22000. [/p]
  • [p]Lowered Juggernaut damage taken by turrest to the jug by 50%[/p]
  • [p]Juggernaut Focus logic vastly improved. Some refinement is still needed for transitions from throwing a car to moving. We are still working to finalize his AI and work out the remaining kinks[/p][p][dynamiclink][/dynamiclink]Also apparently watch out for flying cars...[/p][p][dynamiclink][/dynamiclink][/p]
  • [p]Fixed unit groups not working after a changed to toggle landscape using the same keybind[/p]
  • [p]Hardened some Async task safeties for seamless travel crashes [/p]
  • [p]Fixes for Merlin mesh/LOD.[/p]
  • [p]Fixed right-click move orders to properly work onboard the Carrier using the above (also fixes helicopter landing orders on the Carrier)[/p]
  • [p]Made LHA6 support Ammo, Medical, Gas & Infection resupply like in legacy https://discord.com/channels/469412014427602944/1328461311599968318/1425399843039215676[/p]
  • [p]Fixed player list showing up when in offline mode[/p]
  • [p]Korean, Spanish, Russian, Japanese, Brazilian, Chinese, German, French Localizations updated[/p]
  • [p]Fixed Infection faction manager shutting off after Chelsey dies [/p]
  • [p]Added Operator Crouch recoil reduction https://discord.com/channels/469412014427602944/1328461311599968318/1425369915900170271[/p]
  • [p]Toggle landscape added to build mode + key bind widget added to game from legacy[/p]
  • [p]Fixed operator Interact appearing in a weird section on the input bindings UI [/p]
  • [p]Speculative fix to resolve https://discord.com/channels/469412014427602944/1422444492191039529/1422444492191039529[/p]
  • [p]Updated some nav bounds volumes to resolve an issue with helicopter nav on the upper part of HMB Pandemic. Fixes the issue was talked about last CERC HQ on Saturday! [/p]
  • [p]Fixed activity log not always updating to the on screen feed , lowered juggernaut max amounts by day [/p]
  • [p]Applied speculative crash fixes to https://discord.com/channels/469412014427602944/1424797918950457404/1424797918950457404[/p]
  • [p]Applied crash fix for https://discord.com/channels/469412014427602944/1424762384500789448/1424762384500789448[/p]
  • [p]Applied crash fix for hhttps://discord.com/channels/469412014427602944/1424711489016692818/1424711489016692818[/p]
  • [p]Increased min build radius that defense pods are placed from all infected structures[/p]
  • [p]Added Juggernaut spawn limiters + fixed a gas tower expansion bug that limited their growth unfairly as days went on [/p]
  • [p]Updated Shawnee SK setup. Added Rotor blur setup and Pitch/Roll for better physics sim[/p]
  • [p]Speculative fixes for fixing Chesley when she can sometime phases through objects breaking the early Pandemic game mode [/p]
  • [p]Fix to resolve juggernauts sometimes spawning in the floor [/p]
  • [p]Updated Helicopter 'throttle usage when under AI control' to be more aggressive at low speeds - should result in far fewer situations where the helicopters move 'ultra slow' to fine-tune their position (such as if they were given a move command that's very close to their current location, which can happen when fastroping)[/p]
  • [p]Fixed Drone not rotating correctly when attacking/chasing targets [/p]
  • [p]Fixed Drone being able to leech blood through walls/objects [/p]
  • [p]Fixed Drone being able to move while leeching blood[/p][p][/p]
  • [p]Set up new Rotor blur on Osprey, Sparrow, Merlin.[/p]
  • [p]Minor VFX fixes[/p]
  • [p]Fixed Material Quality settings not going above High.[/p]
  • [p]Shawnee speed balance & sparrow overhaul balance/speed[/p]
  • [p]Decreased Drone Builder health to 1500 from 4000[/p]
  • [p]Speculative safety for Weapon_Base crash[/p]
  • [p]Fixed SOCs and some structurers being blocked by bogus volumes[/p]
  • [p]Pandemic starting money is 30k now[/p]
  • [p]Updated Faction Manager for infected build counter rotation for new CERC Units. Counter waves in the city outside attacks are more effective [/p]
[p][/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][p][/p][p][/p][p][/p][p][/p]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr][h3]Community[/h3][p]We had a great nine-player session on Discord right after the latest podcast, with everyone yelling, planning, and strategizing together. These sessions highlight how fun the rebuild already is — but they also expose glaring issues that we’re working hard to fix. We’re confident we’ll keep tackling them throughout October.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]
🎧 Last Time on CERC HQ…
[p]🎙️ Episode Summary: This week’s deep dive delivers a massive progress update on the overhaul of the Pandemic mode, featuring an all-out push to bring full replayability back online. Robert and Michael walk through newly added helicopters—including the Apache, Merlin, and Osprey—complete with functional weapons, revised helipad mechanics, and incoming fixes to air-to-ground UI and landing validation. The team shows off early AI behaviors, pathfinding improvements, and newly implemented features like the activity and build logs to combat co-op chaos and resource confusion.[/p][p]Combat takes center stage with the first public test of the revamped Juggernaut, now capable of throwing cars and pulling off AOE slams with increasing aggression. A new “Builder” infected enemy joins the battlefield, adding strategic depth as it constructs pods and gas towers. The episode also teases Chelsea’s major rework, aiming to elevate her from a static boss into a dynamic, phase-based threat with self-preservation instincts and map-traversing AI.[/p][p]Footstep systems are back, voice barks are live for better immersion, and the team is fine-tuning threat evaluation and helicopter pathfinding. Michael breaks down evolving unit balance, while the devs give a brutally honest look at the game’s current difficulty and why this weekend’s builds are not for the faint of heart.[/p][carousel][/carousel][p]As the team gears up for adding ground vehicles and save/load systems, they're clear: bugs are expected in the build they released today, feedback is welcome, and no, this is not final balance—yet. Its all a work in progress as we work to build all the systems back in.[/p][p]🔥 Highlights:[/p]
  • [p]New helicopters fully integrated with weapons, sounds, and visuals[/p]
  • [p]Juggernaut overhaul: car throws, ground slams, and rage phases[/p]
  • [p]Activity & build logs help curb co-op trolling[/p]
  • [p]First glimpse at the infected “Builder” unit[/p]
  • [p]Early talk on Chelsea’s rework: roaming, evolving boss AI[/p]
  • [p]Helicopter landing logic, visual bugs, and upcoming UI fixes[/p]
  • [p]Operator camera work, 2D/3D ability barks, and immersion tweaks[/p]
  • [p]Honest dev commentary on crunch, bugs, and upcoming patches[/p]
  • [p]Teased features: doctrines, save/load system, custom game rules[/p]
[p]🛠️ Patch Preview:
Expect increased helicopter counters, juggernaut fixes, and additional tuning in the next 48 hours. Playtesters: watch for bugs, share feedback, and prepare for a fight—Pandemic just got meaner.[/p][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 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]

Patch Notes + Rebuild Update: Pandemic Stress Test, Helicopters & October Goals

🎧 Last Time on CERC HQ…
[p]🎙️ Episode Summary: This week’s deep dive delivers a massive progress update on the overhaul of the Pandemic mode, featuring an all-out push to bring full replayability back online. Robert and Michael walk through newly added helicopters—including the Apache, Merlin, and Osprey—complete with functional weapons, revised helipad mechanics, and incoming fixes to air-to-ground UI and landing validation. The team shows off early AI behaviors, pathfinding improvements, and newly implemented features like the activity and build logs to combat co-op chaos and resource confusion.[/p][p]Combat takes center stage with the first public test of the revamped Juggernaut, now capable of throwing cars and pulling off AOE slams with increasing aggression. A new “Builder” infected enemy joins the battlefield, adding strategic depth as it constructs pods and gas towers. The episode also teases Chelsea’s major rework, aiming to elevate her from a static boss into a dynamic, phase-based threat with self-preservation instincts and map-traversing AI.[/p][p]Footstep systems are back, voice barks are live for better immersion, and the team is fine-tuning threat evaluation and helicopter pathfinding. Michael breaks down evolving unit balance, while the devs give a brutally honest look at the game’s current difficulty and why this weekend’s builds are not for the faint of heart.[/p][carousel][/carousel][p]As the team gears up for adding ground vehicles and save/load systems, they're clear: bugs are expected in the build they released today, feedback is welcome, and no, this is not final balance—yet. Its all a work in progress as we work to build all the systems back in.[/p][p]🔥 Highlights:[/p]
  • [p]New helicopters fully integrated with weapons, sounds, and visuals[/p]
  • [p]Juggernaut overhaul: car throws, ground slams, and rage phases[/p]
  • [p]Activity & build logs help curb co-op trolling[/p]
  • [p]First glimpse at the infected “Builder” unit[/p]
  • [p]Early talk on Chelsea’s rework: roaming, evolving boss AI[/p]
  • [p]Helicopter landing logic, visual bugs, and upcoming UI fixes[/p]
  • [p]Operator camera work, 2D/3D ability barks, and immersion tweaks[/p]
  • [p]Honest dev commentary on crunch, bugs, and upcoming patches[/p]
  • [p]Teased features: doctrines, save/load system, custom game rules[/p]
[p]🛠️ Patch Preview:
Expect increased helicopter counters, juggernaut fixes, and additional tuning in the next 48 hours. Playtesters: watch for bugs, share feedback, and prepare for a fight—Pandemic just got meaner.[/p][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 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][p][/p]
Current Progress
[p]The rebuild has continued to move forward with major updates across Pandemic mode, helicopters, and stability.[/p][p]You can see basic patch note here. I will be working to make a comprehensive patch note post going into monday. Its massive...[/p]
  • [p]Faction Manager & AI
    The Faction Manager core is now established, which means the backbone of Pandemic mode is playable and the fundamentals are in place. Factions can expand, defend, and react to player actions, but this system is still in refinement. Over the coming weeks of October, we’ll continue to tweak and improve it based on feedback, playtesting, and balance adjustments.[/p][p]Infected no longer builds structures magically. A new Builder Drone unit now constructs pods, gas towers, and other structures. It also comes with a Blood Leech ability, making lone play far more dangerous.[/p][p][/p][p]We’ve also introduced the first experimental version of Juggernaut AI into the rebuild. Both the Builder Drone and Juggernaut will continue to see tuning and balancing over the next week. Expect frequent patches — sometimes multiple in a single day — as we adjust their behavior and refine their roles.[/p]
  • [p]Helicopters
    Helicopters have been a major focus. Visuals are now properly synced with tracers and VFX, long-standing garrison bugs are fixed, and all helicopter classes are in: the Blackhawk’s weapon loadout is complete, the Apache is fully integrated, and the VTOL’s jet mode is online.[/p][p]There’s still polish work left, as we track down lingering bugs and desync issues. Directed landings, helipad support, and operator interaction (like skid shooting) are the last features in progress. These smaller elements will continue to be chipped away going into next week.[/p]
  • [p]Bug Fixing & Balance
    We’ve been in a bug-fixing marathon, clearing out dozens of issues ranging from wall placement quirks to crash bugs. While helicopters and AI are close to finished, we may dedicate at least a week or more solely to bug hunting before fully diving into vehicles. Remaining problem areas include how infected evaluate enemies and make tactical decisions, especially for Juggernauts. Derek and I are running extensive tests to make sure poor prioritization doesn’t accidentally make the game easier.[/p][p]Balance is also still very much ongoing. Our team wears a lot of hats — much of the focus has been on getting mechanics and systems in so you can play them raw. Michael has been going through and balancing what he can, but there are still units that may feel too strong or too weak (for example, the Apache can sometimes dominate, while other units may have health pools that feel off). We welcome your feedback: if something feels overtuned or underpowered, let us know on Steam or Discord. Expect another week or two of tuning before balance feels more settled, as we’re only now getting to the point where new content is in and we can focus on refinement.[/p]
  • [p]Difficulty & Activity Log
    Right now the rebuild plays at Director’s Cut difficulty, which is very punishing. Many players are getting wiped quickly, and we hear you. To address this, Custom Game Options are coming soon, allowing you to tweak pacing, difficulty, and other settings to better match your style of play.[/p][p]In the meantime, a new Activity Log has been added so you can track spending, structure construction, and other in-game events while you fight to survive.[/p]
  • [p]Gas Towers are in now![/p]
[hr][/hr][h3]What’s Coming Next[/h3][p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic [/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island -> [/p]
    3. [p]San Francisco North [/p]
    [p][/p]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr][h3]Community[/h3][p]We had a great nine-player session on Discord right after the latest podcast, with everyone yelling, planning, and strategizing together. These sessions highlight how fun the rebuild already is — but they also expose glaring issues that we’re working hard to fix. We’re confident we’ll keep tackling them throughout October.[/p][p][dynamiclink][/dynamiclink][/p]

Pandemic & Helicopter Preview Live

🎧 Last Time on CERC HQ…
[p]Episode Summary:
This week’s deep-dive walks through major updates to helicopter systems and the expanding Pandemic mode. Robert, the project director, demonstrates new helicopter features like garrisoning, virtual interiors, unit rappelling, and multiplayer syncing — all while grappling with quirky bugs, AI edge cases, and polish work. The team also previews operator integration, showcasing players riding in vehicles and issuing commands mid-flight.[/p][p]On the Pandemic side, the devs highlight big progress: aggressive AI expansions, new build orders, balancing tweaks, and evolving strategies during co-op playtests. You’ll hear how the infected respond dynamically to player actions, how real-time investigations and attack waves unfold, and what still needs work — including landing behavior, targeting bugs, and visual clutter in operator UI.[/p][p]The episode wraps with roadmap insights: vehicles are taking priority next month over civilian systems. Expect tracked armor, artillery, and wheeled transports to enter testing soon, laying the groundwork for more refined battlefield mechanics and greater tactical depth.[/p][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!) [/p][p]📺 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]
Pandemic Testing Build – Framework Phase
[p]The first Pandemic test builds are live, focused on laying down the Pandemic game mode and the brand-new Faction Manager.[/p][h3]Opt-in under public-playtest-limited- This build will only be up for a few more days before we plan to merge it all into public-playtest[/h3][p][/p][p]The Faction Manager is the framework for how factions “think” — deciding when to spread, defend, expand, or attack. It’s a vast improvement over the legacy system, which was disjointed and, frankly, pretty “stupid.” This new approach gives us the flexibility to expand and refine faction behavior as we go, ensuring Pandemic mode has a strong foundation to build on.[/p][hr][/hr][h2]Pandemic – What’s in this build[/h2]
  • [p]Faction Manager Core: Chelsey establishes her initial hive with a clamped, staggered spread, preventing runaway infection on Day 1. From there, the Manager governs all expansion and attacks.[/p]
  • [p]Task-Driven AI: Infected execute tasks assigned by the Manager, then report back on successes and failures to adapt future decisions.[/p]
  • [p]The Faction Manager will also detect the units your using when you attack/defend a location attempting to counter your build orders. This is a huge improvement over legacy where they didnt even understand the concept of "counters"[/p]
  • [p]All the Infection types from Horde : Standard, Spitter, Blowup, Brute[/p]
  • [p]Four Core Task Types:[/p]
    1. [p]Spread within owned zones[/p]
    2. [p]Spread into other zones[/p]
    3. [p]Attack faction targets[/p]
    4. [p]Build defenses[/p]
[hr][/hr][h2]Helicopters – What’s in this build[/h2]
  1. [p]New Units: The Sparrow, Charon, Merlin, and Scout Drone have been added. These are still pending balance work, so treat them as proof-of-concept and early previews.[/p]
  2. [p]RTS Garrison Fixes: We believe we’ve resolved the remaining garrison-related bugs for RTS gameplay as of today. We’ll continue monitoring closely for edge cases.[/p]
  3. [p]TPS Operator Riding: Operators can now ride helicopters in TPS mode.[/p]
    • [p]If the spot you enter supports firing (like skids), you can shoot directly.[/p]
    • [p]If it doesn’t, you’ll have access to a 360° pivot camera, similar to Arma, to maintain awareness.[/p]
    • [p]Refinement in progress: Operator ↔ Helicopter interactions are still being polished. Expect more progress updates in the next 24–48 hours on Discord as we wrap this up and move into the helicopter vehicle/inventory system.[/p]
[h2]📅 Schedule Change & Community Feedback[/h2][p]After two weeks of internal and public/private playtests of Pandemic mode, we’ve re-evaluated our roadmap priorities.[/p][p]Originally, dynamic civilian groups and civilian evac systems were planned for October. However, testing has made it clear that pushing these side mechanics too early risks distracting from the foundation we’ve just established.[/p][p]Instead, once we wrap up September’s goals — Chelsey AI, Juggernauts, Infection Towers, helicopter systems, and the population meter/progress UI — we believe the next step should be doubling down on the ground vehicles.[/p][p]That means:[/p]
  • [p]Using the base we’ve established with helicopters and applying them to implementing the remaining vehicles[/p]
  • [p]Beginning the porting of ground vehicles (tracked armor, artillery, wheeled transports, etc.)[/p]
  • [p]Moving directly into Doctrines to deepen strategic choices[/p]
[p]We strongly feel this will ensure the core gameplay is polished and perfected before layering on secondary mechanics like civilian evac + dynamic civilian groups.[/p][h3]💬 Your Input[/h3][p]We want to hear from you. Do you agree with this shift in priorities — focusing entirely on the core systems (vehicles, doctrines, core RTS/TPS mechanics) before circling back to civilians evac and dynamic civilian groups?[/p][p]Your feedback will help us validate this direction and keep the roadmap aligned with what matters most to players.[/p][hr][/hr][hr][/hr][h2]🎯 Remaining Goals for September[/h2]
  • [p]Preventing investigations from draining infected population, which used to choke out proper attack waves.[/p]
  • [p]Some minior polish on Enemy calculations which can make infected "dance" between targets [/p]
  • [p]Custom Game Options[/p]
  • [p]Helicopters + Operator integration + VTOL + Inventory System for Weapon [/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts[/p]
  • [p]Gqa Infection Towers[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]We are currently on track to meet these goals — unless major last-minute bugs or issues arise.[/p][hr][/hr][hr][/hr][h2]🎯 Goals for October[/h2]
  • [p] Implement Base AI Vehicle Driving : Build from the foundation of legacy and improve adding support for vast improvements[/p]
  • [p]Port all vehicles over - Only after we've implemented and tested 1 tracked, 1 normal tire unit for the different movement types they have[/p]
  • [p]Update formation system for vehicles + joint movements from different types of units[/p]
  • [p]Reimplement MLRS targeting computer system and port to the Striker Mortar & Stationary Artillery to use these systems. Earlier units used a "Fake" system where we did a VFX for the mortar then spawned a grenade at the end spot. the MLRS used a real projectile and "arch". It was visually impressive and was a proof of concept of what we wanted to do with legacy units. [/p]
  • [p]Get the Pandemic Bay Area map playable(Treasure island, angel etc) it's undergoing some renovations atm! See the podcast for details [/p]