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First 48 Hours After the Rebuild Merge | Patch Notes 2026.1.9.2

[p]The rebuild is now the default version of Cepheus Protocol, and the first 48 hours gave us exactly what we needed: a real stress test at scale.[/p][p]Discord playtests help, internal testing helps, but nothing compares to thousands of players stress testing the game in every possible way. That’s how you find the edge cases you never see in controlled sessions.[/p][p]The good news is we’ve already reproduced and fixed several of the biggest issues being reported, and we’re pushing those changes live right now.[/p][hr][/hr][h3]What We Learned (First 48 Hours)[/h3]
  • [p]The rebuild foundation is holding up well, but community play testing immediately exposed edge cases, mainly around vehicles, navigation, and some UI flow.[/p]
  • [p]A lot of confusion is still coming from missing systems (Civilian Evac, dynamic civilians, etc)[/p][p] See the FAQ below![/p]
  • [p]UI overlapping issues were resolved[/p]
[hr][/hr][hr][/hr][h2]Hotfix Live Now (Vehicle + Gate Fixes)[/h2][p]This post is going live at the same time as the latest fixes.[/p][p]Two issues were big enough that we wanted them fixed immediately.[/p][h3]What’s Fixed in This Update[/h3]
  • [p]Vehicle structure detection and ramming edge cases[/p]
    • [p]We found scenarios where vehicles could mis-detect or fail to detect player structures depending on the situation.[/p]
    • [p]Result: vehicles could repeatedly crash into jersey barriers, walls, and certain player structures/landscape actors instead of treating them as solid obstacles.[/p]
    • [p]This has been corrected so vehicles properly respect those structures and stop “brute forcing” into them.[/p]
  • [p]Gate navigation update bug[/p]
    • [p]We reproduced a bug reported on Discord involving gates not updating navigation correctly.[/p]
    • [p]If a gate was set to Auto, then swapped to Manual mode while opened and then closed, there were cases where the nav state would not refresh. Till you toggled that gate back to Auto and let a unit walk past it to "reset" the state[/p]
    • [p]Result: units would still attempt to path through a gate that was visibly closed.[/p]
    • [p]This is now fixed and gates properly update navigation when their state changes.[/p]
  • [p]Fixed Vehicle Turrets when fired to "empty" would fail to properly work after resupplied[/p]
  • [p]World Buildings (the preplaced structures) Nav Weight would confuse CERC into thinking they could squeeze through them making Path finding freak out. Like say you built a CERC wall and built it into a structure/building. Units would incorrectly still try to path find along the edges of that structure. Context[/p]
  • [p]Various Texture Optimizations across the project to further optimization Streaming / Out of memory warnings(Still ongoing!)[/p]
  • [p]Resolved a discord reported crash[/p]
  • [p]Fixed some assets in HMB (Half Moon) that weren't rag dolling when hit with a vehicle[/p]
  • [p]Fixed Shawnee not rolling on turns properly.[/p]
  • [p]Improvements to helicopter height-check handling to more reliably go up when helicopters otherwise would get stuck[/p]
  • [p]Fixes to BaseGarrisonComponent to resolve fast roping units failing to actually 'remove' themselves from their seats (which cause issues on the helicopter after first fast rope success)[/p]
  • [p]Speculative improvements to stuck detection for chaos vehicles[/p]
  • [p]Adjustments to helicopter-only formation movement to reduce chances of 'stuttering' from Formation Actor not moving far enough ahead[/p]
  • [p]Locked off the VisionGrid DeferredVisionUpdateTimedOut debug behind a cvar (VisionGrid.DeferredTimeoutDebug). Stops the draw debug text from appearing while play[/p]
  • [p]Fixed a Turret issue that would only occur for Vehicles where they would fail to initialize their eyes properly making it so low level objects could block their ability to shoot. [/p]
  • [p]Superheavy treaded vehicles tuned to have better steering and performance, including custom steering curve(Abrams, Atlas, MLRS & Bradley)[/p]
  • [p]Updated PauseMenu to properly treat the level selection subwidgets (for both Pandemic+Horde maps) as part of the Base_PlayerController's menustack, so ESC while in one of these menus will properly go back[/p]
  • [p]Fixed some collision logic issues relating to Gates not being responsive at certain angles/distances for their auto open feature[/p]
  • [p]Fixed a case where Exploding rounds would sometimes incorrectly damage the unit that fired them https://discord.com/channels/469412014427602944/1458836944325709914/1458836944325709914[/p]
  • [p]Minor fix for Mortar smoke trail.[/p]
  • [p]Merlin can air drop and pickup vehicles again! The Abrams, Bradley and MLRS are restricted because of their weight[/p]
  • [p]Updated Localizations for all languages [/p]
  • [p]Fixed a call in Move To task that bypassed construction safeties for Engineers which resulted in them doing some stupid move orders in certain cases.[/p]
  • [p]Lowered Mule resupply limit to 3k[/p]
  • [p]Fixed night time being inconsistent on lower GlobalIlluminationQuality settings. Will be Dark at all times now across settings[/p]
  • [p]MLRS, Cerberus Motor, Tow, SMAW, MGL friendly fire now. [/p]
  • [p]Fixed Some physics reliably issues for Juggernauts and Vehicles for ramming [/p]
  • [p]Fixed Large Helipad not resupplying [/p]
  • [p]Juggernauts not moving bug fixed[/p]
  • [p]Fixed a typo on main menu[/p]
  • [p]Fixed a bug where after a CERC structure was destroyed units would sometimes fail to see units on the other side because of an aggressive optimization check[/p]
  • [p]Added Logistics cost for resupplying weapons in the game[/p]
  • [p]Added "Supply" to the game. Which means everything that uses ammo/gas costs to resupply at the Motor Pool, Helipad, Ammo Tents etc. Its not just can i buy X unit its also can i afford to resupply X unit. As units like the MLRS and other super units cost a lot to resupply.[/p]
[hr][/hr][h3]What We’re Still Hunting[/h3][p]These are the kinds of issues that don’t always appear during internal testing, but show up immediately once the community gets hands-on.[/p][p]If you run into anything weird with:[/p]
  • [p]Vehicles doing something dumb[/p]
  • [p]Units ignoring obvious navigation[/p]
  • [p]UI menus acting strange[/p]
[p]A short clip or a quick Discord screenshare helps us reproduce and eliminate it fast. Feel free to hop on discord and we can jump into a voice call. Anything helps! As we are seeking to knock out the remaining pathing issues pronto![/p][hr][/hr][h2]New Feature Added Tonight[/h2]
  • [p]Chinook transport is now in[/p]
    • [p]The Chinook can now ferry Light-Medium Vehicles.[/p]
[hr][/hr][h2]Tonight’s Work (In Progress)[/h2][p]We’re also actively working on several high-impact systems that affect moment-to-moment gameplay:[/p]
  • [p]Engineer repair behavior for vehicles[/p]
  • [p]Engineer Auto-repair for structures and vehicles[/p]
  • [p]Per zone Guard towers & Turrets restrictions instead of the global pool[/p][p][/p]
[hr][/hr][h2]Next Big Goal: Doctrines + Airstrikes (Targeting Next Week)[/h2][p]We’re shifting back to the next major pillar of the rebuild.[/p][p]Our goal is to get Doctrines back in and bring Airstrikes back with the full set of related systems and support options by next week.[/p][p]That’s the next big step toward restoring long-term progression and replayability in the rebuild.[/p][hr][/hr][h2]Balance Passes (Ongoing)[/h2][p]Balance is still being tuned every day as more players jump in and we get real data.[/p][p]Michael is actively monitoring feedback and adjusting:[/p]
  • [p]Weapons[/p]
  • [p]Turrets[/p]
  • [p]Vehicles[/p]
[p]This is an ongoing process and we will keep tightening it as the rebuild stabilizes.[/p][hr][/hr][h2]If You’re Confused, Read These First (Pinned)[/h2][h3]Haven’t Played in a While? Start Here[/h3][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]What Still Needs To Be Finished[/h2][p]Here is the consolidated list, in one place, so there is no confusion.[/p][h3]Missing Or In Progress Systems[/h3]
  • [p]January Goals[/p]
    • [p]Remaining Vehicle Abilities And Behaviors[/p]
      • [p]Bradley TOW[/p]
    • [p]Doctrines[/p]
    • [p]Save System for Pandemic[/p]
    • [p]BUGS, BUGS and Bugs! We still are hunting down desyncs and bugs as they are reported![/p]
    • [p]Game Balance - Is still ongoing and being tweaked. Michael is monitoring Steam/Discord for feedback[/p]
  • [p]February Goals[/p]
    • [p]Any Remaining Bugs/Performance Tweaks/QOL Adjustments based on community feedback[/p]
    • [p]Remaining Enemy Roster Needed For Angel to be unlocked[/p]
      • [p]Leviathan[/p]
      • [p]Birds[/p]
    • [p]Additional Pandemic Regions Locked Until The Above Is Complete[/p]
      • [p]Angel Island[/p]
      • [p]San Francisco North[/p]
  • [p]TBD[/p][p]We are committed to not rushing to the "end" to ensure everything prior is working correctly. These are the ones currently in limbo that we will be tackling once the above list is "completely" done.[/p]
    • [p]LHA6 & LCAC[/p]
  • [p]Civilian Evacuation & Dynamic Civilian Groups[/p]
    • [p]We made two pinned threads so we can centralize answers and stop misinformation:[/p]
      • [p]Rebuild vs Legacy: which version you’re on, what’s missing, what to play (link)[/p]
      • [p]Civilian Evac 2.0 + Dynamic Civilians plan: why it’s delayed and what’s changing (link)[/p]
      [p]If you’re asking: “where is evac” “where are civilians” “what build am I on” Start there.[/p]
[p]That is the remaining gap we are closing through Q1. Anything else will be discussed only after the current list above is done.[/p][hr][/hr][h2]Q1 2026 Target[/h2][p]Our target through Q1 2026 is to bring back the remaining missing pillars and have the rebuilt version fully represent the complete Cepheus Protocol experience again, but better.[/p][p]That means:[/p]
  • [p]More stability and performance[/p]
  • [p]Larger scale gameplay[/p]
  • [p]More and better maps[/p]
  • [p]Complete Pandemic mode pillars[/p]
  • [p]Operators expanding toward Doctrines[/p]
[hr][/hr][h2]Public Campaigns[/h2][p]A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Single player has become.[/p][h3]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p][p][/p]

The Rebuild Is Now the Main Game (Build Switch Update)

[h3]TLDR[/h3]
  • [p]The Rebuild is now the standard installed version of Cepheus Protocol.[/p]
  • [p]The old version is now called Legacy, and it remains available as a Beta option.[/p]
  • [p]This rebuild was done to restore stability, improve performance, and modernize the foundation so the game can scale again.[/p]
  • [p]That same foundation also allows co-op to exist from the start, instead of being bolted on later.[/p]
  • [p]We are targeting end of Q1 2026 to bring back the remaining missing pillars, rebuilt and improved.[/p]
[h2]Which Build Should You Play?[/h2]
  • [p]Default (Standard Install)
    This is now the rebuilt version of Cepheus Protocol and the main version we maintain going forward. Play this for the current supported game, best performance, and all new updates.[/p]
  • [p]Experimental (Beta Branch)
    This is the testing branch ahead of Default, where upcoming features land first. Expect bugs, frequent updates, and possible save issues. Opt-in only if you want to help test new changes early.[/p]
  • [p]Legacy (Original) (Beta Branch)
    This is the preserved prebuild version for older saves and the original gameplay foundation. Opt into this if you want to continue old saves or stay on the classic build. This branch will not receive future updates. You can see the "foundation" that we based the rebuild on for the newly merged into "default" here. [/p]
  • [p]Legacy (Pre Merge) (Beta Branch)
    This is the last version from before the rebuild became Default. If you were playing the rebuild while it was still a Beta branch.[/p]
[hr][/hr][h2]The Big Change[/h2][p]Going forward, when you install Cepheus Protocol, you are installing the rebuilt version.[/p][p]For most of the last year, the rebuilt version existed as an opt in Beta branch while we validated the foundation in public tests. A lot of players never saw that Beta branch, which caused real confusion about what version was being worked on and why certain things felt inconsistent.[/p][p]So we are ending that confusion. The game is alive as ever and is still passionately worked on a daily basis by our team. We have been biding our time developing the rebuild on public/private betas slowly ticking away at the core mechanics missed from the rebuild readding them as we go. We now feel the current state of the game is enough to flip the builds.[/p][p]Going into next week we will be shipping Doctrines and start the save system. We expect to have an early doctrines to show by Friday and have it in UI wise by mid next week. We will update as we progress here and on our discord.[/p][p][/p][h3]A quick Catch up![/h3][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]A few notable changes recently:[/p]
  • [p]Infected Military, Police and Swat will now roam the island with higher stats then standard infected. They start showing up early and increase in numbers as the days go on![/p]
[p][/p]
  • [p]Infantry Gates[/p]
[p]New Infected Variants replace legacy models[/p][p][dynamiclink][/dynamiclink][/p]
  • [p]16 Player Coop RTS/TPS hybrid gameplay![/p]
  • [p]Firing Computer from the MLRS ported to the Cerberus Mortar with the rebuild[/p]
[p][dynamiclink][/dynamiclink][/p][h3]Legacy Version[/h3][p]Legacy remains available as a preserved snapshot of the pre rebuild version.[/p][p]If you want to keep playing that older snapshot, or if you want to keep older saves, you can do that through Steam Betas.[/p][hr][/hr][h2]What This Rebuild Actually Was[/h2][p]This was not a content patch. It was a full foundation revamp.[/p][p]We rebuilt the core systems so the game can scale properly again, run better, and stop breaking under the weight of legacy technical debt. That benefits everything:[/p]
  • [p]Single player flow and stability[/p]
  • [p]AI behavior and consistency[/p]
  • [p]Vehicle systems and reliability[/p]
  • [p]Large scale performance[/p]
  • [p]Future content velocity[/p]
  • [p]Co-op support as a first class feature[/p]
[p]Co-op is not the point of the rebuild. Co-op is one of the benefits of doing the rebuild correctly.[/p][hr][/hr][h2]What You Can Play Right Now[/h2][h3]Horde Mode[/h3][p]We currently have two Horde experiences built in the rebuilt framework:[/p]
  • [p]Half Moon Bay (Horde Rush)[/p]
    • [p]Forward progression style Horde[/p]
    • [p]Push the map and keep momentum instead of only holding ground[/p]
  • [p]RTS Coop Test (Horde)[/p]
    • [p]Traditional horde map experience[/p]
[hr][/hr][h2]Operators (Foundation Now, Expansion Later)[/h2][p]Operators were built in lockstep with the rebuilt foundation, not as a disconnected system.[/p][p]Current Operator baseline includes:[/p]
  • [p]Weapon customization (early version)[/p]
  • [p]Attribute points[/p]
  • [p]Appearance baseline[/p]
  • [p]Gunsmith/Operator UI is not final and will be improvement over the next few weeks as Winters mockups up a new design[/p]
  • [p]True RTS/TPS Hero Units you can customize[/p]
[p]Operators will expand significantly as we move into Doctrines, including:[/p]
  • [p]Driving vehicles[/p]
  • [p]Operating turrets[/p]
  • [p]Using new and ported abilities such as laser designation for support actions when we add in the ability to call in airstrikes and support options![/p]
[hr][/hr][h2]Pandemic Mode Progress[/h2][p]Pandemic is now the next major phase, built on the foundation validated through Horde.[/p][p]Currently playable areas include:[/p]
  • [p]Calypso[/p]
  • [p]Half Moon Bay[/p]
  • [p]Treasure Island Open World Slice[/p]
[p]Additional areas planned but currently locked:[/p]
  • [p]Angel Island[/p]
  • [p]San Francisco North[/p]
[p]These areas will unlock later once missing enemy roster and mode pillars are complete.[/p][hr][/hr][h2]What Still Needs To Be Finished[/h2][p]Here is the consolidated list, in one place, so there is no confusion.[/p][h3]Missing Or In Progress Systems[/h3]
  • [p]January Goals[/p]
    • [p]Remaining Vehicle Abilities And Behaviors[/p]
      • [p]Bradley TOW[/p]
      • [p] Merlin vehicle transport [/p]
    • [p]Doctrines[/p]
    • [p]Save System for Pandemic[/p]
    • [p]BUGS, BUGS and Bugs! We still are hunting down desyncs and bugs as they are reported![/p]
    • [p]Game Balance - Is still ongoing and being tweaked. Michael is monitoring Steam/Discord for feedback[/p]
  • [p]February Goals[/p]
    • [p]Any Remaining Bugs/Performance Tweaks/QOL Adjustments based on community feedback[/p]
    • [p]Remaining Enemy Roster Needed For Angel to be unlocked[/p]
      • [p]Leviathan[/p]
      • [p]Birds[/p]
    • [p]Additional Pandemic Regions Locked Until The Above Is Complete[/p]
      • [p]Angel Island[/p]
      • [p]San Francisco North[/p]
  • [p]TBD [/p][p]We are committed to not rushing to the "end" to ensure everything prior is working correctly. These are the ones currently in limbo that we will be tackling once the above list is "completely" done. [/p]
    • [p]LHA6 & LCAC[/p]
    • [p]Civilian Evacuation[/p]
    • [p]Dynamic Civilian Groups[/p]
[p]That is the remaining gap we are closing through Q1. Anything else will be discussed only after the current list above is done.[/p][hr][/hr][h2]Q1 2026 Target[/h2][p]Our target through Q1 2026 is to bring back the remaining missing pillars and have the rebuilt version fully represent the complete Cepheus Protocol experience again, but better.[/p][p]That means:[/p]
  • [p]More stability and performance[/p]
  • [p]Larger scale gameplay[/p]
  • [p]More and better maps[/p]
  • [p]Complete Pandemic mode pillars[/p]
  • [p]Operators expanding toward Doctrines[/p]
[hr][/hr][h2]Final Notes[/h2][p]This build switch is about clarity.[/p][p]From now on:[/p]
  • [p]The installed version of the game is the rebuilt version[/p]
  • [p]Legacy remains available as a preserved snapshot[/p]
  • [p]The rebuild is what we maintain and grow from here[/p]
[p]If you want to help shape it, the biggest thing you can do is:[/p]
  • [p]Play the current build[/p]
  • [p]Give feedback on what feels good and what feels broken[/p]
  • [p]Report bugs and edge cases[/p]
[p]Thank you for sticking with us through this rebuild period. The foundation is finally where it needs to be, and now we are building the rest of Cepheus Protocol on top of it.[/p]

Development Update – Vehicles, Systems Progress, and What’s Coming Next

[h2]Everything in This Post Is Playable Right Now in the Private Playtesting Branch[/h2][p]Before diving in: everything outlined below is already live and playable if you opt into the Private Playtesting branch on Steam. No password is required.[/p][p]We’re using this branch to actively test vehicles, systems, and core gameplay changes before merging into public playtesting next week, at which point full, in-depth patch notes will be released.[/p][hr][/hr][h2]Current Focus: Vehicles & Core Systems[/h2][p]As of now, roughly 70–80% of the vehicle roster is live in the private testing branch.[/p][p]Our priority isn’t just getting vehicles into the game — it’s ensuring that the systems supporting them are solid:[/p][p][/p]
  • [p]Pathfinding and movement behavior[/p]
  • [p]Formation logic[/p]
  • [p]Vehicle physics and spacing[/p]
  • [p]AI firing and engagement logic[/p]
[p]Over the next few days, the remaining vehicle variants will be introduced:[/p]
  • [p]Cerberus Mortar[/p]
  • [p]MLRS[/p]
  • [p]Atlas Repair[/p]
  • [p]Atlas Tower[/p]
[p]Once those are in, the rest of the week is dedicated almost entirely to refining pathfinding, formations, and movement/physics issues across all vehicles.[/p][hr][/hr][h2]Formation System – Why We’re Doing This Now[/h2][p]Every vehicle in Cepheus Protocol has different proportions, sizes, and spacing needs. That makes formations one of the most complex systems to get right.[/p][p]Instead of tuning formations per vehicle, we’re testing all vehicle types together. This gives us a much healthier sample size and allows us to build a dynamic formation system that adapts to different chassis types.[/p][p]This work isn’t just for the current roster — it directly supports our development workflow and SDK. The goal is that future vehicles can be added far more seamlessly, ideally in a plug-and-play manner, without needing to rework formations every time.[/p][p]We demonstrated this approach during the most recent CERC HQ, where the AJAX Medical Variant was added via a Saturday evening shadow patch with minimal friction.[/p][hr][/hr][h2]Gate System Update – Clear Separation for Pathing[/h2][p]We’ve also made a structural change to improve base navigation and reduce pathfinding edge cases:[/p][p][/p]
  • [p]The Tier 1 Gate is now an infantry-only gate[/p]
  • [p]The Double Gate has had its height doubled and is now the dedicated vehicle gate[/p]
[p]This creates a clear separation of responsibilities:[/p]
  • [p]Infantry uses infantry gates[/p]
  • [p]Infantry & Vehicles use vehicle gates[/p]
[p]This change significantly reduces confusion and inconsistent behavior, especially for larger vehicle chassis.[/p][hr][/hr][h2]Infected Visual Update[/h2][p]A shadow patch going out shortly introduces the final, optimized male and female infected meshes.[/p][p]These meshes are complete, performance-optimized, and ready for gameplay. They establish the final baseline for standard infected visuals.[/p][p]Next week, we’ll be rolling in the remaining infected variations:[/p]
  • [p]Police[/p]
  • [p]SWAT[/p]
  • [p]Disbanded military units[/p]
[p][dynamiclink][/dynamiclink]Once those are in, infected visual variation work will be complete, and Michael will pivot fully toward game balance and operator polish.[/p][hr][/hr][h2]A Quick Look Back: Recent Updates[/h2][p]In the last update cycle, we shipped a wide range of foundational improvements, including:[/p]
  • [p]Expanded Custom Game Options for Pandemic mode[/p]
  • [p]Steam Workshop preset support using JSON-based configs[/p]
  • [p]A new gun range added to the main menu[/p]
  • [p]Operation Stray Ember returning from Legacy(Calypso) [/p]
  • [p]Numerous stability fixes, AI fixes, pathfinding improvements, and crash resolutions[/p]
[p]These changes set the groundwork for the current vehicle and systems push.[/p][hr][/hr][h2]Public Playtesting & Patch Notes[/h2][p]When these changes merge into public playtesting next week, we’ll publish a full, in-depth patch notes post covering everything in detail.[/p][p]At that point, we’re asking everyone to:[/p]
  • [p]Give the update a fair shake[/p]
  • [p]Try the vehicles and systems hands-on[/p]
  • [p]Share feedback and report issues[/p]
[p]We actively read the Steam forums, Discord, and community feedback, and we review everything going into the following week’s iteration cycle.[/p][p]This phase is about refinement, feedback, and making sure the foundations are solid before moving forward into Doctrines, airstrikes, and deeper progression systems.[/p][p][/p][hr][/hr][h3]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]How to Opt In[/p][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][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
🎧 Last Time on… CERC HQ | #76
[p]Summary: This episode dives deep into the massive rebuild and overhaul of vehicle systems, from fixing longstanding physics bugs—like tanks endlessly reversing—to laying the groundwork for more realistic formations and interactions. The devs share how new logistics systems are reshaping supply chains with fuel, ammo, and repair variants, and walk through the first iteration of the targeting computer that will power automated mortar systems. There's a focus on meaningful playtesting feedback, AI pathfinding fixes, and real-time tweaks as new vehicles roll into private testing. You’ll also hear about the push to streamline unit modularity for faster development, the addition of medical variants, and early work on improving map design for heavy vehicle navigation. Plus, progress updates on airstrikes, doctrines, unit interaction polish, and upcoming seasonal cosmetic features.[/p][p]A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Singleplayer has become.[/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]

Patch Notes 2025.11.23.2 - public-playtest - Custom Game options now in!

Patch Notes:
[p][/p][p]Custom Game Options added to Pandemic it supports the following:[/p][h3][/h3][p]Some Infected configurables[/p][p][/p][p][/p][p]We also added a new "presets" directory on our workshop expanding support for sharing presets. They are JSON files[/p][p]json custom game options "example"[/p][p][c]{[/c][/p][p][c] "customUnitSettingsMap":[/c][/p][p][c] {[/c][/p][p][c] },[/c][/p][p][c] "blockedUnitSpawns": \[[/c][/p][p][c] "Infected_Structure_GasTower"[/c][/p][p][c] ],[/c][/p][p][c] "customDaytimeTimescaleSetting": "None",[/c][/p][p][c] "customDayLengthInSeconds": 300,[/c][/p][p][c] "customNightLengthInSeconds": 300,[/c][/p][p][c] "customStartingHour": -1,[/c][/p][p][c] "startingMoney": -1,[/c][/p][p][c] "customGameSettingsVersion": 1,[/c][/p][p][c] "garrisonTentPopulationValue": -1,[/c][/p][p][c] "profileName": "Test1"[/c][/p][p][c]}[/c][/p][p][/p][p]Some settings can be adjusted live but keep in mind some dont take affect till after a new one of that type have been spawned. You can see an example of this live from last weeks CERC HQ. If you want to edit the game live do so as the host or in standalone by pressing "esc" and going to the Custom Game options. [/p][p][/p]
  • [p]Gun range added to main menu[/p][p][/p]
  • [p]New Pandemic map from Legacy! Operation Stray Ember is in and available for play![/p][p][/p][carousel][/carousel][p][/p]
  • [p]Added a 'Reset' button to the Custom Game Options widget[/p]
  • [p]Fixed from Ability Component related instability when switching maps that could cause crashes[/p]
  • [p]Infected now chirp and make mor ambiance noise when moving around the map. When they have a combat they will hyperventilate and get excited . Added some more ambiance sound fields to all infected types[/p]
  • [p]Guard Tower related fixes to resolve some issues with units getting confused when attacking a Guard Towers sometimes[/p]
  • [p]Fixed a regression from Infected failing to attack targets sometimes due to a recent improvement to how AI choose target locations[/p]
  • [p]Fixed a logging crash for Aimed Ability [/p]
  • [p]Set up Structure 'death' logic to no longer delete garrisoned units (instead leaving that to the GarrisonComponent, as is correct)[/p]
  • [p]Fixed Tower Guards not always cleaning up after their death in some circumstances . Guard Tower units no longer have 'lingering ghost AI' that can cause crashes once guard tower dies[/p]
  • [p]Fixed some issues with units dying in terms of client/server sync[/p]
  • [p]Fixed GetRTSCamera() call in UUnitComponent failing when you are in Operator Mode (which could cause units to fail to properly deselect/de-group/etc.)[/p]
  • [p]Specualitive fixes to resolve a bug where Abilities or unit selections could get in a bugged state that could cause crashes[/p]
  • [p]Fixed up the 'preview meshes' used for the Turret holograms (during placing them down for construction) not having any collision (which allowed 'stacking' turrets on exact same space)[/p]
  • [p]fixed some ik inconsistency with the generic op. needs animation polish with wrist rotation[/p]
  • [p]fixed sound being lower vs when crouched[/p]
  • [p]Added 3 male standard infected mesh[/p]
  • [p]sound tweaks to ak105, evolys and m4[/p]
  • [p]Zone spelling correction on Bay Area map[/p]
  • [p]Continuing to refine and hunt down Pathfinding issues, There were some regressions in performance over the weekend as we were tweaking and finding the right settings for path finding cost in terms of CPU. This bulld put another candidate out to attempt to resolve any lingering issues and balance out performance further.[/p]
  • [p] Fixed bad SOC placement in Bay area that blocked placement[/p]
  • [p]Fixed an issue with unit weapons hiding/unhiding improperly when rappelling from helicopters[/p]
  • [p]SOC holograms excluded from HLODS so they dont "phase" in when zoomed out[/p]
  • [p]Fixed animation issue with medic healing[/p]
  • [p]Safety added to VisionGridUpdateUnitPositions() from [/p][p]https://discord.com/channels/469412014427602944/1436768359298629722/1436768359298629722[/p]
  • [p]Speculative fix for IsTargetOutOfRangeAndHandleMovement() from [/p][p]https://discord.com/channels/469412014427602944/1436791835329560689/1436791835329560689[/p]
  • [p]Some problematic rocks were adjusted on Bay Area that were causing navigation/path finding issues[/p]
  • [p]Fixed some instances were CERC units would refuse to fire a Structures if they were "Slightly" more in the ground more than other assets. Made their targeting logic more dynamic to target any "chunk"they can see now.[/p]
  • [p]Initial Alcatraz Firing range setup[/p]
  • [p]Various map improvements to collision work on Bay Area[/p]
  • [p]Added Ammo & Gas resupply for ground vehicles to the Motor Pool[/p]
  • [p]Set up StartGame from the level selection widget to properly reset all custom game options if going into a mode that does not support them (i.e. horde mode will reset custom settings when you go into it)[/p]
  • [p]Adjusted Operator HUD's 'reserve ammo display' to be able to display over four digits of ammo (was needed for FN-34 when it had full reserve ammo)[/p]
  • [p]Added a new camera to the main menu for RTS players to obverse the weapon range[/p]
  • [p]increased enraged damage reduction for Juggernaut and Chelsey after hitting 50% health[/p]
  • [p]Decreased builder health from 1500 to 1000[/p]
  • [p]Added some collision/nav improvements to the parking garage. in Bay Area[/p]
  • [p]Added a crash fix from Chelsey enter enrage mode[/p]
  • [p]Fixed an Async bug where newly placed structures would sometimes "lag" out the game thread. Effectively made it so games would become more stable only after all structure types were placed[/p]
  • [p]Fixed a parachute shader compile bug that would cause micro stutters[/p]
  • [p]Added base version of the AJAX(Still early expect more work going into pathing next week)[/p]
  • [p]Reduced the resupply distance of the Ammo/Medical tent by 1/4.[/p]
  • [p]Fixed operators not being able to enter vehicles after a recent change made for the AJAX[/p]
[p][/p][p][/p][p]A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Singleplayer has become.[/p][h3]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][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][p]Recap for those late to the party[/p][p][/p]
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]What’s Coming Next
[p]Right now, the team is focused on three main areas:[/p]
  • [p]Ajax Vehicles & Doctrines are enemy #1 as we work to get the current AJAX fleshed out and fully functional before we scale up with all the other variants in the game. Then after that it will be Doctrines time for airstrikes, upgrades and other tools to improve the progression of CERC (Within the next 20 days)[/p]
  • [p]The Save System for Pandemic mode is actively being built out. The goal is to preserve units, structures, patrols, infection states, and more across sessions. We’re aiming to get this to a stable point sometime next week. (Aiming for before XMAS)[/p]
  • [p]Chelseys AI continues to receive updates to make her more reactive, aggressive, and dynamic in how she engages players and spreads the infection. The Juggernaut should feel a lot better (Within the next week ideally)[/p]
[p]On the level design side:[/p]
  • [p]We are hunting down bad collision,navigation on all shipped maps and preparing to resume work on San Fran North.[/p]
[p]We’re getting close to the final stages of the rebuild rollout, and as always, community feedback remains critical as we push toward stability and feature parity.[/p][p][/p][p][/p]
  • [p][/p][carousel][/carousel]
[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]
🎧 Last Time on… CERC HQ | #73 | Chaos on Wheels: Vehicles, Destruction, and Custom Game Chaos
[p]In this packed dev session, the team zeroes in on the return of ground vehicles, with the Ajax transport taking center stage as the first fully integrated chaos vehicle. Derek breaks down the dual-layered transition from Blueprint AI to C++, showcasing formation syncing with infantry, pathfinding adaptations, and dynamic acceleration logic. From edge detection fails to friction tuning on steep inclines, every quirk gets dissected live—alongside unexpected fuel drains, vehicle corpses, and turret alignment bugs.[/p][p]A major milestone is hit with the release of live-editable Custom Game Options. Players can now tweak everything from gas mask timers to infected health multipliers and share their setups via Steam Workshop. The JSON-based system is fully moddable, launching with preset support and live-testing features that don’t require restarts. Expect future expansions for fuel, ammo, and logistical reworks via MRS tent mechanics.[/p][p]Environmental destruction is the next frontier. Vehicles will soon smash through fences, mailboxes, and even perimeter walls based on mass and momentum. A proposed single-click vs. double-click movement system may dictate whether units obey roads or bulldoze through neighborhoods.[/p][p]On the infected side, ambient audio returns with faction-optimized sound logic to enhance immersion without overloading the netcode. The devs also preview plans for dynamic infected variants—SWAT, medics, firefighters—with armor-based resistances and night-based aggression modifiers. Juggernauts are getting audio and behavior refinements, while operator weapon variety and animations continue to evolve.[/p][p]Looking ahead, save/load systems, doctrines, and operator polish are queued up before year’s end, with stability and feedback-driven iteration leading the charge. The team is focused on making the Ajax airtight—then opening the floodgates for more vehicles and late-game chaos.[/p][p]🔥 Highlights[/p]
  • [p]Ajax transport vehicle enters active testing[/p]
  • [p]Full AI refactor: formation logic, braking, path smoothing, edge detection[/p]
  • [p]Custom Game Options system launched with Steam Workshop support[/p]
  • [p]JSON-based presets allow fine-tuning of unit behavior, game pacing, and infected variants[/p]
  • [p]Live game tuning enabled: change enemy types, health, time-of-day in real time[/p]
  • [p]Environmental destruction system underway: rammable objects, scalable by vehicle class[/p]
  • [p]Ambient zombie audio returns, optimized for multiplayer performance[/p]
  • [p]Infected variants planned: SWAT, firefighters, medics with tactical implications[/p]
  • [p]Juggernaut enrage states and death VFX polished[/p]
  • [p]Operator aiming, driving views, and seat interactions in progress[/p]
  • [p]Save/load features on track for mid-December launch[/p]
  • [p]Main menu range added for operator weapon testing[/p]
  • [p]Tree sway bugs, turret LOS issues, and fuel logic hotfixed[/p]
[p]🛠️ Patch Preview
Expect rapid iteration on vehicle handling, terrain interaction, and destruction systems. Ajax will be the test bed for ramming, shooting, and unit interoperability. Next up: doctrine reworks, enhanced operator roles, and full fuel/ammo economy integrations. Workshop support continues expanding—feedback is key to shaping what comes next.[/p][hr][/hr][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 2025.11.7 - public-playtest Treasure Island Now playable!

Patch Notes:
[p][/p][carousel][/carousel]
  • [p]If a unit is inside a vehicle and it dies and it will land in an unnavigable space by falling it will now kill that unit[/p]
  • [p]Improved the damage calculation to make units being in a destroyed vehicle roll damage randomly[/p]
  • [p]All TI Walls and fences now converted to removeable objects, with proper collisions.[/p]
  • [p]Speculative fix for radio music sometimes incorrectly "looping" [/p]
  • [p]Set up logic so Infected structures will be properly visible while constructing (so no more 'spine turrets able to shoot you before they are visible', hopefully)[/p]
  • [p]Some visual FX bug fixes to make tracers more accurate [/p]
  • [p]Set up Build Progress Meters to have a 'max distance' at which they're displayed, in Operator mode (customizable in settings)[/p]
  • [p]Fixed a bug where when an Operator would die max distance meters wouldn't reset from OPerator centric settings[/p]
  • [p]Fixed juggernauts not properly targeting helicopters + increased chance to throw objects to 100% when wanting to target a helicopter in the air[/p]
  • [p]Updated the ActiveOperatorsDisplay to be larger, so it should be a lot easier to read =Also gave it a maximum vertical size, and set it to always absorb mouse scrolling when hovered[/p]
  • [p]improved Infected + Chelsey's AI abilities to target moving units with Melee attacks [/p]
  • [p]Clients that crash/disconnect have 300 seconds to reconnect before their operators are deleted now [/p]
  • [p]Added in level based repairing speed for Engineers as a test. Updated some backend cheat commands for devs only[/p]
  • [p]Speculative fixes to resolve some issues with grenade throwing can get "stuck"[/p]
  • [p]Fixed some crashes with Grenades/ Abilities causing server crashes during a map swap if done at just the right time[/p]
  • [p]Improved client/server side conversion code and ensured that people that join mid game don't have to play the infection conversion animation again and skip to syncing their state[/p]
  • [p]Adjusted MGL so it has a proper drop off when fired from a Operator, [/p]
  • [p]Fixed units sometimes rappelling out of a helicopter and not properly reshowing their weapon [/p]
  • [p]Smoothed out 'time widget' addition to top-right of Operator HUD to deactivate (instead of remove) when leaving Operator mode (hopefully will be kinder to memory) =On deactivation, will stop updating the time display so it should remain cheap when operator HUD is gone[/p]
  • [p]Set up TopRightInfoWidget to show the day/clock display when in operator mode[/p]
  • [p]Helicopter landing adjustments to make it hopefully more reliable on inclined locations[/p]
  • [p]Updated some unit selection handling to better respond to unit ability usage, so clientside unit selection for move commands won't 'malform' if at least one unit is selected while using a movement-blocking ability[/p]
  • [p]Enhanced replication for Skycrane DropPosition/Rotation to use a custom struct that uses a lot less memory, and to properly update the building preview for the attached structure as needed[/p]
  • [p]Fixed Steam user reported bug https://steamcommunity.com/app/979640/discussions/1/614304582405034257/[/p]
  • [p]Updated some unit selection handling to better respond to unit ability usage, so clientside unit selection for move commands won't 'malform' if at least one unit is selected while using a movement-blocking ability[/p]
  • [p]Adjusted from Float rounding issues that made healing structures way too forgiving [/p]
  • [p]Applied crash fixes [/p][p]https://discord.com/channels/469412014427602944/1433895189298282526/1433895189298282526[/p]
  • [p]Applied crash fixes https://discord.com/channels/469412014427602944/1435354904926621849/1435354904926621849[/p]
  • [p]Fixed a late joiner issue with skycrane cables[/p]
  • [p]Fixes for late-joining client building visibility (building preview for any buildings currently on skycrane will be incorrect, but will resolve once building lands)[/p]
  • [p]Fixed structures being invisible for clients joining mid game [/p]
  • [p]Fixed Auto assist for engineers failing in some situations[/p]
  • [p]Fixed it so clients reobtain their assigned color if they reconnect within 300 seconds of a crash/disconnect[/p]
  • [p]If a client crashes when in split money mode it will evenly split that money out immediately to all surviving players. If in open then it just goes to the global money pool[/p]
  • [p]Live Gibbing support added to RTS/TPS that has fewer restrictions overall[/p]
  • [p]Set up LHA6 to not be killable for now (bStartInvulnerable)[/p]
  • [p]Added a sound to pings ,[/p]
  • [p]Made it so the juggernaut ignores calls to register to the corpse registry so there dead body stays for 30 seconds.[/p]
  • [p]Resolved some Pandemic init issues with loading[/p]
  • [p]Various navigation issues on Treasure Island resolved relating to the rocks and their collision[/p]
  • [p]Added Road Nav UNavArea for making all AI prefer roads ini all cases for movements and will only move off them when needed [/p]
  • [p]Added safeties to ability Component and Activity log for causing world GC leaks [/p][p]https://discord.com/channels/469412014427602944/1433808214230565008/1433808214230565008[/p]
  • [p]fixed infection conversion bug for Operators where it wouldn't kick you back out to RTS[/p]
  • [p]Balanced jugg ground slam. [/p]
  • [p]Fixed grip sockets for generic operators. [/p]
  • [p]Fixed glow stick positions for generic operators.[/p]
  • [p]Fixed CERC combat music breaking whenever a drone would kill itself building a structure, [/p]
  • [p]Infected now ignore Infected structure collision for rare cases where they can spawn too close to infected structures [/p]
  • [p]Fixed operators being able to break out of stun/ being able to do side actions while stunned [/p]
  • [p]WIP fixes and setup for FFAR rocket FX.[/p]
  • [p]Fixed bogus starting zones for Pandemic Bay Area where you would start in a prison cell[/p]
  • [p]Fix for Operator_UpdateOtherPlayerDroneVisibilityLoop crash[/p]
  • [p]Speculative crashfix for OnLoseSightOfUnit() crash (as reported in [/p][p]https://steamcommunity.com/app/979640/discussions/1/614304582404927237/?tscn=1761972381)[/p]
  • [p]Set up 'Operator_ToggleZoneWidgets' keybind, T by default[/p]
  • [p]Set up Operator selection at the Barracks to 'validate' Operator data (just proficiency XP for now) at selection time, so info is fixed up local-to-client before even purchasing -Fixed some focus-issues in the Operator customization widget[/p]
  • [p]Updated TI swamp water to newer setup.[/p]
[p][/p][h2]Public Campaigns[/h2][p]A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Singleplayer has become.[/p][h3]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][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][p]Recap for those late to the party[/p][p][/p]
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]What’s Coming Next
[p]Right now, the team is focused on three main areas:[/p]
  • [p]Custom Game Options are currently in development, allowing players to fine-tune pacing, difficulty, infected behavior, and other core gameplay settings.[/p]
  • [p]The Save System for Pandemic mode is actively being built out. The goal is to preserve units, structures, patrols, infection states, and more across sessions. We’re aiming to get this to a stable point sometime next week.[/p]
  • [p]Chelseys AI continues to receive updates to make her more reactive, aggressive, and dynamic in how she engages players and spreads the infection. The Juggernaut should feel a lot better [/p]
[p]On the level design side:[/p]
  • [p]The team is working on porting Calypso from Legacy, with a goal to have it back in the game this coming week, pending QA and polish.[/p]
  • [p]After Calypso is complete, the level designers will shift full focus to San Francisco North, which will be developed throughout the remainder of the year.[/p]
[p]Looking ahead:[/p]
  • [p]Once the save system reaches a stable point, programming will shift to the AJAX (Humvee). Ideally around this coming Wednesday. [/p]
  • [p]The AJAX will serve as the prototype for all ground vehicle handling and AI. If all goes well, we’re aiming to have an early version ready for players to test sometime next week—but that timeline may shift depending on how bug reports and system stability evolve over the coming days.[/p]
[p]We’re getting close to the final stages of the rebuild rollout, and as always, community feedback remains critical as we push toward stability and feature parity.[/p][p][/p][p][/p]
  • [p][/p][carousel][/carousel]
[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]
🎧 Last Time on CERC HQ…
[p]Cepheus Protocol | CERC HQ | #71[/p][p]This episode dives deep into two weeks of intensive development as the rebuild gains momentum. Robert returns with a rapid-fire update on everything from map ports to AI rewrites. Two maps—Treasure Island and Alcatraz—are now playable in Pandemic mode, with a third, Calypso, expected later this week following internal QA and bug triage. The rebuild’s layered rollout continues, with Angel Island and San Francisco North also on deck.[/p][p]Level design gets streamlined with procedural tools and photorealistic texture passes, while RTS gameplay sees major AI improvements for both pathfinding and fog-of-war. Operators gain more visual customization and stronger RTS integration, including dynamic hero selection and multiplayer utility. A new save system captures everything from flashlight status to zone ownership, setting the stage for persistent play.[/p][p]Programming sees huge strides: dismemberment and AI bleeding logic, new unit targeting rules, and a revamped building placement system are now in. Operators are finally getting scoped weapons, proper cooldown UI, and reduced clutter with zone overlays and drone visuals. Meanwhile, the Ajax vehicle rollout begins soon—designed as the foundation for all future ground units.[/p][p]The team is laser-focused on polish, bug triage, and stabilizing core systems. Once the save/load and custom game options are locked in, attention shifts to vehicles, doctrines, and—eventually—civilian evacuation and faction expansion.[/p][hr][/hr][p]🔥 Highlights[/p]
  • [p]Treasure Island and Alcatraz now playable in Pandemic mode[/p]
  • [p]Calypso map expected later this week after final polish and QA[/p]
  • [p]Alcatraz and Angel Island rebuilt with layered terrain, detailed props, and photoreal textures[/p]
  • [p]Operators now support full RTS roles: riding vehicles, customizing appearances, and filling hero slots[/p]
  • [p]Massive AI pass: improved fog-of-war, smarter pathfinding, and tighter targeting logic[/p]
  • [p]Bullet penetration, dismemberment, and bleeding effects added for realism and challenge[/p]
  • [p]Full save/load system in progress with support for patrols, inventories, and structure states[/p]
  • [p]New builder UI and rotation memory system for easier base construction[/p]
  • [p]Rebalanced economy prevents multiplayer abuse (e.g. base deletion exploits)[/p]
  • [p]Community maps and horde modes in the works from modders and volunteers[/p]
  • [p]Live Q&A covers everything from exo suits to operator airstrikes to zombie whales[/p]
[hr][/hr][h2]🛠️ Patch Preview[/h2][p]Expect continued AI polish, minor economy reworks. The Ajax vehicle rollout kicks off next—built to test movement, physics, and combat for all future ground units. Once stable, expect a full return of vehicles, doctrines, and expanded late-game options. Player feedback remains vital—especially around AI clarity, base-building logic, and map layout.[/p][hr][/hr][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]