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Cepheus Protocol News

Horde Co-op Mode now playable in the CERC HQ branch

[p]We’re nearing the final stretch of Phase 1 of the rebuild — just 1–2 weeks to go — and to celebrate the milestone, we're opening up access to the Experimental Horde Co-op Mode for all players during the Steam Summer Sale![/p][p]This is the biggest gameplay update yet for Cepheus Protocol, and it's fully playable today.[/p][hr][/hr][h3]🔥 What’s Included[/h3]
  • [p]A brand-new Horde Mode Co-op experience to serve as the "base" of our Rebuild[/p]
  • [p]Supports up to 16 players in seamless RTS/TPS hybrid combat[/p]
  • [p]Experimental rebuild under the new "cerc-hq-public" branch[/p]
  • [p]Buggy but playable - we're working on it every day, and we need your feedback![/p]
[p][dynamiclink][/dynamiclink][/p][hr][/hr][h3]🛠️ How to Opt In[/h3]
  1. [p]Right-click Cepheus Protocol Experimental Branch (Granted when you buy the base game) in your Steam Library[/p]
  2. [p]Click Properties > Betas[/p]
  3. [p]Choose cerc-hq-public from the dropdown[/p]
  4. [p]Let Steam update the build and launch the game[/p]
[hr][/hr][h3]🎮 New: Try Out Operator Control (RTS/TPS Hero Units)[/h3][p]Want to test our new Operator system?[/p]
  1. [p]Select a unit flagged as an Operator[/p]
  2. [p]Open the console (typically with ~ or Tab)[/p]
  3. [p]Type:[/p]
    PossessFirstOperator
    [p]This will instantly take control of the first free Operator in your selection.[/p]
[p]This system is in early testing — expect jank! UI support for this feature will be added in the coming weeks as we wrap up Phase 1.[/p][p][/p][p]FAQ:[/p][p][/p][p]Squad System - A way for RTS/TPS players to coordinate in real time. RTS players can task units into any squad during play allows TPS units to coordinate and issue them orders. On top of that Servers can deem to only allow Operators in certain squads so "players" can squad up and coordinate. [/p]
  • [p]Q - Order units to move to location you are looking at (Double tapping it issues a run order) for current Squad[/p]
  • [p]E - Order units to execute an Attack Order for current Squad[/p]
  • [p]V - Cancel any current squad orders[/p][p][/p][carousel][/carousel]
[h3]Operator Preview for Gunsmith/Customization[/h3][carousel][/carousel][p]More Operator customization will come online going into next week for Weapons. We will be adding more weapons on a per week basis as we finish phase 1.[/p][hr][/hr][h3]🌁 Half Moon Bay Map & Test Recommendation[/h3][p]The Half Moon Bay Horde map is available in this build for early testing, but we recommend using the "Co-op Horde" test map for the smoothest experience. Half Moon Bay is in active iteration and may contain incomplete elements.[/p][hr][/hr][h3]📅 What’s Next?[/h3]
  • [p]Final Phase 1 polish and UI push[/p]
  • [p]Polishing Operator Customization & Leveling System[/p]
  • [p]Half Moon Bay iteration + Horde mode balancing[/p]
  • [p]Expanded Doctrines & DNA Research (Phase 2)[/p]
[p]For further ahead, read here:[/p][p] 📘 Read about our Development Phases & Current Goals[/p][hr][/hr][h3]💬 Feedback? Questions?[/h3][p]Join the discussion and share your thoughts:[/p]
  • [p]💬 Drop in on our Discord for a faster feedback loop![/p]
  • [p]🗺️ Post on our steam forums we'll do our best to keep up to date![/p]
[p]We’re excited to open the doors on this massive new chapter. Thanks for testing, reporting, and helping us shape Cepheus Protocol’s future.[/p][p][/p]
🎙️ Next CERC HQ (Podcast) Details
[p]🕔 When: June 28, 2025 – 3 PM EST (New Time!) [/p][p]📺 Where to Watch:[/p][p][/p][p][/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]— The Halcyon Winds Team[/p]

Development Update - Nearing Completion of Phase 1

[p]On January 6th, we made one of the scariest decisions of our lives — we deleted the entire game and committed to rebuilding it from scratch.

Why? Because you deserved better.

Over the past six months, we’ve worked tirelessly to rebuild Cepheus Protocol from the ground up. From day one, our mission was to support co-op as a core experience and to ensure we lived up to your expectations — not just our own.

That’s why we launched the weekly CERC HQ: not as a gimmick, but as a way for you to hold us accountable, to witness progress in real time, and help shape the direction of the game. It’s something few — if any — developers have done, and we’re incredibly proud of it.

We’re now approaching the final stretch of Phase 1, and we couldn’t be more excited about what’s to come. Major strides have been made across core systems, building mechanics, and UI polish.[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p]
[/p][h2]Remaining Work Before Phase 2[/h2]
  • [p]Night Vision Passive[/p]
  • [p]Displaying passives in-world (AOE/Radius indicators)[/p]
  • [p]Fixing Right-Click Face Rotation[/p]
  • [p]Operator Jump[/p]
  • [p]Recoil tweaks + Attachment audit[/p]
  • [p]Gunsmith + Customization UI[/p]
  • [p]Operator Melee System[/p]
  • [p]Operator Leveling System[/p]
  • [p]Operator Improved Crouch Transition[/p]
  • [p]Operator Rewritten Parachute System (Battlefield 2042-style)[/p]
  • [p]Shotgun Fixes[/p]
  • [p]General Bug & Crash Fixes (about a dozen)[/p]
  • [p]UI Pass (Reskinning the entire UI bringin up to standards of legacy and beyond) [/p]
  • [p]Building System Enhancements
    [/p][p]We’re working hard to wrap this list up by next week — stay tuned, and don’t forget to drop into the next CERC HQ to see our progress in action.

    Once Phase 1 wraps, players will be able to host their own sessions at any time — no restrictions. Phase 2 will roll out using the same beat we’ve used all year: private and public tests that evolve into full readiness.[/p]
[p]
Curious about what we’re working on and where we're headed? 📘 Read about our Development Phases & Current Goals
[/p][hr][/hr][p]
[/p][h2]Horde Mode – Monterey Bay Map[/h2][p] Based on your feedback and extensive testing, Monterey Bay will become our "golden standard" for Horde Mode.

After Derek and I finish the final stretch of Phase 1 tasks, we'll begin implementing a new stage-based Horde mode.

Here’s the breakdown:

[/p]
  • [p]As you lose parts of the city, infected spawns move up and gas towers lock down overrun zones.
    [/p]
  • [p]These zones are permanently lost — there’s no going back.
    [/p]
  • [p]You're gradually encircled and pushed back to the CERC HQ Regional Office, the final stronghold.
    [/p]
  • [p]Think “Rush Mode” — holding objectives rewards you with a money multiplier per infected kill.
    [/p]
  • [p]If a structure in your grid falls, you’ll have 60 seconds to evacuate before it becomes uninhabitable.
    [/p]
[p]
It’s a dynamic system designed for pressure, momentum, and tough strategic decisions as you fight to survive across an evolving battlefield.

[/p][hr][/hr][p]
[/p][h2]CERC HQ Time Change[/h2][p]
Based on your feedback, the weekly CERC HQ livestream is moving to 3 PM EST.

This updated time better aligns with both EU and US players and will allow more of you to attend, ask questions, and contribute to development directly.

[/p][hr][/hr][p]
— The Cepheus Protocol Team
[/p]

Cepheus Protocol HQ - June 14th #54

🧠 Dev Recap – Abilities, AI, and the Push to Phase Two
[p][/p][p]In this densely packed developer podcast, the team walks through a sweeping set of updates aimed at transforming co-op and horde gameplay into a dynamic, scalable experience. Efrain reveals his shift from polishing Alcatraz to leading development on a new horde map set in a reimagined Half Moon Bay—designed for verticality, multiple infiltration paths, and high replay value. He outlines design decisions behind the map’s objective points, terrain flow, and defensive challenges that avoid static play. Meanwhile, Robert deep-dives into system-level changes: persistent leveling for operators and units, revamped class abilities, combat balance tuning, and significant AI and UX upgrades. Expect improved spawn logic, smarter pathfinding, and fixes for legacy pain points like targeting quirks and gate behavior. The episode also includes a real-time co-op demo showcasing snipers, heavies, flamethrowers, new UI improvements, and gate mechanics—revealing how it all plays out under stress. The Q&A tackles questions on drone design, campaign plans, vehicle and helicopter timelines, multiplayer matchmaking, emblem customization, and long-term content like future DLCs or a potential dinosaur game. This episode marks a significant milestone in pushing towards the Phase One rebuild and sets the stage for the robust gameplay foundation of Phase Two and beyond.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][p]
[/p][h2]🎮 Community Playtest Recap[/h2][p][/p][p][/p][p]2 Operator players guard an entry point while an RTS player moves a medic to heal them[/p][p]
[dynamiclink][/dynamiclink]We ran a 2-hour network stress test playtest last week! Curious about what we’re working on and where we're headed? 📘 Read about our Development Phases & Current Goals

[/p][hr][/hr][p]
[/p]
🎙️ Next CERC HQ – Livestream Details
[p]
🕔 When: June 14, 2025 – 7 PM EST (New Time!) 📺 Where to Watch:
[/p][p][/p][p]
[/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][hr][/hr][p]
[/p][h2]🔭 What’s Coming Next?[/h2][p]
This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown.

[/p]
  • [p] Finalize Operator Ability System
    [/p]
  • [p] Expand Playable Classes
    [/p]
  • [p] Visual UI Polish
    [/p]
  • [p] Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
    [/p]
[p]
[/p][hr][/hr][p]
Stay Frosty,
— The Cepheus Protocol Dev Team
[/p]

Cepheus Protocol HQ - June 7th #53

🧠 Dev Recap – They’re Climbing Now
[p]
[dynamiclink][/dynamiclink]
This developer podcast dives into the latest playtest of the revamped horde mode map and systems. Efron kicks things off with an update on Alcatraz, highlighting UV mapping progress, set dressing, and a versatile new procedural stairway tool in Blender. As the map nears completion, attention shifts to a major breakthrough: a reimagined gate system designed to finally fix long-standing pathfinding and unit navigation issues. Michael shares animation polish work and new operator features, including terrain-aware leg IK and an overhauled Glock model. Gameplay balance gets a brutal makeover: enemies are deadlier, damage types are in full effect, and the days of cheesing spitters with sandbags and barbed wire are over. Blowup enemies now deal serious structural damage, forcing players to rethink defensive strategies. The core of the episode is a live co-op playtest stress-testing these changes. The infected’s new verticality—climbing walls and ambushing from rooftops—introduces chaos, as players scramble to defend choke points and adapt to smarter AI. Developers analyze player behavior and discuss AI roles: spitters as snipers, blowup guys as siege units, and the concept of fallback defenses. The session is packed with emergent moments, exploit discoveries, and bug fixes in real-time. New features like color-coded operator lights and upcoming systems like grenade throwing and an ability system are teased. The Q&A wraps with community questions on single-player balancing, dynamic difficulty, night vision, and player-requested features like automated flare towers and synchronized music via in-game speakers. This episode shows a project in flux—refining, breaking, and rebuilding its systems in front of a live audience. It's messy, insightful, and a testament to iterative design under fire.

[/p][hr][/hr][p]
[/p][h2]🎮 Community Playtest Recap[/h2][p]
https://youtu.be/ahmHYRXNI1E

We ran a 3-hour public playtest last week, packed with chaos and feedback! Curious about what we’re working on and where we're headed?

📘 Read about our Development Phases & Current Goals

[/p][hr][/hr][p]
[/p]
🎙️ Next CERC HQ – Livestream Details
[p]
🕔 When: June 7, 2025 – 7 PM EST (New Time!) 📺 Where to Watch:
[/p][p]
[/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][hr][/hr][p]
[/p][h2]🔭 What’s Coming Next?[/h2][p]
This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown.

[/p]
  • [p] Finalize Operator Ability System
    [/p]
  • [p] Expand Playable Classes
    [/p]
  • [p] Visual UI Polish
    [/p]
  • [p] Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
    [/p]
[p]
[/p][hr][/hr][p]
Stay Frosty,
— The Cepheus Protocol Dev Team
[/p]

Cepheus Protocol HQ - May 24th #52

🧠 Dev Recap – From Chaos to Co-Op


https://youtu.be/wc0VUzM_7-Q

In this milestone-packed update, we celebrate a huge breakthrough: fully player-driven co-op sessions—no dev hand-holding needed! With structured feedback flowing in from our new Discord channel and active testers, we’ve entered a new phase of real-time iteration.

[h3]🔧 Highlights from the Latest CERC HQ[/h3]
  • Seamless level transitions
  • Player role color assignments
  • Strobe ID team awareness system
  • Full-screen tactical maps
  • Horde AI replication improvements
  • Reworked operator possession
  • New gate and turret mechanics


Despite bugs like jittery spawns and overpowered blow-up units, the most recent playtest was our most fun, stable, and intense yet. RTS players and operators coordinated live for a true taste of what's to come.

[hr][/hr]

[h2]🎮 Community Playtest Recap[/h2]

https://youtu.be/ahmHYRXNI1E

We ran a 3-hour public playtest last week, packed with chaos and feedback! Curious about what we’re working on and where we're headed?

📘 Read about our Development Phases & Current Goals

[hr][/hr]

🎙️ Next CERC HQ – Livestream Details


🕔 When: May 24, 2025 – 7 PM EST (New Time!)
📺 Where to Watch:


[h3]💬 Topics We'll Cover:[/h3]
  • Co-op Progress
  • Total Revamp based on Community Feedback
  • Level Design Updates


🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.

[hr][/hr]

[h2]📺 Missed a Stream? No Worries![/h2]


[hr][/hr]

[h2]🔭 What’s Coming Next?[/h2]

This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown.

  • Finalize Operator Ability System
  • Expand Playable Classes
  • Visual UI Polish
  • Prepare for Phase 2: Airstrikes, Doctrines, Vehicles


[hr][/hr]

Stay Frosty,
— The Cepheus Protocol Dev Team