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Cepheus Protocol News

Patch Notes – For Public and CERC-HQ-Public

Last CERC HQ - August 21th #62
[p][dynamiclink][/dynamiclink][/p][h3]📜 Patch Notes[/h3][h3]
2025.08.23.6 now live on CERC-HQ-Public[/h3]
  • [p]New Main Menu Added (Client and Host version)[/p]
  • [p]New Game Selection System added[/p]
  • [p]Key binding and Input system added[/p]
  • [p]Camera system added to the hub so you can spy on your friends playing in Operator[/p]
  • [p]Operator Customization added to the main menu so you dont have to play as Operator[/p]
  • [p]Explore Alcatraz added as a way for anyone to take control of their default Operator and walk around and explore the hub as they wait for a host or choose a session for themselves to play[/p]
  • [p]Fixed a fatal bug where possessing someone else's operator as a client "reset" their Operators progression [/p]
  • [p]New Enemy: The Brute – A hulking infected armed with a sledgehammer. Twice as tough and slow as standard infected, but hits like a freight train. Starts showing up after Wave 10, so brace yourself when you hear that hammer coming down.[/p]
[p][/p]
  • [p]Removed the LHA6 pop cost[/p]
  • [p]Fixed some "white walls" that were incorrectly affecting the navigation [/p]
  • [p]Fixed some see through fences that were incorrectly affecting the navigation [/p]
  • [p]Fixed the helipad scale on the hub[/p]
  • [p]Operator Customization on the RTS Menu opens the Gunsmith + If you are controlling the Operator it teleports you to the gun range[/p]
  • [p]-Blocked 'overhead enemy icons' appearing while in Operator mode, if you enter Operator Mode while sufficiently zoomed out[/p]
  • [p]Set up graphics options costs.[/p][p][/p][h3]Check out the new main menu![/h3][p][/p][p][dynamiclink][/dynamiclink][/p][h2]What Remains to conclude Phase 1:[/h2]
  1. [p] Controls + Key binding (Very close as of this patch it was disabled so we could ship this patch but expect this to come in tonight)[/p]
  2. [p] Main Menu + Game Selection system[/p]
  3. [p] Max Corpses need some improvements in online environments (Targeted for Thursday night)[/p]
  4. [p] Gameplay option to hide other drones in the world[/p]
  5. [p] Inverting the mouse when playing as the Operator[/p]
  6. [p] Mouse sensitivity when playing as the Operator
    [/p]
[h3] Patch Notes 1.3.4.10 Public Branch (Legacy)[/h3]
  • [p]Added a fix for Explosions from Airstrikes or Vehicles causing a Video card driver crash[/p]
[p]Legacy Triage & Next Steps[/p][p]On Monday, I’ll be looking into Evacuation/Dynamic Civilian group bugs to conclude the triage of Legacy. If you encounter any issues, please reach out so we can investigate and address them as needed.[/p][p]This work was delayed from Thursday–Friday due to a large amount of rebuild work. My current goal is to be “done” patching the Legacy branch by Tuesday–Wednesday at the latest. This will conclude the limited triage period we are dedicating to Legacy.[/p][p]As mentioned in the main menu, 99% of resources must now shift back to the rebuild so we can deliver Pandemic + Phase 2 on schedule.[/p][p][/p][h2]Cepheus Protocol Roadmap[/h2][p]We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience. [/p][p][/p][h3]🚧 What’s in Active Development?[/h3]
  • [p]Experimental SP/Co-op Horde Mode — Now live via the cerc-hq-public branch (up to 16 players in hybrid RTS/TPS). [/p]
  • [p] Main Menu/Options Screens to conclude Phase 1. [/p]
  • [p] Tracking down Desyncs, bugs & crashes!
    [/p]
[h3]🧠 What's Coming Next?[/h3]
  • [p] Finalize and polish Phase 1 We are currently a few days out from this[/p]
  • [p] Launch Phase 2: Pandemic + Custom Game Options [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How You Can Help[/h3]
  • [p] Play the CERC-HQ-Public build under the beta opt-in tab [/p]
  • [p] Report bugs, give feedback[/p]
  • [p] Join our Discord to engage with the team and community
    [/p]
[p]Thank you for continuing to support the game — this is just the beginning. 🛠️
[/p][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!

Here's the last playthrough we did with our community — check it out here:
[dynamiclink][/dynamiclink][/p]

Cepheus Protocol HQ - August 23rd #62

Dev Recap Last CERC HQ
[p][/p][p]Summary:
This episode is a deep dive into the team’s full-court press on UI improvements as they wrap up Phase One. From modernizing legacy features to implementing completely new systems, the devs walk through key updates like skinned icons, enhanced targeting lines, customizable visual options, and range indicators. They show off updated loading screens, new ROE behavior, unit selection improvements, and the long-awaited idle engineer functionality.[/p][p]The discussion also explores future plans and player feedback shaping the upcoming Pandemic mode. From dynamic civilian systems to evolving bridge mechanics and long-range infected mobility, the team outlines how they’re streamlining features without cutting depth. There’s a glimpse at custom game settings, modular UI systems, and an evolving RTS/operator hub flow that lets players engage how they want. It’s a dense and technical update, but one that shows clear momentum toward a much more polished and playable build.[/p][p]Key Highlights:[/p]
  • [p]Major UI rework and legacy feature parity[/p]
  • [p]Weapon range visualization and targeting feedback[/p]
  • [p]Functional loading screens for seamless transitions[/p]
  • [p]Audio "barks" system replicated across multiplayer[/p]
  • [p]Customizable ROE settings now save between sessions[/p]
  • [p]Streamlined main menu and operator/hub integration[/p]
  • [p]Pandemic focus: smarter infected, meaningful bridge tactics[/p]
  • [p]Building groundwork for customizable gameplay systems[/p]
[p]Ideal for listeners who want:
A highly detailed look at UI/UX design in progress, how player feedback shapes technical priorities, and insight into upcoming features driving the next major game mode.[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: August 23, 2025 – 3 PM EST (New Time!) [/p][p]📺 Where to Watch:[/p][h3]💬 Topics We’ll Cover This Week[/h3]
  • [p]Co-op Development Progress A deep look at the ongoing rebuild — what’s been achieved, what’s being tested, and how it’s shaping the future of multiplayer.[/p]
  • [p]Pandemic Mode + Legacy Builds Where we’re at with Pandemic progress, how we’re triaging old legacy builds, and how this ties into stability for the rebuild. Expect transparency on setbacks, fixes, and what’s actively being worked through.[/p]
  • [p]Bug Fixes and Community Feedback A breakdown of the most impactful bugs reported by players, how we’ve prioritized them, and where fixes are landing. Plus, how community feedback is steering adjustments week-to-week.[/p]
  • [p]UI and Gameplay Systems Revamp Updates on the new UI/UX direction and systemic overhauls that are being rolled out. This covers interface clarity, command flow, and quality-of-life improvements that affect daily play.[/p]
  • [p]Level Design and World Updates Progress on map adjustments, new design passes, and how changes are improving both Pandemic and Co-op play.[/p]
  • [p]Studio-Wide Weekly Progress A full-spectrum review: art, design, programming, balance, and optimization. If it happened this week in development, you’ll hear about it.[/p]
[p]🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.[/p][hr][/hr][h2]📺 Missed a Stream? No Worries![/h2][hr][/hr][p]🎤 Live Community Q&A
We’ll close with an open-floor session to answer your questions, dig into your concerns, and talk directly about what matters most to you[/p][hr][/hr][h2]🎮 Community Playtest Recap[/h2][p][/p][p][dynamiclink][/dynamiclink][/p][p] We ran a 2-hour playtest last week! Curious about what we’re working on and where we're headed? [/p][p]📘 Read about our Development Phases & Current Goals

[/p][hr][/hr]

Patch Notes 1.3.4.9 Legacy

[p]Cepheus Protocol HQ - August 9th #61
[/p][h2][dynamiclink][/dynamiclink]📜 Patch Notes[/h2][h3] Patch Notes 1.3.4.9 Legacy[/h3]
  • [p]Fixed a critical bug with Dynamic Civilian groups where you or they could declare war and your units would shoot at them but your units couldn't hurt them [/p]
  • [p]Fixed a Vehicle Loading Bug where units would teleport/move oddly after saving/loading. Got slightly better after the sidewalk bug that was resolved last patch but this should fix it completely [/p]
[p]Going into Friday i will be investigating and triaging the Civilian Evocation system and looking at Bus movement. As always lmk if you run into anything crazy as im trying to move back to the rebuild to start helicopters with Derek when we start phase 2 Monday. [/p][p][/p][h3]What Remains to conclude Phase 1:[/h3]
  1. [p] Controls + Key binding (Very close as of this patch it was disabled so we could ship this patch but expect this to come in tonight)[/p]
  2. [p] Main Menu + Game Selection system (Targeted for Thursday night)[/p]
  3. [p] Max Corpses need some improvements in online environments (Targeted for Thursday night)[/p]
  4. [p] Gameplay option to hide other drones in the world[/p]
  5. [p] Inverting the mouse when playing as the Operator[/p]
  6. [p] Mouse sensitivity when playing as the Operator
    [/p]
[h2]Cepheus Protocol Roadmap[/h2][p]We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience. [/p][p][/p][h3]🚧 What’s in Active Development?[/h3]
  • [p]Experimental SP/Co-op Horde Mode — Now live via the cerc-hq-public branch (up to 16 players in hybrid RTS/TPS). [/p]
  • [p] Main Menu/Options Screens to conclude Phase 1. [/p]
  • [p] Tracking down Desyncs, bugs & crashes!
    [/p]
[h3]🧠 What's Coming Next?[/h3]
  • [p] Finalize and polish Phase 1 We are currently a few days out from this[/p]
  • [p] Launch Phase 2: Pandemic + Custom Game Options [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How You Can Help[/h3]
  • [p] Play the CERC-HQ-Public build under the beta opt-in tab [/p]
  • [p] Report bugs, give feedback[/p]
  • [p] Join our Discord to engage with the team and community
    [/p]
[p]Thank you for continuing to support the game — this is just the beginning. 🛠️
[/p][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!

Here's the last playthrough we did with our community — check it out here:
[dynamiclink][/dynamiclink][/p]

Patch Notes – For Public and CERC-HQ-Public

[p]Cepheus Protocol HQ - August 9th #61
[/p][h2][dynamiclink][/dynamiclink]📜 Patch Notes[/h2][h3] Patch Notes 1.3.4.7 Legacy[/h3][p][/p][h3]Updated Attack Points and Construction Point Generation System[/h3][p]In Legacy, construction and attack points were generated in a very rigid way. Each structure only had about 9 points, which meant that if those points were blocked by another structure/object, engineers would fail their move orders. This heavily punished players who built dense, highly populated bases, often leaving them with no way to repair or expand.[/p][p]With the rebuild, we experimented with offline dynamically generated points, arranged in patterns like diamonds and boxes around said structures. This created far more redundancy and packing, giving structures 30–40 usable build points.[/p][p]For this update, we’ve taken the best lessons from the rebuild and downconverted the system into a refined compromise. The result is:[/p]
  • [p]Easier base construction and repairs: Engineers should now consistently find accessible points unless the player completely blocks every possible route.[/p]
  • [p]Improved turret, sandbag, wall, and structure placement: Building in tight clusters is much more forgiving.[/p]
  • [p]Better infected attack behavior: Enemies can now identify and target structures more reliably, creating more consistent combat pressure.[/p]
[p]From our testing, this system should eliminate engineer move order failures unless it’s truly a fail condition (player blocking all access). This marks a significant quality-of-life improvement for base builders while maintaining gameplay balance.[/p][p]We need your feedback on this system. Please test it thoroughly and let us know how it feels—especially in dense bases and high-pressure situations.[/p]
  • [p]Mary Poppins issue should now be "resolved" where normal RTS units and Operators could fly away if they somehow entered a "falling" state only after parachuting and landing.[/p]
  • [p]Extra Validation added to Jumping actions for the Operator to resolve some discord reported bugs where you could "Fly" away.[/p]
  • [p]Projectile impulse settings adjusted to speculatively fix an issue where a NPC could be hit so hard they fly away. This could affect a majority of CERC Vehicle/Turrets when they impacted/caused explosions in the an AOE.[/p]
[p]Today i will be looking into Evacuation/Dynamic Civilian group bugs to conclude the triage of "legacy". Should you encounter any issues please reach out so we can address and investigate as needed. [/p][p] [/p][h3]CERC-HQ Public Branch 2025.08.21 [/h3]
  • [p]Income Gained Sound Added to Gameplay Tab[/p]
  • [p]RTS Camera Speed Added[/p]
  • [p]RTS Camera Zoom Speed Added[/p]
  • [p]Operator Semi Auto accessibility readded[/p]
  • [p]Operator Toggle Crouch[/p]
  • [p]Boasted Horde Rush dialogue volume from .75 to 2 for when a zone collapses and falls[/p]
  • [p]Operator Invert X,Y added[/p]
  • [p]Operator Toggle Sprint Added[/p]
  • [p]Show Player drones added[/p]
  • [p]Resolution now locks when you choose Windowed Fullscreen like expected[/p]
  • [p]Auto Configure Graphics "visual design" tweaked to make it more obvious its a button[/p]
  • [p]3D Resolution is no longer auto tweaked via Auto Configure which caused the blurriness issues users would report in legacy. It also defaults to 1.0 like it should stock. Only lower this if you want to reduce the strain on your CPU/GPU and are ok with some blurriness. [/p][p][/p][h2]What Remains to conclude Phase 1:[/h2]
  1. [p] Controls + Key binding (Very close as of this patch it was disabled so we could ship this patch but expect this to come in tonight)[/p]
  2. [p] Main Menu + Game Selection system (Targeted for Thursday night)[/p]
  3. [p] Max Corpses need some improvements in online environments (Targeted for Thursday night)[/p]
  4. [p] Gameplay option to hide other drones in the world[/p]
  5. [p] Inverting the mouse when playing as the Operator[/p]
  6. [p] Mouse sensitivity when playing as the Operator
    [/p]
[h2]Cepheus Protocol Roadmap[/h2][p]We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience. [/p][p][/p][h3]🚧 What’s in Active Development?[/h3]
  • [p]Experimental SP/Co-op Horde Mode — Now live via the cerc-hq-public branch (up to 16 players in hybrid RTS/TPS). [/p]
  • [p] Main Menu/Options Screens to conclude Phase 1. [/p]
  • [p] Tracking down Desyncs, bugs & crashes!
    [/p]
[h3]🧠 What's Coming Next?[/h3]
  • [p] Finalize and polish Phase 1 We are currently a few days out from this[/p]
  • [p] Launch Phase 2: Pandemic + Custom Game Options [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How You Can Help[/h3]
  • [p] Play the CERC-HQ-Public build under the beta opt-in tab [/p]
  • [p] Report bugs, give feedback[/p]
  • [p] Join our Discord to engage with the team and community
    [/p]
[p]Thank you for continuing to support the game — this is just the beginning. 🛠️
[/p][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!

Here's the last playthrough we did with our community — check it out here:
[dynamiclink][/dynamiclink][/p]

Patch Notes – For Public and CERC-HQ-Public

[p]Cepheus Protocol HQ - August 9th #61
[/p][h2][dynamiclink][/dynamiclink][/h2][p]
[/p][h2]📜 Patch Notes[/h2][p]
[/p][h3] Patch Notes 1.3.4.6 Default [/h3]
  • [p] Fixed an issue with vehicles where their collision wouldnt turn off properly towards other vehicles when they died[/p]
  • [p] Fixed MLRS not respecting their minimum engagement distance[/p]
  • [p] Changed Vehicles so explosions dont 'push" them around [/p]
  • [p] Merlin no longer visually breaks tires of vehicles they drop anymore[/p]
  • [p] Mutt MG swapped out to the CROW (Replaced Legacy turret setup)[/p]
  • [p] Locked out the Rotate & Freelook so they can't be triggered at the same time.To avoid a bug where you can "bug" out the camera [/p]
  • [p] Fixed a bug where you could tactical pause while switching to an Operator effectively breaking the transition[/p]
  • [p]Fixed Vehicles flipping over when you load a save game if they were on an incline[/p]
  • [p] Fixed a Driver bug where certain games would incorrectly render the fog of war as "true" black making it unplayable.[/p]
  • [p]Removed some bogus fences with bad collision in Treasure Island, [/p]
  • [p] Evac Merlin collision adjusted to fix collision issues with building and carrier[/p]
  • [p] Fixed turrets breaking when you drop a vehicle from the Chinook[/p]
  • [p] Double clicking a structure no longer selects incorrectly all the structures on/off the screen of that type[/p]
  • [p] Fixed Dynamic Civilian groups A posing basing on Distance to camera[/p]
  • [p] Shreader Rounds decrease to 300[/p]
  • [p] Improved Building unit Recruitment system for air dropped units to resolve an issue where units would fall on top of objects/land in inaccessible areas[/p]
  • [p] Improved the Garrison system so any structure/vehicle that "holds" units will now properly "boot" out units and not allow them to teleport onto rooftops instead in extreme failure conditions. [/p]
[p]

[/p][h3]CERC-HQ Public Branch 2025.08.20 [/h3]
  • [p] Active Operators window added[/p]
  • [p] ROE Added[/p]
  • [p] Health bar styles swapped to legacy designs[/p]
  • [p] Infection Level added to details panel for units[/p]
  • [p] Details panel skinned with the latest UI mockups[/p]
  • [p] Game Options added[/p]
  • [p] Pause Menu updated with mockup design[/p]
  • [p] Fix for InventoryComponent crash related to HighlightItemMeshComponentsForMouseHover (C++ only)[/p]
  • [p] Fixed up Weapons always entering 'hovered visuals' mode on spawn/equip[/p]
  • [p] Added new pause menu with modernized skinning[/p]
  • [p] Graphics tab updated with Auto Configure, General Quality Preset, Anti Aliasing, Texture Quality, Shadow, Post Processing, Foliage, Effects, View Distance, Global illumination, Shading, Reflection, Landscape, 3D Resolution, Animation Quality, Nanite Mesh Quality, Max Blood Particles, NPC Shadow Limit, Light Render Distance & Max Corpses.[/p]
  • [p] Graphics tab updated with Window Mode, Display Resolution, Framerate limit, Vsync, Gamma configuration[/p]
  • [p] Graphics tab updated with Audio Quality, Master Audio, Speech, Sound Effects, UI & Music, Audio when unfocused [/p]
  • [p] Gameplay added with Added Crouch Toggle, and fixed up Sprint Toggle.[/p]
  • [p]Fixed units in Half Moon Bay incorrectly landing inside the LCAC when recruited from it[/p][p]

    UI Progress. Feel free to launch the game and try it out!
    [/p]
[carousel][/carousel][p]
Some UI elements are still being implemented at the moment going into Wednesday night. Namely
[/p]
  1. [p] Controls + Key binding [/p]
  2. [p] Main Menu + Game Selection system[/p]
  3. [p] Max Corpses need some improvements in online environments [/p]
  4. [p] Gameplay option to hide other drones in the world[/p]
  5. [p] Inverting the mouse when playing as the Operator[/p]
  6. [p] Mouse sensitivity when playing as the Operator
    [/p]
[h2]Cepheus Protocol Roadmap[/h2][p]We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience. [/p][p][/p][h3]🚧 What’s in Active Development?[/h3]
  • [p]Experimental SP/Co-op Horde Mode — Now live via the cerc-hq-public branch (up to 16 players in hybrid RTS/TPS). [/p]
  • [p] Main Menu/Options Screens to conclude Phase 1. [/p]
  • [p] Tracking down Desyncs, bugs & crashes!
    [/p]
[h3]🧠 What's Coming Next?[/h3]
  • [p] Finalize and polish Phase 1 We are currently a few days out from this[/p]
  • [p] Launch Phase 2: Pandemic + Custom Game Options [/p]
  • [p] Prepare Phase 3: Vehicles + Doctrines
    [/p]
[h3]💬 Want to See the Full Timeline?[/h3][p]Check our stickied Roadmap post on the Steam forums
[/p][h3]💡How You Can Help[/h3]
  • [p] Play the CERC-HQ-Public build under the beta opt-in tab [/p]
  • [p] Report bugs, give feedback[/p]
  • [p] Join our Discord to engage with the team and community
    [/p]
[p]Thank you for continuing to support the game — this is just the beginning. 🛠️
[/p][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!

Here's the last playthrough we did with our community — check it out here:
[dynamiclink][/dynamiclink][/p]