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Cepheus Protocol News

Cepheus Protocol HQ - February 22, 2025

[h2]🎙️ Livestream Details[/h2]

We'll be covering progress since the last podcast!

  • Coop Progress
  • Total Revamp Progress based on community feedback
  • Level Design Progress


🕔 When: February 22, 2025 5 PM EST
📺 Where to Watch:


📺 If you Miss it :


[h2]📣 What to Expect[/h2]
During the livestream, we’ll:

  • Recap this week of progress
  • Answer your questions during a live Q&A session with the development team.


Your participation and feedback are key to shaping the future of Cepheus Protocol, and we’re eager to share our progress with you.

[h2]🔍 Next Steps[/h2]

With these initial refinements underway, we’re continuing to build on your feedback and enhance every aspect of the game. Stay tuned for further updates as we move forward together.

Stay Frosty,
The Cepheus Protocol Team

Cepheus Protocol HQ - February 15, 2025

[h2]🎙️ Livestream Details[/h2]

We'll be covering progress since the last podcast!

  • Coop Progress
  • Total Revamp Progress based on community feedback
  • Level Design Progress


🕔 When: February 15, 2025 5 PM EST
📺 Where to Watch:


📺 If you Miss it :


[h2]📣 What to Expect[/h2]
During the livestream, we’ll:

  • Recap this week of progress
  • Answer your questions during a live Q&A session with the development team.


Your participation and feedback are key to shaping the future of Cepheus Protocol, and we’re eager to share our progress with you.

[h2]🔍 Next Steps[/h2]

With these initial refinements underway, we’re continuing to build on your feedback and enhance every aspect of the game. Stay tuned for further updates as we move forward together.

Stay Frosty,
The Cepheus Protocol Team

Development Update – January Progress & Playtesting Plans!

Hey everyone,

Following our recent podcast, we wanted to share a quick development update! While we’re slightly behind schedule, progress is still moving forward. The next major milestone is internal playtesting on the RTS Coop Test map.

Also consider checking out the last Podcast to catch up on the context of this post on Youtube or Spotify
https://youtu.be/5fM7Y9U809k


[h2]🚀 Formation System Near Completion! [/h2]
We’re 3-5 workdays from finalizing the Formation System! Once completed, only minor tweaks will be needed when helicopters and ground vehicles return.

[h2]🎯 Playtest Timeline – 1-2 Weeks Away! [/h2]
Our current estimate places the playtest within the next 1-2 weeks. This initial phase will focus on infantry mechanics and co-op gameplay, while vehicles, helicopters, DNA, and Doctrines will be excluded for now.

The biggest hurdle remaining is replicating our custom ability system and performing stress testing to ensure a stable multiplayer experience. Once this is completed, we’ll be ready to move forward.

🟢 Stage 1 – Core Systems & Playtest Preparation


[h2]🛠️ Core Systems & Mechanics [/h2]

  • Formation System (Infantry & Combined Assaults)
  • RTS Ragdoll Optimization
  • Silencer Toggle Replication
  • Basic Combat System for CERC & Infected
  • Implementing Our New Ability System with Replication Support

    • The current grenade system in this older prototype is being converted into an ability
    • Fire in the Air, Cone of Fire, Headshot Mechanics . These are the first ability to be reimplemented to "test" the system before we scale up in stage 2 of the Doctrines implementation.



[h2]📡 Tactical & UI Improvements [/h2]

  • Minimap & Tactical Map Ping System
  • Fire Mode Replication
  • Weather System
  • Patrol & Attack Move
  • Rules of Engagement (ROE) & Visual Options


[h2]🏗️ Structures & Engineer Finalization (Tuesday-Wednesday) [/h2]

  • Operators gain a blueprint-based building system
  • Engineer Building Finalization
  • Base Infected Structures (Logic Pending)


🟢 Stage 2 – Expanding Gameplay (Begins after Stage 1 Playtest)


  • Doctrines (Non-Vehicle) – Airstrikes, passive upgrades, structure changes
  • DNA System – Research Tree
  • Turrets
  • Formation System for Vehicles (Air & Ground)
  • Vehicles (Final Step in Stage 2)


🔴 Stage 3 – Pandemic & Custom Game Options


  • Pandemic Start & Late-Game Progression (Completed)
  • Civilian Evacuation
  • Crow Movement biological weapon attack (Alternative Mode) – Virus spreads naturally (No LT/Chelsey)
  • Expanded Custom Game Options – Walk-Only, Health Scaling, Moddable Settings


📢 Catch Us Live Weekly – Saturdays at 5 PM EST!

Stay up to date with our weekly live podcasts every Saturday at 5 PM EST, where we discuss development progress, upcoming features, and answer community questions.

🎥 Missed the live stream? You can watch or listen anytime on YouTube or Spotify! Spotify now supports video, so you can tune in however you prefer.

📺 YouTube Playlist: Watch Here
🎧 Spotify: Listen Here

Thanks for sticking with us! The playtest is a big step forward, and we’re excited for your feedback. See you in the next update! 🚀

Cepheus Protocol HQ - February 8, 2025

[h2]🎙️ Livestream Details[/h2]

We'll be covering progress since the last podcast!

Sneak peak at one of the male Operators

Alcatraz island (Hub/Main Menu) Early preview for Saturday


[h3]We also have general programming/coop updates to share as always. Hope to see you guys there![/h3]

🕔 When: February 8, 2025 5 PM EST
📺 Where to Watch:


[h2]📣 What to Expect[/h2]

During the livestream, we’ll:

  • Recap this week of progress
  • Answer your questions during a live Q&A session with the development team.


Your participation and feedback are key to shaping the future of Cepheus Protocol, and we’re eager to share our progress with you.

[h2]🔍 Next Steps[/h2]

With these initial refinements underway, we’re continuing to build on your feedback and enhance every aspect of the game. Stay tuned for further updates as we move forward together.

Stay Frosty,
The Cepheus Protocol Team

Cepheus Protocol HQ - January 25, 2025

[h2]🛠️ A Reboot in Progress...[/h2]

Unit ownership is a key focus for our team, ensuring that hosts can maintain control of a session when needed. This allows for better delegation of duties during gameplay or to prevent abuse. To support this, we’re implementing two control modes:


  • Open Mode: Free unit control for all players.
  • Ownership Mode: A gifting system inspired by the Total War series.


Watch an early look at the gifting system in action:
https://youtu.be/Ba0MDc4TU2k

In addition, the Abort Move feature has been integrated with replication support! It served as a testing ground for scaling systems like Attack Move and Patrol, helping us establish a robust framework for future mechanics:
https://youtu.be/9tjB1u5wHRk

[h3]Shared Gameplay Elements Update[/h3]

Progress continues on core mechanics for both TPS and RTS modes. Here's a sneak peek:
https://youtu.be/l020RBv4oOQ

We’ve also made strides in implementing live dismemberment, reloading, and basic combat functionalities. Check it out here:
https://youtu.be/1BvcEMpdcA0

[h3]Operator Progress & Customization[/h3]

Work is underway to finalize Operators and Chelsey. These Operators will act as "heroes" on the ground, complete with weapon customization, skins, and unique outfits. You'll play as them in both TPS and RTS modes, similar to the "Create a Hero" system from Battle for Middle-earth 2.

Operators will bring depth to your squad with unique abilities and a personal touch!


Here’s a look at our progress:

  • Veronica

  • Unnamed Male Operator

  • Allen

  • Chelsey


  • Kira





[h2]🚀 Doctrines Backlog Progress[/h2]

Our efforts on doctrines are nearing completion. Dimitry has finalized all required models aside from the MOAB’s remaining VFX. Here's a look at what’s been added:

GBU-12 Paveway II:
A bunker-buster designed to target underground threats(Levi and his tunnels).


GBU-43/B MOAB - Features:

  • Extremely large radius: 10,000 UU.
  • Mass destruction: Destroys all in range, including people inside buildings.
  • Civilian consequences: Significant reputation loss per civilian casualty and hostile responses from groups nearby.
  • Cooldown: 12-14 minutes (subject to change).
  • Cost: $150,000 per strike (subject to change).



[h3]Alcatraz Island Blockout[/h3]

Our base blockout of Alcatraz Island is almost complete, though progress has been delayed due to wildfires in Los Angeles. Here are some early screenshots of the map:

Alcatraz will serve as your "hub" world for mounting deployments into new/old Pandemic sessions, viewing how your last ones have left the surrounding city, Customizing Operators & for launching the campaign when we get to that point.



[h2]🎯 Coop Test Arena & Roadmap[/h2]

To stress-test gameplay mechanics, we’ve created a Coop Test Arena. This environment allows us to evaluate key features in layers before implementing them in larger-scale maps.

Stage 1 Focus:

  • Structure building.
  • Death mechanics and damage systems.
  • Engineer reliability and formations.
  • Gifting systems (units, money, DNA).
  • Combat logic for infected and CERC infantry.
  • Airstrikes and non vehicle related doctrine upgrades
  • Core Combat Logic for Infected and CERC ground Infantry
  • DNA Gathering


Stage 2 Focus:

  • Abilities
  • Helicopters and ground vehicles.
  • Abilities and vehicle-related upgrades.
  • Vehicle related Doctrine upgrades/unit unlocks







[h2]🎙️ Stay Tuned for More Updates[/h2]

We’ll be sharing more details about these updates during our Podcast on January 11, 2025. Make sure to tune in via:


Stay Frosty,
The Cepheus Protocol Team