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Cepheus Protocol News

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

Cepheus Protocol HQ - January 11, 2025

[h2]đź“… Second Week Cleanup Progress - A Fresh Start[/h2]

After deep introspection and careful consideration, we’ve decided that the best course of action is to follow in the footsteps of what Rust did back in 2013—recode the game from scratch. Instead of attempting to salvage the current codebase, this bold move will allow us to build a more streamlined and robust experience from the ground up.

The results so far? Remarkable progress! We already have progress in terms of "Coop" code for both RTS and TPS modes, laying the foundation for a seamless multiplayer experience.

[h3]Coop Progress & Upcoming Features[/h3]
Here’s where we stand:

https://youtu.be/NcZ3CB7mkbk

  • Formations: Formations are now entry level replicated in multiplayer, though still in the early stages. We aim to complete this feature next week ideally.
  • Death Logic for Coop: Death isn’t fully replicated yet, but work will resume Saturday to finalize this critical system.
  • Dismemberment Sync Fix: Live dismemberment between clients isn’t syncing yet. This will also be addressed Saturday alongside the Coop death logic.


https://youtu.be/AQfJHqAyIhc

Both RTS and TPS modes share the same codebase, so progress in one directly impacts the other. Currently, testing and optimizations are focused on TPS for easier visual and gameplay tuning.

We’ll be showcasing all of this progress, including our new approach and what’s on the horizon, during our Podcast on Saturday. Make sure to tune in!

Here’s the plan moving forward:

  • January: CERC systems reimplementation. Doctrines/DNA Research /Structures/ Airstrikes/Abilities utilizing Replication/Coop from the start
  • February: Focus shifts to reworking the Infected systems and their replication
  • March: Civilian systems will be tackled as with their Replication , wrapping up our Q1 cleanup.


[h3]Doctrines/General Team Updates[/h3]

  • Progress on Chelsey

  • Legacy Operator Progress

  • EFrain spent the week learning Photogrammetry so we can use it on San Francisco North & Alcatraz island. Unfortunately he is affected by the recent Wildfires in Los Angeles greatly so we didnt get that much progress this week.
  • Dimitry had some personal family health issues so we dont have anything to show for that. Please check back for the new airstrikes VFX next week here!


[h2]🎙️ Livestream Details[/h2]

Don’t miss this in-depth look at our first week of progress and the road ahead. Here’s where and when to tune in:

đź•” When: January 11, 2025 5 PM EST
đź“ş Where to Watch:


[h2]đź“Ł What to Expect[/h2]

During the livestream, we’ll:

  • Recap our first week of cleanup, focusing on core systems and optimizations.
  • Showcase the new Chelsey AI improvements and discuss the design philosophy behind the changes.
  • Highlight the development of the alternative start mode and how it will affect gameplay.
  • 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.

[h2]🔍 Review the Final Poll Results[/h2]

We’re actively reviewing the final results from the Year in Review Poll 2024. Check out the results yourself to see what the community prioritized as we plan the next stages of development!

Stay Frosty,
The Cepheus Protocol Team

```

Cepheus Protocol HQ - January 4, 2025

Hello Operators,


We’re excited to update you as we conclude the first week of our post-holiday cleanup! This week, we focused on core systems that set the foundation for a smoother and more customizable experience in Cepheus Protocol. Join us in a special livestream to discuss what we’ve achieved and where we’re headed next!

[h2]đź“… First Week Cleanup Progress - Core System Refinements[/h2]

This week, we tackled several key areas based on your feedback and our development goals. Here’s a breakdown of what we accomplished:

[h3]Programming Related Tasks[/h3]

  • RTS Fog of War Optimization: Streamlined the Fog of War system for better performance and simplified its setup for future content.
  • Custom Game Settings Expansion: Began mapping out the total amount of adjustments we will be expanding next week for Custom game settings after more of the new core is established on the C++ side of things.
  • Chelsey AI Redesign: Overhauled Chelsey’s AI to make her less frustrating and more balanced, addressing long-standing community concerns. A few examples would be her Pod state and being able to sometimes attack people in that state , how she handles falling from helicopters and removed all teleporting logic for bug fixes and implemented a newer system.
  • Alternative Start Mode: Introduced the groundwork for a new mode—voted in by the community—that allows players to start without Chelsey and her Lieutenants, offering a fresh gameplay experience. This alternative start mode initiates the virus via the "CROW" movement detonating 6-10 explosives to release a weaponized form of the Pangu Virus.


[h3]Doctrines/General Team Updates[/h3]

  • Chelseys final model is still W.I.P . He needs to focus a bit more on the Cheeks & Nose to make it fall more in line with the Concept. He should be done sometime this weekend

  • The Radiomans "Relay" ability mesh was done and imported into the engine

  • EFrain is still working on details on new grenade types

  • We are starting the process of finishing the Airstrikes going into next week




These updates reflect our ongoing efforts to refine the gameplay experience and incorporate your suggestions.

[h2]🎙️ Livestream Details[/h2]

Don’t miss this in-depth look at our first week of progress and the road ahead. Here’s where and when to tune in:

đź•” When: January 4, 2025 5 PM EST
đź“ş Where to Watch:


[h2]đź“Ł What to Expect[/h2]

During the livestream, we’ll:

  • Recap our first week of cleanup, focusing on core systems and optimizations.
  • Showcase the new Chelsey AI improvements and discuss the design philosophy behind the changes.
  • Highlight the development of the alternative start mode and how it will affect gameplay.
  • 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.

[h2]🔍 Review the Final Poll Results[/h2]

We’re actively reviewing the final results from the Year in Review Poll 2024. Check out the results yourself to see what the community prioritized as we plan the next stages of development!

Stay Frosty,
The Cepheus Protocol Team

```

Cepheus Protocol HQ - December 28, 2024

Hello Operators,

We’re excited to invite you to a special livestream where the Project Director will outline our vision for Q1 2025! This stream will focus on how we plan to address community feedback, refine key gameplay systems, and provide a behind-the-scenes look at our development progress. Here’s what’s in store!

[h2]đź“… Q1 2025 Plans - A Sneak Peek[/h2]

Your feedback is invaluable, and this livestream will showcase our plans to improve Cepheus Protocol in meaningful ways. Key topics include:


  • Performance Optimization: Updates to enhance stability, reduce frame rate drops, and improve late-game performance.
  • UI/UX Improvements: Streamlining menus, improving tooltips, and refining controls for an intuitive player experience.
  • Bug Fixes: Addressing known issues like pathfinding glitches, crashes, and other gameplay blockers.
  • Quality of Life Features: Adding hotkeys, better squad control options, and enhancing the save/load system based on your feedback.
  • Roadmap Overview: A detailed breakdown of planned updates for January through March.


This livestream will also include a Q&A session where you can share your thoughts, ask questions, and get insights directly from the development team.

[h2]🎙️ Livestream Details[/h2]

Don’t miss out on the chance to hear directly from the team and join the conversation about the future of Cepheus Protocol. Here’s where and when to tune in:

đź•” When: December 28, 2024 5 PM EST
đź“ş Where to Watch:


[h2]đź“Ł What to Expect[/h2]

During the livestream, we’ll:

  • Present our Q1 2025 roadmap, outlining upcoming updates and features.
  • Highlight recent development milestones and challenges we’ve overcome.
  • Provide a behind-the-scenes look at asset creation, AI tweaks, and ability enhancements.
  • Open the floor for a live Q&A, where we’ll answer your questions directly.


This is your chance to be part of the discussion and see how your feedback is shaping the future of the game.

[h2]⚡ Looking Ahead[/h2]

2025 is set to be an exciting year for Cepheus Protocol. Join us in this livestream as we discuss the path forward and how we’re working to deliver an even better RTS experience.


Year in Review Poll 2024


Don't forget to vote the poll ends at Midnight on New Years!

Vote here



Stay Frosty,
The Cepheus Protocol Team

2024 Postmortem: Cepheus Protocol – A Year in Review

[h2]1. Introduction[/h2]

2024 has been a pivotal year for Cepheus Protocol. While we introduced critical improvements and exciting new features, the year was also marked by challenges that highlighted deeper issues within the game’s systems. Early cleanup efforts in Q2 struggled to gain traction, and it wasn’t until Q4 that we started to see real progress. However, we know there are still significant structural and systemic issues that need to be addressed.

As we move into 2025, we’re committed to taking Q1 to conduct a focused audit and cleanup of the game’s core systems. This work will resolve longstanding problems, streamline development workflows, and lay the groundwork for the ambitious features we have planned, including Doctrines, DNA Research, and Co-op.

We are tired of seeing recurring bug reports and systemic complaints, and we’re making it our top priority to address them once and for all. This focused effort will allow us to leave these issues behind and move forward into a brighter chapter with more content, features, and stability.

Today, we’ll take an honest look back at what we accomplished, the challenges we faced, and the road ahead as we work toward the campaign.

---

[h2]2. What We Accomplished[/h2]

a. Major Features Delivered

https://youtu.be/Z3k1BgXV-FY


  • Ability System Overhaul
    Rewrote the ability system to a lightweight, modular design inspired by Fortnite’s GAS, enabling rapid prototyping of multi-stage abilities such as XP boosts, Fire Rate buffs, and unique unit upgrades.
  • Aquatic Units and Mobile Bases

    • LCAC Hovercraft: Added as a versatile transport for moving units and vehicles across water.
    • LHA6 Mobile Base: Introduced as a mobile command center and loss condition for CERC, now de-tethered from Winters for greater strategic flexibility.


  • Civilian Evacuation System Improvements
    Over months of collaboration with the community, we delivered long-requested enhancements and massive improvements to the evacuation system:

    • Bus Evacuations: Added support for faster evacuations via buses.
    • Active Intake Increase: Up to 6 zones can now evacuate simultaneously, improving flow and management.
    • New Zone Text System: Clearer zone statuses with clickable UI for easier control.
    • Zone Evacuation Options: Select how zones evacuate—by Bus, Walking, or both.
    • Double Chinook Evacuations: Simultaneous evacuations using two Chinook helicopters.
    • Holding Area Updates:

      • Holding Area XL: Houses up to 250 civilians.
      • Standard Holding Area: Houses up to 40 civilians.

    • 5x5 Cages: Added for better organization within the Civilian Admin Center.
    • Massive Efficiency Gains: Reworked movement logic for smoother, faster evacuations.


  • Tactical Pause and Game Control Improvements
    After years of community requests, we implemented a Pause Game feature to give players greater control:

    • Tactical Pause: Pause the game to issue commands or assess the battlefield.
    • Control Updates:

      • F1: Normal Game Speed.
      • F2: Slomo (slowed-down time).
      • F3/Spacebar: Tactical Pause.



  • Vehicle and Gameplay Balancing

    • Vehicle Gas Rebalance: Adjusted gas usage to better balance logistics and unit mobility.
    • New Class Weapons/Balancing: Added new weapon classes and rebalanced existing units for deeper gameplay.


  • Vehicle Weapon Packages

    • Weapon Loadouts: Added customizable loadouts for the Little Bird and Blackhawk.

    • New Units: Introduced the VTOL, Bradley, Abrams, and MLRS, expanding the tactical options available to players.


  • Global Lighting Overhaul
    Completely revamped lighting, shadows, and reflections for improved visuals and a more immersive environment.



  • Goldencrest Island
    Introduced a new playable map with varied terrain, improved visuals, and fresh challenges for players to explore.



  • New CERC Models Live on Experimental

    • Engineer
    • Spec Ops
    • Assault
    • Sniper
    • Winters
    • Medic
    • Heavy
      Full Team


  • Unreal Engine 5.5 Integration
    Integrated powerful new features to improve visual fidelity, performance, and efficiency:

    • Nanite Skeletal Meshes
    • Chaos Physics Improvements (vehicles and general interactions)
    • Megalights for scalable lighting.
    • Niagara Improvements for enhanced VFX (birds, smoke, etc.).
    • Day/Night System at the engine level for smoother transitions.
    • RHI/Render Improvements for optimized frame rates.
    • Mutable Customizable Characters and Meshes for dynamic visual variety.
    • Stability/Performance Enhancements across the board.


https://youtu.be/cfoh5FHS5RA

---

[h2]3. What We Faced Challenges In[/h2]

a. Legacy System Cleanup
Rewriting and optimizing older systems took longer than expected. While the work gained momentum in Q4, significant cleanup remains necessary to modernize the game.

b. Vehicle AI and Interface Conversion
The overhaul of Vehicle AI and interfaces took far longer than we anticipated. Unreal Engine’s Chaos Vehicles system presented a steep learning curve, with few existing examples to guide implementation for AI-driven vehicles. While progress has been made, Vehicle AI is still not where we want it to be, and further polishing will continue into early 2025.

c. Pandemic System Fragmentation
Back in 2020, the game was highly fluid as we explored different gameplay directions based on community feedback. Systems like the Pandemic Subsystem were implemented quickly for prototyping, resulting in a scattered, inefficient setup:

  • ChelseySystem
  • AI Controllers for Chelsey
  • Level Scripting Logic

While this approach served its purpose, the system became unwieldy as the game matured into its current state in 2022. A complete reorganization is now necessary to consolidate these elements into a streamlined Unreal Engine World Subsystem, making it more efficient and easier to manage.

An example of how the game used to play in 2020
https://youtu.be/tfeeTD0jDtY

d. Unreal Engine 5.5 Technical Hurdles
Bugs affecting CPU usage and HLOD systems in Unreal Engine 5.5 forced us to pause work on the Open World Update, which includes expanding to San Francisco North. We’ve reported the issue to Epic and await a fix in an upcoming 5.5.X update.



---

[h2]3.5 Doctrines: Work Held for Future Integration[/h2]

Everyone but the programmers will continue working on Doctrines and future content, establishing a large backlog. New features and assets completed by other divisions will be showcased but will not be implemented until the Project Audit cleanup is finished in Q1

New/Revised Airstrikes(Some will be done going into Q1 from the Doctrines Chart)

A10 bombing Run

White Phosphorus

A10 Main Gun Run


Larger Tier Ammo Crate & Medical Crate


Smoke Launcher Paid upgrade for structures (New Ability)


Medic HUMVEE


New Generator Tiers


New Scientist Ability: Delphi Module -Steal DNA from Infection zones passively


Male 01 Operator Variant 01


Male 01 Operator Variant 02


Male 01 Operator Variant 03


Female 01 Operator Variant 01

Female 01 Operator Variant 02


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[h2]4. What Needs to Be Done (Q1 2025)[/h2]

To address lingering systemic issues and prepare for new features, Q1 2025 will focus on:

[h3]Audit Structures/Building System[/h3]

  • Modernize the Sandbag Builder/System
    The system has remained inefficient and poorly organized since its 2020 implementation. This rework will focus on:

    • Improving performance and maintainability.
    • Making the system designer-friendly for easier modifications.


  • Engineer Building System Finalization
    Ensuring the system is bug-free and fully optimized for both player and AI use.

  • Improved AI Logic for Buildings
    AI will now:

    • Better understand defensive positions.
    • Prioritize structures based on threat levels.
    • Dynamically adapt strategies during sieges.



[h3]Formations System Rework[/h3]

  • Finalize the Formation System
    Improvements will align the system with player expectations and increase responsiveness.

  • Dynamic Adaptation
    Formations will adapt dynamically to:

    • Terrain and obstacles.
    • Nearby enemy presence.


  • Integration with Vehicle Pathfinding
    Formation behaviors will work seamlessly with vehicle pathfinding improvements, ensuring:

    • Consistent and efficient movement.
    • Avoidance of collisions.



[h3]Pathfinding Improvements for Vehicles[/h3]

  • Vehicle Pathfinding Pass
    Another development pass will focus on addressing lingering navigation issues, especially in:

    • Complex terrains.
    • Urban environments.


  • Formation System Integration
    Vehicles will move cohesively in formations, avoiding collisions and maintaining integrity.

  • AI Performance Optimization
    AI calculations for large-scale vehicle movement will be optimized to minimize overhead.


[h3]Audit Civilian Spawning & Dynamic Groups[/h3]

  • Refactor Civilian AI
    Integrating civilians into the Pandemic System will improve:

    • Spawning behaviors.
    • Pathing and crowd interactions.


  • Dynamic Group Behaviors
    Civilians will now:

    • React contextually to threats and enemies.
    • Dynamically group, disperse, or flee as needed.


  • Enhanced AI Logic
    Improved survival behaviors for better immersion in pandemic scenarios.


[h3]Reprogram Pandemic Systems [/h3]

  • Consolidate Pandemic Components
    Disjointed systems like ChelseySystem, AI controllers, and level-specific logic will be unified into a cohesive Unreal Engine World Subsystem.

  • Improved Maintainability & Modularity
    Centralizing Pandemic-related systems will ensure:

    • Better performance.
    • Easier long-term maintainability.


  • Robust AI Interactions
    Pandemic systems and AI behavior will interact seamlessly to provide predictable and dynamic responses during events.



---

[h2]5. Order of Operations for 2025[/h2]

Once the Q1 audit and cleanup are complete, development will proceed in the following order:

  1. Finishing Doctrines - Revamping the current Doctrine tree UI/Layout and implementing another dozen or so upgrades (See picture above)
  2. Implementing DNA Research - Making DNA actually have a progression. I.E Kill each LT collect their DNA, use that to unlock Shreader rounds but also using the DNA to research small passives/new structures that make CERC more adaptable to the growing infection. Longer Time in gas zones or say less chance of getting infected
  3. Infected LT/ General AI Updates (Leadership and AI improvements) - A total rework of all Infected Attacking/Defense logic. Infected Climbing & Swimming(Considering this one) are on the table for implementation and test. Each LT/Chelsey wil gain a unique personality/AI to make it differ how you counter and fight them.
  4. The Operators - Customizable to a degree Hero units that you can pick their weapons/attachments/abilities and use them as TPS/RTS hybrid Hero. They will have a skill tree for assignment points as you level them up and are persistent Heros you can bring into any game session in pairs or individuals. At that time we will also merge over our prototype into the base game for playing TPS in a exclusive mode.
  5. Co-op - 4 Player shared CERC experience, Host is game master
  6. 1.4 on Roadmap - See roadmap website


"The Operators TPS prototype" https://youtu.be/p0ULGHmjP1Q

---

[h2]6. Conclusion[/h2]

2024 was a challenging year for Cepheus Protocol. While we made progress in rebuilding core systems and laying the foundation for future content, it wasn’t always meaningful in the ways we hoped. I’m personally unhappy with the current state of the game. Despite hard work and dedication, we fell short of achieving the level of polish and functionality we demand of ourselves.

That said, this year wasn’t wasted. The work we’ve done has revealed systemic issues that must be addressed, and 2025 will be defined by a renewed focus on fixing these problems. A quarter of the year will be dedicated to a full-scale cleanup—ensuring systems are stable, efficient, and ready to support the features you deserve.

Once this foundation is solid, we’ll shift our focus to delivering impactful new content like Doctrines, Operators, and Co-op Mode. These additions will expand the game in meaningful ways and reflect the standards we aim to meet.

Your feedback, patience, and support drive us forward. Thank you for staying with us as we take Cepheus Protocol to where it needs to be. Here’s to a focused, transformative 2025—one built on accountability, progress, and delivering a game worthy of your expectations.

We will also be having a Podcast this weekend for those that have questions/concerns
https://steamcommunity.com/games/979640/announcements/detail/537714770822823938

Year in Review Poll 2024


Vote here



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For ongoing updates, visit our Steam Community page and official website.