A lethal virus has infected Treasure Island,San Francisco and it is up to Captain Winter, a U.S. Army soldier working with the Center for Epidemic Research and Control (CERC) to stop the mysterious and deadly Pangu Virus from spreading to the mainland. The Cepheus Protocol is an independently developed top-down RTS inspired by XCOM, Company of Heroes, and Parasite Eve.

In Cepheus Protocol you will make decisions that will force civilians to either rally behind you or attack you outright. How you decide to combat the virus is entirely up to you. Will you fire bomb and leave no trace of human life behind or will you try and save everyone at the cost of your squad's safety. The game features a full day and night cycle and will adapt over time to make the Infected more dangerous as the days go on mutating and adapting to combat the player at every turn.

You will man and fully customize teams that you will send into the infection zones to do CEDA Missions, help civilians or just seek out Patient 0 . The game is being designed from the ground up to support replayability at its core. You will lose men if your arent careful and be forced to train and recruit from your player base. Each solider will be unique to a point with randomly generated traits and skills allowing you to tailor them specific tactics.

You'll have to use all the tools in your arsenal, research the plague to discover its origins and cure it to stop the virus before it causes everything to spiral out of control. You will hunt Patient 0 an unique carrier with special abilities that gets stronger as the days progress. Confronting and fighting her over a span of main missions and side objectives riddled across the island.


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Game Beats

A lethal virus has infected Treasure Island,San Francisco. It is up to Captain Winter, a U.S. Army soldier working with the Center for Epidemic Research and Control (CERC), to stop the mysterious and deadly Pangu Virus from spreading to the mainland. The Cepheus Protocol is an independently developed top-down RTS inspired by XCOM, Company of Heroes, and Parasite Eve.

In Cepheus Protocol, you will make decisions that will force civilians to either rally behind you or attack you outright. How you decide to combat the virus is entirely up to you. You can fire bombs and leave no trace of human life behind or you can try and save everyone at the cost of your squad's safety. The game features a full day and night cycle and will adapt over time to make the Infected more dangerous as the days progress. The Infected will mutate and adapt to the player, creating a challenge at every turn.

You will control fully customizable teams that you will send into the infection zones to do CEDA Missions, help civilians, or just seek out Patient 0 . You will lose men if your arent careful and be forced to train and recruit from your player base. Each solider will be unique to a point with randomly generated traits and skills allowing you to tailor them with specific tactics.

You will have to use all the tools in your arsenal and research the plague to discover its origins. You will use your knowledge to cure it to stop the virus before it causes everything to spiral out of control. You will hunt Patient 0, a unique carrier with special abilities that gets stronger as the days progress. You will be confronting and fighting her over a span of main missions and side objectives riddled across the island.


Interrupting your regularly scheduled program for a Whopping Sized Dev Update #18


State of the Game

Well folks we're closer then ever before to having the first build internally for being able to play all the mechanics and systems together in a complete playtest with mission scripting. As we near December everything will fall into place and leave us in a position to play the first few hours of the game and start to move resources around to polish and tweak aspects before we start to seek private QA testers. We've come an extremely long way since starting development of this game in late June and in about 6 months we would have gone from idea to actual game you can pick up and play. I think thats a huge milestone for our development team coming up in mid December.

So what does this mean for you? In Q1 of 2019 we will be starting to seek outside QA testers that will be required to sign an NDA to pickup the game and be the first to play it. Tell us what works, doesn't and give us feedback to help inform our design processes. Over the 2-3 months we project we'll address balancing and QA sessions we'll start to reach out more to the community plus give out free keys to our play-tests and rely on you guys for feedback.

We have also cast all VO roles and will start to make announcements over the next few weeks as we lock them in and get their approval to announce their casting. Now i leave you with the latest version of our Theme composed by our brilliant composer Georg Mausolf


Programmers

Robert: I worked with Andrew and Derek and tag teamed the vehicles getting them fully functioning and plugged into the motor pool build system. We got all the vehicle transports functioning and even got the Striker Guns so it properly targets and defends itself.


Derek worked on the Away and Defensive teams settings that allow you to fully staff and setup which units wil have free rein to move outside the base perimeter while other units outside these "Away teams" are restricted to guard patrol and protect player bases.



Concept

Chris Na worked on further main menu mock up designs we chose a few and passed it over to the cutscene artists to flesh out and create in a 3D space for our dynamic 3D main menus.


Juniardi worked on further mood painting and helping the level designers structure their look latter in the game.


Ashley worked on our Youtube page banner


Jon setup icons to appear above units for visual information on their current status effects



Character Modeling

Clara worked on the Skin shaders and going for simpler art style approach to skin shaders.


She also worked on the Poses for the "Live Main Menu". She'll be doing the final poses and setting them up over the next day or so and working to finish all the main characters for our big internal build.


These will be 3D Menu's that the camera will pan around while your just idling on the main menu of key moments of the games story arcs.


Fabian got the Spitter done and started on the last enemy class.



Level Designers

Vesa worked on his assigned grids and finalization before he moves onto the final grids for the left island.


On the second week he turned it up another notch


Joel worked on the hospital starting mission and doing blockouts to get it situated for mission scripting.


Anthony meshed out the barracks arena parring some final discussions relating to gameplay its getting close. We are getting some paint-overs done for these sections to help flesh and make this area pop a bit more! While he works on the exterior for a week waiting for those assets.


Derek P worked on the interiors for various warehouses and misc structures.


Thad worked on his grid and various interiors and exteriors shots



Modeling

Cary worked on misc objects that were requested


Vlad worked on Gas Station Assets


Efrain worked to make sure all the player buildable defensive structures function correctly
with the nav meshes


Animation

It should be noted we'll be expanding our animators in November to start cutscene work and to work with Clara and getting the final elements situated. Expect to see more progress in terms of animation from these base animations over the weeks to come!



If your an animator or interested in helping out shoot us an email!

Recruitment

Currently we are seeking talented individuals in the following roles. It should be noted the project is post launch compensation and we are incredibly willing to work with any individuals schedule that might be interested. Feel free to send me an example at with your reel.portfolio and/or website.

  • 3DMax Animators
  • Prop Modeling

Email : recruitment@halcyonwinds.com

Community Discord Server

We started a Discord! Join it and support the game we're still turning on the lights so it will be more filled in over the next few days!


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Hold On To your Butts Dev Update #16

News

Over the week we worked to create more animatics for the various cutscenes and the new level designers further developed lacking zones. Everything pushed...

 Dev Update #15 Into the Breach Once Again! & VO Castings Start!

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This week we started VO casting for all characters and continued to bolster the team after a few individuals had to drop out due to lack of time. We started...

Comments
Encrypted
Encrypted

This looks interesting. I enjoyed one of the recent XCOM games, so if this has a few similarities I’ll certainly watch to see how this develops.

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Omegakill
Omegakill

This looks awesome!

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Guest
Guest

The stuff you have look pretty good but those formations wouldn't really make sense for soldiers using guns. They would stagger themselves with more space between the soldiers.

Reply Good karma Bad karma+2 votes
Dark583 Creator
Dark583

We're actually implementing your suggestions via a loose and tight formation setting

Reply Good karma+3 votes
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Cepheus Protocol
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