Cepheus Protocol is an independently developed top-down open world RTS inspired by XCOM, Company of Heroes, and Parasite Eve. 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. In Cepheus Protocol, you control the fate of a whole city. Every choice you make matters as you must decide how it is best to combat the pandemic. Will you firebomb and leave no trace of human life behind? Or will you try and save everyone at the cost of your squad's safety? Featuring a full day and night cycle, the world changes with each new day as the virus evolves, making the infected more dangerous by the minute. You'll have to use all the tools in your arsenal to research the plague and seek out Patient Zero, whose mastery over the virus grows with each victim she infects.

Post news Report RSS Patch - 1.2.7.16 Now Live (Steam)

SOC-Test is closed and experimental is closed for the next 1 week while we work to polish this on the public realm. Saves will not carry over so be careful about using old saves!

Posted by on

Basic Steam Deck Support is now added

[Playable] Status. We will slowly work to add more support over time to make it fully supported. Stay tuned!



Our old patch is archived on 1.2.7.15.1 for those wishing to continue their old games. Check the beta tab.
Start a new game with this update!

SOC-Test is closed and experimental is closed for the next 1 week while we work to polish this on the public realm. Saves will not carry over so be careful about using old saves!

Patch Notes

  • Civilian Hold and Command Tent substructures can now be built anywhere in the zone where their 'parent building' is, instead of being restricted to being built within a radius of their 'parent building'.
  • Updated Civilian Group names to final
  • Stripped out female/male swapping code in an effort to streamline development and help us wrap up development for Pandemic mode
  • Assigned landscaping SoundCues to Player SoundClass and lowerd their volume
  • Zone ownership no longer required to build things
  • Civilian holds given a '1-per-zone' limit
  • Capture Trucks removed
  • Added safety to DetermineGib, since it can crash now if there wasn't a value set for the gib type selected
  • Fix for Infected so they can still look for where the player's set up and assault them.
  • Added crash fix for when a sandbag id destroyed sometimes it causes a crash while being built
  • Strategic Operations Center and Strategic Resource Points Added
  • Updated the Population/Garrison tent to be buildable by the engineer
  • Updated loading screen images
  • Dev update #16 added to main menu
  • Removed sector income
  • Total animation Revamp for all units featuring a "Combat" state
  • Radio Operator restored to Barracks
  • Improved construction check for SOCs to ignore certain overlap checks (they'll still be blocked by characters+buildings though!)
  • Updated Landscaping tool to no longer care about zone ownership
  • Updated regular construction to ignore character meshes (due to the 5.2 'kinematic mesh ghost' issue when loading saves)
  • Updated wall construction to do the same
  • Fixed up several save/load issues with building+construction actors not remembering which infection zone they belonged to
  • Fixed up some save/load issues with the Strategic Resource Point/SOC interaction
  • Updated SOCs to have a minimap presence (that updates when they are have a construction point for a SOC, and when they have a completed SOC)
  • Fixes added to keybind widget to always try to filter out gamepad keybinds
  • Quick fix to 'already built in this zone!' warning occurring incorrectly for some construction types
    Fixed incorrect lighting of the Shawnee in dark/shadowed areas.
  • Set up Civilian Hold to be the building required to issue evac/world building orders in a zone
  • Fixes for auto-evac (and some related hovertip text) to support the new Civilian-Hold-reliant setup
  • Radio Truck implementation
  • Implemented Call In radius on it, which is doubled when Radio Truck is deployed. Added as purchaseable to Motorpool
  • Radio Truck XP boost logic added
  • Set up SOC upgrades
  • Income now only is given to the player when the actual drop lands, and it remembers its value from when it started (i.e. if you upgrade or destroy the SOC, you'll still get the money at the value it was when the drop was spawned)
  • SOCs now have a hover-widget detailing time 'till next supply drop
  • Strategic Resource Points now shut off collision when they are occupied by a construction point or a SOC
  • Income tracker (when you highlight your income total at the top right) now will show you the countdown 'till next income drop, if relevant
  • Improved visuals for Strategic Resource Points (w/ circle, better hiding, and better collision management)
  • Fixed a HideUI issue w/ Strategic Resource Points
  • Got rid of explosion effect when SOC Income Drop disappears
  • Optimized Humvee mesh setup.
  • Adding new Parking garage asset.
  • Replaced TI G06 parking garage.
  • Added the p220 to all units,
  • Removed the acr, vector & a-16a4 from the spec ops in an effort to refine the amount of weapons we have to manage and help balancing
  • Removed the xbren from the assault, new starting weapons is the m4.
  • Updated Vehicle UI Icons.
  • Scarh underbarrel removed
  • Shell ejection ports fixed
  • Updated Vehicle Weapon Icons.
  • Updated HEMTT Module Icons.
  • Set up SOCIncome to be 'centralized' to the 'main SOC building': first one you build, or the closest one after that if main's destroyed, etc. It'll be one drop on the main building, rather than one drop occurring at each
  • Minimap updates to represent which spot is main (green for main, blue for other, yellow for under construction, white for unclaimed)
  • Set up 'swap main SOC' option when you select a SOC building that's not the main one
  • Fixed up the SOC lv2 Income Upgrade listing the wrong price (but still charging full if clicked)
  • Stripped out the evacuation controls (evac to zone, and helipad auto evac) from the Infection Zone Widget. Then tied these controls to a new CivilianHoldManagementWidget which pops up when you select a Civilian Hold
  • Fixed crash for nav agent not being valid at time of checks
  • Renamed the CivilianHold building to Civilian Zone Administration
  • Fixed up power components not displaying radius when their building is selected
  • Updated automatic evacuation to occur as long as both an Evac Helipad and a Civilian Zone
  • Administration building are in the zone: no longer requires the player to enable it
  • Updated mouse-over hovertip for SOCs to indicate the current upgrade tier (Level 1, 2, or 3)
  • Fixed up a bug with 'location selection' safeties for spawning pods/towers
  • Fixed up an old logic check for gas tower spawning that was incorrect for modern systems Result: Gas Tower construction can work again
  • Various collision improvements to the core world
  • Fixed crash that could occur rarely with capsule component query when devirtualizing units
  • Shadows fixed for spec ops and heavy
  • Character LOD shadows improved
  • Added a mask that only appears on CERC units dynamically when they enter gas zones
  • Female medic mesh added
  • Fixed missing shirt bug for chelsey
  • Fixed up redirectors and deleted old medic mesh
  • Made the scientist adjustment so they are more resistant towards gas towers
  • Spec Crash fix for
    Discord.com
  • Fixed recruitable civilians, ammo runners, and a lot of CERC units not registering for hearing
  • Fixed several civvies registering for an experimental and incomplete 'performant sight' rather than regular sight
  • implemented a fix that hopefully will resolve infection gas towers not properly removing a civvie faction member from being considered a squad member
  • Updated Med/Ammo tents to no longer be limited to '1-per-zone'
  • Fixed up Gas Mask components being spawned on units who do not have a Gas Mask mesh reference set
  • Fixed up the Gas Mask not appearing if you didn't have the unit selected when they put it on
  • Fixed up the Gas Mask being attached at the capsule component instead of the mesh
  • Fixed up the Gas Mask not being attached to the Gas Mask bone
  • Fixed up units who did not have 'bUseFilterLevel' active still utilizing the Filter Level logic (caused civilians to 'resist' gas effects way more than they should)
  • Removed the Gas Mask mesh ref from the Scientist, since they do not need an additional gas mask
  • Fix for the 'overhead widget' for squads will properly move/disappear when a unit is converted to infected
  • HLOD Visuals improved

Please note the following going forward (Restart your game/steam to get the update if needed

General Development Updates

New Roadmap system

We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Notion.so

Ways to Support Development.

Everything goes towards expanding the team and building a better game!
Consider Supporting us on Patreon

Merch Store

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: