Post news RSS When a plan starts to come together Dev Update #8

More tweaks and adjustments leading up to our first internal build. Lots of incremental additions from level design, programming and Modeling. We're getting there!

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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.

Dev Update #8 When a plan starts to come together.

I worked on the Day/Night cycle and setup the time dilation effects so time would properly cycle between day and night

After that i worked to implement further tweaks and improvements to the building/defensive emplacement deployment system. I ensured the concrete slabs you can build for player walls are functioning and properly work.

After that i worked on the Infected vs Scientist\Military Units AI testing some mass tactics for them and how the armed units would respond. Over the next week i'll polish these systems up entirely and remove the remaining bugs related to their threat system.

Derek hammer away at the Vehicles adding it so they can maneuver more effectively in groups when paired together and dont slow down as much as they turn corners.

He also wrote up the turret AI for the striker and more armored Vehicle classes.


Jon worked on a few more UI mock-up edits


Cary worked on creating the various car interiors.

Rich worked on the Civilian Vehicles littered around the level

Elfrain worked on a few weapon low polys

Chris alsop worked on the Spitter character model and got a few more revisions for his.

Level Design:

Jacob worked on his grids doing further polish and refinement

He also blocked out some of the upper districts of treasure island and setup the second player FOB the police station.

Joel worked with Nigel to figure out textures and play around with placement

Again these areas are heavily WIP and will be discussed at length and change quite a lot over the next few weeks

Satya blocked out and worked on the upper left Military Zone


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
  • Character Modeling
  • Concept Artists

Email :

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