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🌈 $5 Tier: [Benedikt][David Martínez Martí]
Patch Notes
Revamped the attachment naming system to improve formatting consistency (e.g. fixed lowercase issues).
Improved sizing logic for Operator attachment boxes to better fit customization visuals.
Improved logic for Squad join/leave UI: much more reliable for clients.
Weapon Levels shown on Gunsmith now
Profile renamed to Operator on the Gunsmith window
Improved profile switching logic to give loadouts correctly for hosts.
Added support for client-side profile-swapping in Gunsmith
Prevented new Operators from copying progression from existing ones.
Fixed weapon XP/level display updating when swapping profiles with same equipped weapons.
Character level is now displayed at the top left of the Gunsmith widget.
Fixed a Operator bug where you could possess an Operator and Attack Moves/ Patrols would persist instead of being deleted when you went back to RTS.
Gunsmith UI updated to display weapon category
Proficiency added to operators which as you use certain guns will unlock other guns of that "type" in preparation for more guns being added. Use an SMG and you'll unlock SMG's only etc .
Fixed issue where Proficiency checks allowed you to go over the "level requirement"
Updated new Operator profile creation to use default loadout (no longer copies prior profile).
Continued implementation of support for loading specific profiles per Operator.
You can now Recruit multiple different operators from the Barracks. Make sure you name them from the top left window! (Refrain from training more then 1 variant of each "unique" one else you might get progression issues. We will be resolving this going into Monday.
Halfmoon Bay Grid 2 detail pass complete.
Progress commit on new Rush variant for Half Moon Bay horde map.
Start time for Half Moon Bay increased to 4 minutes
OnRep UI updates ensure clients who join mid-wave sync to correct stage on Horde UI
Fixed horde mode regression Half Moon Bay
Revamped selection box generation logic so it more accurately places the selection boxes.
Added safeties to minimap camera movement logic to reduce cases where camera goes underground.
Fixed Operator name text appearing incorrectly for the controlling player during zoom-in.
Fixed Gunsmiths appearance dropdown not updating when switching to an Operator with a different appearance.
Speculative crash fixes for the following reports:
https://discord.com/channels/469412014427602944/1390871554010779761/1390871554010779761
https://discord.com/channels/469412014427602944/1390901147308396675/1390901147308396675
https://discord.com/channels/469412014427602944/1390137985189810196/1390137985189810196
Fixed Weapon Category XP not triggering proficiency level-up due to outdated ActiveProfile check and a broken GetWorld() validation.
GetPlayerController crash fix + speculative fix to prevent RTS camera jerks when possessing Operators.
Opening the Pause Menu breaks the Quartermaster mouse
Infected can sometimes get "confused" if you build close enough to the spawners (Some fixes were applied to resolve this testing to see if its gone)
You can now build multiple Operators and level them all up at the same time in RTS. But we've gotten early reports of XP only going to 1 Operator at any given time. We are investigating this at the moment
Do not build more then 1 Operator of the same type/name. We released this update early for testing and we will be limiting this going into Monday
Half Moon Bay is NOT Ready for full play sessions yet
We have had Winters who has far more experience with UX/UI work with our concept artist while ive been working to wrap up phase 1 from a structural/Gameplay standpoint. Here is the latest "Draft" let us know what you think of the UI. The Operator and all menus will be getting a pass next from a design standpoint once this UI is approved by myself.
[img src="https://clan.cloudflare.steamstatic.com/images/33900595/d2b5ea52947b81929aac624df4a1df8b13e822a5.png"][/img]
More at this week's CERC HQ!
[carousel][img src="https://clan.cloudflare.steamstatic.com/images/33900595/6addd24cb32c670fd14aa092d2b192fc864d6585.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/cc61030b578df7e5070b57884e24629eb3002219.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/eb225615a05186759baaca8efa0c24b3101ac8f9.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/29e33c8ed332de1af835daa4426ac907e9172b61.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/609099b7bc10286923b07914d5808824f15a8137.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/d333a195b2a5517f0c14f6cb40d96e605ce3dc00.jpg"][/img][/carousel][dynamiclink href="https://youtu.be/0MFyRdX4tmw"][/dynamiclink]
Were thrilled to share our vision for the future of Cepheus Protocol! With your continued support, were working tirelessly to refine the game and introduce exciting new features that elevate the experience.
[hr][/hr]Experimental SP/Co-op Horde Mode Now live via the cerc-hq-public branch up to 16 players in hybrid RTS/TPS.
Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.
Add more Operator weapons and equipment.; Michael is working through a backlog of 20 Operator weapons and more Operators/Skin variants atm.
[img src="https://clan.cloudflare.steamstatic.com/images/33900595/e42a5eebfd55a29ba62689cab8def22f21d7b08a.jpg"][/img]
RPG Progression System Operators gain experience, unlock skills, and equip customizable weapons.
UI Overhaul A new interface to support RTS/ Operators & Menu's
Monterey Bay Horde Map Large-scale co-op testing with new wave mechanics and future extraction goals.
Tracking down Desyncs, bugs & crashes!
Finalize and polish Phase 1 by mid-July
Launch Phase 2: Expanded DNA Research + Doctrine gameplay
Prepare Phase 3: Pandemic Return
Check our stickied Roadmap post on the Steam forums
[hr][/hr]Play the experimental SP/co-op mode!
Try Operator mode using the in-game console command: PossessFirstOperator
Report bugs, give feedback, and wishlist new content
Join our Discord to engage with the team and community
Thank you for continuing to support the game this is just the beginning.
[hr][/hr]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, were building something truly special. Thank you for being part of this journey with us!
We also hosted a Playtest on Discord last week with 10 people check it out here!
[dynamiclink href="https://youtu.be/JGQjU-UWl5Q"][/dynamiclink]
The team kicks off a deep-dive into one of their biggest updates yet: the fully playable Operator system. They break down how players can now create customizable RTS/TPS hybrid commanderscomplete with leveling, modifiable loadouts, and class-defining traits like medics or heavies. The episode covers the Gunsmith system, weapon XP, and persistent hero profiles that carry across co-op and solo play. There's also discussion on squad command features, UI revamps, and a huge pivot to a new, more tactical hub map and cooperative mission flow. Finally, they share early looks at upcoming features like airstrikes, mod support, and dynamic server hosting, all part of the long-term rebuild roadmap. This episode is packed with systems talk, design intent, and blunt honesty about whats done, whats broken, and whats coming next.
[dynamiclink href="https://youtu.be/WkHWBdRNYzc"][/dynamiclink]
[hr][/hr]
[dynamiclink href="https://youtu.be/JGQjU-UWl5Q"][/dynamiclink] We ran a 2-hour playtest last week! Curious about what were working on and where we're headed?
Read about our Development Phases & Current Goals
[hr][/hr]
When: July 5, 2025 3 PM EST (New Time!) Where to Watch:
[img src="https://clan.cloudflare.steamstatic.com/images/33900595/cc61030b578df7e5070b57884e24629eb3002219.jpg"][/img]
Co-op Progress
Total Revamp based on Community Feedback
Level Design Updates
Dont miss our Live Q&A! Well be answering questions from the community during the stream.
[hr][/hr]
Spotify Podcast Archive (VODs may take 24 hours to appear)
This is just a shortlist of goals currently in motionbe sure to watch the last CERC HQ for a more detailed breakdown.
Finalize Operator Ability System
Expand Playable Classes
Visual UI Polish
Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
Stay Frosty, The Cepheus Protocol Dev Team
We have had Winters who has far more experience with UX/UI work with our concept artist while ive been working to wrap up phase 1 from a structural/Gameplay standpoint. Here is the latest "Draft" let us know what you think of the UI. The Operator and all menus will be getting a pass next from a design standpoint once this UI is approved by myself.
[img src="https://clan.cloudflare.steamstatic.com/images/33900595/d2b5ea52947b81929aac624df4a1df8b13e822a5.png"][/img]
More at this week's CERC HQ!
[carousel][img src="https://clan.cloudflare.steamstatic.com/images/33900595/6addd24cb32c670fd14aa092d2b192fc864d6585.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/cc61030b578df7e5070b57884e24629eb3002219.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/eb225615a05186759baaca8efa0c24b3101ac8f9.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/29e33c8ed332de1af835daa4426ac907e9172b61.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/609099b7bc10286923b07914d5808824f15a8137.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/d333a195b2a5517f0c14f6cb40d96e605ce3dc00.jpg"][/img][/carousel][dynamiclink href="https://youtu.be/0MFyRdX4tmw"][/dynamiclink]
Fixed Operator Customization camera resetting oddly sometimes when zooming in and out
General Gunsmith changes - Increased brightness, fixed camera offsets in weapon viewer, adjusted operator viewer camera position a Minor visual adjustments.
Added a zoom function to Gunsmith
Raised the Zone text in Half Moon Bay
Fixed Turrets not being repairable
UI repair icon changing when you overlap over a damaged turret fixed
Kick Option added to Servers (Hold F1 for player list + ping options)
Added Server Password Feature Updated a "lock" icon on the server browser to show status of servers
Add Server version to listen server (Servers on a different version will block joining + turn red)
Redid the "Dev" badge to occupy a permanent space on the server browser
Pruned some version data and moved it to the application title name instead
Made the horde mode graphics a bit smaller and shortened the under attack text
Applied a select zone logic improvement to make how structures detect which "zone" a structure is owned by to make it more accurate when overlapping multiple zones via a scoring system for edge cases where you build over borders. Make Power supplying + reduction more accurate
Applies some improvements to the Construction system to resolve some reported bugs where Engineers/Assaults would randomly stop mid construction when starting a new build order
Lowered the network cost of hit marker callbacks to Operators
Blocked Operator input in multiplayer games when the pause screen is up (Only occurred as a client)
Blocked further RTS camera inputs when pause menu is up (Only occurred as a client)
Half Moon Bay Additional level changes (More detail work added)
Text chat added blinded to Enter as a toggle . Can also be clicked manually. Auto hides after 5 seconds of no "activity"
Pause menu visuals changed to make a bit more visually appealing. (More work will be done when we get to UI in the next few weeks)
Changed up how Gunsmith weapon selection buttons are displayed/sized
Edited Gunsmith weapon buttons to always show XP meters, even if no XP is on the weapon right now
-Boosted Operator name character limit to 30 (from 12) (top left of gunsmith popup)
Several gunsmith/Operator Viewer fixes
Fixes to Gunsmith 'attachment selection' window's dropdown to initialize properly on clients (instead of each combobox being 'empty' when opening it as a client)
Updated Gunsmith attachment dropdowns to respect 0-based internal weapon level system (i.e. appear as level 1/3 instead of 0/2 when listing attachment level requirement)
More replication fixes for resolving bugs with swapping weapons as Clients.
Weapon_Base OnRep_MuzzleAttachment: now sets bSilencerActive and updates muzzle flash location
Operator names now properly appear on the recruitment tracker and on the operator local HUD
AA12 close range damage increase by 20%
Spas 12 also increased by 20%
Adjustments to style/position for navigation buttons on the WeaponLoadoutWidget
More button style improvements for Gunsmith widgetry
Glock 19 - Standard magazine added
Falcon Field Regional Airport detail pass
M4 recoil nerf
Added an extra grip to M4
Fixed Combat Mode getting "bugged" for Operators and forcing them to keep their gun up forever once your Operator saw an "enemy"
When jumping to your death in the hub it will teleport you back to the center of the map instead of killing you now. teleport Volume system added + replaces kill zone volume system in hub
Fixed landscables mode not showing its radial + cost of removables in RTS toggled with / for now till the UI pass
Added a no build margin around all horde objectives to stop AI from being "confused" when you built enough around the central structure to the point they had no point to "calc" to. Wil be looking to see if this resolves the remaining horde navigation issues for attacking parties this is more of a test
Opening the Pause Menu breaks the Quartermaster mouse
Infected can sometimes get "confused" if you build close enough to the spawners (Some fixes were applied to resolve this testing to see if its gone)
More fixes for Operator name when adjusting profiles (not done, profile switching has more issues in main menu for the time being)
Were thrilled to share our vision for the future of Cepheus Protocol! With your continued support, were working tirelessly to refine the game and introduce exciting new features that elevate the experience.
[hr][/hr]Experimental SP/Co-op Horde Mode Now live via the cerc-hq-public branch up to 16 players in hybrid RTS/TPS.
Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.
Add more Operator weapons and equipment.; Michael is working through a backlog of 20 Operator weapons and more Operators/Skin variants atm.
[img src="https://clan.cloudflare.steamstatic.com/images/33900595/e42a5eebfd55a29ba62689cab8def22f21d7b08a.jpg"][/img]
RPG Progression System Operators gain experience, unlock skills, and equip customizable weapons.
UI Overhaul A new interface to support RTS/ Operators & Menu's
Monterey Bay Horde Map Large-scale co-op testing with new wave mechanics and future extraction goals.
Tracking down Desyncs, bugs & crashes!
Finalize and polish Phase 1 by mid-July
Launch Phase 2: Expanded DNA Research + Doctrine gameplay
Prepare Phase 3: Pandemic Return
Check our stickied Roadmap post on the Steam forums
[hr][/hr]Play the experimental SP/co-op mode!
Try Operator mode using the in-game console command: PossessFirstOperator
Report bugs, give feedback, and wishlist new content
Join our Discord to engage with the team and community
Thank you for continuing to support the game this is just the beginning.
[hr][/hr]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, were building something truly special. Thank you for being part of this journey with us!
We also hosted a Playtest on Discord last week with 10 people check it out here!
[dynamiclink href="https://youtu.be/JGQjU-UWl5Q"][/dynamiclink]
3 Critical crashes related to Parachuting Start, Construction & Parachute Landing resolved
Spamming the E key on the QuarterMaster no longer stacks UI's and pressing it also properly "toggles" it
FAMAS, TACA1 fixed so you cant hear them cross map
M14 Pitch adjusted to make them louder
Opening the Pause Menu breaks the Quartermaster mouse
Listen Server Operator attachments desync for themselves but not for other clients
Infected can sometimes get "confused" if you build close enough to the spawners
Were thrilled to share our vision for the future of Cepheus Protocol! With your continued support, were working tirelessly to refine the game and introduce exciting new features that elevate the experience.
[hr][/hr]Experimental SP/Co-op Horde Mode Now live via the cerc-hq-public branch up to 16 players in hybrid RTS/TPS.
Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.
Add more Operator weapons and equipment
RPG Progression System Operators gain experience, unlock skills, and equip customizable weapons.
UI Overhaul A new interface to support RTS/ Operators & Menu's
Monterey Bay Horde Map Large-scale co-op testing with new wave mechanics and future extraction goals.
Tracking down Desyncs, bugs & crashes!
Finalize and polish Phase 1 by mid-July
Launch Phase 2: Expanded DNA Research + Doctrine gameplay
Prepare Phase 3: Pandemic Return
Check our stickied Roadmap post on the Steam forums
[hr][/hr]Play the experimental co-op mode!
Try Operator mode using the in-game console command: PossessFirstOperator
Report bugs, give feedback, and wishlist new content
Join our Discord to engage with the team and community
Thank you for continuing to support the game this is just the beginning.
[hr][/hr]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, were building something truly special. Thank you for being part of this journey with us!
Were nearing the final stretch of Phase 1 of the rebuild just 12 weeks to go and to celebrate the milestone, we're opening up access to the Experimental Horde Co-op Mode for all players during the Steam Summer Sale!
This is the biggest gameplay update yet for Cepheus Protocol, and it's fully playable today.
[hr][/hr]A brand-new Horde Mode Co-op experience to serve as the "base" of our Rebuild
Supports up to 16 players in seamless RTS/TPS hybrid combat
Experimental rebuild under the new "cerc-hq-public" branch
Buggy but playable - we're working on it every day, and we need your feedback!
[dynamiclink href="https://youtu.be/JGQjU-UWl5Q"][/dynamiclink]
[hr][/hr]Right-click Cepheus Protocol Experimental Branch (Granted when you buy the base game) in your Steam Library
Click Properties > Betas
Choose cerc-hq-public from the dropdown
Let Steam update the build and launch the game
Want to test our new Operator system?
[olist]Select a unit flagged as an Operator
Open the console (typically with ~ or Tab)
Type:
PossessFirstOperator
This will instantly take control of the first free Operator in your selection.
This system is in early testing expect jank! UI support for this feature will be added in the coming weeks as we wrap up Phase 1.
FAQ:
Squad System - A way for RTS/TPS players to coordinate in real time. RTS players can task units into any squad during play allows TPS units to coordinate and issue them orders. On top of that Servers can deem to only allow Operators in certain squads so "players" can squad up and coordinate.
Q - Order units to move to location you are looking at (Double tapping it issues a run order) for current Squad
E - Order units to execute an Attack Order for current Squad
V - Cancel any current squad orders
[carousel][img src="https://clan.cloudflare.steamstatic.com/images/33900595/a97fa3a7569eac94baa0b0b7810f3b153e916b5c.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/a3e7e39718d71e83b12f1066f12b89dbeb2a1966.jpg"][/img][/carousel]More Operator customization will come online going into next week for Weapons. We will be adding more weapons on a per week basis as we finish phase 1.
[hr][/hr]The Half Moon Bay Horde map is available in this build for early testing, but we recommend using the "Co-op Horde" test map for the smoothest experience. Half Moon Bay is in active iteration and may contain incomplete elements.
[hr][/hr]Final Phase 1 polish and UI push
Polishing Operator Customization & Leveling System
Half Moon Bay iteration + Horde mode balancing
Expanded Doctrines & DNA Research (Phase 2)
For further ahead, read here:
Read about our Development Phases & Current Goals
[hr][/hr]Join the discussion and share your thoughts:
Drop in on our Discord for a faster feedback loop!
Post on our steam forums we'll do our best to keep up to date!
Were excited to open the doors on this massive new chapter. Thanks for testing, reporting, and helping us shape Cepheus Protocols future.
When: June 28, 2025 3 PM EST (New Time!)
Where to Watch:
[img src="https://clan.fastly.steamstatic.com/images//33900595/8b5bff497752f772b722a4172e6c12109ec893a4.png"][/img]
Co-op Progress
Total Revamp based on Community Feedback
Level Design Updates
Dont miss our Live Q&A! Well be answering questions from the community during the stream.
[hr][/hr]Spotify Podcast Archive (VODs may take 24 hours to appear)
The Halcyon Winds Team
On January 6th, we made one of the scariest decisions of our lives we deleted the entire game and committed to rebuilding it from scratch. Why? Because you deserved better. Over the past six months, weve worked tirelessly to rebuild Cepheus Protocol from the ground up. From day one, our mission was to support co-op as a core experience and to ensure we lived up to your expectations not just our own. Thats why we launched the weekly CERC HQ: not as a gimmick, but as a way for you to hold us accountable, to witness progress in real time, and help shape the direction of the game. Its something few if any developers have done, and were incredibly proud of it. Were now approaching the final stretch of Phase 1, and we couldnt be more excited about whats to come. Major strides have been made across core systems, building mechanics, and UI polish.
[dynamiclink href="https://youtu.be/9SsIX6t2iNA"][/dynamiclink]
[hr][/hr]
Night Vision Passive
Displaying passives in-world (AOE/Radius indicators)
Fixing Right-Click Face Rotation
Operator Jump
Recoil tweaks + Attachment audit
Gunsmith + Customization UI
Operator Melee System
Operator Leveling System
Operator Improved Crouch Transition
Operator Rewritten Parachute System (Battlefield 2042-style)
Shotgun Fixes
General Bug & Crash Fixes (about a dozen)
UI Pass (Reskinning the entire UI bringin up to standards of legacy and beyond)
Building System Enhancements
Were working hard to wrap this list up by next week stay tuned, and dont forget to drop into the next CERC HQ to see our progress in action. Once Phase 1 wraps, players will be able to host their own sessions at any time no restrictions. Phase 2 will roll out using the same beat weve used all year: private and public tests that evolve into full readiness.
Curious about what were working on and where we're headed? Read about our Development Phases & Current Goals
[hr][/hr]
Based on your feedback and extensive testing, Monterey Bay will become our "golden standard" for Horde Mode. [img src="https://clan.cloudflare.steamstatic.com/images/33900595/526a122b7e8c61d05a151ec8ee76c8febe2faa72.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/3516119d438e65a23c8738e0609673a19af62aa6.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/3d63102ddc6c1f7eafd221838d59211120c06ee3.jpg"][/img][img src="https://clan.cloudflare.steamstatic.com/images/33900595/a3d1e639d270aa218188b6f0513bdbf9d21dd276.jpg"][/img]After Derek and I finish the final stretch of Phase 1 tasks, we'll begin implementing a new stage-based Horde mode. Heres the breakdown:
As you lose parts of the city, infected spawns move up and gas towers lock down overrun zones.
These zones are permanently lost theres no going back.
You're gradually encircled and pushed back to the CERC HQ Regional Office, the final stronghold.
Think Rush Mode holding objectives rewards you with a money multiplier per infected kill.
If a structure in your grid falls, youll have 60 seconds to evacuate before it becomes uninhabitable.
Its a dynamic system designed for pressure, momentum, and tough strategic decisions as you fight to survive across an evolving battlefield.
[hr][/hr]
Based on your feedback, the weekly CERC HQ livestream is moving to 3 PM EST. This updated time better aligns with both EU and US players and will allow more of you to attend, ask questions, and contribute to development directly.
[hr][/hr]The Cepheus Protocol Team
In this densely packed developer podcast, the team walks through a sweeping set of updates aimed at transforming co-op and horde gameplay into a dynamic, scalable experience. Efrain reveals his shift from polishing Alcatraz to leading development on a new horde map set in a reimagined Half Moon Baydesigned for verticality, multiple infiltration paths, and high replay value. He outlines design decisions behind the maps objective points, terrain flow, and defensive challenges that avoid static play. Meanwhile, Robert deep-dives into system-level changes: persistent leveling for operators and units, revamped class abilities, combat balance tuning, and significant AI and UX upgrades. Expect improved spawn logic, smarter pathfinding, and fixes for legacy pain points like targeting quirks and gate behavior. The episode also includes a real-time co-op demo showcasing snipers, heavies, flamethrowers, new UI improvements, and gate mechanicsrevealing how it all plays out under stress. The Q&A tackles questions on drone design, campaign plans, vehicle and helicopter timelines, multiplayer matchmaking, emblem customization, and long-term content like future DLCs or a potential dinosaur game. This episode marks a significant milestone in pushing towards the Phase One rebuild and sets the stage for the robust gameplay foundation of Phase Two and beyond.
[dynamiclink href="https://youtu.be/RaE5q9FzBU8"][/dynamiclink]
[hr][/hr]
[img src="https://clan.cloudflare.steamstatic.com/images/33900595/fe3f8cd2571d9fef74c87512b347e8633b4f9f76.jpg"][/img]
2 Operator players guard an entry point while an RTS player moves a medic to heal them
[dynamiclink href="https://youtu.be/9SsIX6t2iNA"][/dynamiclink]We ran a 2-hour network stress test playtest last week! Curious about what were working on and where we're headed? Read about our Development Phases & Current Goals
[hr][/hr]
When: June 14, 2025 7 PM EST (New Time!) Where to Watch:
[img src="https://clan.cloudflare.steamstatic.com/images/33900595/8b5bff497752f772b722a4172e6c12109ec893a4.png"][/img]
Co-op Progress
Total Revamp based on Community Feedback
Level Design Updates
Dont miss our Live Q&A! Well be answering questions from the community during the stream.
[hr][/hr]
Spotify Podcast Archive (VODs may take 24 hours to appear)
[hr][/hr]
This is just a shortlist of goals currently in motionbe sure to watch the last CERC HQ for a more detailed breakdown.
Finalize Operator Ability System
Expand Playable Classes
Visual UI Polish
Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
[hr][/hr]
Stay Frosty, The Cepheus Protocol Dev Team
[dynamiclink href="https://youtu.be/_8ghx32Vmn8"][/dynamiclink] This developer podcast dives into the latest playtest of the revamped horde mode map and systems. Efron kicks things off with an update on Alcatraz, highlighting UV mapping progress, set dressing, and a versatile new procedural stairway tool in Blender. As the map nears completion, attention shifts to a major breakthrough: a reimagined gate system designed to finally fix long-standing pathfinding and unit navigation issues. Michael shares animation polish work and new operator features, including terrain-aware leg IK and an overhauled Glock model. Gameplay balance gets a brutal makeover: enemies are deadlier, damage types are in full effect, and the days of cheesing spitters with sandbags and barbed wire are over. Blowup enemies now deal serious structural damage, forcing players to rethink defensive strategies. The core of the episode is a live co-op playtest stress-testing these changes. The infecteds new verticalityclimbing walls and ambushing from rooftopsintroduces chaos, as players scramble to defend choke points and adapt to smarter AI. Developers analyze player behavior and discuss AI roles: spitters as snipers, blowup guys as siege units, and the concept of fallback defenses. The session is packed with emergent moments, exploit discoveries, and bug fixes in real-time. New features like color-coded operator lights and upcoming systems like grenade throwing and an ability system are teased. The Q&A wraps with community questions on single-player balancing, dynamic difficulty, night vision, and player-requested features like automated flare towers and synchronized music via in-game speakers. This episode shows a project in fluxrefining, breaking, and rebuilding its systems in front of a live audience. It's messy, insightful, and a testament to iterative design under fire.
[hr][/hr]
https://youtu.be/ahmHYRXNI1E We ran a 3-hour public playtest last week, packed with chaos and feedback! Curious about what were working on and where we're headed? Read about our Development Phases & Current Goals
[hr][/hr]
When: June 7, 2025 7 PM EST (New Time!) Where to Watch:
Co-op Progress
Total Revamp based on Community Feedback
Level Design Updates
Dont miss our Live Q&A! Well be answering questions from the community during the stream.
[hr][/hr]
Spotify Podcast Archive (VODs may take 24 hours to appear)
[hr][/hr]
This is just a shortlist of goals currently in motionbe sure to watch the last CERC HQ for a more detailed breakdown.
Finalize Operator Ability System
Expand Playable Classes
Visual UI Polish
Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
[hr][/hr]
Stay Frosty, The Cepheus Protocol Dev Team
Hey everyone,
Following our recent podcast, we wanted to share a quick development update! While were 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
Hello Operators, Were 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. Heres whats in store!
Hey everyone, We wanted to share an update on the Legacy System Cleanup. Your support and feedback mean the world to us, and were so grateful to have such a passionate community. Our small but dedicated team has been working tirelessly: - Robert: Programmer and Studio Director - Derek: Programmer - Efrain: Level Designer/Modeler - Dimitry: Level Designer/Modeler - Michael : Character Modeler/Animator - Christopher : Game Designer/Writer With just the six of us, we wear many hats, but were pushing forward with a ton of passion and commitment.
So Lets get right into it. In the interest of transparency: On November 2nd we stated that we needed some time to do a vast project cleanup. https://steamcommunity.com/games/979640/announcements/detail/4483989494757851395
So Lets get right into it. In the interest of transparency: We need to take the time to polish some legacy systems to properly take the next steps for Coop and roadmap items. This means the foundation has been neglected in some areas, and some older backend code needs to be updated/refactored. To see whats currently on Experimental check out https://steamcommunity.com/games/979640/announcements/detail/4513262258492539032
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us. This is a maintenance patch while we work on the bigger line items mentioned in the last Letter to the Producer read more here. https://steamcommunity.com/games/979640/announcements/detail/3896239307767991985
So its been a while huh? Im sure a lot of our eager fans are curious what we've been doing over the last year or so since the last letter so I'll run you through everything we have to date and explain a few things we are working on and beyond.
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Youtube Chat. Youtube Discord Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released Segment 2: Live QNA 40 mins - opportunity for the community to ask questions directly to the developers Segment 3: Closing discussion 5mins - discussion between the developers on the upcoming content for
We are currently 24-48 hours away from merging experimental into the public normal game. We are still conducting various bug hunts and making slight adjustments for QOL.
We are currently 24-48 hours away from merging experimental into the public normal game. We are still conducting various bug hunts and making slight adjustments for QOL.
This Haloween(Scream Fest) we have special treat for our fans as this is the first time we will be doing a "live event". Ingame you'll notice tons of Haloween themed changes that will run till October 31st.
During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat. https://www.twitch.tv/halcyonwinds Discord Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for
During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat. https://www.twitch.tv/halcyonwinds Discord Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for
During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat. https://www.twitch.tv/halcyonwinds Discord Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for
During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat. https://www.twitch.tv/halcyonwinds Discord Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for
How was Patch - 1.1.15? Did it fix performance for you, fix critical bugs? Tell us your thoughts so we can plan accordingly for next week! Its our goal to transition towards 1.2 sometime this coming week so we can finish civilians in August and move onto Faction in September. If not tell us more in pb-bugs(Discord) in the comments on the straw poll or just on Steam as comment to this article. Thanks! https://strawpoll.com/polls/40ZmdvEk4ga
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed: We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public. The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period. We will be having 2 more batches of Experimental before we switch to civilians in 1.2! We hope to have done both "batches" by early next week but it just depends on how stable these two tests go. #1. Further Optimization / Operator Finalization #2. Medium Atlas Tower / Revised Weapon Buying information Window
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Discord
Steam Forums
Experimental will stay open at all times going forward.
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Discord
Steam Forums
Experimental will stay open at all times going forward.
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Discord
Steam Forums
Experimental will stay open at all times going forward.
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Discord
Steam Forums
Experimental will stay open at all times going forward.
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Discord
Steam Forums
Experimental will stay open at all times going forward.
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
Operator Convert to 3rd Person [Community Opinion] As many have noticed the Operator has been untouched since December. We believe that it would be in our best interest for the longevity of the project to convert the Operator to a third person system based on the resources that are available to our team. Long term wise we would mirror the 3rd person behind Division/WWZ and allow shoulder switching and all the normal requirements of the genre. Here is a shortlist of the pros that we have earmarked by switching. 1. We have one animator and making the switch will allow us to give the operator access to all weapons based on the fact that the Operator should now be using our third person rig. 2. New Weapons would be easier to push to the Operator in general 3. It would simplify the process involved in allowing you to customize the Operator in regards to spending ability points which allow you to pick and choose what abilities they use. Which because we share the same 3P rig we can utilize the CERC unit abilities seamlessly. 4. More resources can be put into the RTS aspects of development since the entire process would be greatly simplified by making this switch. 5. We would also use this new "Operator" in a limited coop mode strictly between Operators in a Horde/Merceries type mode. This would be the first logical step towards full coop implementation https://strawpoll.com/polls/mpnbajKVYy5
During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat. https://www.twitch.tv/halcyonwinds Discord Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for
This is the Unreal Engine 5 Update "soft" release so we can address bugs/issues before this branch is folded into the default build. You will find bugs/issues but we recommend everyone to partake in this build if they can so we can collect feedback. Our goal is to close the PB and fold it into the normal build before the Steam Summer sale. Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
This is the Unreal Engine 5 Update "soft" release so we can address bugs/issues before this branch is folded into the default build. You will find bugs/issues but we recommend everyone to partake in this build if they can so we can collect feedback. Our goal is to close the PB and fold it into the normal build before the Steam Summer sale. Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
This is the Unreal Engine 5 Update "soft" release so we can address bugs/issues before this branch is folded into the default build. You will find bugs/issues but we recommend everyone to partake in this build if they can so we can collect feedback. Our goal is to close the PB and fold it into the normal build before the Steam Summer sale. Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
This is the Unreal Engine 5 Update "soft" release so we can address bugs/issues before this branch is folded into the default build. You will find bugs/issues but we recommend everyone to partake in this build if they can so we can collect feedback.
How do i opt in?
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
This is the Unreal Engine 5 Update "soft" release so we can address bugs/issues before this branch is folded into the default build. You will find bugs/issues but we recommend everyone to partake in this build if they can so we can collect feedback.
How do i opt in?
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
This is the Unreal Engine 5 Update "soft" release so we can address bugs/issues before this branch is folded into the default build. You will find bugs/issues but we recommend everyone to partake in this build if they can so we can collect feedback.
How do i opt in?
Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
This is the Unreal Engine 5 Update "soft" release so we can address bugs/issues before this branch is folded into the default build. You will find bugs/issues but we recommend everyone to partake in this build if they can so we can collect feedback.
How do i opt in?
Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125
Winters got a model update from the last letter to the producer check it out! Not live yet
We have a podcast coming up check out the date details below! You can hop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397
The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125
Winters got a model update from the last letter to the producer check it out! Not live yet
We have a podcast coming up check out the date details below! You can hop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397
The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125
Winters got a model update from the last letter to the producer check it out! Not live yet
We have a podcast coming up check out the date details below! You can hop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397
The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125
Winters got a model update from the last letter to the producer check it out! Not live yet
We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397
The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
This patch includes 3 patch fixes over the last 48 hours of updates. Expect a patch every few days this week as we work to get everything ship worthy so we can move onto civilian management ASAP!
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125 We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end! https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397 The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build. This patch includes 3 patch fixes over the last 48 hours of updates. Expect a patch every few days this week as we work to get everything ship worthy so we can move onto civilian management ASAP!
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3095664226109912423 We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end! https://steamcommunity.com/games/979640/announcements/detail/3095664226117841231 The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build. This patch includes 3 patch fixes over the last 48 hours of updates. Expect a patch every few days this week as we work to get everything ship worthy so we can move onto civilian management ASAP!
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3095664226109912423 We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end! https://steamcommunity.com/games/979640/announcements/detail/3095664226117841231 The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build. This patch includes 3 patch fixes over the last 48 hours of updates. Expect a patch every few days this week as we work to get everything ship worthy so we can move onto civilian management ASAP!
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3095664226109912423 We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end! https://steamcommunity.com/games/979640/announcements/detail/3095664226117841231 The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
If you missed the last AmA read about it here https://steamcommunity.com/games/979640/announcements/detail/3095664226109912423 During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat. https://www.twitch.tv/halcyonwinds Discord Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for
If you missed the last AmA read about it here https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125 During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat. https://www.twitch.tv/halcyonwinds Discord Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for
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