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You are Captain Winter, a military officer fighting alongside the Center for Epidemic Research and Control(CERC). With a massive arsenal and the resources of the US Government behind it, you and CERC will stop at nothing to ensure the terror of the Pangu Virus does not escalate beyond containment, even if a whole city and millions of lives must be sacrificed.
- Cepheus Protocol is inspired by classic RTS games such as Company of Heroes and World in Conflict, alongside the book World War Z.
- Survive if you can against a relentless enemy that evolves and grows more powerful with each day.
- Build specialized units from a variety of bases that can be placed anywhere in the open-world map.
- Battle those infected by the Pangu Virus across four open-world islands, featuring unique and challenging environments.
- Choose from three combat tiers that play to your style. Each tier has specialized units, equipment, and weaponry.
- Engage a relentless horde of infected which numbers grow larger and stronger with each territory captured as you battle for control of San Francisco.
- Hunt Patient Zero, who races across the city seizing territory. Each capture zone increases her population as the virus spreads and possesses all organic matter.
- Form an alliance or side against the Anarchist and Police factions, which struggle to survive among the madness that has enveloped San Francisco.

Note: Steam Remote Play is for allowing your friends to try out the game if you already have purchased it. It's not for online co-op: that is is planned in the current roadmap, but is not complete yet
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.
Ability System Finalization
Part of the Legacy System Cleanup involved rewriting the ability system from the ground up. Our previous system worked, but it was difficult to work with and limited how much control we had over individual abilities. The new system is inspired by Fortnites Gameplay Ability System, but weve simplified it to better fit our RTS gameplay.
The new system is now entirely dynamic and delegate based allowing us to quickly add new abilities to units and prototype within minutes. With the older system abilities could take hours-days per one to implement and was all manual. It was very crappy...

This rewrite has allowed us to refine directed abilities/Passives & Self Cast abilities like, ensuring they not only work more intuitively but also add depth and strategy to gameplay. With this improved system, abilities now look smoother, feel more responsive, and are more satisfying to use than ever before.
Fixing Longstanding Issues
One of the biggest challenges weve been tackling is fixing FPS drops and performance issues tied to how we handled assets in the past. While resolving hard references will fix an aspect it wont resolve all instances of performance issues.Back in 2020, we relied heavily on hard references and dependencies, which caused problems like long load times, performance spikes, and a lot of development headaches. We werent alone in facing thisteams like the one working on the new Tomb Raider in Unreal Engine encountered similar challenges. Their SDK became so bloated with dependencies that they couldnt even open it to work on the game we never got to that point. So its kind of a "growing" pain for when your project gets large enough since its not commonly discussed enough sadly and simpler games can get away with it.
Since learning about async asset loading in 2021-2022, weve gradually been overhauling our systems to remove blocking loads. This has been an ongoing process as we worked through legacy systems built during earlier stages of development. These blocking loads were a major contributor to FPS spikes on lower-spec machines, especially during events like creating new civilian factions, loading into the game for the first time or even interacting with certain Shops/markets ingame.
With this current cleanup, were addressing the last of these legacy issues. These spikes should finally become a thing of the past, leading to smoother and more consistent gameplay for everyone.
Building a Stronger Foundation
After finishing our cleanup, we'll also be strengthening the core of the game:[olist]
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Whats Cooking Behind the Scenes
While Robert and Derek focus on refining systems, Efrain, Dimitry, and Justin are creating a backlog of assets. This includes the final Doctrine units, buildings, and Airstrikes. Well be showcasing these assets in the coming weeks, and once the systems are polished, well be ready to quickly implement them into the game.The male Operator was finalized

Outfit 1

Outfit 2

Justin now will work on the Infected Standard variants we are planning to expand the current selection by an extreme amount I.E different body types similar to how L4D handles their standard infected.
New Ammo Crate. We are adding a much larger one in the upcoming Doctrines update.

Medical Crate next to the standard ammo create

More variants of smoke launchers were added for the coming upgrade in the Doctrines update


In Retrospect
Looking back, theres so much we wish wed known when we started. Unreal Engines documentation has come a long way since we launched in 2020, and weve learned a lotsometimes the hard way. Despite the bumps in the road, Cepheus Protocol is our baby, and were committed to delivering the experience you deserve.We hope this passion shines through in the detailsfrom the MLRS system in the current experimental build to small touches like shells ejecting from vehicles when they fire. These arent just features; theyre reflections of the love weve poured into this game.
Whats On Pause
Not everything is moving at full speed right now. For example:Looking Ahead
Were aiming to release what was discussed in "Building a Stronger Foundation" and Doctrines to the public(non experimental) by early Q1 of 2025. In the meantime, well be resuming experimental builds within the next week so you can see the progress as it happens.Thank you for sticking with us and being part of this journey. Your feedback drives us forward, and were excited to make 2025 a big year for Cepheus Protocol.
What's on the Docket coming up
https://youtu.be/6zz49hElQa8
Here's last weeks blog post as well!
https://steamcommunity.com/games/979640/announcements/detail/4474984836247847682
Cheers,
The Cepheus Protocol Team
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