
The Pangu Virus has been unleashed in San Francisco, turning thousands of innocent lives into mindless beasts that feel no pain and have no fear of death. With each passing hour, the Pangu Virus evolves, creating new and ever more horrific mutations with one goal in mind… Spread.

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
Last Time on CERC HQ
Episode Summary: This weeks deep dive delivers a massive progress update on the overhaul of the Pandemic mode, featuring an all-out push to bring full replayability back online. Robert and Michael walk through newly added helicoptersincluding the Apache, Merlin, and Ospreycomplete with functional weapons, revised helipad mechanics, and incoming fixes to air-to-ground UI and landing validation. The team shows off early AI behaviors, pathfinding improvements, and newly implemented features like the activity and build logs to combat co-op chaos and resource confusion.
Combat takes center stage with the first public test of the revamped Juggernaut, now capable of throwing cars and pulling off AOE slams with increasing aggression. A new Builder infected enemy joins the battlefield, adding strategic depth as it constructs pods and gas towers. The episode also teases Chelseas major rework, aiming to elevate her from a static boss into a dynamic, phase-based threat with self-preservation instincts and map-traversing AI.
Footstep systems are back, voice barks are live for better immersion, and the team is fine-tuning threat evaluation and helicopter pathfinding. Michael breaks down evolving unit balance, while the devs give a brutally honest look at the games current difficulty and why this weekends builds are not for the faint of heart.
[carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/709c1db535ac5047245a3f282ae1c231f2a7e1e3.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/5962c43820a589fdf6c6b588001c4dc1e2259e9f.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/7baf70eaabbd941fe146fc6c7d1c1ae1ba5c0539.png\"][/img][/carousel]As the team gears up for adding ground vehicles and save/load systems, they\'re clear: bugs are expected in the build they released today, feedback is welcome, and no, this is not final balanceyet. Its all a work in progress as we work to build all the systems back in.
Highlights:
New helicopters fully integrated with weapons, sounds, and visuals
[/*]Juggernaut overhaul: car throws, ground slams, and rage phases
[/*]Activity & build logs help curb co-op trolling
[/*]First glimpse at the infected Builder unit
[/*]Early talk on Chelseas rework: roaming, evolving boss AI
[/*]Helicopter landing logic, visual bugs, and upcoming UI fixes
[/*]Operator camera work, 2D/3D ability barks, and immersion tweaks
[/*]Honest dev commentary on crunch, bugs, and upcoming patches
[/*]Teased features: doctrines, save/load system, custom game rules
[/*]
Patch Preview:\nExpect increased helicopter counters, juggernaut fixes, and additional tuning in the next 48 hours. Playtesters: watch for bugs, share feedback, and prepare for a fightPandemic just got meaner.
[dynamiclink href=\"https://youtu.be/j9p7-7UwCAY\"][/dynamiclink]
[u] Next CERC HQ Livestream Details[/u]
When: Weekly Saturdays 3 PM EST (New Time!)
Where to Watch:
- [/*]
- [/*]
- [/*]
Topics We\'ll Cover:
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][u] Missed a Stream? No Worries![/u]
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Spotify Podcast Archive (VODs may take 24 hours to appear)
[/*]
Current Progress
The rebuild has continued to move forward with major updates across Pandemic mode, helicopters, and stability.
You can see basic patch note here . I will be working to make a comprehensive patch note post going into monday. Its massive...
Faction Manager & AI\nThe Faction Manager core is now established, which means the backbone of Pandemic mode is playable and the fundamentals are in place. Factions can expand, defend, and react to player actions, but this system is still in refinement. Over the coming weeks of October, well continue to tweak and improve it based on feedback, playtesting, and balance adjustments.
Infected no longer builds structures magically. A new Builder Drone unit now constructs pods, gas towers, and other structures. It also comes with a Blood Leech ability, making lone play far more dangerous.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/83c141f0eede4e6e483356b69288b819ba510f2d.png\"][/img]
Weve also introduced the first experimental version of Juggernaut AI into the rebuild. Both the Builder Drone and Juggernaut will continue to see tuning and balancing over the next week. Expect frequent patches sometimes multiple in a single day as we adjust their behavior and refine their roles.
[/*]Helicopters\nHelicopters have been a major focus. Visuals are now properly synced with tracers and VFX, long-standing garrison bugs are fixed, and all helicopter classes are in: the Blackhawks weapon loadout is complete, the Apache is fully integrated, and the VTOLs jet mode is online.
Theres still polish work left, as we track down lingering bugs and desync issues. Directed landings, helipad support, and operator interaction (like skid shooting) are the last features in progress. These smaller elements will continue to be chipped away going into next week.
[/*]Bug Fixing & Balance\nWeve been in a bug-fixing marathon, clearing out dozens of issues ranging from wall placement quirks to crash bugs. While helicopters and AI are close to finished, we may dedicate at least a week or more solely to bug hunting before fully diving into vehicles. Remaining problem areas include how infected evaluate enemies and make tactical decisions, especially for Juggernauts. Derek and I are running extensive tests to make sure poor prioritization doesnt accidentally make the game easier.
Balance is also still very much ongoing. Our team wears a lot of hats much of the focus has been on getting mechanics and systems in so you can play them raw. Michael has been going through and balancing what he can, but there are still units that may feel too strong or too weak (for example, the Apache can sometimes dominate, while other units may have health pools that feel off). We welcome your feedback: if something feels overtuned or underpowered, let us know on Steam or Discord. Expect another week or two of tuning before balance feels more settled, as were only now getting to the point where new content is in and we can focus on refinement.
[/*]Difficulty & Activity Log\nRight now the rebuild plays at Directors Cut difficulty, which is very punishing. Many players are getting wiped quickly, and we hear you. To address this, Custom Game Options are coming soon, allowing you to tweak pacing, difficulty, and other settings to better match your style of play.
In the meantime, a new Activity Log has been added so you can track spending, structure construction, and other in-game events while you fight to survive.
[/*]Gas Towers are in now!
[/*]
Whats Coming Next
Immediate priorities are:
Balancing the new Builder Drone and Juggernaut AI
[/*]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)
[/*]Fixing AI issues with enemy prioritization and tactical decisions
[/*]Frequent bug fixes as we get reports
[/*]Chelseys AI
[/*]Juggernauts are undergoing testing at the moment
[/*]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength
[/*]
Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.
[hr][/hr]October Goals
We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback our goal is to get as many people as possible playing on the rebuild once its ready.
October priorities include:
Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good \"core\" vehicle driving. After its \"done\" we start porting over all the wheeled vehicles and follow up with the Abrams and co.
[/*]Extensive Bug hunts / Performance tweaks
[/*]A save/load system for Pandemic
[/*]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages
[olist]Treasure Island->
[/*]Angel & Alcatraz Island ->
[/*]San Francisco North
[/*][/olist][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/15f13d07ae91869b3046e19612a06c0772114b7a.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/533f563ba7b0e8b9e03cf32d30542501af4a8d91.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/8cdec0d9983e690201acf07ca24f714a13d9d1c9.jpg\"][/img]
[/*]
On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.
[hr][/hr]Community
We had a great nine-player session on Discord right after the latest podcast, with everyone yelling, planning, and strategizing together. These sessions highlight how fun the rebuild already is but they also expose glaring issues that were working hard to fix. Were confident well keep tackling them throughout October.
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