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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
Cepheus Protocol
Halcyon WindsDeveloper
Halcyon WindsPublisher
2020-05-15Release
🎹🖱️ Keyboard + Mouse
Mostly Positive (1789 reviews)
Not Tagged as Available on Linux (Steam)
Patch Notes 2025.10.10.1 - public-playtest

How to Opt In

Heres how to opt into the Cepheus Protocol public playtest on Steam:

[olist]
  • Open Steam and go to your Library.

    [/*]
  • Right-click Cepheus Protocol and select Properties.

    [/*]
  • In the left panel, click on Betas.

    [/*]
  • From the dropdown menu, choose public-playtest.

    [/*]
  • Close the window. Steam will automatically begin downloading the playtest branch.

    [/*][/olist]

    Once the download is finished, youll be running the public playtest version.

    [carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/cae41230301fdbb524bffd3082443717f26cf0eb.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/e5d49b85ab379e878006a640e110542fdae9dcac.jpg\"][/img][/carousel]

    Recap for those late to the party

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/1429b3c3c0709036e353974598d8548482b013e6.gif\"][/img]

    [dynamiclink href=\"https://store.steampowered.com/news/app/979640/view/537736957039477252\"][/dynamiclink][dynamiclink href=\"https://store.steampowered.com/news/app/979640/view/537735054151909377\"][/dynamiclink]

    Patch Notes:

    • Fixed construction bug where units wouldn\'t move sometimes when ordered to build.

      [/*]
    • Further refinements to attack logic for roaming hordes

      [/*]
    • Fixed up a ptr type in FOW system that would cause desyncs where client/host fog of war would fall out of sync randomly

      [/*]
    • Updated mini health bar style for multi-unit details panel

      [/*]
    • Improved some settings on \'overhead icon\' billboard components for enemies

      [/*]
    • MGL added to operator, has animation issues (noted, we are working on this!)

      [/*]
    • Fixed the Hescos, Razer wires , Jersey dividers not being in lockstep with the new attack system requirements

      [/*]
    • Fixed Operators not being mapped to the new CERC Query Filter system. Fixes Operators trying to walk through walls when in RTS mode

      [/*]
    • Increased kill reward for pods of all types

      [/*]
    • Fixed Gate structures initializing at settings that cause pathfinding issues

      [/*]
    • Fixed Helicopters not triggering investigations/counter investigation parties

      [/*]
    • Fixed it so structures can request investigation parties

      [/*]

    Whats Coming Next

    Immediate priorities are:

    • Balancing the new [strike]Builder Drone[/strike] 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://clan.fastly.steamstatic.com/images//33900595/15f13d07ae91869b3046e19612a06c0772114b7a.png\"][/img]

      [img src=\"https://clan.fastly.steamstatic.com/images//33900595/533f563ba7b0e8b9e03cf32d30542501af4a8d91.jpg\"][/img]

      [img src=\"https://clan.fastly.steamstatic.com/images//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.

    [dynamiclink href=\"https://youtu.be/zKWbgPamjZQ\"][/dynamiclink]

    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]

  • [ 2025-10-11 01:53:03 CET ] [Original Post]
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