
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
Patch Notes:
Radio System UI now in FAQ here!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/71e65cb8aa9429e94c4cd561166abcbf701dd807.jpg\"][/img]
[/*]Radio System UI Supports Scrubbing (Coop working)
[/*]Radio System UI Supports Play/Pause (Coop working)
[/*]Radio System UI Supports Track Sync (Coop working)
[/*]Radio System crash related to the host having a song and a client not
[/*]Improved the Construction system for Engineers/Assaults to be a lot more efficient at scale in terms of \"cost\"
[/*]Improved Construction system for Engineers/Assaults to improve how they detect when to go ground objects. They should now only go around a fence when they physically cant reach that point. Previously there were a lot of cases of unnecessary cases of them decided to walk to the other side of a structure.
[/*]Fixed a bug where the Infected Faction Manager would sometimes get fed bogus investigations locations by a stale reference to an attacking party
[/*]Fixed a case where Spine throwers could trigger investigations by their Infected Faction Manager by friendly fire
[/*]Fixed an case where Infected would get confused sieging CERC bases and sometimes \"dance\" between openings
[/*]Activity Log optimized a bit more to write async instead of in the moment(Frees up some CPU calls)
[/*]Fixed Kicking not working after a recent UI revamp to player lists
[/*]Added some safeties to Weapon to fix Niagara queries
[/*]Some improvements to the helicopters landing system. Holding it makes them land in place. tapping it once allows you to choice a land location
[/*]Client side cool down added to Radio Music track selection
[/*]Fixed ADS client side desyncs where it would only rotate for the host
[/*]Fixed barbed wire having a collision setting that blocks FOW
[/*]Fixed a math issue where the newer smaller helipad would malfunction when placed down sometimes
[/*]Radio System also supports a volume slider
[/*]New Helipad variants added (Small and Normal) The older legacy ones got a lot of feedback of being hard to place and we\'ve struggled for years to get the pathing right so we made some changes. The circle one was removed and replaced with this version.
[dynamiclink href=\"https://youtu.be/tm0W0YEfnRI\"][/dynamiclink]
[/*]Small Heliad only can recruit the Pilot, Sparrow and Drone. Has a smaller resupply radius
[/*]Normal sized one has access to all aerial units. Has a larger resupply radius
[/*]Speaker button added to all Helicopters, Radioman and Speaker tower
[/*]Fixed juggernauts pausing randomly in the middle of combat, working on some helipad edits
[/*]Fixed Horde Half Moon made using the wrong nav type for helicopters
[/*]Updated GateStructure \'auto open\' to not open for helicopters
[/*]Adjusted some grenade aiming logic to be a bit more forgiving when the \'hit\' is not an allied unit
[/*]Updated GateStructure \'auto open\' logic to exclude units who are garrisoned from being considered for \'opening the door\' (so Guard Tower guards won\'t force nearby gates to remain open)
[/*]Added Weapon/Gun Penetration. Wil affect all units in the entire game . Michael will be configuring chance to pen/damage reduction and max penetration amount on a per weapon basis
[dynamiclink href=\"https://youtu.be/vRXv7w1JKJc\"][/dynamiclink]
[/*]T3 walls now only apply Damage Retaliation when power is \"active\"
[/*]Damage Retaliation is a returning system from legacy that when an attacker hurts someone else it can hurt them back. A few examples were T3 Electric Walls, Barbed Wire and Double Barbed Wire when they were meleed ONLY.
[dynamiclink href=\"https://youtu.be/mmAf1ImpdTM\"][/dynamiclink][dynamiclink href=\"https://youtu.be/tihBuHcpxX8\"][/dynamiclink][dynamiclink href=\"https://youtu.be/PNj1EDQVKMQ\"][/dynamiclink]
[/*]Fixed some CERC structures collision so they are a bit more receptive to certain angles of attack
[/*]Speed up Stun animation so it doesn\'t look silly anymore
[/*]Added new Command actions for the ADS.
[/*]lowered standard infected base health from 125 to 100. blowup guy health 200 from 600. nerfed spine turret. buffed flamethrower damage by 15% to all units
[/*]lowered price of pilot, sniper and heavy
[/*]Lowered soc build time on all tiers. lowered price for the assault, engineer, medic and spec ops
[/*]decreased dot duration on spitter acid to 3s and ground acid to 5s and turned off override from ground acid to give players a chance to get out of acid pool after getting hit by initial acid attack
[/*]decreased sparrow mg spread
[/*]increased ar range and decreased
[/*]increased lmg range
[/*]spitter range nerf to ground units. increased damage of the ak105 to pods and jug. added slight damage fall off to mgl for long range
[/*]Toggle Run readded from Legacy
[/*]sparrow mg spread increased and added increased reload time for m260
[/*]ffar reload time increased and increased auto auto cannon reload speed
[/*]Added Merlin preview mesh.
[/*]More improvements to Land Helicopter: should resolve a rare \'lockup\' situation
[/*]Fixed up an AI check that stopped units from being able to shoot if in Sprint speed state even if not moving
[/*]
Current State of the Rebuild
A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselvestesting, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Singleplayer has become.
The Battle of Half Moon Bay
This particular session started with twelve players splitting into multiple fireteams, each setting up forward operating bases (FOBs) across the city. One team established their base in the center, another fortified the soccer field, while a third entrenched themselves near the construction site. Once Chelseys location was discovered, the teams coordinated to divide the mapback-capping the right side and containing her forces to the left.
[carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/80ca5973eac9cefac9d92792e13b575114f9b7c1.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/06b76e7c65870c6f7f6e5a66edb5e83a60033c03.png\"][/img][/carousel]The first major engagement came at the soccer field, where Chelseys infected army launched repeated assaults. Waves of brutes and juggernauts clashed against entrenched defenses while operators and RTS-controlled infantry fought street-to-street. When Chelsey shifted her focus toward the Bayfront Administration Center, the central fireteam held firm, repelling the push and stabilizing the front lines.
Meanwhile, Moros team conducted daring hit-and-run strikes deep in infected territorykeeping Chelsey off balance and forcing her to defend on multiple fronts. A few close calls nearly broke our lines, but through coordinated air support and precision strikes, we turned the tide. Soon after, our combined forces launched a decisive counteroffensive that pushed her back to the import-export district.
[carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/4859cb0d2b32f785bd1c9c9bdaf38f947ce692e4.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/91253f009cbf4f82e152f9862705f423998c37a0.jpg\"][/img][/carousel]The Final Push
At the climax of the battle, Chelsey unleashed everything she hadmassive infected hordes, explosive variants, and juggernauts charging the southern front. The push almost succeeded, but a quick call for reinforcements from Fords squad brought helicopters and operators roaring across the skyline. The ground units regrouped for a final unified assault, sweeping across the neighborhoods toward the lighthouse and satellite communications sectors.
In a storm of gunfire, missiles, and chaos, we finally pushed Chelseys forces back into the seasecuring a hard-fought victory. The battle ended with every surviving player lined up across the pacified coastline for a well-earned group screenshot.
[carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/8dc9d13995cb34c9daa67e4fe8be9e71f4ce004d.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/37c86ef93874122d4fde1891b4769d88e9b783e1.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/bde7ed961e4f9a0bab8f565bf826fb6768b54789.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/173cd608f7bbcd1621f347504c92e70a663bcc59.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/b21ffe10f556ace8e8b4f2bb6c1f603b49ec1c10.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/6bb1838a00079c1e279a01c7cd83311f22003cc6.png\"][/img][/carousel]A Milestone Moment
This match marked one of our most successful multiplayer playtests yetno crashes, minimal bugs, and over 90 minutes of pure, unscripted RTS/TPS mayhem. You can watch the full 1 hour and 28 minute playthrough below. Every week, sessions like this bring us closer to the vision of what Cepheus Protocol is meant to be: an RTS unlike anything else in the genrealive, unpredictable, and built on the stories that emerge when real players face impossible odds together.
Thank you for your continued support as we rebuild Cepheus Protocol from the ground up. Every match, every bug fix, and every chaotic moment helps shape the future of the game.
[dynamiclink href=\"https://youtu.be/WyXZH2zAgYo\"][/dynamiclink]
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.
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]
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
[carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/b1d2d05595417636b0fe320e65b21976315a99eb.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/7162f5bd2fef6a3f5c0c7b122eaf471d3ee01621.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/6746a6f4fa6e22d71fed0ed02f2f7252233cea02.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/2d48f9ff20a6570a9f159408f958f6224f5ebdf7.png\"][/img][/carousel][/*][/olist][carousel autoadvance=\"true\"][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][/carousel][/*]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]Last Time on CERC HQ
Cepheus Protocol | CERC HQ | #69
This weeks update is a no-holds-barred breakdown of Pandemic modes evolution, centered around the rebuild of Treasure Island and a total systems overhaul. Robert walks through the new layered rollout strategy for map expansion, beginning with a playable slice of Treasure Island set to launch around Halloween. With Unreal Engine 5s precision fixes, the team can finally realize their original vision for a scalable, destructible, and immersive RTS battlefield.
Level design gets serious upgrades, including foliage placement, bridge logic, and terrain verticalitywhile the devs debate whether to support multi-tiered underpasses for gameplay. On the AI side, huge strides are made in how infected evaluate targets, spread, and adapt to player fortifications. Pathfinding gets tighter, blowup enemies are rebalanced, and new debug systems give devs visibility into AI logic mid-match.
Operators get more integration with RTS elementsriding helicopters, building structures, and coordinating in full co-op squads. Helicopter physics and weapon balance receive a full pass, alongside early work on ground vehicle deployment starting with the Ajax. Meanwhile, discussions begin on evolving infected variants and bringing dynamic civilian factions back with better AI direction systems.
Chelseas overhaul is still coming. Juggernaut and Builder units continue to be tested. And yes, feedback from Discord and Steam is actively shaping next steps.
[hr][/hr]Highlights
Treasure Island rebuild set for Halloween rollout with layered map expansion
[/*]Fully revamped AI threat logic, pathfinding, and zone targeting
[/*]Debate over under-bridge traversal and visibility in RTS gameplay
[/*]Helicopter balancing complete: physics, flight feel, and weapon tuning
[/*]Operators now ride, build, and interact deeply with RTS mechanics
[/*]Juggernaut and Builder infected updated with smarter behaviors
[/*]Upcoming work on vehicle AI, bridge destruction, and custom doctrines
[/*]New debug tools help devs analyze AI decisions during play
[/*]Feedback-driven dev cycle with live balance adjustments
[/*]Community Q&A covers everything from faction AI to turtling tactics
[/*][hr][/hr]Patch Preview
Expect nerfs to blowup units, tweaks to helicopter refueling, and tighter threat evaluation logic. The Ajax vehicle rollout begins soon, and feedback is requested for bridge logic, underpass use, and unit camera control. Its shaping up fastget ready to test hard and break things.
[hr][/hr][dynamiclink href=\"https://youtu.be/_vPNXsx32RQ\"][/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]
Spotify Podcast Archive (VODs may take 24 hours to appear)
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