2025.2.13.1 β Pandemic Save UI Live + Pathfinding AMA Tonight

Second pass of the Pandemic Save System is now live on all branches, including the full Save and Load UI.
The first pass went live last Friday through a console command. This update moves saving and loading into a proper UI across all branches so everyone can use it normally while we continue hardening the flow.
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Save + Load UI is live on all branches
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Load menu shows which Custom Game Options were used for each save so you can tell runs apart
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Configurable autosave intervals are now in
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The system keeps the most recent 3 saves you can configure this
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We are actively hunting down Save and Load bugs as they are reported
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Engineer is getting a LAW added to help address T1 counters against the Juggernaut. More details on this soon!
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Sparrow is gaining a hellfire missile in the next week that will allow you better counter juggernaut’s in T1
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P90 (SMG) and HCAR (LMG) are both in the game now
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You can start leveling SMG and LMG progression to unlock and use them
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We are continuing at 1 to 2 weapons per week through February to finish the Operator from a base weapon standpoint. They still need refinement and polish after Civilian Evac
Experimental includes systemic vehicle pathfinding fixes, but if you still see issues, we want to see them live.
Friday at 7:00 PM Eastern we are hosting a Discord sit-down for pathing and formation issues.
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The programmers will not be playing
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You must share your screen live and reproduce the issue or load a save
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Screenshots will not be accepted

We will have more to share on Saturday during CERC HQ as we continue pushing toward Civilian Evacuation mid to late February.

New Operator Skin for Honzo Lee called Urban
Also in this patch
https://store.steampowered.com/news/app/979640/view/698756599936712755
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Fixed drivers not getting XP from vehicles they are controlling
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Also tripled unit leveling requirements for all units outside Operator
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Save improvements and new coverage:
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Rallypoint save and load is in
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Host only saves this data for now, but it is structured to support other players later
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Zones now save and load their last population count
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Ammobox save and load fixes
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No more floating ammoboxes
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Parachutes should despawn properly, or fall and disappear on load
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Save and Load menu improvements:
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Overwrite in place behavior fixed when selecting an existing save and confirming overwrite
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Cleaned up overwrite logic when Create Save uses an existing name
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Custom infected options display now shows disabled enemies
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Text formatting improvements for displaying custom unit settings
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Started on unit custom settings reader
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Added a dedicated hovertip button on Load to list custom unit settings in that save
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Additional UI cleanup, including focus fixes and scaling improvements for thin resolutions
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Fixed a bug where loading a game could cause the UI to steal focus and leave you unable to control the game after loading
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Custom game options display initial pass:
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Only detects options on saves made after this update
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Older saves still work, but custom options will not be detected for display until you save again

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Autosave improvements:

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Autosave count is now customizable in the options widget and properly respected
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Autosave timer dynamically adjusts if you change the interval mid game
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Initial autosave system pass is in
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Runs on host only
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Unit Group Widgets now populate at game start and no longer disappear when a group goes empty. Previously the group boxes would not appear until you manually created a group, which caused confusion and led some players to think a grouping system did not exist. The interface is now visible from the start so it is clear that grouping is available. As always use CTRL + number key to group any selection of units

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Save list sorting: Save and Load list can now sort by timestamp and is now ordered by save date properly
Most combat in Cepheus Protocol is hitscan, so the majority of gameplay is unaffected by saving mid-action. A small number of transient objects still require additional handling if you save at the exact wrong moment.
Updated save TBD list:
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Queue attack order
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Call in system (airstrikes and support)
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Reload status for animation catchup
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Tow
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Grenades
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Flare
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Cloak
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Stun system
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Hit reaction (TBD)
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Cone of fire ability
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Delayed grenade explosion save support
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Save other player data (rally points)
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Save Operator data for clients for reloading them (after saving basic other player data)
As we move through February, the focus is on getting everything caught up to where the rebuild is intended to be, while continuing to stabilize and improve the core experience.
Immediate priority going into next week
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Finalizing remaining Pandemic save support, specifically transient gameplay objects
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Cleaning up any remaining edge cases surfaced by live usage
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Locking down save stability so it becomes a dependable baseline going forward
Following that addressing feedback from this poll
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Pathfinding improvements and fixes
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Bug fixing across Pandemic and core systems
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Small quality of life changes that improve flow and usability
Once those pieces are in a good place, we will shift focus toward Civilian Evacuation, targeted for mid-February. This work is already underway, and the goal is to address the feedback and discussion outlined in the existing Steam thread below.
We will be sharing more details soon, including a live stream announcement about a week in advance. Keep an eye on Steam and our Discord for updates as we move through February.
Link to Civilian Evacuation Steam thread
π When: Weekly Saturdays β 3 PM EST (New Time!)
πΊ Where to Watch:
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Co-op Progress
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Total Revamp based on Community Feedback
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Level Design Updates
π€ Donβt miss our Live Q&A! Weβll be answering questions from the community during the stream.
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Spotify Podcast Archive (VODs may take 24 hours to appear)