Patch Notes 2025.10.7 – public-playtest Treasure Island Now playable!
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Made Garrison component calculation better account for when a helicopter goes down in unnavigable regions and kills them . Improved the damage calculation to make units being in a destroyed vehicle roll damage randomly
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All TI Walls and fences now converted to removeable objects, with proper collisions.
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Speculative fix for radio music sometimes incorrectly “looping”
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Set up logic so Infected structures will be properly visible while constructing (so no more ‘spine turrets able to shoot you before they are visible’, hopefully)
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Some visual FX bug fixes to make tracers more accurate
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Set up Build Progress Meters to have a ‘max distance’ at which they’re displayed, in Operator mode (customizable in settings)
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Fixed a bug where when an Operator would die max distance meters wouldn’t reset from OPerator centric settings
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Fixed juggernauts not properly targeting helicopters + increased chance to throw objects to 100% when wanting to target a helicopter in the air
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Updated the ActiveOperatorsDisplay to be larger, so it should be a lot easier to read =Also gave it a maximum vertical size, and set it to always absorb mouse scrolling when hovered
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improved Infected + Chelsey’s AI abilities to target moving units with Melee attacks
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Clients that crash/disconnect have 300 seconds to reconnect before their operators are deleted now
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Added in level based repairing speed for Engineers as a test. Updated some backend cheat commands for devs only
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Speculative fixes to resolve some issues with grenade throwing can get “stuck”
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Fixed some crashes with Grenades/ Abilitiies causing server crashes during a map swap if done at just the right time
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Improved client/server side conversion code and ensured that people that join mid game don’t have to play the infection conversion animation again and skip to syncing their state
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Adjusted MGL so it has a proper drop off when fired from a Operator, fixed units sometimes rappelling out of a helicopter and not properly reshowing their weapon
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Smoothed out ‘time widget’ addition to top-right of Operator HUD to deactivate (instead of remove) when leaving Operator mode (hopefully will be kinder to memory) =On deactivation, will stop updating the time display so it should remain cheap when operator HUD is gone
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Set up TopRightInfoWidget to show the day/clock display when in operator mode
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Helicopter landing adjustments to make it hopefully more reliable on inclined locations
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Updated some unit selection handling to better respond to unit ability usage, so clientside unit selection for move commands won’t ‘malform’ if at least one unit is selected while using a movement-blocking ability
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Enhanced replication for Skycrane DropPosition/Rotation to use a custom struct that uses a lot less memory, and to properly update the building preview for the attached structure as needed
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Fixed Steam user reported bug https://steamcommunity.com/app/979640/discussions/1/614304582405034257/
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Updated some unit selection handling to better respond to unit ability usage, so clientside unit selection for move commands won’t ‘malform’ if at least one unit is selected while using a movement-blocking ability
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adjusted from Float rounding issues that made healing structures way too forgiving
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Applied crash fixes
https://discord.com/channels/469412014427602944/1433895189298282526/1433895189298282526
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Applied crash fixes https://discord.com/channels/469412014427602944/1435354904926621849/1435354904926621849
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Fixed a late joiner issue with skycrane cables
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polished some visuals with Sky crane interactions with Structures. Ensured that clients that join mid session while a barracks is moving gets their proper onreps visually
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Fixes for late-joining client building visibility (building preview for any buildings currently on skycrane will be incorrect, but will resolve once building lands)
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Fixed structures being invisible for clients joining mid game
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Added
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Fixed it so clients reobtain their assigned color if they reconnect within 300 seconds of a crash/disconnect
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If a client crashes when in split money mode it will evenly split that money out immediately to all surviving players. If in open then it just goes to the global money pool
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Live Gibbing support added to RTS/TPS that has fewer restrictions overall
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Set up LHA6 to not be killable for now (bStartInvulnerable)
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Added a sound to pings ,
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Made it so the juggernaut ignores calls to register to the corpse registry so there dead body stays for 30 seconds.
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Resolved some Pandemic init issues with loading
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Various navigation issues on Treasure Island resolved relating to the rocks and their collision
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Added Road Nav UNavArea for making all AI prefer roads ini all cases for movements and will only move off them when needed
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Added safeties to ability Component and Activity log for causing world GC leaks
https://discord.com/channels/469412014427602944/1433808214230565008/1433808214230565008
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fixed infection conversion bug for Operators where it wouldn’t kick you back out to RTS
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Balanced jugg ground slam. fixed grip sockets for generic operators. fixed glow stick positions for generic operators.
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Fixed CERC combat music breaking whenever a drone would kill itself building a structure, infected now ignore Infected structure collision for rare cases where they can spawn too close to infected structures
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Fixed operators being able to break out of stun/ being able to do side actions while stunned
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WIP fixes and setup for FFAR rocket FX.
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Fixed bogus starting zones for Pandemic Bay Area
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Fix for Operator_UpdateOtherPlayerDroneVisibilityLoop crash
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Speculative crashfix for OnLoseSightOfUnit() crash (as reported in
https://steamcommunity.com/app/979640/discussions/1/614304582404927237/?tscn=1761972381)
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Set up ‘Operator_ToggleZoneWidgets’ keybind, T by default
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Set up Operator selection at the Barracks to ‘validate’ Operator data (just proficiency XP for now) at selection time, so info is fixed up local-to-client before even purchasing -Fixed some focus-issues in the Operator customization widget
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Updated TI swamp water to newer setup.
A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, 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.
📖 Operation: Island Sweep – Treasure Island Playtest Recap
In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.
Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.
As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.
Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.
In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.


https://youtu.be/xEvcprpgEi4https://steamcommunity.com/games/979640/announcements/detail/567017334005301886
Here’s how to opt into the Cepheus Protocol public playtest on Steam:
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Open Steam and go to your Library.
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Right-click Cepheus Protocol and select Properties.
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In the left panel, click on Betas.
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From the dropdown menu, choose public-playtest.
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Close the window. Steam will automatically begin downloading the playtest branch.
Once the download is finished, you’ll be running the public playtest version.
Recap for those late to the party

Right now, the team is focused on three main areas:
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Custom Game Options are currently in development, allowing players to fine-tune pacing, difficulty, infected behavior, and other core gameplay settings.
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The Save System for Pandemic mode is actively being built out. The goal is to preserve units, structures, patrols, infection states, and more across sessions. We’re aiming to get this to a stable point sometime next week.
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Chelseys AI continues to receive updates to make her more reactive, aggressive, and dynamic in how she engages players and spreads the infection. The Juggernaut should feel a lot better
On the level design side:
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The team is working on porting Calypso from Legacy, with a goal to have it back in the game this coming week, pending QA and polish.
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After Calypso is complete, the level designers will shift full focus to San Francisco North, which will be developed throughout the remainder of the year.
Looking ahead:
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Once the save system reaches a stable point, programming will shift to the AJAX (Humvee). Ideally around this coming Wednesday.
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The AJAX will serve as the prototype for all ground vehicle handling and AI. If all goes well, we’re aiming to have an early version ready for players to test sometime next week—but that timeline may shift depending on how bug reports and system stability evolve over the coming days.
We’re getting close to the final stages of the rebuild rollout, and as always, community feedback remains critical as we push toward stability and feature parity.




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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.
Cepheus Protocol | CERC HQ | #71
This episode dives deep into two weeks of intensive development as the rebuild gains momentum. Robert returns with a rapid-fire update on everything from map ports to AI rewrites. Two maps—Treasure Island and Alcatraz—are now playable in Pandemic mode, with a third, Calypso, expected later this week following internal QA and bug triage. The rebuild’s layered rollout continues, with Angel Island and San Francisco North also on deck.
Level design gets streamlined with procedural tools and photorealistic texture passes, while RTS gameplay sees major AI improvements for both pathfinding and fog-of-war. Operators gain more visual customization and stronger RTS integration, including dynamic hero selection and multiplayer utility. A new save system captures everything from flashlight status to zone ownership, setting the stage for persistent play.
Programming sees huge strides: dismemberment and AI bleeding logic, new unit targeting rules, and a revamped building placement system are now in. Operators are finally getting scoped weapons, proper cooldown UI, and reduced clutter with zone overlays and drone visuals. Meanwhile, the Ajax vehicle rollout begins soon—designed as the foundation for all future ground units.
The team is laser-focused on polish, bug triage, and stabilizing core systems. Once the save/load and custom game options are locked in, attention shifts to vehicles, doctrines, and—eventually—civilian evacuation and faction expansion.
🔥 Highlights
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Treasure Island and Alcatraz now playable in Pandemic mode
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Calypso map expected later this week after final polish and QA
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Alcatraz and Angel Island rebuilt with layered terrain, detailed props, and photoreal textures
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Operators now support full RTS roles: riding vehicles, customizing appearances, and filling hero slots
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Massive AI pass: improved fog-of-war, smarter pathfinding, and tighter targeting logic
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Bullet penetration, dismemberment, and bleeding effects added for realism and challenge
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Full save/load system in progress with support for patrols, inventories, and structure states
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New builder UI and rotation memory system for easier base construction
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Rebalanced economy prevents multiplayer abuse (e.g. base deletion exploits)
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Community maps and horde modes in the works from modders and volunteers
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Live Q&A covers everything from exo suits to operator airstrikes to zombie whales
Expect continued AI polish, minor economy reworks. The Ajax vehicle rollout kicks off next—built to test movement, physics, and combat for all future ground units. Once stable, expect a full return of vehicles, doctrines, and expanded late-game options. Player feedback remains vital—especially around AI clarity, base-building logic, and map layout.
🕔 When: Weekly Saturdays – 3 PM EST (New Time!)
📺 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
🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.
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Spotify Podcast Archive (VODs may take 24 hours to appear)