Patch Notes 2025.11.23.2 – public-playtest – Custom Game options now in!
Custom Game Options added to Pandemic it supports the following:

Some Infected configurables


We also added a new “presets” directory on our workshop expanding support for sharing presets. They are JSON files
json custom game options “example”
[c]{[/c]
[c] “customUnitSettingsMap”:[/c]
[c] {[/c]
[c] },[/c]
[c] “blockedUnitSpawns”: [[/c]
[c] “Infected_Structure_GasTower”[/c]
[c] ],[/c]
[c] “customDaytimeTimescaleSetting”: “None”,[/c]
[c] “customDayLengthInSeconds”: 300,[/c]
[c] “customNightLengthInSeconds”: 300,[/c]
[c] “customStartingHour”: -1,[/c]
[c] “startingMoney”: -1,[/c]
[c] “customGameSettingsVersion”: 1,[/c]
[c] “garrisonTentPopulationValue”: -1,[/c]
[c] “profileName”: “Test1″[/c]
[c]}[/c]
Some settings can be adjusted live but keep in mind some dont take affect till after a new one of that type have been spawned. You can see an example of this live from last weeks CERC HQ. If you want to edit the game live do so as the host or in standalone by pressing “esc” and going to the Custom Game options.

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Gun range added to main menu


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New Pandemic map from Legacy! Operation Stray Ember is in and available for play!
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Added a ‘Reset’ button to the Custom Game Options widget
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Fixed from Ability Component related instability when switching maps that could cause crashes
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Infected now chirp and make mor ambiance noise when moving around the map. When they have a combat they will hyperventilate and get excited . Added some more ambiance sound fields to all infected types
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Guard Tower related fixes to resolve some issues with units getting confused when attacking a Guard Towers sometimes
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Fixed a regression from Infected failing to attack targets sometimes due to a recent improvement to how AI choose target locations
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Fixed a logging crash for Aimed Ability
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Set up Structure ‘death’ logic to no longer delete garrisoned units (instead leaving that to the GarrisonComponent, as is correct)
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Fixed Tower Guards not always cleaning up after their death in some circumstances . Guard Tower units no longer have ‘lingering ghost AI’ that can cause crashes once guard tower dies
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Fixed some issues with units dying in terms of client/server sync
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Fixed GetRTSCamera() call in UUnitComponent failing when you are in Operator Mode (which could cause units to fail to properly deselect/de-group/etc.)
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Specualitive fixes to resolve a bug where Abilities or unit selections could get in a bugged state that could cause crashes
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Fixed up the ‘preview meshes’ used for the Turret holograms (during placing them down for construction) not having any collision (which allowed ‘stacking’ turrets on exact same space)
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fixed some ik inconsistency with the generic op. needs animation polish with wrist rotation
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fixed sound being lower vs when crouched
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Added 3 male standard infected mesh
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sound tweaks to ak105, evolys and m4
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Zone spelling correction on Bay Area map
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Continuing to refine and hunt down Pathfinding issues, There were some regressions in performance over the weekend as we were tweaking and finding the right settings for path finding cost in terms of CPU. This bulld put another candidate out to attempt to resolve any lingering issues and balance out performance further.
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Fixed bad SOC placement in Bay area that blocked placement
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Fixed an issue with unit weapons hiding/unhiding improperly when rappelling from helicopters
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SOC holograms excluded from HLODS so they dont “phase” in when zoomed out
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Fixed animation issue with medic healing
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Safety added to VisionGridUpdateUnitPositions() from
https://discord.com/channels/469412014427602944/1436768359298629722/1436768359298629722
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Speculative fix for IsTargetOutOfRangeAndHandleMovement() from
https://discord.com/channels/469412014427602944/1436791835329560689/1436791835329560689
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Some problematic rocks were adjusted on Bay Area that were causing navigation/path finding issues
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Fixed some instances were CERC units would refuse to fire a Structures if they were “Slightly” more in the ground more than other assets. Made their targeting logic more dynamic to target any “chunk”they can see now.
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Initial Alcatraz Firing range setup
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Various map improvements to collision work on Bay Area
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Added Ammo & Gas resupply for ground vehicles to the Motor Pool
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Set up StartGame from the level selection widget to properly reset all custom game options if going into a mode that does not support them (i.e. horde mode will reset custom settings when you go into it)
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Adjusted Operator HUD’s ‘reserve ammo display’ to be able to display over four digits of ammo (was needed for FN-34 when it had full reserve ammo)
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Added a new camera to the main menu for RTS players to obverse the weapon range
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increased enraged damage reduction for Juggernaut and Chelsey after hitting 50% health
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Decreased builder health from 1500 to 1000
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Added some collision/nav improvements to the parking garage. in Bay Area
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Added a crash fix from Chelsey enter enrage mode
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Fixed an Async bug where newly placed structures would sometimes “lag” out the game thread. Effectively made it so games would become more stable only after all structure types were placed
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Fixed a parachute shader compile bug that would cause micro stutters
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Added base version of the AJAX(Still early expect more work going into pathing next week)
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Reduced the resupply distance of the Ammo/Medical tent by 1/4.
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Fixed operators not being able to enter vehicles after a recent change made for the AJAX
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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Ajax Vehicles & Doctrines are enemy #1 as we work to get the current AJAX fleshed out and fully functional before we scale up with all the other variants in the game. Then after that it will be Doctrines time for airstrikes, upgrades and other tools to improve the progression of CERC (Within the next 20 days)
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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. (Aiming for before XMAS)
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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 (Within the next week ideally)
On the level design side:
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We are hunting down bad collision,navigation on all shipped maps and preparing to resume work on San Fran North.
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.
In this packed dev session, the team zeroes in on the return of ground vehicles, with the Ajax transport taking center stage as the first fully integrated chaos vehicle. Derek breaks down the dual-layered transition from Blueprint AI to C++, showcasing formation syncing with infantry, pathfinding adaptations, and dynamic acceleration logic. From edge detection fails to friction tuning on steep inclines, every quirk gets dissected live—alongside unexpected fuel drains, vehicle corpses, and turret alignment bugs.
A major milestone is hit with the release of live-editable Custom Game Options. Players can now tweak everything from gas mask timers to infected health multipliers and share their setups via Steam Workshop. The JSON-based system is fully moddable, launching with preset support and live-testing features that don’t require restarts. Expect future expansions for fuel, ammo, and logistical reworks via MRS tent mechanics.
Environmental destruction is the next frontier. Vehicles will soon smash through fences, mailboxes, and even perimeter walls based on mass and momentum. A proposed single-click vs. double-click movement system may dictate whether units obey roads or bulldoze through neighborhoods.
On the infected side, ambient audio returns with faction-optimized sound logic to enhance immersion without overloading the netcode. The devs also preview plans for dynamic infected variants—SWAT, medics, firefighters—with armor-based resistances and night-based aggression modifiers. Juggernauts are getting audio and behavior refinements, while operator weapon variety and animations continue to evolve.
Looking ahead, save/load systems, doctrines, and operator polish are queued up before year’s end, with stability and feedback-driven iteration leading the charge. The team is focused on making the Ajax airtight—then opening the floodgates for more vehicles and late-game chaos.
🔥 Highlights
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Ajax transport vehicle enters active testing
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Full AI refactor: formation logic, braking, path smoothing, edge detection
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Custom Game Options system launched with Steam Workshop support
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JSON-based presets allow fine-tuning of unit behavior, game pacing, and infected variants
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Live game tuning enabled: change enemy types, health, time-of-day in real time
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Environmental destruction system underway: rammable objects, scalable by vehicle class
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Ambient zombie audio returns, optimized for multiplayer performance
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Infected variants planned: SWAT, firefighters, medics with tactical implications
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Juggernaut enrage states and death VFX polished
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Operator aiming, driving views, and seat interactions in progress
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Save/load features on track for mid-December launch
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Main menu range added for operator weapon testing
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Tree sway bugs, turret LOS issues, and fuel logic hotfixed
🛠️ Patch Preview
Expect rapid iteration on vehicle handling, terrain interaction, and destruction systems. Ajax will be the test bed for ramming, shooting, and unit interoperability. Next up: doctrine reworks, enhanced operator roles, and full fuel/ammo economy integrations. Workshop support continues expanding—feedback is key to shaping what comes next.
🕔 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)