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2026.6.8.2 Civilian Evacuation Live On Public

Cepheus Protocol · Community Announcements · June 08, 2026

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Civilian Evacuation Is Now Live On Public

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Civilian Evacuation has now moved from Experimental into the default Public install of Cepheus Protocol.

For the last few weeks, players have been able to test the system on Experimental while we continued working through the core loop, save/load behavior, multiplayer support, civilian flow control, intake behavior, and the wider session reliability issues that come with a system this large.

As of this update, Civilian Evacuation is now stable enough for normal Public branch play.

That does not mean the system is finished. It means the core loop is now far enough along that players can run a full session from beginning to end with the modern evacuation systems active by default. From here, our focus shifts into bug triage, flow cleanup, vehicle reliability, guard AI behavior, RTS quality of life, and the next major infected faction push.

Tutorial on Evac

[dynamiclink href="https://www.youtube.com/watch?v=8W6s5cUTacw"]

What This Public Branch Merge Means

This update brings the current Civilian Evacuation pass into the default version of the game. Players no longer need to opt into Experimental to play the main evacuation loop.

Civilian Evacuation is not a side system. It touches the wider RTS loop, zone control, civilian movement, intake processing, vehicle usage, reputation consequences, infection pressure, and long term match pacing.

Civilian Evacuation Now Lets You Choke Off Chelsey

The newer evacuation system is built around stronger flow control than the legacy methods. Instead of forcing every civilian or group through a narrow set of older behaviors, the current system gives players more tools for controlling how civilians move, where they go, and how quickly they are processed.

Recent updates added support for civilian and no civilian modes for gates, evacuation waystations, improved intake behavior, and better routing so civilians and mobs can move toward controlled flow points instead of always pushing directly into intake or world buildings.

This gives the system a stronger foundation for larger matches. It lets players shape movement patterns, reduce congestion, and build cleaner evacuation pipelines instead of fighting the old flow logic every session.

Our current mission intent is to lock in the systems that are already present, stabilize the remaining edge cases, and then move forward into the next major line items.

Known Issues And Current Triage

If you run into evacuation issues, vehicle pathing problems, save/load problems, or multiplayer desync behavior, please report them with as much session context as possible. The more specific the report, the faster we can isolate whether it is routing, state persistence, multiplayer replication, vehicle turning, or flow control.

This Week’s Focus

This week is primarily about stabilization and targeted quality of life work before we shift harder into the infected faction pass.

Vehicle turning is one of the biggest areas we are reviewing right now. Several edge cases have been identified where vehicles do not turn as reliably as they should under certain conditions. We already have multiple initiatives under assessment to improve that behavior and reduce cases where vehicles need player intervention to recover cleanly.

Guard AI is also getting attention. The goal is to make guarding behavior more responsive, more reliable, and faster to react when units or structures come under pressure.

Quality Of Life Priorities

Alongside the core bug fixing, we are also lining up several RTS quality of life improvements that should make normal play feel better across every session.

Patch Notes Summary

Moved the current Civilian Evacuation experience into the Public branch. Which includes these changes. These include gifs/videos and more in-depth breakdown of everything in this patch

[dynamiclink href="https://steamcommunity.com/games/979640/announcements/detail/673996847087353935"][dynamiclink href="https://steamcommunity.com/games/979640/announcements/detail/712276809750677259"][dynamiclink href="https://steamcommunity.com/games/979640/announcements/detail/712276809750677215"][dynamiclink href="https://steamcommunity.com/games/979640/announcements/detail/693135877118886524"][dynamiclink href="https://steamcommunity.com/games/979640/announcements/detail/525374254465680188"]

The known issue list will keep changing as more reports come in. Our goal is to identify the highest impact issues first, especially anything that interrupts long sessions, multiplayer sessions, save/load continuity, or evacuation flow.

The Next 60 Days

The next 60 days are about getting the game fully back into its major intended loop, then pushing beyond what existed in Legacy.

The Rebuild is already past Legacy in several important areas, but there are still major line items that need to come back online, be refined, or be expanded. Players can also see the active priority order on the far right side of the main menu.

The immediate goal is to stabilize the systems that are now live, then move into the next major gameplay push without leaving Civilian Evacuation half locked in. Once the current flow, vehicle, guard, and session stability work is in a stronger place, our attention shifts heavily into the infected faction.

June Is Infected Faction Month

June is focused heavily on Infected AI and the infected faction as a whole.

The goal is not just to add more infected bodies to the map. The goal is to make the faction smarter, more varied, more threatening, and more capable of creating pressure across the full match.

Over June, we are moving toward roughly half a dozen new infected types and major updates to existing infected behavior. This includes Lieutenants, the Chelsey side of the new AI work, Leviathan progression, new offshoot mutations, and larger infected threats built to change how players respond to the late game.

One of the new infected concepts under development is a heavy Behemoth style threat. The intent is a massive infected unit with a huge health pool, devastating melee impact, and slower movement that forces players to reposition, focus fire, and respect its presence when it enters the battlefield.

That infected pass is one of the most important upcoming milestones for the game. Civilian Evacuation gives the player a stronger strategic layer. The infected faction pass is what pushes harder against that layer and turns those systems into real pressure across the map.

San Francisco North And The Bay Area Map

San Francisco North remains a major part of the broader roadmap. It is the direction of the future Bay Area experience, and work will continue through June and July as we keep expanding, connecting, and stabilizing the larger map.

The focus for San Francisco North remains traversal, detail, pathfinding, performance, visual polish, and making sure the larger Bay Area map supports the core Pandemic experience correctly.

As the evacuation systems, infected faction, vehicle behavior, and AI systems stabilize, San Francisco North becomes more important because it gives those systems the scale they were built for.

Where We Are Now

Civilian Evacuation is now live on Public. It can be played in full sessions. It supports save/load. It supports multiplayer. It is not final, but it is now the default direction of the game.

The next step is not to tear the system apart again. The next step is to lock in what is already there, fix the highest impact issues, improve the flow, and then push into the next major priority set.

That means vehicle reliability, guard AI, RTS quality of life, server browser clarity, evacuation flow, save/load stability, multiplayer stability, and then the infected faction push through June.

Thanks to everyone who played the Experimental builds, reported issues, sent saves, joined multiplayer sessions, and helped us identify the edge cases that only show up after real players get their hands on the system. Public branch feedback is the next major step in getting this system fully hardened for the rest of the Rebuild.

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