





The virus is loose across the Bay Area. Flashpoints are erupting across the peninsula as entire districts fall into chaos and infected swarms push deeper into civilian zones.
CERC forces are already in the field.
Embedded military reporters and frontline operators are transmitting battlefield coverage directly from active operations. The images you are about to see were captured during recent combat deployments across the region.
These transmissions come directly from the front.
The battle for the Bay Area has begun.
2026.6.11.1 Change list:
Reduced Bobbing on larger vehicles when they turn in place
Discord/Youtube main menu graphics updated
Improved Guard to make Units run when their targets get too far away
Improved Right click Attack orders to function more reliably as users expect. Units will only move as close as they need to so they can attack X unit instead of always moving on top of them

Added ability to upgrade from a Wall to any unlocked Tiers Double gate/Vehicle gate

Speculative fix to resolve an instance where Mortar auto fire can outright stop acquiring targets
Improved Mortar control and updated Visuals to reflect all selected Mortars instead of just the "primary" one in X selection
Mortars that are selected and ordered to manually attack ground will all properly obey instead of just the first selected unit doing it.

Added Zoom sub stepping as you get closer to units to "smooth" out camera movement
Fixed DNA being blocked by Vehicles
Updated all Translations based on some new warning states added
Boosted acceptance radius for evac helicopter 'land at evac site' behavior (radius was small enough that it could get 'stuck' due to default acceptance radius being wider than 'landing check' radius)
Speculative fixes for SaveGame crash when saving Client Groups in coop
Fixed a Police Car asset that was improperly failing to flag when placed by World buildings that it had blocked their doors which would cause Civilian mobs to malfunction
Further TI refinements to Navigation for trees
Civilian Intake balance loading to split mobs 50-50% across all active intakes more reliability
Set up wall builder to colorize fully-scaled wall segments while still in the 'placement' phase (they turn a light green when fully scaled now) so its easier to determine which walls can be later upgraded to Double Gates once fully built.
Fixed another user reported bug where Rally Points were not properly being invalidated when you updated them for clients/host after you placed down the initial one.
Fixed Simplify animation mob quality quality flagging the wrong setting as expensive
Added Double gate preview visuals to walls
Updated 'full wall size' highlighting for wall construction to only highlight when using the full-size mesh (not the 1/3 or 1/2 size meshes), so a single segment only turns green when at max size
Boosted intake bus stuck check sensitivity
Adjusted cornering stiffness of the Wheel BPs for CERC's treaded vehicles to help them handle turns at speed and better keep under "control" so they don't end up inside objects
Fixed the MLRS Front bumper detection socket
Fixed Ground Vehicles using 'StopOnOverlap' for a lot of move commands: helps significantly with them 'stopping short' of move target(s)
Speculative fix for evac helicopters taking off while civilians were en route to it
Fixed the Zone Management List misaligning once at least one Zone hits 100% infection level
Radio Tower / Radio Relay/ Ammo Tent/ Medical Tent/ Evac Security Wing all have preview archs now before placement.


The Next 60 Days of Cepheus Protocol...
Civilian Evacuation is now playable from start to finish, and today’s update is focused on hotfixes, cleanup, and what comes next for the Rebuild.
If you missed yesterday’s post covering one of the biggest updates to ever touch the Cepheus Protocol Rebuild, you can read it here: [dynamiclink href="https://steamcommunity.com/games/979640/announcements/detail/525374254465680188"]CERC HQ EP 91 Summary:
The evacuation system just hit a major milestone. For the first time, players can now play through the entire civilian rescue loop from beginning to end. This includes fully functional intake processing, evacuation buses, infection scanning upgrades, doctrine progression, and direct civilian movement into evacuation zones.
New doctrine upgrades now let you streamline processing, skip holding cells, and massively improve evacuation efficiency as your operation grows.
The infected are also getting a major overhaul. Infection spread has been rebalanced, structure construction is now visible before activation, and the late game is being tuned to reduce the frustrating “whack-a-mole” pressure players were running into. Endless Horde Mode is now available as a custom option for players who want the infection to spread forever.
Vehicle pathfinding, helicopters, gates, airstrikes, radio systems, and multiplayer syncing all received major fixes this week. The team also reworked a large number of save/load issues, improved performance for large sessions, and added better RTS management tools for handling evacuation zones and civilian flow.
Next up is a full push on formation AI, infected intelligence, new infected variants, infected lieutenants(Her Operators), Infected Leviathan (Late game super unit), Operator improvements, and the massive San Francisco North map expansion.
The goal over the next 60 days is to push every major gameplay system far beyond what existed ever before.
You can catch up on the latest CERC HQ below if you want to see the full breakdown for yourself:
[dynamiclink href="https://youtu.be/NC6z4-1UEB0"]
The Next 60 Days
Over the next 30 to 60 days, the focus is pushing every major gameplay system forward beyond what existed before in the original build.
Civilian Evacuation polish and bug fixing
Formation AI improvements
Infected intelligence improvements
New infected variants
Lieutenants and late-game infected progression
Leviathan progression
Operator improvements
San Francisco North expansion work
RTS control improvements
Save/load and multiplayer stability improvements
Civilian Evacuation Progress
The evacuation system has reached a major gameplay milestone. Players can now complete the full civilian rescue loop from intake to evacuation, with supporting systems now coming online around it.
Functional intake processing
Evacuation buses
Infection scanning upgrades
Doctrine progression
Direct civilian movement into evacuation zones
Upgrades to streamline civilian processing
Options to skip holding cells
Improved evacuation efficiency as your operation grows
Infected Rework
The infected are also receiving a major pass as part of this phase of development. Infection spread has been rebalanced, infected structure construction is now visible before activation, and late-game pressure is being tuned to reduce the frustrating “whack-a-mole” feeling players were running into. Endless Horde Mode is also available as a custom option for players who want the infection to keep spreading forever.
What Comes Next
The next major push is about taking the systems now coming online and making them stronger, smarter, and more stable. Expect continued work on formation AI, infected behavior, new infected threats, Operator improvements, San Francisco North, evacuation polish, and the broader late-game progression loop. As always, Experimental builds may contain rough edges, bugs, and unfinished content. Player reports are extremely helpful as these systems continue moving toward the default branch.
🎙️ Next CERC HQ – Livestream Details
🕔 When: Weekly Saturdays – 7 PM EST (New Time!)
💬 What is CERC HQ:
Welcome to Cepheus Protocol HQ, your ultimate weekly briefing on all things Cepheus Protocol! Join the Halcyon Winds team as we explore the latest updates, reveal behind-the-scenes development stories, and answer community questions about the game. From exciting new features to design challenges, this is your all-access pass to the evolving world of Cepheus Protocol. Tune in every week and stay ahead of the outbreak!
Co-op Progress
Total Revamp based on Community Feedback
Level Design Updates
📺 Where to Watch:
🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.
📺 Missed a Stream? No Worries!
Spotify Podcast Archive (VODs may take 24 hours to appear)