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2026.8.13.1 All Branches

Cepheus Protocol · Community Announcements · August 13, 2026

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THE BAY AREA IS COLLAPSING. The virus is loose across the peninsula. Flashpoints are erupting across the region 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.

Patch Notes for 2026.8.13 (All Branches):

Structure Blueprints

Blueprints allow users to "capture" their base and turn them into reusable designs to deploy and rebuild across game sessions. You can upload them to the steam workshop making it easier then ever to quickly build "Mega" bases and deploy your will across the Bay Area.

As an added bonus you can now put those freeloader Operator players to work ːCPWintersLaughː . RTS players can mass place these down as FOBs that you can assign them as responsible to build/repair and maintain till relief arrives from RTS players. Just ensure they take the Building/Repairing Ability!

Here are some cool Blueprints Creators have already done on the workshop!

[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3781436850"][dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3780780208"][dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3781327133"]

Squad Presets

As the last "mini mod" we pushed this week that allows you to preset "teams" or "Squads" that you can quickly rebuild and deploy to stay in the fight quicker. An example would be that you could use it to design Juggernaut Hunter killer teams or Anti Bird kill teams it saves the camo/Weapon loadouts and each class and allows you you to "template" it and carry it across games and allow you to share via the steam workshop + send directly to your friends.

A sample one to show how it works!

[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3782855100"]

Steam Workshop and Mod Uploader

Attack Move, Patrol, and Formations

Unit Selection, Commands, and Interface

Evacuation and Civilian AI

Infected AI and Combat

Structures, Construction, and Navigation

Vehicles and Destruction

Multiplayer

Performance and Stability

Balance, Doctrines, and Custom Game Settings

Visuals and Fog of War

Analytics, Localization, and General Cleanup

Updated Development Roadmap

The Development Roadmap on our website has been completely rebuilt and expanded. We noticed that many players visiting the Steam page were also checking the roadmap, particularly players returning after being away for several years. The updated page now provides a clearer explanation of why the Rebuild exists, what has changed since Legacy, what is currently playable, what is still being restored or redesigned, and what is coming further down the road.

It also covers the upcoming Lieutenants, the infected overhaul, new infected variants, mutations, Escalation, the Leviathan, and answers to the most common questions we see across Steam and Discord. The roadmap and FAQ will continue to be updated as development moves forward and new questions come in from the community.

https://www.cepheusprotocol.com/roadmap

Last CERC HQ Episode Summary

[dynamiclink href="https://youtu.be/n07JsESAfpA"]Base building and battlefield control are getting major upgrades, with reusable blueprints, a new GPU-driven fog of war system, smarter patrols, and more performance improvements.

Base blueprints let you capture entire layouts, save them locally, share them with friends, and eventually distribute them through Steam Workshop. Construction crews can automatically move between nearby build jobs, while infantry and vehicle presets are planned as the next step.

The fog of war overhaul shifts most visual work to the GPU, adds adjustable quality settings, and makes scouting much more important. Buildings now properly block vision, elevated units gain meaningful sight advantages, and helicopters can engage through obstructing trees and street objects instead of refusing shots.

Vehicle patrols can automatically return to designated points for fuel before resuming their route, while formation controls, weapon switching, vehicle destruction physics, ammo resupply balance, radio fixes, and off-screen unit optimizations continue to improve moment-to-moment play. Some patrol behavior and destruction physics still have experimental bugs that are being corrected.

Next up is Escalation, with stronger infected progression, new variants, specialized lieutenants controlling different areas, and more customization for when major threats enter a match.

Weekly CERC HQ's

When: LIVE SATURDAYS at 7:00 PM Eastern

Another week. Another deployment. Another look behind the curtain at the continuing development of Cepheus Protocol.

CERC HQ is our weekly development podcast covering the latest development progress, current technical challenges, upcoming roadmap work, community feedback, and the systems currently moving through production.

Where to Watch

Watch CERC HQ on YouTube Join the Discord Server Visit the Steam Page

Missed a Stream? No Worries!

Watch the CERC HQ Archive Thank you to everyone continuing to test the latest builds, report issues, send save files, participate in performance stress tests, and provide detailed feedback.

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