Conclusion of Phase 1
We are nearing the completion of Phase 1- We have a few days of final work for the Operator then we'll be shifting to UI + Bug fixes & performance improvements before we officially enter phase 2.
We thank our community for their continued support and patience! Playing the game with you guys on Discord has been an absolute honor! We will be hosting public discord play sessions almost daily as we work to hunt down bugs and finish phase 1. So consider joining our discord!
Currently we have to port over the remaining abilities to the Operator going into Tuesdayish.
Medic Healing Operator Ability (Done)
Engineer Repair/Building Operator Ability (Next up)
Throw Grenade Flash/HE Operator Ability (Done)
Expect a patch on cerc-hq-public to add this in and Engineer building Operator Ability in the next 24-48 hours stay tuned and check Discord for the latest!
UI/ Bug FIxing and performance tweaks to conclude Phase 1
After we finish Engineer Repair/Building Derek will shift to UI/UX while Robert continues on Horde mode refinements/performance and bug fixes so we can wrap up Phase 1.
Next Podcast this week we'll be discussing on Saturday all of this and more!
Here is our mockup UI to modernize and finalize them.



HUB Progress



Last Weeks Dev Recap – Squads, Skills, and Total Failure
This episode dives deep into a massive weekly update, spotlighting the evolution of the Operator system and a brutal new horde mode overhaul. The team showcases Alcatraz hub progress, the growing arsenal of weapon attachments, and how Operator customization now ties directly into RTS and TPS gameplay. We hear firsthand feedback from playtesters on new abilities, squad loadouts, and the changing meta—including turrets, tower defense, and the increasing challenge of survival.
There's a strong focus on player roles, operator leveling, and long-term plans for integrating squad-based tactics and immersive UI improvements. The team also discusses how they're balancing Operator additions with core RTS gameplay and previews the next development phase, including vehicles, airstrikes, and UI streamlining.
Multiple co-op play sessions put new spawn rates and difficulty tuning to the test—resulting in some hilariously brutal failures. Finally, the devs take Q&A from the community and talk future priorities like clearer objective feedback, Operator ability polish, and whether the game’s genre identity is still intact. (Spoiler: It is.)
Key Topics:
Operator ability system, progression, and customization
Weapon attachment system & recoil tuning
Alcatraz hub development and asset updates
Horde mode rework with escalating difficulty
Real-time balance adjustments based on player feedback
UI overhaul plans and RTS accessibility improvements
Co-op chaos: live testing with dev commentary
Community Q&A on pacing, controls, and future updates
Listeners get an unfiltered look at the game’s evolving systems—and how feedback is shaping every phase.
🎮 Community Playtest Recap
We ran a 2-hour playtest last week! Curious about what we’re working on and where we're headed?
📘 Read about our Development Phases & Current Goals
🛠️ How to Opt In
Right-click Cepheus Protocol Experimental Branch (Granted when you buy the base game) in your Steam Library
Click Properties > Betas
Choose cerc-hq-public from the dropdown
Let Steam update the build and launch the game
🎙️ Next CERC HQ – Livestream Details
🕔 When: July 26, 2025 – 3 PM EST (New Time!) 📺 Where to Watch:
💬 Topics We'll Cover:
Co-op Progress
Total Revamp based on Community Feedback
Level Design Updates
🎤 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)
🔭 What’s Coming Next?
This is just a shortlist of goals currently in motion—be sure to watch the last CERC HQ for a more detailed breakdown.
Finalize Operator Ability System
Expand Playable Classes
Visual UI Polish
Prepare for Phase 2: Airstrikes, Doctrines, Vehicles
Stay Frosty,
— The Cepheus Protocol Dev Team
