How to Opt In
Here’s how to opt into the Cepheus Protocol public playtest on Steam:
Open Steam and go to your Library.
Right-click Cepheus Protocol and select Properties.
In the left panel, click on Betas.
From the dropdown menu, choose public-playtest.
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

Patch Notes:
Gas Towers
Now request Defense Pods as needed
Fixed Oxygen meters not refilling sometimes
Fixed a Delay that would occur after a Gas zone would pop causing Oxygen regen to be delayed as well
All Flight models for Helicopters
Flight physics tweaked for realism
Speed, Acceleration improvements
Fixed issues where they would micro move to close move orders
Added 2 SOCS to HMB Pandemic
Infection Spreading for Inner/Outer zone reduced by 70%.
This now scales up by the day. So they will spend Day 1 mostly staying to themselves unless you try to "bully them".
Over days their spreading will cascade and increase in pace. Tied to the amount of pods that are in a zone + current population in that zone. It takes much longer to infect larger pools of population now via the revamped systems.
New Zone Card System implemented akin to legacy
Infection Level now displays the current amount of infected presence in your zone.
Infection Cap per Zone
Each pod contributes up to 20% Infection Level in the zone it’s placed.
Infection stacks per structure, up to a hard cap of 100%.
Examples:
1 pod → 20% infection
2 pods → 40% infection
3 pods → 60% infection
4 pods → 80% infection
5 pods → 100% infection (zone fully infected)
The increase doesn’t happen instantly — pods ramp up over time, giving you a chance to intervene before they max out their effect.
SOC Income Impact
As zones become infected, your SOC income is reduced proportionally.
At 100% infection, a zone is essentially choked out, providing nothing.
Population Drain
Infected pods also tick away at the civilian population inside the zone.
The higher the infection, the faster people are lost.
Left unchecked, pods will snowball, draining both resources and population until the zone collapses.
A Strategic Layer (Legacy Connection)
This system returns from Legacy to create a deeper layer of zone management:
Hunt pods quickly to preserve your economy and population.
Ignore them, and infection will spread until your zones become unsustainable.

Juggernauts are now limited by max amount per day. (Will be configurable when we get to implementing the custom game options with a few other options!)
They start with a very low chance of 1 on Day 1
This number increases per day
Hardened the attacking logic to resolve an issue where Attack waves couldn't resolve a base to attack
Fixed Activity logs sometimes showing "unknown" when playing online.
Fixed Operator falling making units play Stun VFX
Fixed Rubble assets not being deregistered from a zone causing the Infected to still think your base was never destroyed in assigning attack tasks from the Infected Faction Manager. Fixed another instance of Attack waves failing.
Buff fn_evolys damage from 30 to 38. ggs
Buffed flamethrower
Applied crash fix speculative for https://discord.com/channels/469412014427602944/1425567404729303100/1425628502039859312
Increased Chelsey's health to 32767,
Increased juggs health to 22000.
Lowered Juggernaut damage taken by turrest to the jug by 50%
Juggernaut Focus logic vastly improved. Some refinement is still needed for transitions from throwing a car to moving. We are still working to finalize his AI and work out the remaining kinks
View game pageAlso apparently watch out for flying cars...
Fixed unit groups not working after a changed to toggle landscape using the same keybind
Hardened some Async task safeties for seamless travel crashes
Fixes for Merlin mesh/LOD.
Fixed right-click move orders to properly work onboard the Carrier using the above (also fixes helicopter landing orders on the Carrier)
Made LHA6 support Ammo, Medical, Gas & Infection resupply like in legacy https://discord.com/channels/469412014427602944/1328461311599968318/1425399843039215676
Fixed player list showing up when in offline mode
Korean, Spanish, Russian, Japanese, Brazilian, Chinese, German, French Localizations updated
Fixed Infection faction manager shutting off after Chelsey dies
Added Operator Crouch recoil reduction https://discord.com/channels/469412014427602944/1328461311599968318/1425369915900170271
Toggle landscape added to build mode + key bind widget added to game from legacy

Fixed operator Interact appearing in a weird section on the input bindings UI
Speculative fix to resolve https://discord.com/channels/469412014427602944/1422444492191039529/1422444492191039529
Updated some nav bounds volumes to resolve an issue with helicopter nav on the upper part of HMB Pandemic. Fixes the issue was talked about last CERC HQ on Saturday!
Fixed activity log not always updating to the on screen feed , lowered juggernaut max amounts by day
Applied speculative crash fixes to https://discord.com/channels/469412014427602944/1424797918950457404/1424797918950457404
Applied crash fix for https://discord.com/channels/469412014427602944/1424762384500789448/1424762384500789448
Applied crash fix for hhttps://discord.com/channels/469412014427602944/1424711489016692818/1424711489016692818
Increased min build radius that defense pods are placed from all infected structures
Added Juggernaut spawn limiters + fixed a gas tower expansion bug that limited their growth unfairly as days went on
Updated Shawnee SK setup. Added Rotor blur setup and Pitch/Roll for better physics sim
Speculative fixes for fixing Chesley when she can sometime phases through objects breaking the early Pandemic game mode
Fix to resolve juggernauts sometimes spawning in the floor
Updated Helicopter 'throttle usage when under AI control' to be more aggressive at low speeds - should result in far fewer situations where the helicopters move 'ultra slow' to fine-tune their position (such as if they were given a move command that's very close to their current location, which can happen when fastroping)
Fixed Drone not rotating correctly when attacking/chasing targets
Fixed Drone being able to leech blood through walls/objects
Fixed Drone being able to move while leeching blood

Set up new Rotor blur on Osprey, Sparrow, Merlin.
Minor VFX fixes
Fixed Material Quality settings not going above High.
Shawnee speed balance & sparrow overhaul balance/speed
Decreased Drone Builder health to 1500 from 4000
Speculative safety for Weapon_Base crash
Fixed SOCs and some structurers being blocked by bogus volumes
Pandemic starting money is 30k now
Updated Faction Manager for infected build counter rotation for new CERC Units. Counter waves in the city outside attacks are more effective
What’s Coming Next
Immediate priorities are:
Balancing the new
Builder Droneand Juggernaut AIWrapping helicopter polish (directed landings, pads, operator features, desync fixes)
Fixing AI issues with enemy prioritization and tactical decisions
Frequent bug fixes as we get reports
Chelsey’s AI
Juggernauts are undergoing testing at the moment
Population Meter re-implemented at the bottom-left of the UI for tracking infection strength
Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.
October Goals
We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.
October priorities include:
Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.
Extensive Bug hunts / Performance tweaks
A save/load system for Pandemic
Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages
Treasure Island->
Angel & Alcatraz Island ->
San Francisco North



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.
Community
We had a great nine-player session on Discord right after the latest podcast, with everyone yelling, planning, and strategizing together. These sessions highlight how fun the rebuild already is — but they also expose glaring issues that we’re working hard to fix. We’re confident we’ll keep tackling them throughout October.
🎧 Last Time on CERC HQ…
🎙️ Episode Summary: This week’s deep dive delivers a massive progress update on the overhaul of the Pandemic mode, featuring an all-out push to bring full replayability back online. Robert and Michael walk through newly added helicopters—including the Apache, Merlin, and Osprey—complete with functional weapons, revised helipad mechanics, and incoming fixes to air-to-ground UI and landing validation. The team shows off early AI behaviors, pathfinding improvements, and newly implemented features like the activity and build logs to combat co-op chaos and resource confusion.
Combat takes center stage with the first public test of the revamped Juggernaut, now capable of throwing cars and pulling off AOE slams with increasing aggression. A new “Builder” infected enemy joins the battlefield, adding strategic depth as it constructs pods and gas towers. The episode also teases Chelsea’s major rework, aiming to elevate her from a static boss into a dynamic, phase-based threat with self-preservation instincts and map-traversing AI.
Footstep systems are back, voice barks are live for better immersion, and the team is fine-tuning threat evaluation and helicopter pathfinding. Michael breaks down evolving unit balance, while the devs give a brutally honest look at the game’s current difficulty and why this weekend’s builds are not for the faint of heart.



As the team gears up for adding ground vehicles and save/load systems, they're clear: bugs are expected in the build they released today, feedback is welcome, and no, this is not final balance—yet. Its all a work in progress as we work to build all the systems back in.
🔥 Highlights:
New helicopters fully integrated with weapons, sounds, and visuals
Juggernaut overhaul: car throws, ground slams, and rage phases
Activity & build logs help curb co-op trolling
First glimpse at the infected “Builder” unit
Early talk on Chelsea’s rework: roaming, evolving boss AI
Helicopter landing logic, visual bugs, and upcoming UI fixes
Operator camera work, 2D/3D ability barks, and immersion tweaks
Honest dev commentary on crunch, bugs, and upcoming patches
Teased features: doctrines, save/load system, custom game rules
🛠️ Patch Preview:
Expect increased helicopter counters, juggernaut fixes, and additional tuning in the next 48 hours. Playtesters: watch for bugs, share feedback, and prepare for a fight—Pandemic just got meaner.
🎙️ Next CERC HQ – Livestream Details
🕔 When: Weekly Saturdays – 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!
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