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Cepheus Protocol is an independently developed top-down open world RTS inspired by XCOM, Company of Heroes, and Parasite Eve. A lethal virus has infected Treasure Island, San Francisco and it is up to Captain Winter, a U.S. Army soldier working with the Center for Epidemic Research and Control (CERC) to stop the mysterious and deadly Pangu Virus from spreading to the mainland. In Cepheus Protocol, you control the fate of a whole city. Every choice you make matters as you must decide how it is best to combat the pandemic. Will you firebomb and leave no trace of human life behind? Or will you try and save everyone at the cost of your squad's safety? Featuring a full day and night cycle, the world changes with each new day as the virus evolves, making the infected more dangerous by the minute. You'll have to use all the tools in your arsenal to research the plague and seek out Patient Zero, whose mastery over the virus grows with each victim she infects.

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Letter from the Producer #4 [From February 4, 2022]

Letter from the Producer #4 [From February 4, 2022]

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Cepheus Protocol Development January through February 2022 [From February 4, 2022]

Letter from the Producer #1 [From August 1, 2021]

Letter from the Producer #1 [From August 1, 2021]

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Thoughts on the current Direction and what we are doing to improve the game. [From August 1, 2021] Backlog Post.

Letter from the Producer #7 (Update on our Roadmap)  [From April 7, 2023]

Letter from the Producer #7 (Update on our Roadmap) [From April 7, 2023]

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Cepheus Protocol Development Update. [From April 7, 2023]

Letter from the Producer #6 [From April 30, 2022]

Letter from the Producer #6 [From April 30, 2022]

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Cepheus Protocol Development for March-April [From April 30, 2022]

Letter from the Producer #5 [From March 1, 2022]

Letter from the Producer #5 [From March 1, 2022]

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Hey guys! So this is a little series i wanted to start to talk about the development of Cepheus Protocol . Enjoy! [From March 1, 2022]

Letter from the Producer #3 [December 1, 2021]

Letter from the Producer #3 [December 1, 2021]

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Cepheus Protocol Development Through the Holiday Season.

Letter from the Producer #2 [From September 14, 2021]

Letter from the Producer #2 [From September 14, 2021]

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Hey guys! So this is a little series i wanted to start to talk about the development of Cepheus Protocol . Enjoy! [From September 14, 2021]

Patch - 1.2.7.16 Now Live (Steam)

Patch - 1.2.7.16 Now Live (Steam)

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SOC-Test is closed and experimental is closed for the next 1 week while we work to polish this on the public realm. Saves will not carry over so be careful...

Doctrines, Open World & 2020 Overview of Recent Progress

Doctrines, Open World & 2020 Overview of Recent Progress

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As many of you know that follow our development more closely on Discord i will attempt to post here and on steam to ensure everyone is in the loop on...

Cepheus Protocol - Horde AI improvements and more!  - Dev Update #38

Cepheus Protocol - Horde AI improvements and more! - Dev Update #38

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Over the last few weeks we've worked to improve the infected, optimization and take feedback from the community to ensure we are hitting all the right...

Cepheus Protocol - Out Now on Steam - Dev Update #37

Cepheus Protocol - Out Now on Steam - Dev Update #37

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Dev Update #37 A large blog update to cover the past few weeks of releases.

Cepheus Protocol FAQ/Roadmap Update

Cepheus Protocol FAQ/Roadmap Update

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This article is a roll-up of all the major systems compiled into one thread for convenience for all those curious of what we are working on over the next...

New Content: Early Access Out Now - Dev Update #36

New Content: Early Access Out Now - Dev Update #36

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After our Early Access release, we're excited to be sharing a lot of the new content we've added in and what we're planning to release in the coming weeks...

Cepheus Protocol Early Access Release

Cepheus Protocol Early Access Release

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We are now live on Steam and if you've been itching to jump into Treasure Island this is your chance! Here's an overview of our Year 1 Road-map!

Development itches Closer to Early Access  - Dev Update #34

Development itches Closer to Early Access - Dev Update #34

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Deep inside the Halcyon Winds Vault we work to put on the finishing touches.

Visit Treasure Island in May, Early Access Game Mode Reveal, and Dreamhack! - Dev Update #34

Visit Treasure Island in May, Early Access Game Mode Reveal, and Dreamhack! - Dev Update #34

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This month we talk about our our new game mode, our Dreamhack Anaheim trip, and we have a ton of animations and level design updates as we inch closer...

New Early Access Release Date, Dreamhack Anaheim, Playtesting, and New UI! - Dev Update #33

New Early Access Release Date, Dreamhack Anaheim, Playtesting, and New UI! - Dev Update #33

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Huge month for updates! We're excited to announce a new (earlier) Early Access release date, we'll be attending Dreamhack Anaheim, main character models...

Steam Page, Playtesting, IndieDB Top 100, Conventions, and Character Customization! - Dev Update #32

Steam Page, Playtesting, IndieDB Top 100, Conventions, and Character Customization! - Dev Update #32

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What an exciting month - we launched our Steam page, made the IndieDB Top 100, attended our first convention, and we're currently looking for playtesters...

It’s (Almost) Alive! An Update Sweeter than the Candy from Halloween! - Dev Update #31

It’s (Almost) Alive! An Update Sweeter than the Candy from Halloween! - Dev Update #31

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The Level Designers have been working hard on texturing the city, Modelers worked on finalizing hair styles and bodies, Concept Artists finished some...

Programming, Modelling, Texturing, and Repeat! - Dev update #30!

Programming, Modelling, Texturing, and Repeat! - Dev update #30!

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We worked on a ton of stuff like infection "zoning", additional building texturing, some cool throwing animations, and more!

We’ve Got Animations, Building Mechanics, and More in Dev Update #29!

We’ve Got Animations, Building Mechanics, and More in Dev Update #29!

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For August we have a ton of programming updates, animations to show off, additional building mechanics, and updated concept art. Sit down and strap up...

Grab Some Popcorn…It’s Time for Dev Update #28!

Grab Some Popcorn…It’s Time for Dev Update #28!

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This month we worked on a ton of concept art you'll see throughout the world, our Modelers worked on what Pangu Virus samples might look like (this is...

Summer is heating up – so is our game! Dev Update #27

Summer is heating up – so is our game! Dev Update #27

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This month we worked to build a more efficient way of approaching level design for future zones, we further refined the gameplay in terms of polishing...

What’s up, doc? Dev Update #26

What’s up, doc? Dev Update #26

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Over the past few weeks we worked to refine and get more gameplay mechanics into our dev builds. We've refined and changed some systems and worked on...

Are We there yet? Dev Update #25

Are We there yet? Dev Update #25

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The development of Cepheus Protocol, like any game has had many iterations and changes from the initial idea. Our game can be somewhat difficult to place...

Internal Playtesting Starts Dev Update #24

Internal Playtesting Starts Dev Update #24

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I think it goes without saying that Indie Game Development is hard grueling work, it’s certainly not for everyone. Every aspect has to be planned out...

A build delayed, a plan reevaluated Dev Update #23

A build delayed, a plan reevaluated Dev Update #23

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Over the week we worked to resolve and cleanup further inconsistencies across the board for level design and programming. The Animators also worked to...

A Xmas Update! Dev Update #22

A Xmas Update! Dev Update #22

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Past this Dev Blog: We will be omitting certain tasks people have done throughout the week in sake of spoilers! Sorry :), But over the past 2 weeks we...

Steps to our full Alpha Build Dev Update #21

Steps to our full Alpha Build Dev Update #21

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Over this week we worked to border up the remaining assets that needed adjustment, adjusted across the board to ensure all the various systems were ready...

Steady Ahead we Go Dev Update #20

Steady Ahead we Go Dev Update #20

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Over the week we stormed ahead towards our internal deadline for this month cutting a few aspects in light of ensuring we have a build and hammering down...