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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 farther. The Cepheus Protocol is an independently developed top-down RTS inspired by XCOM, Company of Heroes, and Parasite Eve. God knows what will become of the world if her or this infection spreads to the mainland. 

Post news Report RSS Steady Ahead we Go! Dev Update #7

Over the week some more promotional art was polished up and discussed. Further developments to some of the major zones. We nailed down the final few deadlines between now and our first internal build.

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Game Beats

A lethal virus has infected Treasure Island,San Francisco. 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. The Cepheus Protocol is an independently developed top-down RTS inspired by XCOM, Company of Heroes, and Parasite Eve.

In Cepheus Protocol, you will make decisions that will force civilians to either rally behind you or attack you outright. How you decide to combat the virus is entirely up to you. You can fire bombs and leave no trace of human life behind or you can try and save everyone at the cost of your squad's safety. The game features a full day and night cycle and will adapt over time to make the Infected more dangerous as the days progress. The Infected will mutate and adapt to the player, creating a challenge at every turn.

You will control fully customizable teams that you will send into the infection zones to do CEDA Missions, help civilians, or just seek out Patient 0 . You will lose men if your arent careful and be forced to train and recruit from your player base. Each solider will be unique to a point with randomly generated traits and skills allowing you to tailor them with specific tactics.

You will have to use all the tools in your arsenal and research the plague to discover its origins. You will use your knowledge to cure it to stop the virus before it causes everything to spiral out of control. You will hunt Patient 0, a unique carrier with special abilities that gets stronger as the days progress. You will be confronting and fighting her over a span of main missions and side objectives riddled across the island.

Dev Update #6


Maik worked on some mood paintings to help us establish how latter segments might look.

Jon mocked up another WIP of the in-game HUD! It was looking pretty darn great since the games vantage in the RTS takes-place from the perceptive of a drone we played with a few visual effects shown. We plan on waiting for an actual build before we finalize a few elements. Over the week there was one simplification to the HUD relating to switching to weapons and choosing Special equipment but otherwise it was pretty dang good.


Efrain further worked to finalize the weapons up

Cary got his civilian cars ready to bake and start the texturing process.

Rich has a few adjustments to be made to his helicopter mesh for cutscene related matters. But overall he wrapped up the Hind and is moving onto the first responder cars over the next few weeks.

Programming :

Derek worked on some predictive systems for moving AI out of the way of moving cars to avoid their AI path finding from bugging out. He also worked on some control related additions to being able to control the vehicles cruise speed by tapping a button that will tell the car to slow down or speed up for its max speed.

Robert - Myself i mostly was in a support role for everyone on the team plus just helping clara for she needed while she went on vacation this week and played around with the Building system while i awaited the final assets. Some assets were way over-sized so we'll be tweaking that over this week.


Clara worked on cleaning up and learning the additive and Animation Blueprinting systems. Nothing new to show yet till next Sunday since shes on vacation this week!

Level Designers:

Jacob charged ahead finishing up his grid mostly!

Anton worked on some interiors that are going to be used across the island

Joel worked with Nigel a new Aussie level designer we recently brought on to plan out and break up his levels remaining sections to ensure they were done internally by the end of the month.


Currently we are seeking talented individuals in the following roles. It should be noted the project is post launch compensation and we are incredibly willing to work with any individuals schedule that might be interested. Feel free to send me an example at with your reel.portfolio and/or website.

  • 3DMax Animators
  • Prop Modeling
  • Character Modeling
  • Concept Artists

Email : recruitment@halcyonwinds.com

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