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Post news RSS What's that you have an internal Build now? Dev Update #9

Over this week we saw HUGE improvements across the board and basically a sprint across all divisions to get a functional build working. We succeeded and what we witnessed was fun and showed a lot of promise! Lets detail these merry adventures shall we of this week!

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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 #9

What's that you have an internal Build now? Can i Play?

The short answer no, as its still extremely early in the development process but soon! Give or take a month or so. The start of this weekend started with a lot of panicked developers, loads of energy drinks and coffee as everyone worked to get as much as possible in the first core gameplay test. A lot of new features and bug were tossed around Sunday at our weekly meeting and frankly i cannot wait till next weekends internal build and the promise it shows.

New Additions/Edits from playtesting:

I added a togglable follow camera for the units because who doesn't like to every once and a while kick back, relax and watch their squads dish out justice? It's just an early implementation and will be included in next weeks internal build.

We also decided to add a toggable slow down effect which will allow players to judge their tactical situation a bit easier. Frankly there were so many infected, sometimes easily in the dozens on screen at times it was pretty hard to single out units with direct attack actions.

Again all these GIF's are first our very first playtest so a lot is subject to change and just the general improvement that come overtime.

We also had some weird issues relating to turning and target acquisition via the threat system. So next week thats a HUGE priority for the programmers to address.

We ended up increasing the player cross-hair size from 16 PX to 24 PX so we didn't need to use a Magnifying glass to play the builds Simple but it helped!

Level Designers

Joel and Nigel turned their Australian powers up to over 9000+

and frankly knocked their part of the island out of the park

Jacob worked on catching up the top right grid of the map our new level designer Thad partnered up to keep this area situated in the next week.

The other level designers used this week to switch gears and take over a few sections that had fallen behind. Expect more updates for the other various zones in next weeks update!


Derek worked on things that were included in the build heres a few excerpts. Mostly working on polishing up the formations/Cone of fire to ensure they kept their preset directions to cover and never turned around or rotated out of the zone they are responsible for. Not to mention a few utility things like selecting a group button or key to auto select all the units tasked to that group.


Efrain started texturing all the weapons

Rich finished a few vehicle variants

Dimitry made the building structures sizes more unified

Concept Art

More UI edits from Jon for the UI and Bongani for the Striker paint-over.


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

Community Discord Server

We started a Discord! Join it and support the game we're still turning on the lights so it will be more filled in over the next few days!


hi! I saw on Facebook that you are looking for SFX\Foley engeneer. I think I could be that guy, I have more than 5 years of experience as foley artist and as sound effects editor.

This is my LinkedIn: www.linkedin.com/in/marcolabruna
this is my personal website (work in progress): Marcostephenlabruna.wordpress.com
this is my Imdb page: Imdb.com

If you are interested please contact me here: marcostephen.labruna@gmail.com

Thank you!

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