Cepheus Protocol
Steam News 17 January 20264mo ago

Doctrine Preview on Experimental This Weekend (Dev Report Friday)

Alright everyone, quick report based off Friday in terms of what’s going on. We’re releasing an early preview of some of the Doctrine changes on Experimental going into this weekend, and I highly recommend people jump i…

Update log

Full Cepheus Protocol update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

4 fixes4 additions13 changes2 removals
  • Performance
  • Gameplay
  • Server
  • Balance
  • Maps
  • UI and audio
changedThis is an early drop to let you guys test the mechanics early, find issues, and help us validate performance before the UI goes live.
added🔥 What’s Included in This Experimental PreviewThis build adds:
addedRadio Man Expansion / Airstrike SystemCommunications Tower lets you call in airstrikes remotely through your Radio Operator or Command Truck . Operators will gain access to this in the next few days via a new perk.
changedRadio Man Expansion / Airstrike SystemRelay Nodes are buildable field extenders made only by the Radioman , designed to be placed in forward positions to expand your strike network.
changedRadio Man Expansion / Airstrike SystemThese units are your logistics managers for strikes. They can call in airstrikes anywhere you have Influence , which is defined as the AOE coverage from your base network and any extenders you have deployed. Their call in range is more limited while they are moving.
changedRadio Man Expansion / Airstrike SystemTo expand coverage into the field, you can place Relay Nodes as small, hideable forward structures. On top of that, you can build a Radar Tower at your base to enable remote support and airstrikes through your Radio Operators and Command Trucks. The goal is a connected, expanding network that behaves like mobile coverage, pushing your airstrike reach forward as you take ground.
Increased starting cash30k to 50k

Alright everyone, quick report based off Friday in terms of what’s going on.

We’re releasing an early preview of some of the Doctrine changes on Experimental going into this weekend, and I highly recommend people jump in and try it out.

This is an early drop to let you guys test the mechanics early, find issues, and help us validate performance before the UI goes live.

Screenshot contest on Discord!

We are doing a screenshot contest for updating our loading screens submit your art here -> Rebuild only!

🔥 What’s Included in This Experimental Preview

This build adds:

Engineer

  • Turret pets are back and better then ever! (the little deployable turrets from legacy)

    • Can only be built by Engineers and self destruct when their ammo hits 0.

  • Deposable and meant for a quick "shore" up while backup is on the way.

Radio Man Expansion / Airstrike System

Communications Tower lets you call in airstrikes remotely through your Radio Operator or Command Truck. Operators will gain access to this in the next few days via a new perk.

Relay Nodes are buildable field extenders made only by the Radioman, designed to be placed in forward positions to expand your strike network.

Airstrikes are now directly tied to your airstrike logistics units:

  • Radio Operator is built from the Barracks

  • Command Truck is built from the Motor Pool

These units are your logistics managers for strikes. They can call in airstrikes anywhere you have Influence, which is defined as the AOE coverage from your base network and any extenders you have deployed. Their call in range is more limited while they are moving.

To expand coverage into the field, you can place Relay Nodes as small, hideable forward structures. On top of that, you can build a Radar Tower at your base to enable remote support and airstrikes through your Radio Operators and Command Trucks. The goal is a connected, expanding network that behaves like mobile coverage, pushing your airstrike reach forward as you take ground.

  • Thunderbolt Bombing + Gun run is in

  • MOAB Bomb is in

  • White phosphorus airstrike is in

  • AC130 Dragon Gunship is in!

  • Direct Strike is in

  • Ammo Box drop & Large Ammo Box drop is in

  • Gas airstrike coming Sunday / Monday

  • Effective range you can call in airstrikes are reduced by half when moving!

Assault

  • M203 ability

Spec Ops

  • Demo Charge (throwable, very direct AoE blast)

Vehicles

  • Bradley TOW

In Depth Patch Notes

Pandemic Economy + Resupply Balance

  • Increased starting cash from 30k to 50k for Pandemic

  • Adjusted cost of vehicle weapons

  • Stray Ember is disabled for a week while we address really bad pathing issues in that map

  • MLRS now costs 350 less to resupply

  • Cerberus, Abrams, TOWs, and Mortars are 20% more expensive to resupply to account for recent buffs

  • Increased money-on-kill for:

    • Police Infected

    • SWAT

    • Military Officer

    • Blowup Guy

FX + Visual Updates

  • Updated MOAB FX

  • Removed Christmas lights from Gas Tower

  • Updated Gate preview meshes and UI icons

  • Fixed various incorrect UI icons

  • Added placeholder airstrike icons from legacy

  • Added UI icons for Dragon Gunship weapons

  • Updated Gunship AOE visualization

  • Fixed Airstrikes visual stacking bug

  • Fixed an issue where Airstrike visibility was getting culled only in gameplay maps

Resupply System Improvements

  • Fixed Resupply logic that would block high cost weapons/bullets and only supply primary weapons

  • Motor Pool now

Source

Steam News / 17 January 2026

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