In this update13
Full notes
Full Cepheus Protocol update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Fixes
- Gameplay
- Balance
- UI and audio
- Store
Cepheus Protocol changes
Patch Notes Summary (Jan 16 → Jan 30)
AI + Vehicle Pathing
Improved ground vehicle pathing to reduce crashes and unnecessary driving through landscape objects. They should be a lot more intentional for when they decide to kool-aid man through walls
Fixed large vehicles attempting to route through infantry-only gates
Cleaned up navigation and collision in key zones (HMB + Treasure Island choke areas)
Performance + Stability
Fixed Niagara StackWalkAndDump micro-stutter issue in heavy combat
Fixed replicated DOT crashes under strain
Multiple crash fixes (ResourceComponentSOC, closing-game timing crash, GetAlliedUnits crash)
Projectile and spitter net traffic optimizations to reduce rubber banding
Airstrikes + Call-In System
Airstrike balance pass with cooldowns ranging from 5–7s up to 360s (MOAB) Global Cooldown system!
Updated Call-In visuals and graphics
Added Ammo Crate call-ins
Added Gas Strike to airstrike system
Dragon Gunship duration increased to 60s
MOAB now deals absolute damage (cover no longer blocks)
Juggernaut + Special Infected Fixes
Fixed Juggernaut roar causing car drop/glitch behavior
Applied fixes for Juggernaut rubber banding
Slowed down gas tower expansion speed by 50% and doubled survivable time inside gas zones by 50%
Scientist and Spitter immune to gas call in strike
Doctrines UI + Progression
Major Doctrine UI polish: resizing, spacing, margins, icon updates, localization updates
Added starting Doctrine Points option in Custom Game Settings
Increased Doctrine level cap from 500 → 800 to resolve some bugs reported during experimental of people running out of points to spend after we made some upgrades a bit more expensive
Fixed multiple doctrine unlock issues (walls, barbed wire, cannon turret, guard tower M107)
Some text was updated like Flashbang cooldown reduction percent to make it more clearer it applies to Winters/ Spec ops and Operators if they have that ability.
Economy + Balance Adjustments
Adjusted airstrike pricing and doctrine costs based on playtests lowered overall to make them more enjoyable
Reduced Operator XP grind by ~34–40%
GC36 + New Operator Skin added under Allen Walker called "Onslaught"
Greatly reduced weapon XP requirements per level for Operators
Custom game starting money increased up to 4 million
Added the ability to set Starting Doctrine points for those that just want to bypass progression in a more casual game
Half Moon Bay (Stray Ember was rebalanced based on weeks of communicating with the community to address turret limits, guard tower limits and power issues). Making it a lot more forgiving in your sessions!
Weapons + Combat Updates
M203 grenade launcher ability added to Assault and as a new perk for the Operator
Assault can only get it from the Doctrine unlock
Spec ops throw demo charge added to Operators as a new ability
Demo Charge strengthened and retuned
Infantry explosives buffed vs Juggernaut
Vehicle cannon turn speed and pop cost balance pass (Bradley, Abrams, Cerberus)
Turrets lights now properly rotate when they "Look around" at night
Visual + Audio Updates
Updated loading screens from contest submissions
Fixed nights being too dark, added Moonlight lighting support
Medium GI now uses Screenspace GI, Low disables GI entirely
Fixed weapon flashlight attachment pivots and turret visual desync issues
Camo + Cosmetic Systems
Vehicle camo system implemented with replication support
Recruit Popup + Weapon Market camo selector initial pass
Added "signs" from legacy (Online support too!)
Support Pack camo unlocks are now back in the rebuild! supports online play too!
Quality of Life + Restrictions
Fixed exploit bypassing Doctrine restrictions via upgrade buttons
Added sky validation to block invalid building placement where you could build production structures over say a bridge and units would not land correctly
Added preset landing points to the Motor pool, barracks and main tent to resolve long standing issues with units landing in stupid spots
Ammo boxes no longer grant unintended LOS
Ammo crates no longer explode when destroyed
M / P and other "live" keys no longer trigger the action associated\\ with them when you are focusing a type box.
Calypso is under going a revamp and is removed from the rotation for the next week
To improve vehicle pathing for ground vehicles and airborne.
Resolve some rough patches for bad collision where units would get stuck.
We had this map in rotation around early January and we decided to pull it alongside improving pathing for Stray and Blacktide so we could rework parts of the map.
Very still W.I.P we expect to readd this map sometime next week!
Screenshot contest on Discord!
We are doing a screenshot contest for updating our loading screens submit your art here -> Rebuild only!
Cepheus Protocol Dev Report
Friday, January 30
Alright everyone, quick report on where we are today.
This is not a short update.
This is a full development report.
The rebuild reset the board.
Doctrines are the start of the real long-term game.
This post is meant to clearly document:
What is now released
Why it exists
What problems it is solving
What is still being tuned
What we need from players this weekend
What options are coming so people can shape the game to how they want to play
This is the foundation going into February.
Doctrines Are Now Live
As of today:
Doctrines are released.
This is the new progression system for Cepheus Protocol going forward.
In Legacy builds, we effectively gave players top-end tools too early:
Abrams
Bradley
MLRS
Apache
Endgame weapons within minutes
There was no real ladder.
No structured tempo.
No meaningful progression loop.
That is now fundamentally changing.
Doctrines are the backbone for:
Unlocks
Economy scaling
Long-term pacing
Team progression
Strategic identity over hours of play
The rebuild was the restart.
Doctrines are the actual game structure being rebuilt on top of it.
Why We Built This System
The goal is simple:
We want Cepheus Protocol to feel like you and your friends are building toward something together over time.
Not rushing the entire tech tree in the first 10 minutes.
Not having every weapon available instantly.
Not having progression be meaningless.
Doctrines exist so the game has:
Early game pressure
Midgame growth
Late game payoff
Real strategic choices
A shared campaign-like loop in co-op
This is how the game becomes sustainable long-term.
Shared Doctrine Progression (Team-Based)
Doctrine Points are shared across the match.
This is not individual grinding.
All players contribute toward the same tree.
That means:
Your team progresses together
Your upgrades are part of a shared strategic plan
Co-op sessions feel like collective effort, not disconnected builds
Three-Stage Doctrine Structure
The Doctrine tree is split into three stages:
Stage 1 → Stage 2 → Stage 3
Important design rules:
There is no prerequisite besides paying into the next stage
You can take upgrades from any stage
Some upgrades chain forward across stages
Example:
XP upgrades scale from Stage 1 into Stage 2 into Stage 3
Ammo reserve upgrades begin early and reach full power late
Gas efficiency follows the same progression
The intent is stacked modifiers and long-term strategy.
Not instant power spikes.
What’s In Doctrines Right Now
The current tree contains roughly two to three dozen items, including:
Economy and Efficiency Passives
Increased ammo reserves
Increased XP gained from kills
Reduced structure costs by category
Ammo Reserves by Unit Type
Upgrades are split by:
Infantry
Vehicles
Helicopters
Gas Efficiency Scaling
Doctrines improve how much gas units can hold by type.
This directly supports longer operations and late-game pacing.
Unlocks and Progression
Doctrines now govern unlock structure for:
Weapons
Abilities
Classes
Airstrikes
This is the system that finally allows progression tempo to exist in Rebuild.
You should not be rushing Abrams, Bradley, MLRS, or other endgame tools immediately anymore.
New Structure: Logistics Requisition Center
We are introducing a major infrastructure component:
Logistics Requisition Center
Built by Engineers.
Purpose:
Passive Doctrine XP generation through infrastructure
Helps maintain Stage 2 to Stage 3 pacing
Provides an alternative to purely kill-based progression
Key details:
High energy cost
High upfront money cost
Up to 10 globally
This is designed to reward strategic buildup, not just frontline farming.
UI Status
Doctrines are live.
The UI is being finalized right now.
Target window:
Monday to Tuesday
Some placeholder icons may still exist briefly while final assets are swapped in over the next couple of days.
Balance Status: This Weekend Is Data Collection
Let me be extremely clear:
We are not pretending balance is “done.”
Doctrines are a foundational restructure.
Now we tune.
A lot of major balance pressure points have already been progressed significantly, but we need more real match data.
We need to know:
What feels off
What feels too easy
What feels too punishing
What feels unfair
What upgrades feel mandatory
What pacing feels too fast or too slow
This weekend is where we gather that data in real sessions.
This is how the system becomes solid.
Custom Game Options Expansion (Player-Controlled Difficulty)
One of the biggest goals going forward is flexibility.
Not everyone wants the same experience.
Some players want a sweaty hardcore strategy grind.
Some players want a casual pandemic sim where they mess around for hours.
We want to support both.
Custom game options are going to expand heavily before Civilian Evacuation.
Examples of what we are working toward:
Starting with all Doctrine Points
Increasing or decreasing Doctrine XP gain rate
Turning Supply systems on or off
Turning Gas mechanics on or off
The goal is that players can shape the experience:
Hardcore tactical progression, or relaxed sandbox apocalypse.
Both are valid.
We want Cepheus Protocol to accommodate the full range.
Save System Update (How It Will Work)
We started active Save System work on Wednesday and we’ll have more to show early next week. Full details will keep getting posted as we progress.
How saves work in most games
In a typical game, a save is tied to one mode of play:
You save your session
You load it later
It usually stays single-player, or it becomes a completely separate “multiplayer server save” system
What we’re building for Cepheus Protocol
Our goal is to let you treat a session like a real campaign that can move between offline and online play.
The intended flow is:
Start a session offline if you want
Save it whenever you want
Later, you can take that same save and host it online so friends can join and continue the same world
This is built specifically for co-op groups who cannot always start and finish a long session in one sitting.
What this enables long-term
Pandemic co-op sessions you can pause and resume across multiple days or just by yourself if you want
Start a run solo, then bring friends in later without restarting
A clearer structure for future systems like Civilian Evac and long-form progression
What We Need From You This Weekend
Please play Doctrines in real sessions.
Test:
Progression pacing
Shared Doctrine Points feel
Stage advancement timing
Upgrade relevance
Difficulty curve
Network performance under match load
Any bugs, desyncs, or edge cases
And tell us directly:
What do you love?
What do you hate?
What feels wrong?
What feels right?
This feedback is massive right now because this is the foundation the entire game scales around going into February.
Forward Timeline
This Weekend
Doctrine release testing
Balance feedback collection
Data gathering
Monday to Tuesday
Doctrine UI finalized
Placeholder elements replaced
Tuesday to Wednesday
Save system rollout
Following Weeks
Bug fixing
Quality of life
Operator polish
Civilian Evac groundwork
Mid February:
Livestream covering Civilian Evacuation direction and next-stage expansion
Final Note
The rebuild reset the board.
Doctrines are the real progression game now.
This is the long-term structure:
Shared progression
Structured unlocks
Strategic scaling
Player-controlled customization
Persistent co-op sessions through saves
Thank you again for the overwhelming support lately.
Together, we are building something truly remarkable in Cepheus Protocol
Source
Changelog.gg summarizes and formats this update. How we read updates.
