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Steam News8 June 20262mo ago

2026.6.8.2 Civilian Evacuation Live On Public

Civilian Evacuation Is Now Live On Public Civilian Evacuation has now moved from Experimental into the default Public install of Cepheus Protocol.

In this update11

Full notes

Full Cepheus Protocol update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes24 additions37 changes2 removals
  • Server
  • Gameplay
  • Store
  • Maps
  • Balance
  • Security
changedCivilian Evacuation Is Now Live On PublicCivilian Evacuation has now moved from Experimental into the default Public install of Cepheus Protocol.
changedCivilian Evacuation Is Now Live On PublicThat does not mean the system is finished. It means the core loop is now far enough along that players can run a full session from beginning to end with the modern evacuation systems active by default. From here, our focus shifts into bug triage, flow cleanup, vehicle reliability, guard AI behavior, RTS quality of life, and the next major infected faction push.
changedTutorial on EvacView store page
removedWhat This Public Branch Merge MeansThis update brings the current Civilian Evacuation pass into the default version of the game. Players no longer need to opt into Experimental to play the main evacuation loop.
addedWhat This Public Branch Merge MeansFull sessions can now be played from beginning to end with Civilian Evacuation active
changedWhat This Public Branch Merge MeansPublic branch feedback will now drive the next round of fixes and cleanup

Cepheus Protocol changes

changedCivilian Evacuation has now moved from Experimental into the default Public install of Cepheus Protocol.
changedThat does not mean the system is finished. It means the core loop is now far enough along that players can run a full session from beginning to end with the modern evacuation systems active by default. From here, our focus shifts into bug triage, flow cleanup, vehicle reliability, guard AI behavior, RTS quality of life, and the next major infected faction push.
changedView store page
removedThis update brings the current Civilian Evacuation pass into the default version of the game. Players no longer need to opt into Experimental to play the main evacuation loop.
addedFull sessions can now be played from beginning to end with Civilian Evacuation active

Civilian Evacuation Is Now Live On Public

Civilian Evacuation has now moved from Experimental into the default Public install of Cepheus Protocol.

For the last few weeks, players have been able to test the system on Experimental while we continued working through the core loop, save/load behavior, multiplayer support, civilian flow control, intake behavior, and the wider session reliability issues that come with a system this large.

As of this update, Civilian Evacuation is now stable enough for normal Public branch play.

That does not mean the system is finished. It means the core loop is now far enough along that players can run a full session from beginning to end with the modern evacuation systems active by default. From here, our focus shifts into bug triage, flow cleanup, vehicle reliability, guard AI behavior, RTS quality of life, and the next major infected faction push.

Tutorial on Evac

View store page

What This Public Branch Merge Means

This update brings the current Civilian Evacuation pass into the default version of the game. Players no longer need to opt into Experimental to play the main evacuation loop.

  • Civilian Evacuation is now part of the default install

  • Full sessions can now be played from beginning to end with Civilian Evacuation active

  • Save/load support is done

  • Multiplayer support is done

  • The newer civilian flow systems are now the main direction over the older legacy methods and are far superior and easier to work with

  • Public branch feedback will now drive the next round of fixes and cleanup

Civilian Evacuation is not a side system. It touches the wider RTS loop, zone control, civilian movement, intake processing, vehicle usage, reputation consequences, infection pressure, and long term match pacing.

Civilian Evacuation Now Lets You Choke Off Chelsey

The newer evacuation system is built around stronger flow control than the legacy methods. Instead of forcing every civilian or group through a narrow set of older behaviors, the current system gives players more tools for controlling how civilians move, where they go, and how quickly they are processed.

Recent updates added support for civilian and no civilian modes for gates, evacuation waystations, improved intake behavior, and better routing so civilians and mobs can move toward controlled flow points instead of always pushing directly into intake or world buildings.

This gives the system a stronger foundation for larger matches. It lets players shape movement patterns, reduce congestion, and build cleaner evacuation pipelines instead of fighting the old flow logic every session.

Our current mission intent is to lock in the systems that are already present, stabilize the remaining edge cases, and then move forward into the next major line items.

Known Issues And Current Triage

  • Bus AI improvements in terms of turning (We are actively looking into this right now)

  • Loading old saves from before today may incur Population jumps as the global population of some zones were increased across all maps to account for the Biomass resource that infected need to build their armies now

If you run into evacuation issues, vehicle pathing problems, save/load problems, or multiplayer desync behavior, please report them with as much session context as possible. The more specific the report, the faster we can isolate whether it is routing, state persistence, multiplayer replication, vehicle turning, or flow control.

This Week’s Focus

This week is primarily about stabilization and targeted quality of life work before we shift harder into the infected faction pass.

  • Vehicle turning reliability

  • Vehicle pathfinding information cohesion

  • Guard AI responsiveness

  • Civilian Evacuation flow cleanup

  • Some Network/Performance improvements

  • Upgrading walls into double gates

  • Quality Of Life Priorities section below

Vehicle turning is one of the biggest areas we are reviewing right now. Several edge cases have been identified where vehicles do not turn as reliably as they should under certain conditions. We already have multiple initiatives under assessment to improve that behavior and reduce cases where vehicles need player intervention to recover cleanly.

Guard AI is also getting attention. The goal is to make guarding behavior more responsive, more reliable, and faster to react when units or structures come under pressure.

Quality Of Life Priorities

Alongside the core bug fixing, we are also lining up several RTS quality of life improvements that should make normal play feel better across every session.

  • RTS camera improvements with better responsiveness and control feel

  • Server browser improvements with clearer custom game settings and map previews when highlighting servers

  • Guard AI improvements focused on reliability, movement, and reaction speed

  • Vehicle pathfinding improvements focused on consistency and clearer behavior in edge cases

  • Double gate upgrades so existing walls can be upgraded into double gates more cleanly

Patch Notes Summary

  • Attack Move, Guard and Patrol vastly improved

  • Unit icons can be assigned to as Guard/Garrison points instead of relying on per pixel accuracy

  • Operators can Manage Active Intakes/Zones from their F7 window now

  • Civilian Mobs Dynamically merge at intake and when they enter structures to free up population to keep the flow efficient.

  • Civilian Mobs now have a simplified/vs complex mode that allows individual animations for higher end machines.

  • DNA hides in Cinematic Mode

  • Mass Deletions/Landscape clears don't spam the log anymore and are grouped dynamically based on player and unit type

  • Time Dilation is now logged (Slomo, Fast Forward resume etc)

  • Various Infected Attacking improvements to their Combat AI

  • All Evacuation assets are finalized and in including the new DNA research elements under logistics

  • Civilian / Bus waypoint system is now in allowing you to force drop off points for mobs/busses in zones where you build them.

  • No Gate/Mob mode for certain gates to restrict certain areas from movement

  • Staff/Security Animations improved for Civilian Evac divisions.

  • New Idles added to all classes/combat Animation's

  • Lighting overhaul to the maps to bring them into alignment and better then legacy in terms of Night time lighting and ambiance use the new Light Render Distance to tune it based on what GPU you use.

  • A revamped Clearing/Brush tool (Bulldozer) that allows you to switch between different modes for managing the map. You can also now "resize" the tool via holding Shift then scrolling your mouse wheel in/out.

    1. Landscaping Mode

    2. Condemn Building Mode

    3. Purge Building Mode

    4. Clear Building Order

  • Cheat Modes added for Ammo

    • Normal

    • Unlimited

    • Bottomless

  • Cheat Mode added for Resupply

    • Normal

    • Unlimited Supply

  • Gas Cheat Mode

    • Normal

    • Unlimited Gas

  • Endless Horde Mutator added

    • Allows you to disable all limits for Infected for using resources and allows them to "cheat" and build massive armies should you want a more "crazy" game.

  • Multiplayer Colors added so users can choose a color before joining games now and their Operator flare also reflects it .

  • Predictive Code added to better "guess" where an infantry/Vehicle is going to be in 1 second so gates open sooner to avoid "crashes"

  • Repair time for all structures were adjusted to be a lot more reasonable across the board

  • Build Visuals added to all Infected Meshes/ Build times increased for all Infected structure types

  • Builder/Infection Manager nerfed to how often they can "expo" in the mid-late game to bring down the "whack a mole' nature of gameplay.

  • Airstrikes work during Slomo/Tactical pause for targeting now

  • Standalone version of Treasure Island

  • Move orders from Minimap/Run orders

  • Custom game options to rebalance Evac

  • Added Look/Aim Mouse Sensitivity to Operators

  • Added a toggle for users to opt out of World Camera shakes from Hero Weapons

  • Color System added for last order by for coop

  • Killing Infected structures now gives you positive reputation in the zone you killed them in

  • Trees/Foliage now blend in out based on Operator/RTS

  • Power states no longer clear the recruitment window and instead block the build button as this was confusing people.

  • Various Save/Load issues with Mesh variants for Infected

  • Emergency call in for Engineers after all units are killed + CERC structures

  • DNA Collection Device added to scientist

  • Civilian Militias that attack you when your reputation drops too low in a zone

  • Full Martial Law and Partial

  • Infected Drop DNA which can be used for the two new Intake upgrades(More are coming in June)

  • Population Meters is online

  • Gas Tower Infection Motes affect the Operator screen now

  • QWERTY vs AZERTY mode added

  • New Operator Weapons added

    • Primary Weapons

      • M416-A7

      • AK105

      • G36

      • MP5

      • RX12

      • AUG

      • XM45

      • UMP

      • AK-85

    • Secondary Weapons

      • DE50

      • USP

  • New Operators visuals added

    • Winters

    • CBRN Guard

    • CERC Pilot

Moved the current Civilian Evacuation experience into the Public branch. Which includes these changes. These include gifs/videos and more in-depth breakdown of everything in this patch

View on Steam View on Steam View on Steam View on Steam View on Steam

The known issue list will keep changing as more reports come in. Our goal is to identify the highest impact issues first, especially anything that interrupts long sessions, multiplayer sessions, save/load continuity, or evacuation flow.

The Next 60 Days

The next 60 days are about getting the game fully back into its major intended loop, then pushing beyond what existed in Legacy.

The Rebuild is already past Legacy in several important areas, but there are still major line items that need to come back online, be refined, or be expanded. Players can also see the active priority order on the far right side of the main menu.

  • Civilian Evacuation polish and bug fixing

  • Formation AI and wider movement improvements

  • Vehicle pathfinding and turning reliability

  • Guard AI refinements

  • RTS camera and control improvements

  • Server browser improvements with custom settings and map previews

  • Operator Polish Period

  • San Francisco North expansion work

  • Infected intelligence improvements

  • New infected variants

  • Lieutenants and late game infected progression

  • Leviathan progression

The immediate goal is to stabilize the systems that are now live, then move into the next major gameplay push without leaving Civilian Evacuation half locked in. Once the current flow, vehicle, guard, and session stability work is in a stronger place, our attention shifts heavily into the infected faction.

June Is Infected Faction Month

June is focused heavily on Infected AI and the infected faction as a whole.

The goal is not just to add more infected bodies to the map. The goal is to make the faction smarter, more varied, more threatening, and more capable of creating pressure across the full match.

Over June, we are moving toward roughly half a dozen new infected types and major updates to existing infected behavior. This includes Lieutenants, the Chelsey side of the new AI work, Leviathan progression, new offshoot mutations, and larger infected threats built to change how players respond to the late game.

One of the new infected concepts under development is a heavy Behemoth style threat. The intent is a massive infected unit with a huge health pool, devastating melee impact, and slower movement that forces players to reposition, focus fire, and respect its presence when it enters the battlefield.

That infected pass is one of the most important upcoming milestones for the game. Civilian Evacuation gives the player a stronger strategic layer. The infected faction pass is what pushes harder against that layer and turns those systems into real pressure across the map.

San Francisco North And The Bay Area Map

San Francisco North remains a major part of the broader roadmap. It is the direction of the future Bay Area experience, and work will continue through June and July as we keep expanding, connecting, and stabilizing the larger map.

The focus for San Francisco North remains traversal, detail, pathfinding, performance, visual polish, and making sure the larger Bay Area map supports the core Pandemic experience correctly.

As the evacuation systems, infected faction, vehicle behavior, and AI systems stabilize, San Francisco North becomes more important because it gives those systems the scale they were built for.

Where We Are Now

Civilian Evacuation is now live on Public. It can be played in full sessions. It supports save/load. It supports multiplayer. It is not final, but it is now the default direction of the game.

The next step is not to tear the system apart again. The next step is to lock in what is already there, fix the highest impact issues, improve the flow, and then push into the next major priority set.

That means vehicle reliability, guard AI, RTS quality of life, server browser clarity, evacuation flow, save/load stability, multiplayer stability, and then the infected faction push through June.

Thanks to everyone who played the Experimental builds, reported issues, sent saves, joined multiplayer sessions, and helped us identify the edge cases that only show up after real players get their hands on the system. Public branch feedback is the next major step in getting this system fully hardened for the rest of the Rebuild.

Source

Steam News / 8 June 2026

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