HomeGamesUpdatesPricingMethodology
Steam News11 June 20262mo ago

2026.6.11.1 QOL Improvements and Bug Fixes

The virus is loose across the Bay Area. Flashpoints are erupting across the peninsula as entire districts fall into chaos and infected swarms push deeper into civilian zones. CERC forces are already in the field.

In this update6

Full notes

Full Cepheus Protocol update

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

What changed

7 fixes14 additions28 changes0 removals
  • Maps
  • Gameplay
  • Fixes
  • Performance
  • Balance
  • Security
changedEmbedded military reporters and frontline operators are transmitting battlefield coverage directly from active operations. The images you are about to see were captured during recent combat deployments across the region.
changed2026.6.11.1 Change list:Reduced Bobbing on larger vehicles when they turn in place
changed2026.6.11.1 Change list:Discord/Youtube main menu graphics updated
changed2026.6.11.1 Change list:Improved Guard to make Units run when their targets get too far away
changed2026.6.11.1 Change list:Improved Right click Attack orders to function more reliably as users expect. Units will only move as close as they need to so they can attack X unit instead of always moving on top of them
added2026.6.11.1 Change list:Added ability to upgrade from a Wall to any unlocked Tiers Double gate/Vehicle gate
Over the next3060Over the next increased, buff

Cepheus Protocol changes

changedEmbedded military reporters and frontline operators are transmitting battlefield coverage directly from active operations. The images you are about to see were captured during recent combat deployments across the region.
changedReduced Bobbing on larger vehicles when they turn in place
changedDiscord/Youtube main menu graphics updated
changedImproved Guard to make Units run when their targets get too far away
changedImproved Right click Attack orders to function more reliably as users expect. Units will only move as close as they need to so they can attack X unit instead of always moving on top of them

The virus is loose across the Bay Area. Flashpoints are erupting across the peninsula as entire districts fall into chaos and infected swarms push deeper into civilian zones.

CERC forces are already in the field.

Embedded military reporters and frontline operators are transmitting battlefield coverage directly from active operations. The images you are about to see were captured during recent combat deployments across the region.

These transmissions come directly from the front.

The battle for the Bay Area has begun.

2026.6.11.1 Change list:

  • Reduced Bobbing on larger vehicles when they turn in place

  • Discord/Youtube main menu graphics updated

  • Improved Guard to make Units run when their targets get too far away

  • Improved Right click Attack orders to function more reliably as users expect. Units will only move as close as they need to so they can attack X unit instead of always moving on top of them

  • Added ability to upgrade from a Wall to any unlocked Tiers Double gate/Vehicle gate

  • Speculative fix to resolve an instance where Mortar auto fire can outright stop acquiring targets

  • Improved Mortar control and updated Visuals to reflect all selected Mortars instead of just the "primary" one in X selection

  • Mortars that are selected and ordered to manually attack ground will all properly obey instead of just the first selected unit doing it.

  • Added Zoom sub stepping as you get closer to units to "smooth" out camera movement

  • Fixed DNA being blocked by Vehicles

  • Updated all Translations based on some new warning states added

  • Boosted acceptance radius for evac helicopter 'land at evac site' behavior (radius was small enough that it could get 'stuck' due to default acceptance radius being wider than 'landing check' radius)

  • Speculative fixes for SaveGame crash when saving Client Groups in coop

  • Fixed a Police Car asset that was improperly failing to flag when placed by World buildings that it had blocked their doors which would cause Civilian mobs to malfunction

  • Further TI refinements to Navigation for trees

  • Civilian Intake balance loading to split mobs 50-50% across all active intakes more reliability

  • Set up wall builder to colorize fully-scaled wall segments while still in the 'placement' phase (they turn a light green when fully scaled now) so its easier to determine which walls can be later upgraded to Double Gates once fully built.

  • Fixed another user reported bug where Rally Points were not properly being invalidated when you updated them for clients/host after you placed down the initial one.

  • Fixed Simplify animation mob quality quality flagging the wrong setting as expensive

  • Added Double gate preview visuals to walls

  • Updated 'full wall size' highlighting for wall construction to only highlight when using the full-size mesh (not the 1/3 or 1/2 size meshes), so a single segment only turns green when at max size

  • Boosted intake bus stuck check sensitivity

  • Adjusted cornering stiffness of the Wheel BPs for CERC's treaded vehicles to help them handle turns at speed and better keep under "control" so they don't end up inside objects

  • Fixed the MLRS Front bumper detection socket

  • Fixed Ground Vehicles using 'StopOnOverlap' for a lot of move commands: helps significantly with them 'stopping short' of move target(s)

  • Speculative fix for evac helicopters taking off while civilians were en route to it

  • Fixed the Zone Management List misaligning once at least one Zone hits 100% infection level

  • Radio Tower / Radio Relay/ Ammo Tent/ Medical Tent/ Evac Security Wing all have preview archs now before placement.

The Next 60 Days of Cepheus Protocol...

Civilian Evacuation is now playable from start to finish, and today’s update is focused on hotfixes, cleanup, and what comes next for the Rebuild.

If you missed yesterday’s post covering one of the biggest updates to ever touch the Cepheus Protocol Rebuild, you can read it here: View on Steam CERC HQ EP 91 Summary:

The evacuation system just hit a major milestone. For the first time, players can now play through the entire civilian rescue loop from beginning to end. This includes fully functional intake processing, evacuation buses, infection scanning upgrades, doctrine progression, and direct civilian movement into evacuation zones.

New doctrine upgrades now let you streamline processing, skip holding cells, and massively improve evacuation efficiency as your operation grows.

The infected are also getting a major overhaul. Infection spread has been rebalanced, structure construction is now visible before activation, and the late game is being tuned to reduce the frustrating “whack-a-mole” pressure players were running into. Endless Horde Mode is now available as a custom option for players who want the infection to spread forever.

Vehicle pathfinding, helicopters, gates, airstrikes, radio systems, and multiplayer syncing all received major fixes this week. The team also reworked a large number of save/load issues, improved performance for large sessions, and added better RTS management tools for handling evacuation zones and civilian flow.

Next up is a full push on formation AI, infected intelligence, new infected variants, infected lieutenants(Her Operators), Infected Leviathan (Late game super unit), Operator improvements, and the massive San Francisco North map expansion.

The goal over the next 60 days is to push every major gameplay system far beyond what existed ever before.

You can catch up on the latest CERC HQ below if you want to see the full breakdown for yourself:

View store page

The Next 60 Days

Over the next 30 to 60 days, the focus is pushing every major gameplay system forward beyond what existed before in the original build.

  • Civilian Evacuation polish and bug fixing

  • Formation AI improvements

  • Infected intelligence improvements

  • New infected variants

  • Lieutenants and late-game infected progression

  • Leviathan progression

  • Operator improvements

  • San Francisco North expansion work

  • RTS control improvements

  • Save/load and multiplayer stability improvements

Civilian Evacuation Progress

The evacuation system has reached a major gameplay milestone. Players can now complete the full civilian rescue loop from intake to evacuation, with supporting systems now coming online around it.

  • Functional intake processing

  • Evacuation buses

  • Infection scanning upgrades

  • Doctrine progression

  • Direct civilian movement into evacuation zones

  • Upgrades to streamline civilian processing

  • Options to skip holding cells

  • Improved evacuation efficiency as your operation grows

Infected Rework

The infected are also receiving a major pass as part of this phase of development. Infection spread has been rebalanced, infected structure construction is now visible before activation, and late-game pressure is being tuned to reduce the frustrating “whack-a-mole” feeling players were running into. Endless Horde Mode is also available as a custom option for players who want the infection to keep spreading forever.

What Comes Next

The next major push is about taking the systems now coming online and making them stronger, smarter, and more stable. Expect continued work on formation AI, infected behavior, new infected threats, Operator improvements, San Francisco North, evacuation polish, and the broader late-game progression loop. As always, Experimental builds may contain rough edges, bugs, and unfinished content. Player reports are extremely helpful as these systems continue moving toward the default branch.

🎙️ Next CERC HQ – Livestream Details

🕔 When: Weekly Saturdays – 7 PM EST (New Time!)

💬 What is CERC HQ:

Welcome to Cepheus Protocol HQ, your ultimate weekly briefing on all things Cepheus Protocol! Join the Halcyon Winds team as we explore the latest updates, reveal behind-the-scenes development stories, and answer community questions about the game. From exciting new features to design challenges, this is your all-access pass to the evolving world of Cepheus Protocol. Tune in every week and stay ahead of the outbreak!

  • Co-op Progress

  • Total Revamp based on Community Feedback

  • Level Design Updates

📺 Where to Watch:

🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.

📺 Missed a Stream? No Worries!

Source

Steam News / 11 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.