Couverture de Cepheus Protocol HQ

Cepheus Protocol HQ

Cepheus Protocol HQ

De : Halcyon Winds
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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!Halcyon Winds Science-fiction
Épisodes
  • Evac Is Coming Together + Massive Map Test Footage
    Apr 20 2026

    The new map is finally in active testing, and evacuation is getting very close behind it.San Francisco North is now playable internally in an early blockout state. It’s massive compared to everything before, with long travel times, dense street grids, and tons of viable base locations. Right now it’s being used for co-op playtests to dial in pathfinding, performance, and overall flow before it’s ready for players.Civilian evacuation is not live yet, but it’s close. All major systems are being built and tested individually, including intake, staffing, buses, helicopters, and zone management. The full pipeline still needs to be connected, with research and final flow logic being the last major steps before an experimental build.There’s already a lot of depth in how it’s shaping up. Security teams patrol automatically, overpopulation can trigger militia attacks, and evacuation planning now depends heavily on layout, timing, and protection. It’s a much more involved system than before and is being tuned carefully before release.There are still bugs and limitations being worked through. Guard targeting issues, damage inconsistencies, UI clutter on large maps, and edge-case problems with civilians and pathfinding are all being actively fixed during internal testing.Next up is finishing the remaining systems, connecting the full evacuation loop, and pushing an experimental build once it’s stable. The goal is to get it into players’ hands soon, but only when it’s ready.

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    2 h et 8 min
  • Civilian Evacuation Gets Real + Massive Map Expansion
    Apr 20 2026

    This update pushes the game closer to full civilian evacuation, with major systems finally coming together.New civilian variants are being finalized and added, including scientists and security units, with player feedback directly shaping their design. These will start appearing in gameplay very soon as the team prepares for full-scale testing.Balancing is getting a serious pass, especially for juggernauts, vehicles, and mid-game upgrades. Expect changes to survivability, splash damage, and new upgrade paths that make armored playstyles more viable.A huge map expansion is underway, with a massive mainland area entering early experimental testing soon. It’s far larger than anything before and will be rough at first, but it’s key for performance testing and future gameplay scale.There are still issues being worked through, especially with bus pathfinding, collision, and AI behavior. You’ll see edge cases like vehicles getting stuck or choosing inefficient routes as these systems are refined.Next up is finishing bus AI, implementing intake systems, and bringing the euthanization and security structures fully online. Once stable, a public experimental build is planned.

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    1 h et 33 min
  • You Can Lose Everything to Civilian Rebellion
    Apr 20 2026

    This update completely changes how you manage civilians, with new systems that can help you survive—or tear your run apart.The new evacuation system introduces transport buses, overpopulation mechanics, and autonomous security teams you can hire and equip. Managing flow between zones now matters, and poor planning can lead to chaos fast.Militia uprisings are now a real threat. Kill too many civilians or tank your reputation and armed groups will form, escalate, and attack your base with increasingly dangerous weapons.This build also includes map updates, improved pathfinding, early co-op support for evacuation, and major balance work on combat and AI behavior. Some bugs remain, especially with buses, pathfinding, and UI quirks, but they’re actively being worked on.Next up is finishing the evacuation systems, refining AI and balance, and pushing the first playable build for wider testing.

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    2 h et 14 min
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