Cepheus Protocol - CERC Emergency Broadcast System

🛠️ Patch Notes

Attachment System

  • Revamped the attachment naming system to improve formatting consistency (e.g. fixed lowercase issues).

  • Improved sizing logic for Operator attachment boxes to better fit customization visuals.

  • Improved logic for Squad join/leave UI: much more reliable for clients.

  • Weapon Levels shown on Gunsmith now

Operator Selection & Profiles

  • Progress commit on Operator selection (formerly “Profile” system).

  • Improved profile switching logic to give loadouts correctly for hosts.

  • Added support for client-side profile-swapping in Gunsmith

  • Prevented new Operators from copying progression from existing ones.

  • Fixed weapon XP/level display updating when swapping profiles with same equipped weapons.

  • Character level is now displayed at the top left of the Gunsmith widget.

  • Fixed a Operator bug where you could possess an Operator and Attack Moves/ Patrols would persist instead of being deleted when you went back to RTS.

Weapon Categories & XP System

  • Gunsmith UI updated to display weapon category

  • Proficiency added to operators which as you use certain guns will unlock other guns of that "type" in preparation for more guns being added. Use an SMG and you'll unlock SMG's only etc .

  • Fixed issue where Proficiency checks allowed you to go over the "level requirement"

Profile Save/Load & Operator Support

  • Updated new Operator profile creation to use default loadout (no longer copies prior profile).

  • Moved ProfileData reference from InventoryComponent to PlayerController to support multiple operators per player.

  • Continued implementation of support for loading specific profiles per Operator.

  • Set up recruitment logic/UI to allow choosing different profile when recruiting Operators. =

  • Recruit Popup and RecruitmentTracker updated to select separate profile.

Map & Horde Mode

  • Halfmoon Bay Grid 2 detail pass complete.

  • Progress commit on new Rush variant for Half Moon Bay horde map.

  • Start time for Half Moon Bay increased to 4 minutes

  • OnRep UI updates ensure clients who join mid-wave sync to correct stage on Horde UI

  • Fixed horde mode regression Half Moon Bay

UI Fixes & Misc Improvements

  • Revamped selection box generation logic so it more accurately places the selection boxes.

  • Added safeties to minimap camera movement logic to reduce cases where camera “goes underground.”

  • Fixed Operator name text appearing incorrectly for the controlling player during zoom-in.

  • Fixed Gunsmith’s appearance dropdown not updating when switching to an Operator with a different appearance.

Crash Fixes & Stability

  • Speculative crash fixes for the following reports:

https://discord.com/channels/469412014427602944/1390871554010779761/1390871554010779761

https://discord.com/channels/469412014427602944/1390901147308396675/1390901147308396675

https://discord.com/channels/469412014427602944/1390137985189810196/1390137985189810196

  • Fixed Weapon Category XP not triggering proficiency level-up due to outdated ActiveProfile check and a broken GetWorld() validation.

  • GetPlayerController crash fix + speculative fix to prevent RTS camera jerks when possessing Operators.

💬 Known Issues
  • Opening the Pause Menu breaks the Quartermaster mouse

  • Infected can sometimes get "confused" if you build close enough to the spawners (Some fixes were applied to resolve this testing to see if its gone)

  • You can now build multiple Operators and level them all up at the same time in RTS. But we've gotten early reports of XP only going to 1 Operator at any given time. We are investigating this at the moment

  • Do not build more then 1 Operator of the same type/name. We released this update early for testing and we will be limiting this going into Monday

  • Half Moon Bay is NOT Ready for full play sessions yet

New UI Mockup

We have had Winters who has far more experience with UX/UI work with our concept artist while ive been working to wrap up phase 1 from a structural/Gameplay standpoint. Here is the latest "Draft" let us know what you think of the UI. The Operator and all menus will be getting a pass next from a design standpoint once this UI is approved by myself.

Half Moon Bay Updates

More at this week's CERC HQ!

[carousel][/carousel]

Operator Gunsmith Updates

https://youtu.be/0MFyRdX4tmw


Cepheus Protocol Roadmap

We’re thrilled to share our vision for the future of Cepheus Protocol! With your continued support, we’re working tirelessly to refine the game and introduce exciting new features that elevate the experience.


🚧 What’s in Active Development?
  • Experimental SP/Co-op Horde Mode Now live via the cerc-hq-public branch — up to 16 players in hybrid RTS/TPS.

  • Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.

  • Add more Operator weapons and equipment.; Michael is working through a backlog of 20 Operator weapons and more Operators/Skin variants atm.

  • RPG Progression System
    Operators gain experience, unlock skills, and equip customizable weapons.

  • UI Overhaul A new interface to support RTS/ Operators & Menu's

  • Monterey Bay Horde Map
    Large-scale co-op testing with new wave mechanics and future extraction goals.

  • Tracking down Desyncs, bugs & crashes!


🧠 What's Coming Next?
  • Finalize and polish Phase 1 by mid-July

  • Launch Phase 2: Expanded DNA Research + Doctrine gameplay

  • Prepare Phase 3: Pandemic Return


💬 Want to See the Full Timeline?

Check our stickied Roadmap post on the Steam forums


💡How You Can Help
  • Play the experimental SP/co-op mode!

  • Try Operator mode using the in-game console command: PossessFirstOperator

  • Report bugs, give feedback, and wishlist new content

  • Join our Discord to engage with the team and community

Thank you for continuing to support the game — this is just the beginning. 🛠️


Join the Discussion!

Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!

We also hosted a Playtest on Discord last week with 10 people check it out here!

https://youtu.be/JGQjU-UWl5Q

Cosmic Construct - SoaringMoon

This is the 32nd week devlog for Comic Construct. Now that the new demo version is out, I've been getting some feedback about the game systems, and some of them aren't working as intended. As is to be expected with a large changes like this.

To follow the game's progress you can join me at:

Each week in these devlogs we typically go over development goals established at the end of the previous weeks post.

---

Supporting the demo release.

With the new demo versions changes, there is a lot of testing and bug fixing that needs to happen. Most of these revolve around systems new to the game such as energy consumption and the totem sacrifices. Thankfully, the new demo version was finished and made live right around the next Demo Day deadline. So I was able to submit the new demo version to Demo Day 63, and update game jam hosted bi-monthly by the AGDG (Amateur Game Development General) community.  Which has had about 20 downloads on itch so far, and a couple people giving extensive feedback. You guys are awesome, and I know you all are gonna make it.

Getting Pawns to consume food like they should.

This was easier to get working than I expected, considering the amount of things I needed to change. Which reminds me I need to update the github repo... and done lol. Pawns now consume energy while performing tasks, when they are low on energy they will become slow, and unwilling to work on their assigned job. They will change their job to gathering berries. Their energy consumption is considerably slower than the player's for balance reasons. I might need to adjust this in the future.

Add achievements for exotic items that are missing from new biomes.

This is a simple database edit. However, I had other things I needed to set up for future integration because of the way I have the database managed (which is super naive). Thankfully, it works well enough that I will likely never change it. Considering the entire game pauses while menus are open, it's efficiency doesn't really matter. The only trouble it causes is on objective checks, which only check part of the struct infrequently. Which causes the same issue as storage updates. I have fixing both of these things on the todo list, but they aren't game breaking. Just slightly irritating when they rarely trigger at an inconvenient time.

Get some more structure art done.

I finally got the Abattoir done. The building is a little plain, but there will be a bunch of Grubs moving around behind it, which will give more motion.  The Abattoir will passive produce meat, bone, and hide which will reduce the need for pawns to hunt. If or when I add new creatures to other areas, I can have it produce their resources too.

---

No unplanned work was done. I did do some marketing related stuff, which I'm not sure I'll see results from, I'll let you know if anything comes from that. Here is the planned development work for the next week.

- Framework for the first minigame.

- Get the market UI and trading done.

- Art assets for the next biome.

- New structure art. (if I have time)

6:11pm
Divine Orders - Angle_M
Fixed some typos
6:06pm
Ruinscape - Holiday

  • We’ve created an official game trailer — check it out!

  • Added an intro cutscene explaining how the player ended up in the ancient castle.

  • You will no longer be prompted to return at the end of the game if you have collected all the items.

  • Improved performance through geometry optimization.

  • Added a short sprint (activated with the Shift key); improved footstep sounds while running.

  • Improved German translation — special thanks to Liudmyla Mishchenko for the help!

  • Camera shake while walking is now disabled by default (can be changed in the settings).

  • Minor bugs fixed.

Nasty Zombies - Con No 1
New Perk (Blessing) - Monotome

This brand new Blessing replaces your akimbo guns with a Monotome, an empowered tome that enhances your primary weapon with double damage. This allows you to use ADS while still increasing your weapons power, without sacrificing it with akimbo. This has both benefits and draw backs in that the ammo will last longer but the fire rate is lower.

New Weapon - Axe

The third melee weapon to enter the trio of main melee weapons. The axe being the fastest but also the lowest range with an almost vertical swing, making this perfect for fast paced up close encounters. This is the cheapest of the 3 melee weapons, but potentially also the hardest to take full advantage of.

Settings Menu Overhaul
  • Added Categories and Organised the Settings

  • Added Z-Ray Hue setting

  • Added Windowed Resolution setting

  • Added Higher Pixelation setting

Weapons Menu Screen Changes
  • Accuracy now displayed in degrees

  • Critical damage now shows exact damage value

  • Added ADS Toggle

  • If the bar would be above the maximum, the overflow bar will appear brighter

New Modifiers
  • Endless Waves: This makes zombies continuously spawn, even at the end of waves, there will always be lots of zombies. The "No Rest for the Wicked" achievement now requires this modifier to be active.

  • Closer Spawning: Zombies will spawn closer to the player.

Weapon Changes
  • Lee Enfield (Rework)

    • Damage increased significantly

    • Penetration increased to 75%

    • Accuracy reduced to 6° when not ADS and 0° when ADS

    • Fire Rate reduced

    • Reload time increased

    • Critical Multiplier reduced

  • Winchester

    • Fixed an issue where it would auto-reload super fast, you have to manually reload if you want to shoot rapidly.

  • Sledgehammer

    • Reduced penetration from 75% to 70%

    • Price increased from £50 to £60

  • Katana

    • Price increased from £25 to £30

    • Modified the headshot kill sound

In Other News...
  • Perks and Power-Ups have been renamed to Blessings and Miracles to be more thematic

  • Zombie barricade attack speed slightly increased and now scales up to wave 100

  • Zombies run faster towards their target when at extreme distances

  • Weapon spawns have been altered across the map

  • Crouch spaces around the church have been widened

  • Ceiling pipes in the pipe room have been removed

  • A lever location in the pipe room has been moved

  • Special Waves are now slightly rarer

  • Health bar now displays how long until health regeneration begins

  • Kinetic Recovery now reduces heal time by 2 seconds (was 2.5)

  • Zillionaire Coins are less bright

6:03pm
Idol Showdown - retro
Gameplay UI
- Fixed online connection indicator showing in other gamemodes besides online
JUMP! The Floor Is... - GamesDoc

New Major Update Available!

We’ve just released a fresh update packed with new features and improvements:

New Co-op Mode

Team up with friends in an all-new cooperative challenge! Work together to carry the trophy out of the map through a portal placed in the opposite direction of the starting point.
But there’s a twist:

The player carrying the trophy moves slower.

And can only jump once instead of twice.

To succeed, you’ll need to pass the trophy back and forth to gain speed and overcome obstacles.

Whether you play online or side-by-side in split-screen, teamwork is the key to victory!

Custom Keyboard Controls

You can now customize your keyboard controls for a more personalized gameplay experience.

Power-Up Adjustment

We've temporarily removed one power-up to improve controller gameplay and overall balance.

Bug Fixes & Performance

Several minor bugs squashed and performance improvements to keep the game running smoother than ever.

Thanks for playing and stay tuned for more!

5:46pm
水浒绘卷(Water Margin Scrolls) - Mr火叶
  • Poison no longer affects the number of attacks

  • Nerf 4-4 enemy value reduced to 499

  • Fixed the problem of incorrect wooden shield armor bonus

  • Fixed the problem of being unable to challenge the Abyss mode

...

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