An ops room command game, in development for PC. You command from the room, on late reports, the radio and the sand table. Not made to glorify war.contactwaitout.comJoined October 2026
@ApprenticeCodex Cloud shadows would look great. One thing we found: fog that only hides is less interesting than fog that keeps showing what you last saw, going stale, until someone reports again. Worth a go once the layer works.
@DrydockDreams Smoke that tells you something is a lovely detail. From the ops room, a column of smoke on the camera was often the first sign of anything, well before the net caught up. Looks superb.
@SlitherineGames Accuracy against playability is the argument we have most. Our rule so far: keep the information as late and patchy as it really was, and make the tools for handling it easy to use. Good to see how you weighed it.
Episode 1 of Making Contact. A helicopter about to lift, a crew that wants to go, and a call from the ground: ammunition and batteries first. Tom can't see the site. Every second he holds it feels like a minute.
Then the first scenario, played from the chair.
@The_Gmeister812@Bert_Plumswang Every ops room I sat in had a game going in a corner that never got finished. Ours was chess. Many interrupted games is about right.
@SlitherineGames Good read. Commanding only by what comes over the radio is hard to make playable without handing the player a clean picture. Nice to see how you got there. We’re chewing on the same problem from a modern ops room.
Contact: Wait Out is an ops room command game. You're the ops officer. Your soldiers are out on the ground and you are not. You get a radio, a drone feed, a helmet camera and a sand table you keep by hand.
Two of us, building it in the open.
Contact. Wait out.
Episode 0 of our podcast, now as a video. Two of us building an ops room command game: you're the ops officer, your platoon is out on the ground, and everything you know arrives late. Link below.
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