<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet href="https://feeds.captivate.fm/style.xsl" type="text/xsl"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:googleplay="http://www.google.com/schemas/play-podcasts/1.0" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:media="http://search.yahoo.com/mrss/" xmlns:podcast="https://podcastindex.org/namespace/1.0"><channel><atom:link href="https://feeds.captivate.fm/making-contact/" rel="self" type="application/rss+xml"/><title><![CDATA[Making Contact: Building an Ops Room Game]]></title><podcast:guid>7ff27737-db76-56aa-8359-cee136cc6797</podcast:guid><lastBuildDate>Mon, 12 Oct 2026 15:17:42 +0000</lastBuildDate><generator>Captivate.fm</generator><language><![CDATA[en]]></language><copyright><![CDATA[© 2026 Warfighter Digital Ltd]]></copyright><managingEditor>tom@warfighter.studio (Warfighter Studio)</managingEditor><itunes:summary><![CDATA[The podcast behind Contact: Wait Out, an ops room command game.  We're Tom and Ryan, a two-person indie studio trying to make our first game, and this is the whole journey, out loud. The wins, the playtests that fall apart, the things we didn't know we didn't know, and whether two people can actually pull this off.  The game puts you in the chair of an army operations officer in a small patrol base. Your platoon is out on the ground and you are not. Everything you know arrives late and incomplete, over the radio, a drone feed and a sand table you keep up to date by hand. You give the orders. They fight the battle.  Tom did that job for real. Ryan has spent years building military simulation in Unreal Engine. Alongside the build, we talk to people who did the jobs the game asks you to command: what the work was really like, and what a game about it must never get wrong.  New episodes every fortnight. Follow the build and watch the playtests at contactwaitout.com.  Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented.]]></itunes:summary><image><url>https://artwork.captivate.fm/719a7158-e293-4b4f-bbf4-32ff428e2a21/MakingContact-cover-3000.jpg</url><title>Making Contact: Building an Ops Room Game</title><link><![CDATA[https://contactwaitout.com]]></link></image><itunes:image href="https://artwork.captivate.fm/719a7158-e293-4b4f-bbf4-32ff428e2a21/MakingContact-cover-3000.jpg"/><itunes:owner><itunes:name>Warfighter Studio</itunes:name><itunes:email>tom@warfighter.studio</itunes:email></itunes:owner><itunes:author>Warfighter Studio</itunes:author><description>The podcast behind Contact: Wait Out, an ops room command game.  We&apos;re Tom and Ryan, a two-person indie studio trying to make our first game, and this is the whole journey, out loud. The wins, the playtests that fall apart, the things we didn&apos;t know we didn&apos;t know, and whether two people can actually pull this off.  The game puts you in the chair of an army operations officer in a small patrol base. Your platoon is out on the ground and you are not. Everything you know arrives late and incomplete, over the radio, a drone feed and a sand table you keep up to date by hand. You give the orders. They fight the battle.  Tom did that job for real. Ryan has spent years building military simulation in Unreal Engine. Alongside the build, we talk to people who did the jobs the game asks you to command: what the work was really like, and what a game about it must never get wrong.  New episodes every fortnight. Follow the build and watch the playtests at contactwaitout.com.  Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented.</description><link>https://contactwaitout.com</link><atom:link href="https://pubsubhubbub.appspot.com" rel="hub"/><itunes:subtitle><![CDATA[Two of us building Contact: Wait Out, an ops room command game, in the open: the highs, the lows, and the people who did the job.]]></itunes:subtitle><itunes:explicit>true</itunes:explicit><itunes:type>episodic</itunes:type><itunes:category text="Leisure"><itunes:category text="Video Games"/></itunes:category><itunes:category text="Technology"></itunes:category><itunes:category text="History"></itunes:category><podcast:locked>no</podcast:locked><podcast:medium>podcast</podcast:medium><item><title>Episode 0: Contact. Wait out.</title><itunes:title>Episode 0: Contact. Wait out.</itunes:title><description><![CDATA[<p>The podcast behind Contact: Wait Out, an ops room command game.</p><p>In our first episode, Tom and Ryan introduce themselves and the game they're building together. You're the ops officer in a small patrol base. Your platoon is out on the ground and you're not. Everything you know arrives through a radio, a drone feed, a helmet camera and a map you keep up to date by hand, and you make your calls on that. We talk about why nobody has built this game before, what the room has to feel and sound like, what the first grey-box playtest felt like, and the kind of community we want to build around it.</p><p>Coming up: a deep dive into the vision for the game, then our first guest.</p><p><strong>Chapters</strong></p><p>00:00 Cold open</p><p>00:24 Contact. Wait out.</p><p>00:59 Welcome to Making Contact</p><p>01:33 Who we are: Ryan</p><p>02:22 Who we are: Tom</p><p>02:52 Why this game</p><p>03:32 The game in a nutshell</p><p>04:29 Why not another milsim</p><p>05:19 What the player sees</p><p>07:42 Building the room: immersion and sound</p><p>10:21 The first playtest</p><p>11:24 Why this game, and who it's for</p><p>14:00 The community we want</p><p>16:08 Why a podcast, and building in the open</p><p>17:46 How to get involved</p><p>18:47 Next time, and a future gem</p><p>19:32 Outtakes</p><p><strong>Get involved</strong></p><p>Sign up for news: <a href="https://contactwaitout.com" rel="noopener noreferrer" target="_blank">contactwaitout.com</a></p><p>Join the Discord: <a href="https://discord.gg/gVXbshznpb" rel="noopener noreferrer" target="_blank">discord.gg/gVXbshznpb</a></p><p>Did one of these jobs and willing to talk to us? <a href="mailto:team@warfighter.studio" rel="noopener noreferrer" target="_blank">team@warfighter.studio</a></p><p>New episodes every fortnight.</p><p><em>Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented.</em></p>]]></description><content:encoded><![CDATA[<p>The podcast behind Contact: Wait Out, an ops room command game.</p><p>In our first episode, Tom and Ryan introduce themselves and the game they're building together. You're the ops officer in a small patrol base. Your platoon is out on the ground and you're not. Everything you know arrives through a radio, a drone feed, a helmet camera and a map you keep up to date by hand, and you make your calls on that. We talk about why nobody has built this game before, what the room has to feel and sound like, what the first grey-box playtest felt like, and the kind of community we want to build around it.</p><p>Coming up: a deep dive into the vision for the game, then our first guest.</p><p><strong>Chapters</strong></p><p>00:00 Cold open</p><p>00:24 Contact. Wait out.</p><p>00:59 Welcome to Making Contact</p><p>01:33 Who we are: Ryan</p><p>02:22 Who we are: Tom</p><p>02:52 Why this game</p><p>03:32 The game in a nutshell</p><p>04:29 Why not another milsim</p><p>05:19 What the player sees</p><p>07:42 Building the room: immersion and sound</p><p>10:21 The first playtest</p><p>11:24 Why this game, and who it's for</p><p>14:00 The community we want</p><p>16:08 Why a podcast, and building in the open</p><p>17:46 How to get involved</p><p>18:47 Next time, and a future gem</p><p>19:32 Outtakes</p><p><strong>Get involved</strong></p><p>Sign up for news: <a href="https://contactwaitout.com" rel="noopener noreferrer" target="_blank">contactwaitout.com</a></p><p>Join the Discord: <a href="https://discord.gg/gVXbshznpb" rel="noopener noreferrer" target="_blank">discord.gg/gVXbshznpb</a></p><p>Did one of these jobs and willing to talk to us? <a href="mailto:team@warfighter.studio" rel="noopener noreferrer" target="_blank">team@warfighter.studio</a></p><p>New episodes every fortnight.</p><p><em>Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented.</em></p>]]></content:encoded><link><![CDATA[https://contactwaitout.com/making-contact/episode-0-contact-wait-out]]></link><guid isPermaLink="false">9efadddb-b3b6-490f-bf5c-c87b3c96e440</guid><itunes:image href="https://artwork.captivate.fm/0e185e1d-a15b-4ee7-aed0-4959047eb181/e00-q80.jpg"/><pubDate>Mon, 12 Oct 2026 14:55:00 +0100</pubDate><enclosure url="https://episodes.captivate.fm/episode/9efadddb-b3b6-490f-bf5c-c87b3c96e440.mp3" length="19234689" type="audio/mpeg"/><itunes:duration>19:56</itunes:duration><itunes:explicit>true</itunes:explicit><itunes:episodeType>trailer</itunes:episodeType><itunes:season>1</itunes:season><podcast:season>1</podcast:season><podcast:transcript url="https://transcripts.captivate.fm/transcript/c02c7666-ffec-4f87-b658-d9f8667bffef/index.html" type="text/html"/><podcast:chapters url="https://transcripts.captivate.fm/chapter-a94ae702-c254-43a8-bc61-53e5abe7e945.json" type="application/json+chapters"/></item></channel></rss>