Degraded overhead surveillance view of compounds, fields and tracks

In development for PC

Command what you cannot see.

The fog of war is real. Your platoon is in contact and all you have is a radio, a bad drone feed and a map you plot by hand. You hear it late. You see it badly. You decide anyway.

AO NET - LAST TRAFFIC --:-- AGO
RECEIVING...

The tension is not in the firefight. It is in the dead air before the radio comes back.

Contact: Wait Out is a command game. Not a strategy game. Not a shooter. You are the operations officer. Your platoon is out on the ground and you are not. Everything you know about the battle arrives through a radio, a drone with a narrow view, a helmet camera pointing at a wall, a chat log and a sand table you keep up to date by hand.

Your decisions are good or bad based on what you knew at the time. Not what was true.

  1. 01

    One step removed

    You never control a soldier. You never see the battle cleanly.

  2. 02

    Decisions with consequence

    Speed or caution. Where the helicopter lands. Which route the patrol takes.

  3. 03

    The room is a character

    Power cuts. Incoming fire. A radio that dies mid-sentence.

  4. 04

    Never the same twice

    Procedural ground and an enemy network that learns your habits.

  5. 05

    Realism

    Real procedure and real language, in a room that feels lived in. You learn it by doing it.

Two monitors. Five sources.

The choice of what not to watch is yours. Make it again every time the situation moves.

Degraded overhead surveillance view of compounds, fields and tracks
DRONE EO--:--:--SIGNAL -----
MONITOR 1
Degraded helmet camera view down a narrow mud-walled alley
HELMET 1 SECTION--:--:--SIGNAL -----
MONITOR 2

Five feeds and two screens, so something is always going unwatched. The helmet camera is usually pointing at a wall when you need it.

The sand table can be wrong.

It is your picture of the battle, built by hand from what you were told. The game never tells you it is wrong until the review.

PICTURE1400

At 1400, the table shows 1 SECTION JUST REPORTED, 2 SECTION JUST REPORTED, PL HQ JUST REPORTED.

9101112131415161718192021222324WADIIRRIGATION DITCHTREE LINE
1 SECTIONJUST REPORTED
2 SECTIONJUST REPORTED
PL HQJUST REPORTED
Reading the tableSolid border: reported to youDashed border: your own assumptionBlue rectangle: own forcesRed diamond: enemy
GROUND TRUTH

Ground truth is only ever shown in the after action review.

There is no headset.

Every net is a radio set on a bench, with a speaker, a handset and a signaller. To talk, you cross the room. While you are answering the company commander on one net, the platoon is still talking on the other, behind you.

Pick up a handset. You can only attend to one.

AO NET
AO NETBATTERY / POWER

[11C sends a contact report. Wait out.]

TRANSMITTING
HIGHER NET
HIGHER NETBATTERY / POWER

[Company passes a warning from a neighbouring patrol base]

You never lose awareness of a net. You lose the ability to attend to it.

You give the orders. They fight the battle.

You command the platoon and everything the base can bring to bear: the mortars, the drone, the quick reaction force, the helicopter. You do not aim a rifle or choose a fire position. The platoon commander on the ground has his own judgement, and his sections carry out your intent as they see it, with what they can see. Stay silent too long and he will act without you.

Yours

The plan. The route. The pace. The reserve. What to ask for, and when. What to watch, and what to ignore.

Theirs

The fire positions. The fight itself. What they report, and what they leave out. What they do when you say nothing.

The mission comes first. Bringing everyone home comes a very close second.

Some days you will not manage both.

Where this goes

It starts with one platoon and one room. The seat is built to scale: a company's worth of patrol bases, a battle group headquarters in the desert, a special operations room. Bigger rooms, more nets, further from the fight.

Later tiers are ambitions, not promises. The first release is the platoon.
Empty, worn operations room with radios, monitors, maps and a sand table

The room is a character.

The ops room is a source of pressure, not a menu screen.

01

Indirect fire

A warning, then impacts. Helmet on, hard cover, then account for your people and rebuild the picture.

02

Power cut

The screens and the chat die together. The radios drop to battery. Someone has to walk to the generator.

03

Comms failure

A net goes quiet and you do not know whether that is the radio or the patrol.

04

Casualty in the room

Someone in the base is hit. Treat them, or task the medic, and keep the net running.

The roster stays on the wall.

Every soldier has a name, and what happens to them is not undone. When someone is lost, the name stays on the wall.

NAMEROLESTATE
Lt AshworthPlatoon CommanderFit
Sgt MullenPlatoon SergeantFit
Cpl Treharne1 Section CommanderFit
LCpl Okafor1 Section 2ICT2
Pte DunmoreRiflemanFit
Cpl Whitlock2 Section CommanderFit
LCpl Brannigan2 Section 2ICFit
Pte SayerRiflemanT1
Cpl Hendry3 Section Commander (QRF)Fit
Pte MarlowRiflemanFit
Pte CastellanMedicFit
Pte RuddSignallerFit

T1 to T3 are casualty categories, T1 the most serious.

What you command

Five missions

Framework patrol. Deliberate clearance. React to contact. IED find and clearance. CASEVAC.

The reserve

One section waits at the base as your quick reaction force. Committing it is the decision that leaves you with nothing.

No status bars

Water, ammunition and fatigue are real for every soldier. You never see a number. You hear the platoon sergeant's judgement, in his words, when he chooses to give it.

Your voice

Pick up the handset and speak. Voice is optional, and everything you can say has a button.

An enemy that learns

Use the same track at the same time every day and the enemy will notice.

The review

Three tracks against one clock: what happened, what you believed, and what was lost on the way to you.

In development. Features describe the intended first release and may change.

Made by two people. One of them has sat in this seat.

Portrait of Tom (Maz)
TOM / MAZ

Tom (Maz)

Design, engine and military realism

Over a decade in the British Army, regular and reserve, including an operational tour as an operations officer. The room in this game, the pressure in it and the silence on the net are drawn from that. He is the game's designer, he is responsible for the engine, and he has the final word on how it really works.

Portrait of Ryan (Razak)
RYAN / RAZAK

Ryan (Razak)

World and art

Builds everything you will see through the feeds and everything you can touch in the room. Co-founded Mercury Arts and worked with Offworld Industries on the relaunch of Post Scriptum.

Between them they have more than a decade in defence training and simulation, most of it in Unreal Engine. Contact: Wait Out is the game they wanted to exist.

The theatre, the units and the people in the game are invented. The room is not.

Want to help build it? Join the build

Latest from the build.

Playtests, devlog posts and the podcast, newest first.

  • DEVLOG

    Build on build

    Playtest 5: a short one. Hard targeting out of the gate, fire and movement in the firefight, a soldier treating himself, the room ordering the casualty back, the watchkeeper's HLS call and MERT on the board. And what still needs work.

  • PLAYBACK

    Build on build.

    The latest build, played and narrated by Tom, and a short one: only what has changed since playtest 4. The section hard targets out of the gate and fires and moves in the firefight, a wounded soldier treats himself, the room orders the casualty back, the watchkeeper drafts the HLS secure call for aviation ops, and the MERT helicopter shows on the board on its way in. Placeholder art and captions, and the faults are left in. Where nobody speaks, the video fast-forwards.

  • PODCAST

    Episode 1: Command what you cannot see.

    The podcast behind Contact: Wait Out, an ops room command game.

Latest from the room.

Shorts, episode videos, podcast episodes and devlog posts, newest first.

See everything

The video feed is not answering right now. Everything is on our YouTube channel.

The podcast.

Every fortnight: the build in the open, and conversations with the people who did the jobs the game asks you to command.

EPISODE 1THE BUILD

Episode 1: Command what you cannot see.

Now Cold open

00:00 / 40:48