Episodes

  • Unsyted Radio Gaming: Games For Blind Gamers Impulse Response
    Oct 4 2026

    Here we go again: Another unsyted Radio Gaming EpisodeWhat happens when a sighted gamer is dropped into a spaceship he cannot see and must navigate entirely by sound? In this episode of Unsyted Radio Gaming, Chad guides Simon through Impulse Response, a gripping audio-only sci-fi horror adventure created by blind developer Max Hatful, with narrative writing and a standout lead performance from Jeneseri. Armed with headphones, a Starfield joystick and a questionable sense of direction, Simon follows eerie audio cues through dark corridors, malfunctioning systems and increasingly devious power-management puzzles—all while trying not to be unnerved by the voices haunting the ship.There are wrong turns, frantic debates over circuit panels, a brief detour into life-sized 3D-printed Warhammer weaponry and one final puzzle that nearly breaks them both. Beneath the banter, however, is a genuinely atmospheric game that proves how powerful audio-led design can be. Built in just one month for Games for Blind Gamers 5—and winning the community vote plus awards for fun, polish and creativity—Impulse Response delivers suspense, clever misdirection and a memorable twist. Put on your headphones, turn down the lights and join Chad and Simon as they discover whether careful listening is enough to get them to the other side.

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    1 hr and 40 mins
  • Unsyted Radio: Back to School, Back to Barriers: The Accessibility Mess Nobody Wants to Admit
    Sep 14 2026

    In this episode of The Unsyted Radio, Chad and Simon return with their usual mix of humour, lived experience and thoughtful discussion. They open with a light-hearted chat about unusual food combinations before moving into accessibility-focused technology news, including Apple’s latest announcements, assistive features in wearables, and reflections on the continuing cost and availability challenges around new technology.


    The episode also explores gaming and accessibility, withdiscussion of The Legend of Zelda, Pokémon, blind-accessible game design, and the role games can play in building confidence, connection and community. In the History of Assistive Technology segment, Chad and Simon trace the evolution of hearing aids, from early ear trumpets to digital devices and cochlear implants, highlighting how innovation can transform independence and communication.


    The main discussion turns to education, disabled students and the importance of meaningful accommodations. Chad and Simon challenge the idea that equal treatment means treating everyone the same, arguing instead for practical support that enables students to learn, participate and reach their potential.

    The episode closes on a lighter note with a playthrough of Folklore Fishing, a blind-accessible game inspired by Welsh folklore.


    Content Creator

    Diacinthus

    Pokemon as Service Animals

    https://youtu.be/XqwEIB4bM-Y?si=gYQJ0zycbEQSWL0z

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    2 hrs and 10 mins
  • Unsyted Radio Gaming: GFBG Necromancer Nonsense
    Sep 11 2026

    In this episode of Unsyted Radio Gaming, Chad and Simon dive headfirst into the wonderfully chaotic world of Necromancer Nonsense, a blind-accessible real-time strategy game developed by Eric Bomb of Games for Blind Gamers, with tutorial design support from Patricia Mendes. Expect zombies, skeletons, golems, tactical mistakes, sudden comebacks, and plenty of laughter as Simon learns what it really takes to command the undead.


    From carefully designed tutorials to frantic battlefield decision-making, the episode showcases how accessible game design can be both thoughtful and brilliantly entertaining. Simon starts cautiously, gets thoroughly overrun, forgets some fairly important instructions, then stages a glorious undead comeback worthy of its own victory cutscene. Along the way,Chad and Simon explore how the game introduces strategy step by step, why its onboarding works so well for blind players, and why one wrong move in real-time strategy can turn triumph into disaster in seconds.


    Whether you are into accessible gaming, strategy games, indie development, or just enjoy watching Simon try to survive being attacked from every direction by the undead, this extended look at

    Necromancer Nonsense is packed with humour, insight and genuine appreciation for clever, inclusive game design.
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    1 hr and 2 mins
  • Unsyted Radio Gaming: GFBG-Toasty
    Sep 4 2026

    In these new episodes of The Unsyted Radio, we focus on accessible games. In this first episode Chad Bouton and Simon O’Gorman dive head-first into the wonderfully cosy, surprisingly strategic world of Toasty, a push-your-luck deck-building game created by Jesse German for the Games for Blind Gamers community. What starts as a relaxed look at stacking ingredients on toast quickly turns into a hilarious battle of risk, reward, lucky draws, questionable food combinations, and theever-present danger of accidentally making a sandwich.

    Along the way, Chad and Simon explore what makes Toasty such a strong example of inclusive and accessible game design. From built-in text-to-speech and screen reader support to colour options, pause controls, and touch-friendly mobile features, the game shows how accessibility can be woveninto the fun rather than added as an afterthought.

    Expect plenty of laughs, tactical toast decisions, a passionate defence of hummus, some risky card draws, and Simon repeatedly asking the most important question in gaming: “How lucky do I feel?” Whether you are a gamer, an accessibility advocate, or simply someone who enjoys watching two friends get far too invested in toast-based strategy, this episode is warm, funny, informative, and full of charm.

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    54 mins
  • Unsyted Radio: Are Disabled People Stealing your Privacy
    Aug 31 2026

    ⁠We’re back with a brand-new episode of The Unsyted Radio — and this one is packed with big conversations, fascinating history, and a first look at an inclusive game we cannot wait to share.⁠

    Chad Bouton and Simon O’Gorman dive into the future of accessibility and technology, asking where the line sits between support, choice, cure, and augmentation. From Neuralink’s Blindsight concept to the ethical questions around brain implants and vision restoration, this episode explores the excitement, uncertainty, and very real concerns behind emerging tech.

    We also shine a spotlight on Ralph Teetor, the blind mechanical engineer who invented cruise control, and discuss why stories like his deserve to be far better known. It is a powerful reminder that disabled innovators have helped shape everyday technology in ways many people never realise.

    The conversation then turns to Meta Ray-Ban smart glasses, privacy concerns, and why blanket bans risk taking away affordable and life-changing assistive technology from blindand low vision users. Chad and Simon discuss why regulation, education, and better understanding are more helpful than fear-driven reactions.

    To round things off, we take a first look at Amatismo, an inclusive visual novel exploring self-acceptance, depression, and emotional resilience, with a strong focus on accessibility features including screen reader support, self-voicing, scenedescriptions, audio cues, content warnings, and remappable controls.

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    2 hrs and 23 mins
  • Unsyted Radio: Will Robots replace our Furry Friends
    Aug 3 2026

    This episode of The Unsyted Radio is a fun, heartfelt mix of accessibility insight, gaming chat, assistive technology history, and classic Chad-and-Simon banter. From rogue screen readers, giant snails, and Simon’s anniversary trip to Italy, the episode quickly sets a warm and humorous tone.

    Chad shares updates from the Games for Blind Gamers community, including accessible game development, human-made art and music, voice acting, localisation, and the value of independent creators who prioritise accessibility from the start.

    The news section celebrates “Sightwalk”, a clever tactile paving idea that helps blind and low-vision pedestrians identify nearby places, before moving into a more serious discussion about accessibility layoffs in gaming and what they could mean for the future of inclusive design.

    The new assistive technology history segment explores the evolution of the wheelchair, from ancient wheeled furniture to folding steel frames, electric wheelchairs, and the future of autonomous mobility. It is a geeky, fascinating reminder that assistive technology has always been about independence and freedom.

    The main discussion asks whether robot guide dogs could ever replace real guide dogs. Simon brings the tech curiosity, while Chad brings lived experience and a powerful reminder that guide dogs offer more than navigation: they provide trust, confidence, companionship, and connection.

    The episode closes with a lively look at

    Impulse Response,an atmospheric audio-based horror game that challenges Simon to navigate using sound alone. The result is funny, tense, and a great showcase of how audio games create a completely different gaming experience.


    If you or anyone you know has been affected by the layoffs over at Xbox and our in need of resources then please visit Always Supporting the Games Community.


    https://asgc.gg

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    2 hrs and 30 mins
  • Unsyted Radio: GFBG JAM 5 Chad and Simon Interview
    Jul 13 2026

    In this episode of Unsyted Radio, hosts Chad Michael Bouton and Simon O’Gorman bring their warm, conversational style, lived experience and shared passion for accessibility to a lively discussion with Eric Baum and Patrícia Mendes.

    Together, they explore Games for Blind Gamers 5, after the success of Chads Games for blind gamers 5 part series the duo explore accessible game design, and the power of community-led feedback.

    The conversation highlights how the jam has grown, why designing accessibility from the start matters, and how features created for disabled players often improve games for everyone. Eric and Patrícia share behind-the-scenes insights into standout entries, the role of blind playtesters, the importance of tutorials, and the generous collaboration between developers, players, writers, voice actors and accessibility consultants.

    The episode also looks ahead to the Making Games Accessible jam, encouraging anyone with an interest in accessibility, whether developer, writer, artist, tester or player, to get involved and help make games more inclusive.

    https://itch.io/jam/games-for-blind-gamers-5


    https://caniplaythat.com/2026/06/02/games-for-blind-gamers-announces-new-accessible-game-jam-for-july/#:~:text=The%20Games%20for%20Blind%20Gamers,going%20beyond%20purely%20creating%20games.


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    2 hrs and 27 mins
  • Unsyted Radio: GFBG pt5 - Delvers Folley
    Jul 2 2026

    For the finale of the Games for Blind Gamers 5 special series, Chad is joined by Joozey who is an independent game developer, programmer, and artist known for creating unique, narrative-driven indie games and supporting accessible gaming initiatives.

    Will Watson who is one of the founders of Bearwaves, the indie studio who are behind the games Feud and Dave's Word Game, where he handles sound and music.

    and Sophie who is an independent multimedia creator, musician, and sound designer. She produces digital content, custom music tracks, sound effects, and comedic content across the indie gaming community.

    Chad with his guests reflect on the creation of

    Delver’s Folly, the audio-first dungeon adventure that became one of the standout entries of the jam. The team discusses how the game grew from an ambitious idea into a richly atmospheric, accessible experience shaped by sound design, dynamic music, screen reader support, visual texture, community feedback, and relentless playtesting.

    Along the way, they explore the creative challenges of making a game for blind and low-vision players, the importance of building accessibility in from the start, and the collaborative spirit that made the project so meaningful. Warm, honest, and full of behind-the-scenes insight, this episode celebrates accessible game development, creative problem-solving, and the people who helped bring

    Delver’s Folly to life.https://joozey.itch.io/delversfolly-wip
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    1 hr and 41 mins