The Outlast Trials โ€“ Trial Log #3: Cancel the Autopsy

This Trial was my first run on Standard difficulty.
I completed it.
How cleanly is debatable.

Viewer discretion advised. The Outlast Trials is intended for mature audiences and contains graphic violence, disturbing imagery, and psychological horror.

Full Trial recording:


Cancel the Autopsy

The first key was straightforward.
No issues there.

The problems started after picking up the second key.
I thought Iโ€™d avoided one of the larger enemies.
I had not.

He spotted me and gave chase.
I ran for the gymnasium, assuming Iโ€™d shaken him.
I hadnโ€™t.
He followed me in.


Losing the Thread

After finally finding somewhere safe, I realised Iโ€™d made a simple mistake:
I hadnโ€™t checked the clue for the third key.

That meant backtracking.
More movement.
More risk.

Once I did find the clue, the third key turned up in the first place I checked.
Naturally.


The Exit

When it came time to leave, Coyle decided to get involved.
He chased me most of the way to the exit.

I called the subway and tried to hide in a locker.
Coyle immediately pulled me out and shocked me for the effort.

As soon as I had the chance, I ran.


Afterwards

Despite everything โ€” the chase, the backtracking, the locker incident โ€” I somehow finished the Trial with an A rating.
Iโ€™m still not entirely sure how.

What I am sure of is that it was a lot of fun.

Standard difficulty already feels like the right place to be.
Thereโ€™s pressure, but thereโ€™s still room for things to go wrong without the run collapsing entirely.


Series Notes

This was a single attempt, recorded as it happened.
There were no retries for recording purposes.

Mistakes stayed in.
Chases stayed in.
The rating was whatever the game decided it was.


Continue the Series

The Outlast Trials โ€“ Trial Log #2: Eliminate the Past

This was my second attempt at Eliminate the Past.
The first ended quickly, mostly because I forgot to hit record. So I had to stop the trial midway through.

This time, I remembered to hit record.

Viewer discretion advised. The Outlast Trials is intended for mature audiences and contains graphic violence, disturbing imagery, and psychological horror.


Setup

For this run, I took the X-ray ability.
Not to min-max anything, but because wandering blindly on a timer felt like a bad idea.

The aim wasnโ€™t to clear everything.
It was to get out before the door shut.


Eliminate the Past

There were ten records available.
I destroyed four.

That sounds low, but the Trial makes it clear very quickly that stopping for too long is how things go wrong.
Between patrols and the clock, every decision boiled down to whether it was worth the risk.

Most of the time, it wasnโ€™t.


The Escape

When it was time to head back to the gymnasium to begin my escape from the Trial, I promptly got lost.

By the time I found my way back, I had three minutes to get out.
I managed it with roughly three seconds left on the clock.
I didnโ€™t even notice the cop waiting to say goodbye โ€” I just sprinted straight past him.

It didnโ€™t feel like a win.
It felt like just about scraping through.


Afterwards

This Trial reinforced what the game has been pushing from the start:
you donโ€™t need to do everything.
You just need to survive long enough to leave.

Four records destroyed.
Exit reached.
That was sufficient.


Series Notes

This was a single attempt, recorded as it happened.
There were no retries for recording purposes.
If Iโ€™d failed, that would have been the post.

I may return to this Trial again at the same difficulty.
For now, this is the record of how it went.


Continue the Series

Surviving, not suffering.

The Outlast Trials โ€“ Trial Log #1: Kill the Snitch

This is the video companion to my first real Trial in The Outlast Trials.
A full, uncut solo run of Kill the Snitch, set in the police station.

No highlights.
No edits.
Just forty-four minutes of slow movement, bad assumptions, and learning the hard way.

Viewer discretion advised. The Outlast Trials is intended for mature audiences and contains graphic violence, disturbing imagery, and psychological horror. This content may not be suitable for all viewers.

All Trials in this series are played solo.


The Trial

  • Trial: Kill the Snitch
  • Location: Police Station
  • Mode: Solo
  • Difficulty: Lowest available
  • Runtime: 44 minutes (full run)

Even on the lowest difficulty, the tension never really lets up.
Standing still feels dangerous, objectives act like bait, and the moment you assume youโ€™re safe, the game corrects you.


The Video

This is a slow first run, and thatโ€™s intentional.
I wanted to understand the rules of the Trial before pushing difficulty or modifiers.


First Takeaways

  • Clearing an area doesnโ€™t mean it stays clear
  • Objectives attract attention
  • Being stationary is often the most dangerous choice

When things went wrong, it was usually because I misjudged sound, timing, or commitment โ€” not because the game pulled a trick.
That consistency is what made the Trial so unsettling.


Where This Fits

This video is part of Survivorโ€™s Dread โ€” survival horror focused on tension, pressure, and endurance rather than mastery.

I donโ€™t know how many more Trials will follow.
If thereโ€™s another, itโ€™ll be logged the same way.
If not, this stands as a record of the experience.

Surviving, not suffering โ€” even when the chaos is real.

Super Mario 64 Randomizer โ€“ Log 3: Rainbow Ride in the Basement

Platform: Steam Deck
Settings: Vanilla Mario & Music โ€” chaos supplied separately.
โ€œSomewhere between the mountain slide and the basement sky, I realised this randomizer doesnโ€™t believe in architecture either.โ€

With only the 100 Coin Star left in Tall, Tall Mountain, I decided it was time to finally clear my first course. The plan was simple: grab coins, stay alive, avoid plummeting off the cliff. Naturally, the first attempt ended in a slide-related tragedy. The second try, however, was a success โ€” first course officially cleared.

Feeling confident, I ventured down to the basement to see what new horrors awaited. A friendly Toad handed over a star without asking for anything in return โ€” a rare act of generosity in this twisted castle.

Then came the real surprise: the hole that should have led to the Vanish Cap switch instead opened into Rainbow Ride. Because apparently, gravity is optional now. Despite a few near misses (and several camera-induced heart attacks), I managed to grab three stars before deciding Iโ€™d pushed my luck enough for one day.

Watch Log 3 Gameplay

Progress Log

  • Total Stars: 18
  • Stars Remaining: 102
  • Lives: 13
Continue the chaos:
Log 2 |
Log 4

๐Ÿฉธ Derailed & Doomed: A Choo Choo Charles Survival Diary Log 6: Three Eggs and a Funeral (Probably)

โ€œTwo eggs to go. One murderous locomotive. And a sermon that really didnโ€™t age well.โ€


๐ŸŽฅ Watch Log 6: Three Eggs and a Funeral (Probably)

Faith, Paint, and Poorly Sighted Cultists

With two eggs remaining, I decide Iโ€™m as ready as Iโ€™ll ever be. Time to face destiny โ€” or at least, sprint toward it screaming.

The first target: the mine in the middle of the island. On the way, I stumble upon a church, complete with a sermon that sounds more like a cult recruitment speech than holy scripture. I also find a can of black paint โ€” clearly divine intervention โ€” so I treat my train to a new coat before heading inside the mine.

The cultists here… well, letโ€™s just say the masks are doing more harm than good. One couldโ€™ve had a clean shot on me, but apparently, I was invisible. What begins as a stealth mission quickly devolves into โ€œgrab the egg and run.โ€ I sprint out, bullets whizzing past, praying my train hasnโ€™t wandered off without me. Once the shooting stops, I open the map, mark my train, and plan my route to the final mine.

The Bug Spray Revelation

Two mines down, two eggs in hand, one to go โ€” and Charles knows it. His whistle cuts through the air as I make my way toward the last mine. This time, though, Iโ€™m prepared.

Iโ€™ve learned that the bug spray isnโ€™t just for keeping his ugly mug at bay; it deals slow, steady chip damage if used sparingly. Itโ€™s not glamorous, but itโ€™s something. Iโ€™ll need to remember this for our inevitable final showdown.

After a short skirmish, Charles retreats. I let him go โ€” weโ€™ll finish this soon enough.

The Final Egg

The southern mine awaits. Inside, I get another chance to show off my lockpicking skills โ€” not that anyoneโ€™s watching. For a brief, glorious moment, I think the place might actually be abandoned.

Then I hear the whistling.

So, back to the classic strategy: Run. Grab. Run again. I burst out of the mine clutching the last egg, a cultist hot on my heels. Fortunately for me (and unfortunately for him), I reverse my train right over him. Efficient, if a little messy.

The three eggs are mine. One final stop remains โ€” the shrine, the signal, the point of no return. Either I end Charlesโ€ฆ or he ends me.

Next Stop: The Final Fight

I take one last look at the map. Every track, every encounter, every scrap of metal has led to this. The next log will be the last โ€” one way or another.

Itโ€™s time to finish this.

Continue the journey:
Previous Log (Log 5) |
Final Log

Submerged: A Subnautica Survival Diary โ€“ Day 1: The Peeper in the Pod

Submerged: A Subnautica Survival Diary โ€“ Day 1

Difficulty: Survival Mode (Steam Deck Edition)

Welcome to 4546B

I wake to alarms, a smoking console, and one extremely calm Peeper hovering in the middle of my lifepod like it pays rent. Fire out, situation stable, roommate secured. I catch it. I cook it. Breakfast of champions.

The PDA boots into Emergency Mode with the sort of cheerful corporate tone that suggests HR wrote it. Regardless, itโ€™s my lifeline now, so I listen.

First Steps (and First Swims)

Before diving, I pin the essentials:

  • Oโ‚‚ Tank โ€” lungs are optional, but preferred.
  • Fins โ€” Iโ€™d rather swim fast than panic slowly.

A few quick foraging runs later and Iโ€™ve got both crafted, plus a Repair Tool and a Scanner. The ocean is being cooperative… for the moment.

Right on cue, the radio chirps in with an update: rescue ETA 9โ€ฆ 9โ€ฆ 9โ€ฆ 9โ€ฆ 9 hours. So, roughly eleven and a half years. Excellent. Iโ€™ll, uh, keep busy.

Nightfall, Notes, and New Blueprints

Scanner built, I point it at everything that moves (and several things that donโ€™t). The shallows hum with life โ€” coral pulsing softly beneath me, strange silhouettes drifting just beyond visibility. Itโ€™s beautiful in a way that feels like a warning.

Darkness drops quickly, and scanning in pitch black is just guessing with extra beeps, so I pin a Torch for tomorrow.

At first light I spot Seaglide fragments. One scan later and the blueprint unlocks. New goal: build it before the day ends โ€” because slow swimming is a lifestyle choice I refuse to adopt.

Then: a ping from Lifepod 3. Marker acquired. Iโ€™ll head there once the Seaglide is humming.

Crash Fish Chaos

While hunting materials, I discover two facts in rapid succession: Crash Fish hate visitors, and they express this by exploding in your face. Two back-to-back detonations later, my health bar looks like a bad stock chart. I limp to the lifepod, patch up, and get back to work. Controlled recklessness: unlocked.

The Hunt for Copper

Finding copper is like looking for hope in a horror movie โ€” technically present, rarely where you expect. I comb the shallows, finally crack the right limestone outcrop, and sprint-swim home to craft Copper Wire.

Moments later, the Seaglide is mine. Sleek, fast, and probably not covered by warranty. I take it for a celebratory lap around the pod and call it a day. Tomorrow: Lifepod 3.

End of Day Reflections

The sun sinks below the horizon, painting the shallows gold and the deeper water black. My vitals are stable, the pod is repaired, and Iโ€™ve managed not to die โ€” all major wins in my book. The ocean hums quietly around me, equal parts beautiful and unnerving. Somewhere out there, Lifepod 3 is waiting. Hopefully with snacks.

Watch the Chaos

๐ŸŽฅ Subnautica Survival โ€“ Day 1
See the full adventure โ€” from surprise Peeper roommate to Seaglide success โ€” on YouTube:

Continue the Journey

Day 1 (You Are Here) |
Day 2 โ€“ The Voyage to Lifepod 3 (Coming Soon)

Seven Days to Survive โ€“ Day 3: Honey, Zombies, and Home Improvements

Difficulty: Default Survival
Optional Rules: Permadeath, one horde night per week
โ€œIf you ever find yourself cornered by two zombies in a strangerโ€™s living room, just remember: honey is natureโ€™s antibiotic. Who knew bee juice would keep me alive?โ€

The Fetch Quest of Doom

The morning began with me jogging toward the latest house that Trader Rekt wanted looted for supplies. From the outside, it looked quiet โ€” shutters drawn, roof sagging slightly, just another abandoned suburban home. But this is 7 Days to Die, so I knew the interior would be less โ€œsuburban charmโ€ and more โ€œscreaming corpses.โ€

Sure enough, as soon as I hit the flag at the back of the property and stepped inside, the soundscape turned into a zombie alarm clock. Two of them barreled toward me, cutting off my escape. I managed to fight my way out, but not without a parting gift: infection. Perfect.

After clearing the stragglers and pocketing the supplies, I searched my pack for antibiotics. Nothing. A return trip to Papaw Residence confirmed the same โ€” unless you count decorative piles of junk and a near-useless jar of murky water. But buried in a chest was salvation: honey. Exactly the right cure for my low-level infection. Bee magic saves the day.

Medical Centre Run

I staggered back to Rektโ€™s, handed over the supplies, and chose skill books as my reward. Then I spent some coin on more honey, because clearly zombies see me as a chew toy. Another fetch quest? Why not. This one sent me toward what looked like a pop-up medical centre โ€” white tarps, overturned stretchers, and the distinct impression that the last patients didnโ€™t leave voluntarily.

The zombies inside were fewer and slower, which suited my still-throbbing wounds. Looting the shelves, I stumbled on something that felt like Christmas morning: a cooking grill. Finally, the days of choking down charred snake meat are behind me. Now I can prepare food that doesnโ€™t taste like it came out of a campfire accident.

I cleared the building, snagged the supplies, and returned to Rekt. My reward? Charred meat. Honestly, I think the man is trolling me. โ€œHereโ€™s some food, survivor.โ€ Yes, Rekt, I literally just looted the thing that makes your reward obsolete. Thanks for nothing, champ.

Dew Collector Dreams

Back at Papaw, I started eyeing my supplies. Between yesterdayโ€™s scavenging and todayโ€™s haul, I realised I was close to crafting a Dew Collector. After a bit more rummaging and resource-gathering, the parts came together. I placed the contraption outside, whispered a hopeful prayer to the condensation gods, and waited.

After five minutes of staring at a metal bucket with mesh, I admitted that Dew Collectors are not exciting to watch in real time. With thirst still an issue, I decided to channel my boredom into base-building. The first layer of the horde base is now fully cobblestone. The second layer is patchwork, half cobble, half wood. The third layer? Still dreams and dust. At least I can say progress is being made, even if it looks more like a construction site than a fortress.

Thirst, the Silent Killer

The Dew Collector is great in theory, but water production is glacial. By mid-afternoon I was dehydrated again โ€” stumbling around with blurry vision like Iโ€™d been on a pub crawl with the undead. Tomorrow, water is priority number one. Either the trader sells me a stash, or Iโ€™m boiling every murky puddle I find.

Still, the looming problem isnโ€™t just thirst. Itโ€™s the horde night clock. Day 4 is practically here, and my base is still an empty shell. If I donโ€™t switch gears soon, the zombies will be less โ€œcontained threatโ€ and more โ€œunwanted guests knocking down my half-finished walls.โ€ Tomorrow, the hammer and cobblestone get priority โ€” fetch quests can wait.

Continue the Journey

Day 2 | Day 3 (You Are Here) | Day 4 (Coming Soon)

SnowRunner Survival: The Permagear Diaries โ€“ Driver Log Ten: Bridges, Bumps, and Broken Dreams

SnowRunner Survival: The Permagear Diaries โ€“ Driver Log 10: Bridges, Bumps, and Broken Dreams

Mode: Permagear Rules | Optional Features: Winch-assisted woodland detours

Back to the Dam

I start the day by taking Red back to the Smithville Dam garage to decide on my next move. Both of my current main objectives need wooden planks, and as far as I can tell, the only viable source is back in Black River. The plan: build the bridge first, then worry about the rest.

I hop into Frank for the job, only to be faced with the first challenge โ€” actually getting him there. Instead of taking the standard road, I opt for a less-beaten path through the trees, using the winch liberally and clambering over rocks like a determined mountain goat in truck form. If Frank had feelings, Iโ€™d say he was trying to prove something.

Frank: The Reliable Workhorse

Once in Black River, I load up the planks and head back to Smithville Dam. Along the way, I canโ€™t help but admire Frankโ€™s handling โ€” reliable, sturdy, and never letting you down. Heโ€™s the truck equivalent of that one friend who always brings snacks and never cancels plans.

I top him up at the fuel station as a precaution (he probably didnโ€™t need it, but who doesnโ€™t like a full tank?). Crossing the Dam, I briefly flash back to the Dam level in GoldenEye 64, half-expecting to see polygons of Soviet guards wandering about.

Bridge Complete

The delivery goes smoothly, and with the wooden planks in place, the bridge is now a reality. Objective one: done. Frank earns a well-deserved rest while I swap into Red for some post-bridge exploration.

Redโ€™s Bouncy Adventure

Immediately, Iโ€™m reminded of the difference in handling: Frank sticks to the ground like heโ€™s got magnetic tyres; Red prefers to bounce along it like an over-caffeinated pogo stick. Past the bridge, I find a promising-looking track and decide to follow it.

The path is a mix of mud, stones, and one dodgy river crossing that all but confirms Red will need a raised exhaust if such a thing exists. After wrestling through, I spot an upgrade ahead and let my hopes soar โ€” could this be the elusive raised suspension for Frank Iโ€™ve been searching for? In my head, Iโ€™m already firing him up for a triumphant drive back to the garage.

Reality Check

It isnโ€™t. Instead, itโ€™s Engageable AWD for a White Star truck โ€” a vehicle I donโ€™t own. Still, at least itโ€™s unlocked for the future. I follow the road and, somewhat anticlimactically, end up back on the other side of the bridge.

Thatโ€™s where I call it for the day. Tomorrow, Red will keep exploring, and maybe โ€” just maybe โ€” Iโ€™ll finally complete The Essentials task.

Continue the Journey

Day 9 | Day 10 (You Are Here) | Day 11

Snowrunner Survival: The Permagear Diaries โ€“ Driver Log Eight: Flips, Fuel, and a Double Rescue Mission

Red goes rogue in Smithville Dam, flipping twice while chasing a Watchtower. Frank clears a blocked road, performs a double rescue, secures an engine upgrade, then hauls fuel back to Black River to set up tomorrowโ€™s delivery for โ€œThe Essentials.โ€

๐Ÿ“œ Series Hub: SnowRunner Survival: The Permagear Diaries Main Hub

๐Ÿ›  Rules: SnowRunner Permagear Rules

๐Ÿ’ก Why Permagear Works: Read the reasoning behind the challenge

Missed Day Seven? Find it here.


๐Ÿ›ฃ๏ธ Crossing the Dam (and the Line)

With most of Black River mapped and missions cleared, I decide itโ€™s time to see what Smithville Dam has to offer. Redโ€™s fired up and we set โ€œThe Essentialsโ€ as the main task โ€” one item in Smithville, the rest in Black River. Easy on paper. Reality had other plans.

๐Ÿšง First Roadblock: Literal Roadblock

After finding the Smithville garage, I immediately hit a blocked road needing Service Parts. Luckily, thereโ€™s a depot basically around the corner. I pencil that in for after I grab the nearby Watchtower.

๐Ÿ”„ Red Goes Rogue (Twice)

I point Red up the Watchtower track andโ€”whoopsโ€”he flips onto his side. Full turtle. Thereโ€™s only one truck for this kind of drama: Frank.

I transport Frank into Smithville, pick up the Service Parts, clear the roadblock, and roll out to rescue Red. Frank rights him like the dependable legend he isโ€ฆ and Red immediately repays the kindness by rolling over again. Cue rescue mission #2. Frank handles it without breaking a sweat.

๐Ÿ” Watchtower Found, Upgrade Secured

With Red back on his wheels (twice), we nab the Watchtower and ping a nearby upgrade: an engine that fits both Red and Scout. Whether itโ€™s actually better is a question for the next garage visit โ€” Iโ€™ll compare stats when weโ€™re back under a roof.

โ›ฝ Frank Hauls, Like a Pro

While Red takes a breather, Frank gets back to business. He grabs Fuel for โ€œThe Essentials,โ€ hauls it over to Black River, and calls it a night โ€” textbook veteran move.

๐Ÿ“… Tomorrowโ€™s Mission

Fuel staged, Frank is ready to finish โ€œThe Essentialsโ€ delivery tomorrow. Red? Heโ€™s on probation until he proves he can stay upright for more than ten minutes.


Want more SnowRunner? Day 9 link coming soon.

SnowRunner Survival: The Permagear Diaries โ€“ Driver Log Seven: Mud, Bridges, and Big Dreams

โ€œSometimes the smallest truck has the biggest heart. And sometimes, Red gets new shoes.โ€

๐Ÿ“œ Series Hub: SnowRunner Survival: The Permagear Diaries Main Hub

๐Ÿ›  Rules: SnowRunner Permagear Rules

๐Ÿ’ก Why Permagear Works: Read the reasoning behind the challenge

Missed Day Six? Find it here.


๐Ÿ›ฃ๏ธ Exploring With Red (and Just a Little Jealousy)

With Pipe Dreams in the rear-view mirror, itโ€™s a well-earned day off for Frank. Today? Itโ€™s all about Red. Heโ€™s got the boundless energy of a puppy on caffeine and the mud-crawling tenacity ofโ€ฆ well, a Scout whoโ€™s tired of being second-best.

The target? The wooden bridge task. Along the way, I spot a trailer Red thinks he can handle. He canโ€™t. But youโ€™ve got to admire the ambition.

We reach the bridge and, of course, it needs wooden planks. Frankโ€™s domain. But Redโ€™s not doneโ€”he also picks up a SnowRunner throttle upgrade (one for himself and one for Scout). Naturally, Red gets the install. Scout remains benched.

๐ŸŒŠ Mud Wrestling and Watchtower Glory

Tempted to spoil Red with more upgrades, I decide to hold off. Then he earns them. Charging through deep mud and water, Red smashes through the terrain to grab another Watchtower like a tiny, determined hero.

Back to the garage we goโ€”Red gets a roof rack for longer hauls and, most importantly, a tyre upgrade. Thatโ€™s right: better grip, less slipping, and maximum mud-mashing potential. Watch out, Frank.

๐Ÿชต Frank Does What Frank Does Best

Now itโ€™s Frankโ€™s turn. Time to deliver those wooden planks and make that bridge a reality. He follows the same route Red scouted earlier, proving why heโ€™s still the heavy-lifting king.

  • Bridge? Built.
  • Frank? Effective as ever.
  • Red? Flexing in the garage.
  • Scout? Still patiently waiting for relevance.

๐Ÿ“ Next Stop: Smithville Dam

Black River is slowly bending to our will, and tomorrow we head deeper into Michiganโ€”straight into Smithville Dam. There will be mud. There will be breakdowns. But Redโ€™s got new tyres, and morale is high.

๐Ÿ›ž Team Status Update

  • Red: Roof rack, throttle upgrade, fresh set of tyres. Officially a mud-slaying menace.
  • Frank: Old reliable. Still gets the job done. Probably feeling a little upstaged.
  • Scout: Collecting dust. One day, Scout. One day.

๐Ÿ“ธ Coming Soon

  • Red showing off the new tyres.
  • Watchtower victory shot.
  • Frank delivering planks like a pro.

Want more SnowRunner? Day 8 link coming soon.

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