Submerged: A Subnautica Survival Diary – Log 10: Power Problems, Progress, and Valentino

Submerged Log 10: Power Problems, Progress, and Valentino

Platform: Steam Deck

Video: Base building, Moonpool construction, and Seamoth upgrades (no commentary)


The game congratulated me on reaching 100m deep while I was standing in my own base, which is impressive,
considering my floor doesn’t even have a depth rating.

The first thing that happens today is Subnautica having a small moment. I get the “passed 100m” message like
I’ve just descended into the abyss, when I’m very much indoors and pretending my base is a real home and not
a glorified underwater shed. I chalk it up to another glitch. The peeper-in-the-lifepod incident still lives
rent-free in my head.

Glitches aside, I’ve got one job today: make this new base functional. “Presentable” is ambitious. “Not
embarrassing” is the real target. Step one is a fabricator, because I’m done doing the lifepod commute every
time I need to make a wire.

Weather / Loot / Mood

  • Weather: Clear enough to trust solar power. Briefly. Foolishly.
  • Loot: Diamond, cave sulfur, titanium (so much titanium), quartz (eventually).
  • Mood: Productive, then annoyed, then productive again. Standard survival rhythm.

A Base Without a Fabricator Is Just a Bad Camping Trip

Once I’m out gathering materials, the game finally gives me a little kindness: another diamond. That’s the
missing piece that turns “soon” into “today,” and suddenly the Laser Cutter isn’t a distant dream anymore.

I head back to the lifepod, dig out my other diamond and the cave sulfur, and just like that: the Laser Cutter
is mine. The Aurora is officially back on the menu, and the Captain’s Quarters is finally starting to look like
a real plan instead of a brave lie I tell myself.

But not yet. Today’s obsession is still the Moonpool. I can taste it. I can also taste salt water. Both feel
inevitable.

Another Distress Signal, Another “Not Today”

I catch another distress signal, and it’s immediately obvious it’s outside my comfort zone. It’s not a “never,”
though. It’s a “give me five minutes and a better module.”

That’s the thing about Subnautica. The game doesn’t lock doors — it just points at the ocean and says,
“You can go there whenever you’re ready.” And then it laughs.

Moonpool Madness (And the Corridor Betrayal)

With the fabricator up and running, the base finally feels like mine. Not long after that, I scrape together
enough titanium for the second ingot I need, which means there’s nothing left between me and the Moonpool
except… building placement drama.

I try to be sensible. I build a corridor so the Moonpool can connect neatly, like a planned base and not a
panic build. The game disagrees. It refuses to attach, refuses to cooperate, and refuses to respect my desire
for symmetry.

So I remove the corridor, try again, and suddenly it’s happy. Of course it is. The Moonpool finally goes down
and I don’t even hesitate — I dock the Seamoth immediately and give it the charge it deserves.

Power: The Problem I Created on Purpose

The moment I dock, reality hits: the Seamoth is now drinking my base power like it’s a free refill station.
And my base power is currently solar.

Which means when the sun goes down, my base turns into a very modern art installation: “Darkness, But With
Regret.”

I need another solar panel. Simple. Easy. Except for one tiny detail: quartz.

I know where quartz is. I just can’t find the routes to the places I know have it, which is a very
specific kind of frustration. Eventually, I stumble into the right area, collect what I need, and the second
panel goes up. The base breathes again.

Mobile Vehicle Bay: Why Is It Like That?

Next up is the Mobile Vehicle Bay. I get it crafted and deployed, and immediately have to accept a hard truth:
it will never be centred the way my brain wants it to be.

I take the win anyway, because I’m here for upgrades — and the one I’ve been eyeing for a while is finally
within reach: the Seamoth Depth Module MK1.

The Depth Module, and My Sudden Forgetfulness

Another salvage trip follows. I grab the titanium, head back, and in the excitement I immediately forget the
part where titanium becomes an ingot.

So I do an unplanned little jog back to the fabricator like I’m running errands in a shopping centre, except
the shopping centre is the ocean and the parking lot is trying to kill me.

Once the ingot is made, the depth module goes in, and suddenly 300m is on the table. That’s not just a number.
That’s permission to go looking for trouble in places I previously pretended didn’t exist.

Valentino, Paint Jobs, and Immediate Karma

With the Moonpool built and the module installed, I decide it’s time to make the Seamoth feel like it belongs
to me. It needs a name. It needs a fresh look. It needs… not to be treated like a bumper car.

I take it out to repair it, because it has a few dents from my usual “precision docking.” I fix it up, feel
proud, immediately damage it again, repair it again, and dock it back in the Moonpool like nothing happened.

The name, at least, is locked in. I called it earlier in the series and I’m sticking to it:
Valentino.

The colour, though? No idea. I know it’s possible. I just don’t know how to do it yet. Hopefully by next time
I’ll have figured it out, and Valentino can stop looking like a default rental.

Next Steps

  • Head back to the Aurora and finally use that Laser Cutter like it wasn’t made for decoration.
  • Figure out how to change Seamoth colours, because I refuse to be beaten by a paint menu.
  • Start tracking down rocket blueprints, because “escape” is technically the goal. Allegedly.

Continue the journey

Previous: Submerged Log 9 |
Next: Submerged Log 11

Submerged: A Subnautica Survival Diary – Log 7: Islands Ruins, and the Question

Submerged Log 7: Islands, Ruins, and the Question

Game: Submerged: A Subnautica Survival Diary
Platform: Steam Deck
Survivor: Riley

Video: Southern exploration and island discovery (no commentary)

This log took longer than it should have. Not because nothing happened, but because I wasn’t ready to write it.

A brief peek behind the curtain: I wasn’t in a great place mentally for a while, and these logs stalled because of it.
Things are steadier now, and I’m ready to keep going.

The last time I stopped, the Sunbeam had been destroyed.
Not delayed. Not diverted. Gone.
Whatever hope I’d attached to rescue went with it.

After the Sunbeam

With no clear direction left, I returned to the lifepod and spent far too long doing nothing useful.
Eventually, the obvious thought landed: if there’s one island, there have to be others.

I chose to head south of the Aurora first.
If that turned up nothing, I’d sweep left or right until I hit land or found the island with the weapon platform.
It wasn’t a good plan, but it was a plan.

Limits of the Seamoth

I set off in the Seamoth, aware of its limits.
I want depth modules, but that means a Moonpool, and that isn’t an option yet.
Soon, hopefully.

I checked scattered wreckage along the way and came up empty.
No upgrades, no breakthroughs, just debris and reminders that others tried and failed here first.

Then I spotted something that wasn’t wreckage.

The Second Island

Another island broke the surface ahead of me.
Solid ground, at last.

The wildlife made it clear I wasn’t welcome.
I launched a couple of them into the sea out of necessity and irritation.
They were persistent. I was done negotiating.

The upside is food.
Real food.
For the first time in a while, I’m not entirely reliant on a fish-only diet.

More importantly, the island holds man-made structures.
Old ones.
Weathered, decaying, and clearly abandoned.

The PDAs fill in the gaps.
Whoever lived here didn’t leave recently, and they probably didn’t leave by choice.

Blueprints and Bad Construction Ahead

As I scanned the ruins, another idea took hold.
I don’t need to live out of the lifepod forever.

A new base is possible.
Not today, but soon.
I’ll need materials, a location, and a rough design.
I will almost certainly ignore that design halfway through.

If you thought my Minecraft bases were questionable, this will not reassure you.

The island does at least reward me with progress:

  • Stasis Rifle blueprint
  • Improved swim fins blueprint

Useful upgrades.
Comforting ones.
Which usually means the game is about to escalate.

A Message, Then a Voice

With nothing else pulling me forward, I head back toward the lifepod.
I’d received a radio message earlier and ignored it long enough.

Another lifepod signal.
Another reason to leave safety behind.

On the way, I notice something in the distance.
A shadow that doesn’t quite exist.
It moves, but there’s nothing there to see.

Whatever it is, it waits until the radio message ends.

Then it asks a single question:

“Who are you?”

Continue the Journey

Previous Log | Next Log

Stranded: A Minecraft Survival Diary – Log 3: Curiosity, Copper, and a Very Bad Hole


Stranded – Log 3: Curiosity, Copper, and a Very Bad Hole

Game: Minecraft
Mode: Survival
Platform: Steam Deck

“Every sensible plan is one misplaced block away from disaster.”

Today was meant to be about mining preparation. Sensible progress. Expand infrastructure, gather materials, move forward carefully. That was the intention.

Naturally, I got distracted.

Farm Expansion and a Fence That Might Work

Before heading underground, I expanded the farm. More crops, more space, better spacing between rows. It isn’t glamorous work, but food security is survival security, especially on Hard mode.

I also began building a fence. Wolves appear to be managing the local cow population without supervision, but relying on that feels optimistic. The fence gives me control.

I didn’t install a gate. For now, I can hop around the side without issue. It feels efficient. It will almost certainly prove to be shortsighted.

A Cave, Lava, and Future Bad Decisions

With the farm sorted, I explored across the water and found a cave where lava was flowing directly into it. That’s more than scenery. Lava and water mean obsidian. Obsidian means the Nether is no longer theoretical.

I’m not ready for that step yet. I still need iron to mine obsidian properly. I still need flint and steel to activate a portal. But knowing the resource is there shifts the long-term plan forward.

One step at a time. The Nether can wait.

The Chasm Wins (Again)

The nearby chasm continues to demand attention. It’s difficult to ignore a massive cut in the earth promising both resources and a quick death.

Night began to fall before I committed to it, so I backed off and slept instead. I’ve avoided hostile mobs reasonably well so far. That streak won’t last forever. I’d rather choose my risks than stumble into them.

Enderman Quality Control

The following day, I headed toward the chasm and got my first proper look at an Enderman. Tall, still, quietly observing.

I considered turning around. Instead, I watched. I wanted to see if it would start rearranging my work. If it approved of the farm. The house. The layout.

Nothing was touched. Either I passed inspection, or I wasn’t interesting enough.

Down the Waterfall

A waterfall offered a controlled way to reach the bottom of the chasm. Controlled in theory, at least. The Enderman had reached the same conclusion, which made the descent feel less clever.

I mined for a short while and gathered a respectable amount of copper. The constant sound of nearby zombies wore on me, though. Add an Enderman within teleporting distance and the calculation changes. This wasn’t a place to push my luck.

I left with copper. Not ideal, but still progress.

Copper Armour Over False Confidence

Back at base, I smelted the copper and compared tool stats. Copper tools are effectively identical to stone. That makes the decision simple.

Stone remains my tool material. Copper becomes armour. It isn’t perfect protection, but it’s better than optimism.

Iron would be better. Armour now is better than waiting.

The Mine That Almost Ended the Run

The next day, I attempted to start a mine closer to base. I thought I had planned it properly. Measured the height. Checked the angle.

I broke through and dropped straight into water below. No warning. No graceful landing. Just a sudden descent and immediate disorientation.

Oxygen became the priority instantly. Blocks were in the way. The current wasn’t helping. For a few seconds, it was just frantic movement and calculation — break this, place that, get air, don’t panic.

I managed to carve out enough space to breathe, then found the right angle and broke the final block to escape.

That entrance was sealed immediately. No debate. No second attempt. Some mistakes only need to happen once.

Back to the Original Plan

I returned to the original mine location and started again. This entrance is two blocks wide. No tight squeezes. No hidden drops. If something goes wrong, it won’t be because I misjudged a single block.

Night arrived sooner than expected, so I headed home rather than tempt it.

One near-drowning. One Enderman inspection. Copper secured. Plans adjusted.

Progress, even if it came with a reminder that comfort underground is earned, not assumed.

Video

Continue the Journey

Previous:
Stranded – Log 2
Next:
Stranded – Log 4

Stranded: A Minecraft Survival Diary – Log 2: Bridges, Wheat, and Future Problems

Stranded – Log 2: Bridges, Wheat, and Future Problems

Game: Minecraft
Platform: Steam Deck
Mode: Survival
Difficulty: Hard

With a bed and a door sorted, I can finally start thinking a little further ahead.

The immediate threats are handled. I can sleep. I can shut something between me and whatever wanders past at night. That buys me space to think beyond surviving the next five minutes.

The first decision feels obvious. If I’m staying here, even temporarily, I need more room.

A Bridge to Somewhere Else

Before expanding the house itself, I turn my attention outward. I want a mine that isn’t directly under my base, and the spot I’ve chosen sits across the water. Swimming back and forth every time I need stone sounds manageable in theory and irritating in practice, so I build a bridge.

It’s two blocks wide and functional. That’s about as kind as I can be about it. It won’t win any awards, but it means I can cross quickly without risking a drowned deciding to get involved. Sometimes “not pretty” is good enough.

The mine entrance will take more thought. I have ideas for something that looks intentional rather than accidental, but Minecraft has a habit of humbling overconfidence. What looks impressive in your head can end up looking like a shed with ambition issues. I’ll see how brave I’m feeling when I actually commit to it.

Farming: The Water Betrayal

Next comes food security. In my head this is simple: block off some water, leave a neat irrigation pocket, plant wheat, become responsible. Minecraft disagrees.

Blocking the water off does not preserve a helpful little irrigation square. It removes the water entirely and leaves me staring at dirt and poor planning. I undo the mistake, restore the water, and prepare the ground properly this time.

A few wheat seeds go in. It’s not much yet, but it’s a start. On Hard mode, progress isn’t flashy. It’s incremental. You survive by stacking small, sensible decisions on top of each other until they resemble stability.

House Expansion (Still Keeping It Narrow)

I keep the house three blocks wide but extend it outward so I have space for storage, furnaces, and whatever else inevitably accumulates. I’d originally pictured the base in oak and birch, something neat and coordinated.

Then I looked around and realised the surrounding area is almost entirely jungle wood. At some point you stop arguing with the environment and start working with it. So jungle wood it is. If the world is offering it in abundance, I may as well use it.

Glass, Because I’d Like to See My Death Coming

I get some glass smelting as well. If this is going to be one of my homes, I want windows. I want to see what’s outside before I open the door and step into it.

That isn’t paranoia. It’s awareness. I’d rather spot a problem through glass than meet it face to face without warning.

Sleeping Through the Problem

During the extension, I sleep more than once. I’m not interested in managing hostile mobs while the base is half-finished and my inventory is filled with building materials instead of weapons.

The water nearby means drowned are a possibility. I tell myself that if I stay out of the water, they’ll stay out of my life. It’s an optimistic assumption, but for now it’s holding.

Exploring the Area (And Immediately Finding a Chasm)

I explore a little further out and quickly find a chasm. There’s a cave system visible at the bottom, which immediately shifts my thinking from curiosity to logistics. Getting down is easy. Getting back up safely is what matters.

Ladders are the current favourite. Stairs are safer but slower. The decision will probably come down to how patient I feel when I stand at the edge looking down into it.

I also spot coal in the distance. It’s not immediately accessible, which means it will require some digging and planning. That’s fine. Coal might not feel dramatic, but it’s foundational. Torches don’t light themselves.

Wolves and the Temptation to Get Attached

Wolves roam the area as well. At first I think I’m seeing hostile mobs burning in daylight, but it’s just a wolf dismantling cows and pigs with impressive efficiency. Nature handling its own logistics.

I attempt to tame one using a porkchop. Hearts appear, but not enough to make it permanent. Lesson learned: bones, not pork. Which means skeletons, which means night, which means risk.

I’m also aware that if I do tame one and it dies, it’s going to bother me more than it should. So I’m not rushing that decision. Survival first. Attachments later.

A Different Biome Nearby

Off in the distance, I spot another biome entirely. The cacti make it obvious what kind of place it is. Useful information, even if I’m not heading there yet. Knowing your surroundings matters long before you exploit them.

The Roof Overhang (Because Spiders Are Freeloaders)

I add a small overhang to the roof. Torches are already placed around the house, but I don’t want spiders deciding the roof is their new gathering point. Prevention is easier than eviction.

It takes longer than I expect, but once it’s finished, the house looks intentional rather than improvised. Less “I panicked and stacked blocks” and more “this might actually be a plan.”

Ending the Day

By the end of it, the base is larger. The farm exists. The bridge connects me to future mining plans. I’ve identified a chasm, nearby coal, a new biome, and a potential mine entrance.

On paper, things are going well.

Experience tells me that usually means the world is preparing a correction.

Video Log

Full no-commentary gameplay for this log is available below.

Continue the Journey

Previous:
Log 1 — Sheep, Skeletons, and a 3×3 Start
Next:
Log 3

Submerged: A Subnautica Survival Diary – Log 2: The Depths of Progress

Submerged: A Subnautica Survival Diary – Log 2: The Depths of Progress

Difficulty: Survival (Steam Deck Survival)
Optional Features: Grav Trap Deployed for Science and Snacks

“Silver is rarer than common sense on this planet.”

After yesterday’s fire-fighting and frantic crafting, I started the day with a new radio message: Lifepod 17 had also crashed somewhere nearby — right next to the Seamoth Bay, apparently. But priorities are priorities, and since Lifepod 3 radioed me first, they got first rescue attempt.

Priorities, Podcasts, and PDAs

Lifepod 3 wasn’t exactly a rescue success.
I did, however, find a blueprint for a compass — the kind of thing that makes you wonder why your pod didn’t come with one pre-installed. I added it straight to the “to-craft-once-I-can-see-straight” list, along with a PDA I’ll read later when I’m not holding my breath underwater. No survivors… unless you count me, which I do, enthusiastically.

Back at my pod, I realised something important: I can’t see a damn thing once it gets dark. So I finally crafted a torch — apparently the galaxy’s most underrated invention — along with a survival knife because there’s nothing like a little sharp-edged comfort in an ocean full of unknown lifeforms.

Lifepod 17 and the Great Seamoth Discovery

Next stop: Lifepod 17.
Predictably, it was another empty seat arrangement, but I did strike technological gold — enough Seamoth fragments to unlock the blueprint. I just need a Mobile Vehicle Bay now, which sounds easy enough until you remember I’m surviving on cooked bladderfish and spite.

While exploring the wrecks, I also found the last few materials to upgrade my O₂ tank. More air equals more curiosity, and more curiosity usually equals more trouble, so that’s a win all around.

Incoming Messages and Explosive Warnings

Just as I was feeling productive, I got a new transmission — this time from the Sunbeam. They wanted a response, but my comms system is, and I quote, “irreparably damaged.” Translation: I’m talking to myself for the foreseeable future.

With no one to call and no Netflix subscription in sight, I built a Grav Trap and tossed it outside the Lifepod to watch it work. Instant sushi buffet. Fish helplessly drawn into an invisible vortex of doom. It’s oddly soothing.

Science in Motion

Full gameplay log below — forty minutes of exploration, crafting, and the occasional panic swim. Featuring Grav Trap testing, Lifepod 17 dives, and my ongoing battle with visibility and oxygen management.

Watch on YouTube

I even had enough parts for a Rebreather, further extending my underwater escapades. Everything was going fine… right up until the PDA told me the Aurora will explode in approximately two hours.
Sure. Two hours to stop a planet-sized reactor meltdown with nothing but a knife and optimism. Sounds totally achievable.

Silver, Sunbeam, and Sinking Realisations

I spent the rest of the day chasing one thing: silver. I’d convinced myself it didn’t exist anymore, that I’d mined the planet dry earlier. But after far too many dives and muttered curses, I finally found some glimmering salvation among the sandstone outcrops.

Back at the Lifepod, another message awaited — the Sunbeam again. They’ve spotted the wreckage of the Aurora and are coming to investigate. They’ll be here within the week.

So not all doom and gloom then. Just mild existential dread… and a new compass freshly crafted to help me get lost in the right direction next time.

Continue the Journey:
Log 1 |
Log 3

Seven Days to Survive – Day 3: Honey, Zombies, and Home Improvements

Difficulty: Default Survival
Optional Rules: Permadeath, one horde night per week
“If you ever find yourself cornered by two zombies in a stranger’s living room, just remember: honey is nature’s antibiotic. Who knew bee juice would keep me alive?”

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 — 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 “suburban charm” and more “screaming corpses.”

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 — 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 Rekt’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 — white tarps, overturned stretchers, and the distinct impression that the last patients didn’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 doesn’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. “Here’s some food, survivor.” 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 yesterday’s scavenging and today’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 — stumbling around with blurry vision like I’d been on a pub crawl with the undead. Tomorrow, water is priority number one. Either the trader sells me a stash, or I’m boiling every murky puddle I find.

Still, the looming problem isn’t just thirst. It’s the horde night clock. Day 4 is practically here, and my base is still an empty shell. If I don’t switch gears soon, the zombies will be less “contained threat” and more “unwanted guests knocking down my half-finished walls.” Tomorrow, the hammer and cobblestone get priority — fetch quests can wait.

Continue the Journey

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

Blog at WordPress.com.

Up ↑