SnowRunner Survival: The Permagear Diaries – Driver Log Fifteen: Tyres, Tests, and a Tempting Task

SnowRunner Survival: The Permagear Diaries – Driver Log 15

Truck of the Day: Frank (Fleetstar F2070A)
Primary Objective: Complete Steel River Supplies and Riverside Repair tasks

Tyres, Tests, and a Tempting Task

With Frank sporting his brand-new tyres, I couldn’t resist giving him a proper shakedown. Scanning my task list, Steel River Supplies caught my eye. Not only would it send me back to Black River, but it would also let me grab consumables from the farm here in Smithville Dam — a perfect excuse to see how he’d handle water crossings now.

The last time Frank tackled this road, the flooded section was a serious obstacle. This time? Just a mild inconvenience. Consumables loaded, I spun him around and headed for Black River.

Three Routes, One Choice

Once in Black River, I checked my map. To complete the task, I’d need to drop off consumables, pick up wooden planks, and deliver a fuel carrier trailer. My options:

  1. Consumables → Wooden Planks → Trailer
  2. Consumables → Trailer → Wooden Planks
  3. Trailer first, then haul it alongside the consumables straight to the destination

I chose Option 3. Why? Simple — I wanted to see what Frank could do now. If he’d dragged a large fuel carrier trailer to the warehouse before upgrades, surely he could do even better now.

Frank Goes Amphibious

Plotting my course, I took the same route Scout had previously tackled. It turns out Frank is now amphibious — or at least close enough that he handles water without drama. Good to know.

Reaching the trailer, we looped back toward our starting point. The mud tried to slow us, but with all his upgrades, Frank treated it like an irritating speed bump. No winching, no stalling — just steady progress.

Delivery Without Drama

We rolled into the destination without a hitch, dropped off the trailer and consumables, then headed for the lumber mill. Wooden planks loaded, one final short trip sealed the deal. Steel River Supplies completed with minimal hassle and maximum satisfaction. Frank’s test run? A resounding success.

Riverside Repair: The Real Test

I decide to tackle one more task: Riverside Repair. This would be the ultimate test of Frank’s mud and water handling. As expected, he took on the terrain slowly but steadily. Then I stumbled upon a small trick — if I angled the camera just right, I could see a path under the water. Handy.

Then came the real obstacle: barriers and a sign that read Water Over Road. Understatement of the year — it was a full-on river over the road. Frank pushed through, but the climb on the other side was another story. Thick mud locked him in place. Time passed. Progress was a crawl. I was creeping forward, sliding back, winching, and repeating. Just when I thought Frank was doomed to live here forever, this happened:

Yep, he somehow managed to free himself. I feel like he took that notification as a personal attack. The rest of the journey went off without a hitch, although I made sure to take the long way round back. Once I completed Riverside Repair, I turned off Frank’s engine and celebrated a job well done.

Continue the Journey

Day 14 | You are here | Day 16 (Coming Soon)

More from SnowRunner

Submerged: A Subnautica Survival Diary – Log 3 | The Aurora Problem (and the Leviathan Bigger Problem)

Platform: Steam Deck | Difficulty: Survival

“The Aurora is going to explode…” — my PDA, several minutes before the actual explosion.

Apparently the end of the world comes with buffering. The PDA warned me of the Aurora’s imminent detonation, but the ship took its sweet time about it. Still, that gave me the perfect window to craft my shiny new radiation suit from some creepvine samples. Nothing like the warm embrace of woven seaweed to make you feel safe from lethal fallout.

Once kitted out, I stocked up on the essentials: food, water, fire extinguisher, medkits — the usual “I might die but want to look prepared” loadout. Then, off to the Aurora I went, scanning everything I passed: beacons, Propulsion Cannon fragments, office chairs (because if I’m stranded on an alien ocean planet, I’m at least going to sit comfortably).

The Aurora Expedition

I reached the crash site and was immediately greeted by its new inhabitants — aggressive little crab things who were less than impressed with my knife-waving diplomacy. My PDA informed me I’d need a laser cutter to get deeper inside. Excellent. Another tool I don’t have. Add that to the “future me” problem list right under “stop the Aurora from exploding in 24 hours.”

Current me, however, had a far more pressing issue: I’d lost my flashlight. Somewhere inside the Aurora. One second I’m lighting the way through twisted corridors, the next my light vanishes into the void. After several minutes of frantic backtracking and muttering, I found it lying on the deck. Then, like the professional survivor I am, I immediately dropped it again while trying to equip it. Future me might solve radiation — present me still can’t handle basic inventory management.

The Leviathan Encounter

Deciding I couldn’t progress without a Propulsion Cannon, I returned to the Lifepod to craft one — only to discover I was missing a wiring kit. Which needs silver. Which I didn’t have.
Silver lives in sandstone outcrops, and the area near the Aurora wreck seemed like a logical place to search.

That was a mistake.

Because instead of silver, I found something much bigger. A Leviathan. Don’t ask me which type — I was too busy screaming to file a report. It was fast, loud, and apparently decided I looked like lunch. I bolted. It chased. My health bar became a decorative sliver, and then, for reasons only it knows, it broke off the attack.

I didn’t wait to question my luck. I burned through medkits and bolted home, heart pounding louder than the Aurora’s reactor. The silver can wait. I’m alive, and that’s enough for today — though after my close encounter with the Reaper Leviathan (I finally remembered what it was called), I’m not sure how many more “near misses” my nerves can take.

Log 3 Summary (Steam Deck Edition)

  • Crafted the Radiation Suit before the Aurora explosion
  • Scanned multiple new blueprints, including the Propulsion Cannon
  • Lost my flashlight inside the Aurora (twice)
  • Confirmed: Leviathans exist, and they are very fast
  • Survived a close encounter with one — barely
Continue the journey:
Log 2 |
Log 4 Coming Soon

🩸 Derailed & Doomed: A Choo Choo Charles Survival Diary Log 3: TNT, Torpedoes & Terrible Timing

Platform: Steam Deck
Rule: Apex Predator (Charles must kill me three times for the run to end)

⚙️ Survival Status: 3 Strikes Total
Only Charles can take them away.
Each egg restores a lost strike — but I can’t exceed three.
When the last one’s gone, the run ends.

“If there’s a bad time to use explosives, I’ll find it.”



I start by doing a quick sweep for guards near the mine that’s supposedly holding ammo for the rocket launcher. Thankfully, no one’s around — which is rare, and suspicious. The entrance itself, however, is locked. Naturally.

My map says, “Find a way in.” Okay, fair enough. I look around and find some TNT. Perfect. If that doesn’t open a door, nothing will.

Important survival lesson: stand further back when lighting TNT. I take a chunk of damage from the blast, and I’m pretty sure Charles just got a notification that I’m being an idiot. If he missed that one, don’t worry — I detonate a second explosive down the tracks. More fire, more noise, more damage to me. Subtlety is dead, but the door isn’t. Yet somehow, the mine opens, and I grab the rockets.

Back to John Smith, who hands over The Boomer. I’m officially armed and ready to make even more bad decisions.

Lighthouse Lunacy

My next bright idea: go exploring. I notice a marker close to the island’s edge. Against every instinct I have, I run for it. Turns out it’s a lighthouse, home to a woman named Claire — who needs the breakers fixed.

There’s a shed nearby with four breakers. Easy enough. I sprint over, slot them in, and head back. Apparently, I “missed a step.” Turns out I need to turn them on, and it’s a little puzzle. Thirty seconds later, lights on, job done. Claire thanks me by saying fixing the lighthouse will help others spot us more easily. Yes, Claire. Including Charles.

I make a break for the train. The moment I mark my next stop, I hear it — that whistle. Round two is on.

Round 2: Return of the Rail Demon

Charles is far more persistent this time. I test out The Boomer and land a few solid hits. He claws, rams, and screeches like he’s auditioning for the next Doom soundtrack. Twice, I think he’s gone, and twice, he charges back in. After burning through some scrap for repairs, I finally drive him off. Victory number two to me.

Feeling cocky, I decide to visit another local — Ronny, who seems like he’s gearing up to tell me his life story. Nope. He just wants me to climb some dangerously tall buildings for a box of papers, promising maybe one scrap as a reward. I climb anyway, find a tin of paint for the train (score), but fail a jump and lose a scrap.

Technically, that did count as a “death” — but since it wasn’t at the claws or wheels of Charles himself, it doesn’t break the Apex Predator Rule. Accidental gravity-assisted injuries are free passes in this run.

After a few more attempts, I decide Ronny’s box isn’t worth the spinal injuries. My train, on the other hand, gets a stylish new coat of paint — a well-earned upgrade after surviving two Charles encounters.

Danger on the Hill

Feeling brave — or stupid, jury’s out — I go for Theodore’s supply box next. Unfortunately, the area’s crawling with Cultists. I spot one and think I’ve figured out his patrol pattern. I haven’t. The second guard ambushes me from uphill. I sprint for the train, but pause to open my map — rookie mistake. The cultist scores a hit.

As I’m running, I hear that familiar whistle again. Charles is awake, and maybe it’s a blessing in disguise that I didn’t grab that box. I dive into my train, patch up, and decide both Theodore’s mission and Ronny’s tower of death can wait.

For now, the plan is simple: find the next closest survivor, avoid blowing myself up again, and maybe, just maybe, make it to Log 4 without turning into train food.


Need a guide? Explore every stop, scrap pile, and spider sighting with the Aranearum Island Map Guide — your unofficial atlas to surviving the rails.


Continue the Journey

← Log 2: Flame, Speed, and Fetch Quests | Log 4 →

SnowRunner Survival: The Permagear Diaries – Driver Log Fourteen: Suspension Trials & Chevy Rescue Plans

SnowRunner Survival: The Permagear Diaries – Driver Log 14: Suspension Trials & Chevy Rescue Plans


Frank’s New Legs

With Frank’s brand-new raised suspension fitted, I decide today’s the day to finish up The Essentials.
One small problem: Frank’s pointing the wrong way.
The boulder-clearing job from before opened a fresh path, so I follow it — partly to see where it goes, partly to avoid the awkward Austin Powers-style manoeuvring. It leads me to something familiar: another Chevrolet, the very same model I started my SnowRunner journey with.

The Stranded Chevy

I park Frank up alongside and jump in for a look. It’s going to need some upgrades before it’s worth driving… and then I notice the real problem.
It’s in no state to move at all — repairs come first. That makes this a job for Red. For now, I hop back into Frank, wiggle the wheel a few times, and get him facing the right way back toward the garage.

Warehouse Run

Back at the garage, I remember there’s a warehouse in this region with wooden planks. That’s exactly what I need for the farm delivery, and it’s perfect for two reasons:
1. I can see exactly how much fuel Frank burns on a long run.
2. I can avoid those soul-draining loading screens from switching regions.

The road’s a good test for the new suspension too. Frank does take a couple of damage points — entirely my fault for forgetting to flick on AWD — but otherwise glides over the bumps. By the time we reach the warehouse, the fuel gauge says I’ve burned about 45–50 litres. Not bad at all.

Planks on Board

I load Frank up with the planks and set off toward the farm, confident the suspension upgrade was worth every bolt.

The trip back is uneventful until I reach the flooded road leading to the farm. I spot an unflooded road I could have taken… and promptly ignore it, because this is a perfect water test for Frank.
The difference is night and day compared to before — he still struggles a little, but nothing like the swamp-crawling misery of old. The planks are dropped off, and The Essentials is finally complete.

Hungry Workers, Hungrier Roads

With Frank proving himself, I decide to tackle the Hungry Workers task next. Back to the garage for a full tank, then back to the farm for consumables. The road isn’t exactly Frank’s favourite terrain, but we reach the Drilling Site in one piece — and ding! Rank 6 unlocked.

That means one thing: new tyres. All we have to do is get back to the garage.

The Italian Job (SnowRunner Edition)

On the way back, I take an alternate route. Frank decides this is the perfect time to audition for a role in a remake of The Italian Job. One quick winch later, and I save him from early retirement.

Back at the garage, I reward him with a fresh set of All-Terrain Tyres — the perfect ending to a busy, productive day.


Continue the Journey

Day 13 | Day 14 (You Are Here) | Day 15

More from SnowRunner Survival: The Permagear Diaries

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

Derailed & Doomed: A Choo Choo Charles Survival Diary Log 1 – Welcome to the Rails

🩸 Derailed & Doomed – Log 1: Welcome to the Rails

Difficulty: Default (Steam Deck)
Rules: I start with three strikes under the Apex Predator Rule.
Only Charles can take them away. Each egg collected restores one lost chance, but I can never hold more than three at once.

“Eugene called with a ‘big find for the museum.’ I should’ve known when he refused to say what it was until the boat was already docking.”

Arrival – The Call That Should’ve Stayed Missed

Apparently Eugene has discovered something huge on Aranearum Island—something the museum “can’t ignore.” What he forgets to mention, until we’re thirty seconds from land, is that the discovery hisses, hunts, and has legs that would make a freight spider jealous. By then, of course, it’s too late to turn around.

No sooner do we dock than Eugene takes off at a sprint like he’s late for his own funeral. I grab the station key, unlock the building, and meet my transportation for this misadventure: a battered yellow locomotive that looks one patch of rust away from retirement.

First Blood – Eugene’s Farewell Tour

I test-fire the roof gun—short bursts, satisfying recoil—and then we’re moving. The honeymoon lasts roughly twenty seconds before Charles himself crashes the party. Eugene insists we “keep firing.” I oblige; Charles responds by turning Eugene into exhibit material. The monster vanishes into the trees, leaving me with a wrecked train, a dying mentor, and new marching orders: find the eggs that power this nightmare.

📺 Watch the Run – Log 1 Gameplay

Here’s the footage from this log — the moment Eugene and I make first contact with the eight-legged nightmare himself. Recorded on Steam Deck using the built-in capture tool.

Side Tracks – The Island’s Welcoming Committee

My first stop is Tony Tiddler, who generously offers the key to his barn and a stash of scrap. I call that charity; he calls it cleaning up. Next, I reverse the train, switch tracks, and meet Candece, who points me to her balcony—more scrap, fewer spiders.

Feeling brave (or stupid), I detour toward the middle of nowhere and meet the local witch, Lizbeth Murkwater. She wants swamp meat from an island guarded by something named Barry. I don’t see Barry, but I feel him—same energy as the invisible water creature from Amnesia: The Dark Descent. I retrieve the goods, vow never to swim again, and sprint back to dry land to upgrade my train’s speed. Priorities.

Locks, Luck, and Helen’s Revelation

Next up is Daryl, a man armed with lockpicks and zero clue how to use them. Fortunately, I manage. The mini-game is all timing—light on punishment, big on satisfaction. More scrap secured, more confidence gained.

My final stop of the day is Helen. As I slow the train and step off to meet her, I hear that familiar metallic shriek echoing through the forest. Instinct wins: I sprint back to the train, gun ready, waiting for the inevitable screech and charge. Nothing. Just the wind and the kind of silence that feels like it’s holding its breath. After a tense minute, I risk it—back down the path to Helen’s camp.

Helen greets me like I haven’t just done the most dramatic 100-metre dash of my life and explains that Charles can’t simply be killed; he has to be lured into a one-on-one fight to the death. To do that, I’ll need to locate the three eggs hidden in mines across the island and use them to summon him. Simple plan: collect cursed objects, trigger final boss, try not to die first.

Night Falls – The Quiet Before the Screech

I head back to my train under a sky that looks like it’s plotting. There’s another survivor nearby, but they can wait. Somewhere out in the fog, metal claws scrape against steel. Charles knows I’m here—and he wants a word.


Log 1 Pro Tips (Steam Deck Edition)

  • Speed first. Running away is still a strategy—just louder.
  • Scrap early, scrap often. Spend it before Charles taxes it.
  • Keep to the tracks. Wandering equals dying with extra steps.
  • Barry exists. Trust the ripples; they’re not friendly.
  • Fire in bursts. Overheated guns are invitations to funerals.

Need a guide? Explore every stop, scrap pile, and spider sighting with the Aranearum Island Map Guide — your unofficial atlas to surviving the rails.


Continue the journey:
Log 1 (You Are Here) | Log 2

SnowRunner Survival: The Permagear Diaries – Driver Log Thirteen: Amphibious Ambitions

SnowRunner Survival: The Permagear Diaries – Driver Log 13: Amphibious Ambitions

Back at the garage with Frank, I’m staring at the raised suspension upgrade menu like it’s holding out on me. It claims the part is somewhere in Michigan — helpful, except Michigan is currently two maps and a lot of unknowns. Could the answer be hiding in plain sight?


Suspicion in Black River

Scanning the two maps I’ve unlocked — Black River and Smithville Dam — I notice there’s still a Watchtower in each I haven’t reached. But then something else catches my eye: an upgrade in Black River I’ve somehow never collected. Could this be Frank’s long-awaited lift?

I decide to put Scout to work and make the long drive from the Smithville Dam garage back to Black River. For once, Scout behaves himself. No random swerves, no unnecessary barrel rolls — it’s almost like he can sense I’m not in the mood for nonsense today.

Scout, the Amphibious Wonder

We arrive without incident, and then I realise something. Thanks to the mushroom nozzle and his existing suspension, Scout is basically amphibious. He crosses water like it’s just another patch of muddy ground, with barely a splash. Unless the water’s deep enough to drown a whale, there’s no danger of flooding the engine.

I get so distracted by testing his newfound “boat mode” that I temporarily forget why I came here. But then — jackpot. An upgrade tucked away where the map didn’t even bother to mark it. Raised suspension for Frank! My self-control kicks in: I stick to my Permagear rules and drive Scout all the way back to Smithville Dam to deliver the prize personally.

Frank’s First Lifted Job

Frank looks happier already. His debut mission with his new suspension is clearing a set of boulders blocking the way, which requires Service Spare Parts. He tackles the water crossings like a champion now, only calling on the winch when the terrain demands it.

I’m still one rank shy of giving him upgraded tyres, but even without them, he powers through and clears the boulders. With the path open and the job done, Day 13 wraps up on a high — and with a much taller Frank.


Continue the Journey

Day 12 | Day 14

SnowRunner Survival: The Permagear Diaries – Driver Log Twelve: Scout’s Big Day

SnowRunner Survival: The Permagear Diaries – Driver Log 12: Scout’s Big Day

Difficulty: Permagear Mode

“Scout finally gets some attention, Red hauls like a champ, and Frank still dreams of raised suspension.”
Previous Entry: Day 11


Getting Scout Back on the Road

Today’s mission: finally give Scout some love. He’s been sat in Black River for so long he’s probably forgotten what an engine sounds like. The challenge? Getting both him and Red back to Smithville Dam without using the garage transfer shortcut.

After a bit of head scratching, I come up with a plan: leave Red near the region transition, hop in Scout, drive him over, attach the winch, and haul both back. Amazingly, it works flawlessly. I might have to start giving myself credit for my more unorthodox ideas.

Upgrades Galore

Once back at the garage, Scout gets the works — new engine, differential lock, and a snorkel for good measure. The result? He’s now acting exactly like Red did before his upgrades: bouncing down the road like a caffeinated kangaroo. Progress, I suppose.

Final Watchtower of the Region

I take Scout out to nab the last Watchtower in Smithville Dam. The road is long, occasionally sketchy, but manageable. The turnoff to the tower is the real test — a twisting climb that demands patience and precise wheel placement. After setting waypoints and carefully working my way up, the tower is activated, revealing two upgrade locations.

Scout is closer to one, so we head there first. It’s a raised suspension kit… for something. Sadly, I hit the wrong button and skipped the details. Somewhere out there is a truck that will be very happy. Today, I just don’t know which one.

Red’s Turn

Red heads for the second upgrade and finds a freeway throttle that works for either him or Scout. Decision pending. He’s handling more smoothly post-upgrades — still bouncy, but in a “playful dog” way rather than “loose shopping trolley” way.

Frank’s Disappointment

Thinking the raised suspension might be for Frank, I bring him to the garage with high hopes. Sadly, no. My old workhorse has been carrying this whole operation and still can’t wade into deep water without the risk of a very wet breakdown. Tomorrow, Frank. Tomorrow.


Continue the Journey

Day 11 | Day 13 (Coming Soon)

More from SnowRunner

SnowRunner Survival: The Permagear Diaries – Driver Log Eleven: Red’s Day Out

SnowRunner Survival: The Permagear Diaries – Driver Log 11: Red’s Day Out

Today was Red’s time to shine. No trailers, no urgent deliveries — just exploration, practice, and a bit of light road-conquering in the name of science.


Finding the Quarry (and Trouble)

I started by taking Red along a road I hadn’t explored yet, which eventually led me to a quarry. Always good to know where the future cargo headaches will be coming from. I tried following the road deeper in, but it came to a natural stop, so I turned back and tried another route.

The “Road” That Was Mostly Water

This second route led to a flooded stretch of road. The map confirmed it was indeed a road — apparently someone at the Department of Transport here has a sense of humour. I was convinced Red would sink or stall, but to my surprise he waded through like a champ, slow but steady. On the way, I even found a raised suspension upgrade for him. I thought I already had it installed, but hey — spares are spares.

Watchtowers, Fuel Stops, and Mystery Upgrades

At the end of the flooded road, I had a choice: plunge into the unknown or head for a nearby Watchtower. No prizes for guessing which option I took. The tower revealed an upgrade, but before I could investigate, Red needed a refuel. Thankfully, I’d given him fuel cans in an earlier upgrade, so one quick pit stop later and we were good to go.

The upgrade turned out to be an engageable AWD… for something. I forgot to check which vehicle. Classic me.

Low+ and Loving It

Another Watchtower was on the map, so we headed there. This is where Red’s sweet spot revealed itself: Low+. He still bounced, but it was more of a playful hop than a chaotic pogo stick. I reached the tower, got briefly excited when I thought I’d found a second fuel station in Smithville Dam, then realised the map was upside down and it was just the same one I already knew about. Disappointment levels: high.

More Upgrades and a New Task

The tower also revealed another upgrade, perched right at the water’s edge. Given Red’s aquatic performance today, I wasn’t worried. We collected it — raised suspension for the Scout — which might just drag him out of retirement. While I was at it, Red got another refuel before heading back to the garage, where I discovered he’d been on stock suspension all this time. No wonder he’d been so bouncy. Raised suspension went on immediately.

“Boulders” and the To-Do List

Before calling it a day, I checked out a new task called Boulders. It involves two service spare parts to clear a road — easy enough in theory, but the waterlogged section leading there will be a problem until Frank gets his own raised suspension. I’m adding that one to the to-do list for now.

All in all, Red outdid himself today. From quarries to questionable road conditions, he handled everything without a tow truck rescue. He’s earned a well-deserved rest.


Continue the Journey

Day 10 |
You Are Here |
Day 12

More from SnowRunner Survival: The Permagear Diaries

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)

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