Eight Pages โ€“ A Slender: The Arrival Survival Diary Log 1: For Sale, No Exit

Eight Pages โ€“ Log 1: For Sale, No Exit

Platform: Steam Deck
POV: Handheld camera (battery + recording timer on-screen)

Video: First steps into Oakside: the house, the generator, and Oakside Park (no commentary)



I start filming outside a giant โ€œLand for Saleโ€ sign, and somehow end the night being told to โ€œFIND ME LAUREN.โ€
Normal property viewings donโ€™t usually escalate like this.

My POV is through a handheld camera, complete with battery life and a recording timer in the corner.
Iโ€™ve no idea if the timer will behave across multiple recordings (because Iโ€™m doing this over several),
but weโ€™ll find out together.

The first thing I see is a huge sign advertising land for sale, telling me to contact Kate.
Iโ€™m supposedly driving somewhere important. Iโ€™m just not told where or why.

The road is blocked by a fallen tree.
We donโ€™t know who did it, but Iโ€™m running the theory that Kate did.
Easier to drop a tree across the road than take down a massive sign with your name on it.
Either way, I donโ€™t take it as a no.
Instead of getting back in the car and leaving, I go for a hike.

The light drops fast.
Oakside might be a mountain town, but surely physics still applies.
Either the sun is speedrunning the sky, or my character timed this trip perfectly for sunset.
By the time I reach a houseโ€”likely part of the land Kate was sellingโ€”itโ€™s fully night.

Both the front door and garage door are open.
I let myself in.
Because thatโ€™s always a strong opening move.

The House: Half Powered, Fully Suspicious

The house is confusing.
I check one phone: no power.
I check another: thereโ€™s a message on the answering machine.
So either one half of the house has electricity and the other doesnโ€™t,
or the wiring here follows horror rules instead of logic.

I find scattered notes and a flashlight.
The flashlight becomes essential immediately.
The camera throws out a brief burst of static during my tour,
which is the kind of detail you pretend you didnโ€™t notice.

The location is good, though.
Remote. Quiet. Surrounded by forest.
If you ignore the notes, the power issues, and the open doors,
itโ€™s practically ideal.

Thereโ€™s a locked door.
The key is in the bathroom.
Exactly where Iโ€™d hide something important.

The Locked Room: Paper Walls and Beacon Talk

The unlocked room is covered in paper.
Every wall layered with writing.
Panic used as wallpaper.

One note mentions someone being scared of a beacon.
Thatโ€™s not a phrase you want to read at night with limited battery.
Add it to the list of things to ask Kate.

I notice the back gate is open.
Instead of leaving in my car like a sensible person,
I decide to go through it.
Survival instincts of a potato.

Before that, a quick go on the slide.
No reason.
Just committing to the bit.

Generator Detour and a Burned House

A short walk down the path leads to a generator.
It turns on easily.
Too easily.

Nearby is a burned down house and another note.
I read it.
A small child appears in front of me, back turned.

I move around to see their face.
Quick jump scare.
I leave.
For once, a decent decision.

I circle the house briefly.
Not lost.
Just getting steps in.

Eventually I reach a sign: Oakside Park.

Oakside Park: โ€œFIND ME LAURENโ€

Iโ€™ve already entered two buildings uninvited.
One more wonโ€™t hurt.

Inside, graffiti covers more paper in the same style as the locked room.
Large, direct, personal:
FIND ME LAUREN.

Iโ€™m guessing Iโ€™m Lauren.
Because Oakside doesnโ€™t seem interested in subtlety.

Log 1 Takeaways

  • The camera HUD keeps me informed and mildly stressed.
  • Kateโ€™s land sale feels more like a trap than an advert.
  • Sunset in Oakside runs on horror time.
  • If a key is easy to find, it was meant to be.
  • โ€œFIND ME LAURENโ€ suggests this is personal.
Continue the journey:

Log 1 (You are here) |
Log 2

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.

The Outlast Trials โ€“ A New Kind of Survival

I wasnโ€™t planning on adding The Outlast Trials to the blog.
But sometimes a game doesnโ€™t ask โ€” it just gets under your skin and stays there.

After finishing the tutorial and stepping into my first real Trial, it became clear this was something different.
Not loud.
Not fast.
Just deeply uncomfortable in a way that lingers.

One Trial. No Safety Net.

I recorded my first full Trial โ€” Kill the Snitch, set in the police station.
Solo.
Lowest difficulty.
No cuts.

It still took 44 minutes.
And it was still unsettling.

Standing still felt dangerous.
Objectives felt like bait.
And the moment I assumed I was safe, the game corrected me.

Why This Fits Here

This blog has always been about surviving pressure rather than mastering systems.
The Outlast Trials fits that idea perfectly.

  • No PvP meta
  • No optimisation race
  • No pretending youโ€™re in control

Just learning, adapting, and getting through it.

What This Is (And Isnโ€™t)

This isnโ€™t a full commitment to a new series.
Thereโ€™s no schedule, no roadmap, and no promise of completion.

Think of it as occasional Trial logs โ€” documenting progression, mistakes, and moments where the game genuinely gets inside your head.

If nothing else, itโ€™s a reminder that survival horror can still feel tense without being exhausting.

Coming Up

The first Trial log will be going live shortly, featuring the full 44-minute run.
Viewer discretion advised.

Sometimes surviving means knowing when to slow down.
The Outlast Trials makes sure you do.

This entry is part of Survivorโ€™s Dread, where survival horror is about tension and endurance rather than mastery.

Prologue: Go Wayback โ€“ Joined the Playtest

โ€œBecause clearly I donโ€™t already have enough survival games trying to freeze, starve, or otherwise humiliate me.โ€

Iโ€™ve just joined the Prologue: Go Wayback playtest on Steam. It drops you into a massive, freshly generated wilderness with nothing but your wits, a map, and the eternal hope you can light a fire before hypothermia claims you.

Iโ€™ll be playing this on my Steam Deck, so when the first impressions post goes live Iโ€™ll not only talk survival mechanics, but also how it runs in handheld mode. Portable chaos, as always.

Want In?

Iโ€™ve got three extra invites to hand out. If youโ€™re a friend of mine on Steam (Survivor Incognito) and want to try Go Wayback for yourself, give me a shout. First come, first served.

More Info Coming Soon

Once Iโ€™ve had a proper session in the woods, Iโ€™ll be back with a full write-up โ€” controls, survival systems, Steam Deck performance, and whether the fire-making is as fiddly (and satisfying) as advertised. Keep an eye on the blog if you want to see how gloriously wrong it goes.

Useful Links

Nice Day For Fishing โ€“ Day One Diary: Baelinโ€™s Adventure Begins

I begin my cozy adventure in Nice Day For Fishing, following Baelinโ€™s journey from humble fisherman to unlikely hero. Rogue chests, Dark Lords, and plenty of fishing await.

Welcome to Azerim โ€” And Honeywood is Already a Mess

The game opens with a cutscene introducing the world of Azerim and our unlikely hero, Baelin โ€” fisherman, man of few words, and now the star of this adventure.

Immediately, Iโ€™m greeted by a soundtrack that brings a big smile to my face โ€” the same tune that plays in VLDLโ€™s Epic NPC Man series. (If you know, you know.) Many laughs have been had thanks to those videos, so hearing the music here is a nice little bonus.

The story wastes no time introducing the town of Honeywood and its familiar faces: Greg the Garlic Farmer, Bodger the Blacksmith, and Baradun the Sorcerer. Baradun, by the way, has a chest that should absolutely never be opened.

Naturally, Charles and Bernard โ€” being Charles and Bernard โ€” decide to mug him and open said chest. The result? All the adventurers vanish. All except Baelin. And just like that, the fisherman is now the last adventurer standing.


Garlic, Hammers, and Fishy Business

I begin my quests the same way any good adventure starts: running errands. I collect 3 garlic for Greg and fish Bodgerโ€™s Grandfather’s Hammer out of the well (which, I strongly suspect, will not be the last time that hammer finds its way back down there).

After some more questing, Baradun tasks me with fishing up something from the bottom of Lake Honeywood. Naturally, that something turns out to beโ€ฆ a Dark Lord.

With no proper adventurers left in Azerim โ€” and one very low-level Baelin โ€” the Dark Lord promptly destroys Honeywood. The screen fades to black.


You Missed The Fight

Greg wakes me up after the chaos to inform me that I somehow slept through an epic showdown between Baradun and the Dark Lord. Convenient.

Undeterred, I continue helping the remaining townsfolk, once again retrieving Bodgerโ€™s hammer (seriously, secure that thing). After gathering 5 pieces of wood, Iโ€™m rewarded with my very own fishing boat, which lets me cross the lake to meet up with Baradun.

What Awaits?

At this point, Iโ€™ve no idea what lies ahead. More fishing? More chaos? Probably both.

But for now, one thing is certain:
Itโ€™s a nice day for fishing.

If you enjoyed this one, please check out my other: Day One Diaries

And why not stay a while at: The Survivorโ€™s Camp

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