Survivor’s Log – Year One of Survivor Incognito

Year One

It’s been a year since I first started Survivor Incognito.

It began simply enough. Playing survival games on the Nintendo Switch, usually on easier difficulties, and adding my own permadeath rule on top.

The Long Dark was where it really started. One run at a time, seeing how long I could last, and writing down what happened along the way.

That was the foundation.

From there, it grew.

I started putting together map pages, partly for myself, partly to help anyone else trying to find their way around. Then came guides — working things out and writing them up properly. Getting things like ProMods running for Euro Truck Simulator 2 on the Steam Deck, documenting the steps so others didn’t have to figure it out from scratch.

Then the Steam Deck changed things.

It opened the door to recording. Instead of just writing about what happened, I could show it. No commentary, just the run as it played out.

Around that time, the rules started to shift.

Permadeath was still there, but it stopped being the default for everything. It made more sense to shape each run around a specific challenge instead.

Minecraft is probably the clearest example of that. The run doesn’t end because of a random death. It ends when one of two things happens — either I kill the Ender Dragon, or it kills me.

Same idea, different structure.

Then came something I didn’t expect to stick as much as it did.

Super Mario ROM hacks.

It started with the Super Mario 64 Randomizer. Then Super Mario 74. Then, after figuring out how to get Dolphin running on the Steam Deck, Super Mario Galaxy ROM hacks.

Different kind of challenge, but the same approach underneath it. Learn the system. Adapt. Keep going until it’s done or I’m stopped.

That’s where things are now.

I’ve naturally started leaning more into the Mario side of things, because that’s where I’ve had the most flow recently. That doesn’t mean everything else disappears — the survival diaries, the guides, the other runs are still there and still ongoing.

It just means I’m not forcing it.

If I’m not feeling a run, I’m not going to push through it just to get something posted. I’d rather wait and do it properly than put out something half-finished.

This project has always just been me, and it likely always will be. So it makes more sense to put the time and energy into what’s actually working, both for me and for the blog.

That’s the biggest change over the first year.

Not a shift away from anything. Just a better understanding of how I want to run things.

So to everyone who’s clicked, read, watched, or stuck around at any point — thank you.

Year one is done.

Let’s see what the next one looks like.

Super Mario 64 Randomizer – Log 13: Red Coins and Sunken Progress

Progress: 70+ Stars Reached
Platform: Steam Deck
Settings: Vanilla Mario & Music

“Today’s plan was simple. The execution, less so.”

I went in with one goal: finish Jolly Roger Bay and Dire, Dire Docks. Two courses I’d already poked at, now ready to be properly cleared.

Jolly Roger Bay: Chests, Coins, and Precision Jumping

First up was the treasure chest star. Finding the first chest took less time than expected, which immediately made me suspicious.

Chests two and four were conveniently paired together. Chest three, naturally, required a cannon.

With the chests dealt with, only the Red Coin Star and the 100-Coin Star remained.

The 100-coin star was painless. No drama. No surprises.

The red coins were another matter.

One coin sat in a position that rejected every sensible solution I tried. Triple jumps failed. Cannon angles failed. Repeated attempts achieved nothing except frustration.

In the end, the answer was a backflip. One precise position. One clean jump.

It worked immediately.

Jolly Roger Bay: cleared.

Dire, Dire Docks: Clean Water, Better Decisions

Next stop was Dire, Dire Docks.

This time, I changed approach. I focused on collecting all the red coins first, or at least most of them, before worrying about the 100-coin star.

The level behaved itself. No forced exits. No sudden ejections back to the castle.

I didn’t get sucked out of the course this time, which confirms that last log was just bad luck rather than punishment.

With the red coins secured, the 100-coin star followed naturally.

Dire, Dire Docks: finished without incident.

Log 13 Status

  • Total Stars: Past 70
  • Courses Cleared This Log: Jolly Roger Bay, Dire Dire Docks
  • Remaining Stars: 50
  • Wing Cap: Still missing

Two more courses off the board. The castle is opening up fast now.

Fifty stars left.

YouTube – Log 13 Video

Steady progress. Fewer exits. Still no Wing Cap.

Continue the Journey

Previous Log | Next Log

Super Mario 64 Randomizer Hub

Game: Super Mario 64

Super Mario 64 Randomizer – Log 12: Every Door Is a Trick

Super Mario 64 Randomizer – Log 12: Every Door Is a Trick

Progress: 60 Stars Reached
Platform: Steam Deck
Settings: Vanilla Mario & Music

“The castle is technically helping. It’s just doing it in the worst possible way.”

I set off with a clear goal: the Snowman’s Land door.

On the way, I try the Tiny-Huge Island painting. Still locked. Still mocking me.

Back to Snowman’s Land. I open the door, jump in, and immediately realise something’s wrong.

Behind the painting is Dire Dire Docks.

At this point, I’ve stopped being surprised.

Dire Dire Docks: Progress, Eventually

I start with the chests. I get distracted by coins almost instantly, then remember why I’m here.

Most of the chests are grouped together, which makes this far easier than expected. One is awkward, but manageable.

Next up: the Manta Ray.

I miss rings in ways that feel intentional. Bad angles. Poor timing. Repeated failure.

Eventually, I abandon the attempt and swim into the other area of the docks.

Bowser’s submarine isn’t there. He’s clearly moved on.

That at least makes grabbing stars painless.

Stars, Water, and Poor Decisions

With the sub gone, I clean up:

  • A floating water star
  • The Jet Stream star

I give the Manta Ray another go. This time it works immediately, because of course it does.

That pushes me to 60 stars. Halfway through the run.

Only two stars remain here:

  • Red Coin Star
  • 100-Coin Star

I decide to clear them while I’m here.

The water has other ideas and ejects me straight out of the level and into the castle pond.

I take the hint.

The Basement: Nothing Is Where It Should Be

I head downstairs.

First job: MIPS. No trouble at all.

Next up is the entrance that should be familiar by now.

Instead of what I expect, I get Jolly Roger Bay.

The randomizer is clearly enjoying itself.

One chest is placed somewhere deeply inconvenient. I find two in the cave, not four.

The missing one stays hidden, but there’s a star nearby, so it’s not a total loss.

I move on to Plunder in the Sunken Ship.

I almost die twice trying to coax the eel out without getting electrocuted. Eventually, it behaves.

Log 12 Status

  • Total Stars: 60
  • Dire Dire Docks: 5 / 7 stars complete
  • Jolly Roger Bay: 3 stars collected
  • Wing Cap: Still missing

The castle keeps opening up. Progress is real. Directions are optional.

YouTube – Log 12 Video

Sixty stars in. Still grounded.

Continue the Journey

Previous Log | Next Log

Super Mario 64 Randomizer Hub

Game: Super Mario 64

Survivor’s Log: Two in the Pipeline

Survivor’s Log: Two in the Pipeline

This is another short pipeline note rather than an announcement. Just a record of what’s coming next and why.

There are two games lined up, both relatively contained, and both chosen because they fit the kind of survival experiences I want to document right now.

Slender: The Arrival

The first is Slender: The Arrival.

I originally played it when it first released. Since then, it’s received a 10th Anniversary update that effectively rebuilds the experience and introduces new content, including an additional location.

Because of that reset, this isn’t a nostalgia run. It’s closer to approaching a familiar idea in a form that’s changed enough to warrant a fresh look.

This will sit under Survivor’s Dread, recorded as a single-attempt run, with the logs reflecting how the attempt unfolds rather than aiming for a specific outcome.

Iron Lung

The second is Iron Lung.

Interest around it has increased recently because of the upcoming film adaptation, which is what initially put it on my radar.

What actually held my attention was hearing how personal the project was, and how much of the atmosphere and intent came directly from the game itself.

I’ve been aware of the creator behind the adaptation for a while, but I’ve never followed their content directly. What stood out wasn’t who was making the film, but the decision to make a film at all.

Choosing to adapt a small, largely unknown game suggested there was something specific in the source material that made it worth that level of commitment.

That curiosity is what led me here — to the game itself, rather than the adaptation built around it.

This will be treated as a one-off survival horror run. A single attempt, recorded without embellishment, documenting the experience as it unfolds.

Nothing Locked In

There are no dates attached to either of these yet. They’ll be recorded and published when there’s space, rather than being slotted in to chase relevance.

As always, the point isn’t to follow momentum elsewhere. It’s to document things that feel worth documenting at the time.

Surviving, Not Suffering

Housekeeping: Choosing Peace Over Point-Scoring

Sometimes the best survival strategy isn’t another torch… it’s knowing when to leave a room.

This is just a quick housekeeping update.

I’ve stepped away from a Facebook group I was previously part of. No names, no call-outs, and no “here’s what REALLY happened” thread — because that’s not what this blog is for, and it’s not the sort of energy I want anywhere near this space.

The simple version is this:

  • I made a mistake.
  • I owned it.
  • I was willing to follow the rules to return.

I did ask for a small amount of leeway so the return process could actually reflect the profile I’m actively using. Not to argue, not to negotiate, not to start a debate — purely for practical reasons so the review would be a fair representation.

But it became clear a decision had already been made, and the conversation wasn’t going anywhere useful.

So I left.

No drama. No hard feelings. Just a calm decision to remove myself from a situation that wasn’t going to improve.

Important note: I’m not here for screenshots, rumours, or “this is what happened” commentary.

If that shows up in the comments, it will be removed. Repeat behaviour will result in a block.

What Matters More

I’m focusing my time and energy where it actually counts:

  • writing survival logs that are fun to read (and occasionally painful to live through),
  • building hubs and guides that actually help people,
  • growing Survivor Incognito into a community that stays welcoming, inclusive, and drama-free.

If you’re here for survival gaming content, structured playthrough diaries, maps, guides, and the philosophy of Surviving, Not Suffering — you’re in the right place.

Back to Business

Right. Enough life admin.

Now, back to the important things:

  • finding food,
  • making questionable decisions with confidence,
  • and getting personally victimised by weather systems.

More posts coming soon.

Super Mario 64 Randomizer – Log 9: Penguins, Battlefield, and Missing Wings


Progress: Stars Increasing | Lives Intact (Somehow)
Platform: Steam Deck
Settings: Vanilla Mario & Music

“Sometimes progress is skill. Sometimes it’s guessing the right penguin and hoping for the best.”

With only four stars left in Cool, Cool Mountain, I decided to finish the job before the seed could get any funny ideas.

Cool, Cool Mountain: Cleanup Duty

First target: the Red Coin Star. I knew where six coins were. The last two? Found them easily enough. Getting them was another matter.

That’s when I remembered an old trick. The first attempt failed — badly — but that was fine. Sometimes a failed run resets the rhythm. The second attempt clicked. Clean movement. No panic. Star secured.

Next problem: the baby penguin.

A straight 50/50 guess. I picked one. It was the right one. No skill involved. I’ll take it.

Big Penguin Race and Snowman’s Lost His Head followed without drama. Just solid execution. One course fully cleared and crossed off the list.

YouTube – Log 9 Video

Red coins, penguin roulette, and a continued refusal by the Wing Cap to reveal itself.

Secret Slide Surprise: Not What I Expected

With CCM done, I checked what was hiding behind the Secret Slide entrance.

The answer: Bob-Omb Battlefield.

Still no Wing Cap switch. That’s becoming a theme.

I handled King Bob-omb first and grabbed his star. While scouting the rest of the level, it became clear that full completion here absolutely requires the Wing Cap.

Rather than force it, I settled for Koopa the Quick, grabbed the star, and called it. No point bleeding lives for stubborn pride.

Log 9 Summary

Course Cleared Cool, Cool Mountain
Risk Taken Red Coins via old-school trick
Luck Factor Correct baby penguin (first try)
Wing Cap Status Still missing
Bob-Omb Battlefield Partially cleared

One full course done. One classic stage half-finished. The Wing Cap continues to dodge me.

Continue the Journey

Previous Log | Next Log

Super Mario 64 Randomizer Hub

Super Mario 64 Randomizer – Log 7: Bowser in the Fire Sea Was Not the Plan

Super Mario 64 Randomizer Log 7: Bowser in the Fire Sea Was Not the Plan

Mode: Randomizer
Lives Remaining: 17
Stars Collected: 38
Stars Remaining: 82

With Tick Tock Clock finally behind me, I head back downstairs to see what’s lurking behind the entrance that should lead to Hazy Maze Cave. The answer, apparently, is Bowser in the Fire Sea.

To make matters worse, a quick look around confirms the red coins are floating over lava. That problem can wait.

Bowser First, Questions Later

After a few failed attempts getting my bearings, I respawn right next to the Bowser fight entrance. I briefly consider going for the red coins first, then decide against it. Survival comes first.

This somehow turns into the only time I’ve ever failed this fight. I misjudge my position, step where I shouldn’t, and Mario drops straight into the lava.

The second attempt goes as expected. Bowser goes down, the key is mine, and we all agree not to talk about the first try.

The Red Coins Problem

With upstairs now unlocked, I return to the Fire Sea red coins. Several attempts later, it’s clear this set is going to be a nuisance. Precision jumps over lava with a randomizer twist are not something to rush.

I leave them for another session — and another video.

Video

Run Status

  • Lives Remaining: 17
  • Stars Collected: 38
  • Stars Remaining: 82
  • Next Goal: Explore upstairs and see what the randomizer has moved.

Continue the Randomizer

Randomizer Hub |
Log 6: Time Stops for No Mario |
Log 7 |
Log 8

Super Mario 64 Randomizer – Log 3: Rainbow Ride in the Basement

Platform: Steam Deck
Settings: Vanilla Mario & Music — chaos supplied separately.
“Somewhere between the mountain slide and the basement sky, I realised this randomizer doesn’t believe in architecture either.”

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 — 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 — 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 I’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

Six Months of Chaos: A Survivor’s Milestone

[Signal detected…]

Six months ago, I started this little corner of chaos thinking I’d maybe post a few survival stories, get a handful of clicks, and quietly freeze to death somewhere in The Long Dark. Back then, it was just me, a Nintendo Switch, and the idea of documenting how many ways I could die before breakfast.

Since then, the blog’s grown far beyond what I expected — from Switch survival diaries to Steam Deck expeditions, from small guides to full-blown playthroughs and embracing chaos. And somehow, it’s still alive — which feels like a small miracle, considering most blogs don’t make it past the first few months. Hundreds of clicks, countless laughs, and a few subscribers later, I’m still here — fuelled by caffeine and questionable decisions.

So first and foremost — thank you. Whether you’ve clicked, read, liked, shared, or just wandered in wondering how someone can die to a rabbit, I appreciate every single bit of support.

Transmission #0 – Reverse Voice Reveal

To mark the occasion, I decided to put together a short video. Some of you might’ve thought this would finally be my voice reveal. To that I say… really?

A brief burst of static, gratitude, and one very loud Godpigeon scream. Full credit, of course, to the brilliant Animaniacs team for that glorious noise.

Fuel for the Generator

I’ve also quietly launched a Ko-fi page — emphasis on quietly. I didn’t make a big announcement about it because I didn’t want it to feel like a sales pitch. Everything I create will always stay free to read and free to enjoy. That’s a promise.

I know times are tough and not everyone can spare a few pounds — and that’s perfectly fine. Your clicks, comments, and time already mean more than enough. The Ko-fi page is just there for anyone who genuinely wants to toss a tip into the mug to help keep the coffee flowing and the generator humming. Please don’t go overboard; keep the lights on at home first.

Down the line, I might look at adding a few ads on the blog or YouTube channel, but I’ll do my best to keep them minimal and non-intrusive. I’d rather focus on sharing stories and surviving the next storm than filling screens with banners and pop-ups.

Looking Ahead

There’s still a lot left to explore — new games, new disasters, same portable chaos. I’m excited (and mildly terrified) to see what the next six months bring.

So here’s to six months of frostbite, fuel shortages, and unexpected victories — and here’s to making it a full year of portable chaos. Thank you for being part of this weird, wonderful journey.

[Transmission terminated. Coffee levels: critical.]

This Week on Survivor Incognito – From Frozen Lakes to Flooded Engines

Stranded Deep Day 2, a winning Dead by Daylight survivor build, The Long Dark Day 10, Subnautica Day 1, and SnowRunner Day 4—chaos included

This week was all about variety — and a little bit of chaos.

Sunburnt & Sinking – Day Two (Stranded Deep):
Water was scarce, knives kept breaking, and island life felt less “tropical paradise” and more “DIY dehydration challenge.”

Survivor’s Dread – Dead by Daylight:
I tried a survivor build that shouldn’t have worked on R.P.D.… and somehow it did. Consider me pleasantly confused and very alive.

The Cold Chronicles – Day Ten (The Long Dark):
The Voyageur dream continues: careful route planning, stubborn weather, and only the occasional questionable decision.

Submerged – Day One (Subnautica):
Ship explodes, pod catches fire, I jump into alien waters armed with optimism and a fire extinguisher. Classic first day energy.

Snowrunner Survival – Day Four:
More permagear trucking through icy mud. Reminder: “off-road” sometimes just means “off my sanity.”


Thanks for reading! If you like chill survival (with a side of chaos), stick around—more diaries and guides are on the way.

Blog at WordPress.com.

Up ↑