Outlast – Entry 1: Red Flags as a Route Map

Platform: Steam Deck
Run Type: Apex Predator Rule (3 strikes and I’m out)
Location: Mount Massive Asylum
Status: Alive, unsettled, and still walking forward

Series Hub:

Outlast – Apex Predator Run Hub


I’m driving toward Mount Massive Asylum with a camera on the passenger seat and an email from a whistleblower glowing like a warning label.

The message is simple: bad things are happening here. Come see it for yourself.

My character treats this less like a warning and more like a treasure map.

The red flags stack up quickly. Trespassing. Isolation. A building that looks abandoned even when it isn’t.

I break in. The asylum responds by killing the lights almost immediately.

I continue onward anyway.

The First Hint (Ignored)

The atmosphere is wrong. Not just old or decayed — more like the building is aware I’m here.

I find a man impaled on a massive spike. He’s still alive long enough to give me advice.

“Get out.”

It’s the clearest instruction I’ll receive all night. I ignore it.

I try to leave. I can’t. The only way forward is through the security room.

Going back the way I came is no longer an option. Horror logic has made that decision for me.

Chris Walker Makes a Point

I don’t reach the security room before the asylum escalates.

A very large, half-naked man appears, calls me “little pig”, and throws me through a window.

I land one floor below, alive, shaken, and very aware that my camera is not a weapon.

He doesn’t chase me.

That somehow makes it worse.

A Higher Calling

Not long after, I encounter a man dressed like a priest — or at least someone borrowing the aesthetic.

He tells me I have a higher calling.

Then he leaves me alone in the dark.

I explore further. The inmates are hostile. Interviews are cancelled.

Eventually, I find what I actually need: the keycard for the security office.

Security Room Problems

I swipe the keycard and prepare for progress.

Instead, the religious man reappears. He knows I’ve been watching him through the cameras.

To prove the point, he shuts down the generator.

The asylum drops onto backup power.

Objective: restart the generator in the basement.

The game tells me to hide.

I listen.

Through the door comes the large man again. I record him, because my character keeps confusing documentation with safety.

Files I’ve picked up finally give him a name.

Chris Walker.

I now need to go to the basement.

I have a feeling Chris Walker will be there first.

Video

Apex Predator Rule Reminder

  • Every death counts as one strike.
  • Three strikes ends the run.
  • Panic, curiosity, and bad decisions are not exemptions.

Continue the journey:
Outlast – Entry 1 (You are here) |
Outlast – Entry 2

The Outlast Trials – 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 wasn’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 wasn’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 didn’t even notice the cop waiting to say goodbye — I just sprinted straight past him.

It didn’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 don’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 I’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 – 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 you’re safe, the game corrects you.


The Video

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


First Takeaways

  • Clearing an area doesn’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 — not because the game pulled a trick.
That consistency is what made the Trial so unsettling.


Where This Fits

This video is part of Survivor’s Dread — survival horror focused on tension, pressure, and endurance rather than mastery.

I don’t know how many more Trials will follow.
If there’s another, it’ll be logged the same way.
If not, this stands as a record of the experience.

Surviving, not suffering — even when the chaos is real.

Survivor’s Dread: Platform 8 – Last Train to Nowhere

“The train keeps moving. Every carriage promises freedom. Every anomaly promises erasure.”

The Setup

Platform 8 is the companion nightmare to Exit 8. Same rules: walk, notice anomalies, survive. Miss them and the world resets. Only this time, you’re trapped on a subway train that never stops. Played on the Steam Deck with Loop = Life: every reset is a dead survivor. Only one makes it off the train. Like Exit 8, this was my very first time playing — learning the rules on the fly, with resets as my only teachers.

The Diary

First survivor: Reached the end of the carriage and saw a figure standing at the exit. I didn’t realise you’re meant to move when the lights flick on. The lights came, the figure moved faster than me, and I was erased.

Second survivor: This time the exit door stood wide open, platform beckoning. I trusted it. I stepped toward freedom. The world snapped back to the first carriage, and so did I. Survivors don’t get second chances for gullibility.

Third survivor: Red water pooled in the aisle. The right move was to sprint. I didn’t. Instead, I shut the door on the carriage like that would help. The reset came anyway, cruel and quiet.

Fourth survivor: I let curiosity win. Instead of spotting the anomaly, I pushed through to the next carriage just to see what would happen. The answer: reset. Straight back to carriage one, another survivor erased for being too nosy.

Final survivor: Paranoia sharpened me. I ran when I had to, stopped when the lights demanded it, and turned back from lies. At last, the train gave up its prisoner. I stepped onto the real platform, escaped the loop, and lived. Luck played its part too. Some of the anomalies repeated from earlier failures, familiar traps I finally knew how to dodge. That memory, plus paranoia, was enough to carry me to the platform.

The Video

Here’s the full successful run, captured on Steam Deck:

Survivor’s Thoughts

The corridor in Exit 8 felt endless. The train in Platform 8 feels worse — claustrophobic, restless, each carriage identical until it isn’t. Four survivors erased before one finally broke free. That’s the real distinction: Exit 8 is a test of attention, Platform 8 is a puzzle box. Both erase you for mistakes, but in different ways.

Continue the Journey

See where it started with Exit 8 – Lost in the Corridor, or browse more nightmares in the Survivor’s Dread Hub.

Survivor’s Dread: Exit 8 – Lost in the Corridor

“The corridor doesn’t need to chase you. It just waits for you to blink.”

The Setup

Exit 8 is a short horror game where survival means noticing anomalies in a looping subway corridor. Miss one and you reset. I played it on the Steam Deck under my Loop = Life rule: every reset is a death, only one survivor escapes.

The Diary

First survivor: I spotted the red water in corridor two. I caught the wall-man in corridor four. Each time I turned back, rewarded by the corridor’s shift. By corridor six, I thought I was safe. Then—blink—reset. No attack, no warning. Something small slipped past me, and that survivor was gone.

What I missed: Door 3 handle placement (corridor six) — misaligned compared to earlier loops.

Second survivor: Paranoia sharpened my vision. Lights flickered and died. A man with a briefcase walked far too fast. A poster grew eyes that tracked me. A face stared from the ceiling. I turned back every time, trusted my instincts, and finally—finally—the real exit appeared. One survivor made it out. The corridor kept the rest.

The Video

Here’s the full successful run, captured raw on Steam Deck:

Survivor’s Thoughts

Exit 8 isn’t about combat. It’s about attention and paranoia. You can catch the obvious anomalies and still fail to a blink. That’s the horror here: survival through vigilance, failure through doubt.

Continue the Journey

More eerie one-shot diaries live in the Survivor’s Dread Hub. Next stop: Platform 8 — the train that never ends.

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