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 – Log 5: Release the Prisoners


Difficulty: Standard
Trial: Release the Prisoners
Grade: B+


Back to The Outlast Trials hub

I’m still sticking with Standard difficulty.
This time the trial was Release the Prisoners.

The first problem was finding the key to the security room.
It reached the point where the game had to tell me exactly where it was —
all I had to do was bash a door down to get it.

The second problem was finding the security room itself.
I got lost.
Completely.

That meant dealing with various ex-pop along the way,
including the fire-wielding lunatic from the previous trial,
and someone who claimed they could see me in the dark.

Thankfully, not in my hiding spot.

No trial in the police station would be complete without Coyle,
but before I got to see him again,
an ex-pop decided to give me an extreme dose of hallucinogenics.

I genuinely thought I was going to need to find an antidote,
but thankfully it wore off on its own.

Eventually, I found a sign — an actual sign — with an arrow pointing to the security room.
From there, I managed to free the prisoners.

Then it was time to leave.

Naturally, I was given another dose of hallucinogenics.
Entirely my fault.
I could see the box was trapped.
I chose to ignore it.

I somehow survived that.
I nearly didn’t survive a third dose,
until I remembered I still had a bandage and used it to heal.

I have no idea how I found the exit area.
I just did.

Of course, Coyle was waiting for me.
I called the shuttle and got zapped by him yet again.
One more hit and I would have been done.

While waiting for the shuttle, I ran him around a parked car and hoped for the best.

In the end, I finished with a B+.

I could have done better.
But it could have been a whole lot worse.

Video

The Outlast Trials – Trial Log #4: Sabotage the Lockdown

Difficulty: Standard
Trial: Sabotage the Lockdown
Prime Asset: Coyle
Grade: A-


Back to The Outlast Trials hub

I’m sticking with Standard difficulty for another trial.
No need to press my luck yet.

This time it’s Sabotage the Lockdown.
The task sounds simple enough: reach the exit.

What the briefing neglected to mention is that I’d be carrying a gas canister the entire way.
Or that Coyle would be on my tail for the whole trial.

I didn’t even make it two rooms in before Coyle spotted me.
So I did the sensible thing.
I ran straight back to the start and hid.

Once I was sure he was gone, I went back for the canister.
Naturally, an ex-pop decided to appear at that exact moment,
so I returned to my hiding spot again.

Progress was slow, but methodical.

At one point, I was convinced I’d have to throw something at Coyle and make a break for it.
All he had to do was turn left.

He didn’t.

I’m choosing to believe the sunglasses aren’t helping him.

I eventually reached the generator, but even then, the slightest noise had me diving into corners to hide.
Once it was powered up, the exit was right there.

Somehow, after all that, I finished with an A-.
I was close to an A+, but I’ll take it.

Video

This run continues to reinforce the same lesson:
slow progress beats reckless confidence.

Related series:

Outlast – Apex Predator Run

Surviving, not suffering.

The Outlast Trials – Trial Log #3: Cancel the Autopsy

This Trial was my first run on Standard difficulty.
I completed it.
How cleanly is debatable.

Viewer discretion advised. The Outlast Trials is intended for mature audiences and contains graphic violence, disturbing imagery, and psychological horror.

Full Trial recording:


Cancel the Autopsy

The first key was straightforward.
No issues there.

The problems started after picking up the second key.
I thought I’d avoided one of the larger enemies.
I had not.

He spotted me and gave chase.
I ran for the gymnasium, assuming I’d shaken him.
I hadn’t.
He followed me in.


Losing the Thread

After finally finding somewhere safe, I realised I’d made a simple mistake:
I hadn’t checked the clue for the third key.

That meant backtracking.
More movement.
More risk.

Once I did find the clue, the third key turned up in the first place I checked.
Naturally.


The Exit

When it came time to leave, Coyle decided to get involved.
He chased me most of the way to the exit.

I called the subway and tried to hide in a locker.
Coyle immediately pulled me out and shocked me for the effort.

As soon as I had the chance, I ran.


Afterwards

Despite everything — the chase, the backtracking, the locker incident — I somehow finished the Trial with an A rating.
I’m still not entirely sure how.

What I am sure of is that it was a lot of fun.

Standard difficulty already feels like the right place to be.
There’s pressure, but there’s still room for things to go wrong without the run collapsing entirely.


Series Notes

This was a single attempt, recorded as it happened.
There were no retries for recording purposes.

Mistakes stayed in.
Chases stayed in.
The rating was whatever the game decided it was.


Continue the Series

Announcement: Outlast – Apex Predator Run

I’m starting a new playthrough of Outlast, using what I’m calling the Apex Predator ruleset.

The idea is simple:
every death counts.
Three strikes, and the run ends.

Outlast isn’t a power fantasy.
You can’t fight back.
You can’t overpower anything.
Survival comes down to awareness, restraint, and not making the wrong decision at the wrong time.

The Apex Predator ruleset exists to give those moments weight.
It allows room to learn without encouraging recklessness.

This run sits under Survivor’s Dread and has its own hub:

Outlast – Apex Predator Run Hub
.

It will run alongside my ongoing work in
The Outlast Trials,
which has its own hub here:

The Outlast Trials Hub
.

Where possible, the two series will alternate, keeping the focus on survival horror as endurance rather than performance.

There’s no guarantee of success.
If the run ends, it ends.
That’s part of the design.

Surviving, not suffering.

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.

The Outlast Trials – A New Kind of Survival

I wasn’t planning on adding The Outlast Trials to the blog.
But sometimes a game doesn’t ask — 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 — 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 you’re in control

Just learning, adapting, and getting through it.

What This Is (And Isn’t)

This isn’t a full commitment to a new series.
There’s no schedule, no roadmap, and no promise of completion.

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

If nothing else, it’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 Survivor’s Dread, where survival horror is about tension and endurance rather than mastery.

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