Super Mario Galaxy 63 – Entry 1: Run Begins

Super Mario Galaxy 63 – Entry 1: Run Begins

It turns out I wasn’t finished with Super Mario 64. I just needed it to get bigger.


Watch the Run


Not Done Yet

Apparently I’ve not had enough of Super Mario 64.

I could have easily gone back and started another randomizer run, but I knew I wanted something different. After getting modded versions of Super Mario Galaxy 1 and 2 running on my Steam Deck, I had a new direction.

The starting point was obvious: Super Mario Galaxy 63.


A Different Kind of Familiar

Before going further, it’s worth noting that Super Mario Galaxy 63 is a reimagining of Super Mario 63:

Super Mario 63 Wiki

I had never played it. I didn’t even know it existed until I started looking into this hack. If I’m going to work through it properly, it makes sense to understand what inspired it.

Like its inspiration, this run replaces stars with shine sprites. There are also star coins to collect, which unlock bonus levels later on.

That’s enough context. Time to begin.


First Steps

I start in what looks like the Mushroom Kingdom, and I’m given control of Mario immediately.

This is useful. It gives me time to test the control setup properly. This run is not just about the hack itself, it’s also a test of how well this setup holds up before moving into other Galaxy mods.

Along the way, I run into some familiar faces from Galaxy 1 and 2. One of them brings back memories I didn’t ask for: the robot that used to task me with destroying boxes under a time limit. Those stars still linger somewhere in the back of my mind.

The area works well as a tutorial. I get to practice wall kicks, flips, and eventually spinning once I collect the Luma. I’ve mapped spin to a button this time, which already feels like the right decision on Steam Deck.


Back to the Castle

It doesn’t take long for Bowser to show up, kidnap Peach, and set things in motion. Some things don’t change.

There is a cannon just outside the castle, which immediately feels like an invitation I should probably ignore. Naturally, I don’t.

I jump in to see what’s on top of the castle. The plan is simple: launch, land, and have a look around. What actually happens is less controlled.

The aim is off, the angle is wrong, and instead of landing anywhere useful, I end up effectively trying to launch Mario into orbit.

It doesn’t help me, it doesn’t reveal anything useful, but it does confirm one thing early: this setup is going to be tested properly.

Entering the castle feels immediately familiar. That makes sense. I’ve spent more hours here than I can count.

There are locked doors, but one opens as I approach. Inside is a painting.

So yes, we’re doing this again.


Bob-Omb Battlefield, Again

The first world: Bob-Omb Battlefield Galaxy.

There are four shine sprites and eight star coins here, shown clearly on the selection screen. I decide to go left to right, starting with:

Top of the Summit

Inside, a Pink Bob-Omb lets me know that King Bob-Omb is no longer in charge. He’s been replaced by Dino Piranha.

That feels like a fair trade.

I collect my first star coin early, then two more on the way up. Three collected before reaching the summit is a good start.

Dino Piranha is exactly as I remember. No major changes, no surprises. Three hits later, and the first shine sprite is mine.


First Impressions

This feels like a solid introduction to the hack.

It’s familiar enough to settle into quickly, but different enough that I can’t rely entirely on memory. That balance is exactly what I was looking for.

I’m curious to see how other levels are reimagined in this format. There’s still more to uncover within the castle, and if this first step is anything to go by, this might turn into something worth sticking with.


Continue the Journey


Super Mario Galaxy 63 Hub

— All entries in this run.


Mario ROM Hacks Hub

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 2 →

Super Mario 74: A Survivor’s Journey Log 5 – Azure-Abyss Cleared

Super Mario 74 – Log 5: Azure Abyss Cleared

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Azure Abyss red coins, 100-coin star, Metal Cap puzzle, and Wall of Failure attempts (no commentary)


Back to Azure Abyss, and straight into what I knew was going to be a longer task — the red coins, or Red Treasure Hunt as this one is called, along with the 100-coin star on top of it. The layout of this course makes it awkward to rush anything. It’s deeper than it first looks, and the last thing I wanted was to be scrambling for air because I got careless. So I took it slower, moving between the land sections and the underwater routes, trying to keep things controlled rather than efficient.

Somewhere along the way I realised my swimming had improved without me really noticing. I’m not about to claim anything close to speedrunner level, but there was a rhythm to it that I don’t remember having before. Funny how that happens just by playing more. It made the coin collection smoother, even if it didn’t make it any shorter.

The red coin star itself sits safely above the water, which helps, but by the time I had all eight coins I was still short on the total. That’s when it turned into a bit of a hunt. I hit 97 coins and started running out of places to check. I didn’t want to spend more time swimming if I could avoid it, so I went after one of the flying enemies, hoping it would drop what I needed. It dropped two coins. 99. Close enough to be frustrating.

I eventually tracked down the final coin, though it took longer than it should have, and with that both the red coin star and the 100-coin star were done. Not difficult, just drawn out enough to make every mistake feel like wasted time.

Next was Heavy Metal Required, and the name doesn’t leave much to guess. I needed the Metal Cap. I’ve seen this done without it, but I’m not interested in making things harder than they need to be, so I stuck with the intended route. With the cap active, I could sink properly underwater and push the purple switch, which brought out the timed blocks.

Everything felt fine at first. The jumps were clean, the timing felt right, and then right at the end I walked straight off the final block. No complicated mistake, no bad angle, just walked off. The second attempt went the way the first one should have, and the star was mine without any further issues.

That left one final star in the course: Wall of Failure. The name fits. I knew exactly what I needed to do — get onto the platform, long jump, grab the ledge — and in theory it’s simpler than the alternative route. In practice, it took far longer than it should have. I lost count of the attempts. Too much distance, not enough distance, missing the ledge entirely, every variation you can think of showed up at least once.

When it finally worked, it wasn’t clean or dramatic, it just… worked. Mario grabbed the ledge, pulled himself up, and the star was there. That was Azure Abyss done.

Even with the course complete, I’m still two stars short of opening the next star door in this area. That means next time I’ll be heading through the double doors instead. I already have the key from Bowser, so it’s time to open up more of the castle and see what else this hack has waiting.


Continue the Journey

Previous Entry:
Super Mario 74 – Log 4

Next Entry:
Super Mario 74 – Log 6

Super Mario 74 Hub:
Super Mario 74 – A Survivor’s Journey

Stranded: A Minecraft Survival Diary – Log 9: Finding the Village Again

Stranded – Log 9: Finding the Village Again

Platform: Steam Deck
Mode: Survival
Format: No Commentary

Video: Mining for iron, creeper damage at the base, wandering trader visit, and finally finding the village again (no commentary)


Back to the mine again. I was determined to find at least some iron, and if I’m honest, this style of mining has become a good way of clearing my head. It’s repetitive, predictable, and for the most part nothing unexpected happens. Naturally that means I find more copper than I know what to do with. I’ve accepted at this point that copper is everywhere, but at least it means I can keep making tools and replacing armour without worrying too much about running out.

Eventually the mine gives me what I was actually looking for. Iron. Not much, only five blocks, but I’ll take what I can get. That’s enough for a better weapon and a shield, which feels like a real upgrade. I normally go straight for a sword, but while deciding what to craft I noticed the axe actually does more damage, so I decide to go with that instead. The problem is I need wood, which means going back to the house, and of course it’s night time and raining when I finally leave the mine.

I take the chance anyway and run straight across Copyright Bridge back to the house. No incidents this time, which almost feels suspicious. I spend the night inside and wait for morning.

When the sun comes up, I watch a few monsters burn away in the daylight, but some of them have armour and seem completely unaffected. I spot a creeper nearby and for a moment I consider testing the new axe on it, but a skeleton quickly convinces me that my armour isn’t good enough for that kind of experiment. I retreat back inside and decide I might need to expand the fence, add more light, or both. Things are getting a little too close to the house at night for my liking.

I head out to tend the farm and almost immediately the creeper makes another attempt at ending the run. This time it only destroys part of the fence, but it’s still enough to be annoying. I replant the wheat, grab some wood, and start repairing the damage. Past me had already made spare fence pieces, which feels like a rare moment of good planning.

While I’m fixing things, I notice a spider sitting on the roof of the house. During the day it isn’t aggressive, so I decide to leave it alone. I’m not a fan of spiders in games or in real life, but this one isn’t causing trouble, so it can stay where it is.

Not long after that, a Wandering Trader shows up with two llamas and decides my house is apparently a good place to live. I’m not sure what they expect from me, but I’m not building anyone a spare room. For now they can stand outside and do whatever wandering traders do.

With the base repaired, I decide the next goal is finding the village again. I know it exists, I just don’t know exactly which direction I went before. I remember heading right last time and getting nowhere useful, so this time I go left instead, keeping roughly the same path but changing the direction slightly.

After a short walk, I spot something in the distance that looks familiar. As I get closer, I realise it is the village. Somehow the villagers seem to be handling the monsters better than I am, or they’re very good at rebuilding after creepers visit. I don’t know much about villagers yet, or what their different outfits mean, but just finding the place again feels like a win.

I make sure I know the way back before doing anything else. The last thing I want is to lose the village again after finally finding it. This time the return trip goes smoothly, and before long I’m back at the house with no problems at all.

The Wandering Trader is still there, which makes me wonder if they’re planning to stay permanently. As far as I know they don’t get squatters’ rights unless they move inside, so for now I leave them alone.

I think about going out again to see what else is nearby, but night is coming and I don’t feel like testing my luck. There’s still plenty to do at the base anyway. I want to expand the farm, start growing cocoa beans properly, and make the fence a bit larger so things stop getting quite so close at night.

Finding the village again was enough progress for one day. I head to bed and call it there.

Continue the Journey

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Stranded Hub

Super Mario 74: A Survivor’s Journey Log 4 – Toxic Stars & Unexpected Progress

Super Mario 74 – Log 4: Toxic Stars & Unexpected Progress

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Metal Cap switch course cleared, Toxic-Switch of Danger stars, and first stars in Azure-Abyss (no commentary)


With Bowser beaten, I could have moved straight into the next area, but there were still a couple of places left in this overworld that I hadn’t touched yet. One of them was the pipe leading to the Metal Cap course, Toxic-Switch of Danger. Technically I could have gone here right at the start of the hack, but I wanted to give myself a bit of a warm-up first. I remembered this level having toxic gas everywhere, and the only way to move through it safely is with the Metal Cap, which meant I already knew this was going to be one of those courses where you either stay calm and get through it, or you rush and fall straight into a hole.

There are five stars in this course, so I decided I might as well deal with all of them while I was here. Like before, I’m using the names from the wiki since the game itself doesn’t show them, and the first thing I did was go for the easier ones before even activating the switch. The first star, The Correct Hole, looks like a trap at first. The level is full of bottomless pits, and one of them has a coin floating over it, which usually means you shouldn’t trust it. This time though, it actually was the right one. I dropped down, grabbed the coin, and came out with the star without any problems, which was a good sign considering how this level is supposed to go.

The next star, Behind the Switch, is exactly where the name says. It sits in a small alcove directly behind the Metal Cap switch itself, which makes it easy to miss if you don’t know it’s there, but also one of the simplest stars in the course once you do. With those two done, there wasn’t really any reason to avoid it anymore, so I activated the switch and made the Metal Cap blocks active, including the one inside this level that I was about to be using a lot more than I expected.

Pillar Jumping was next, and it’s exactly what it sounds like. I went for a long jump to the pillar and followed it with a wall kick to grab the ledge. Apparently the intended way is to triple jump, but the long jump and wall kick worked for me, so I stuck with that rather than trying to be clever. One more jump after that and the star was mine, which left the two I remembered giving me trouble years ago.

Toxic Wall Kicks was the one I had been thinking about before I even entered the course. Back when I first played this hack, this star caused me more problems than I care to remember, and part of the reason I didn’t come here first this time was because I didn’t want to get stuck on it straight away. Somehow though, this time it just worked. One attempt, no panic, no missed jumps, and the star was collected before I really had time to expect anything to go wrong.

That only left the red coins, and that’s where the level finally decided to push back a little. The first attempt ended almost immediately when I misjudged a jump for the very first coin and dropped straight into a hole. Second attempt went much better. The coins are scattered across small platforms and narrow ledges, and a few of them hang just far enough over pits to make you think twice before jumping. Most of them came together without much trouble, but the last one slowed me down. To reach it I had to land on a small platform, then jump to another even smaller one, and every time I thought I had the angle right, Mario would come up just short or drift a little too far. That meant more trips back to the Metal Cap block, because I wasn’t about to risk running out of time in the gas while trying to fix my own mistakes. Eventually the jump worked, the last coin was collected, and with it the final star of the course.

Finishing that level with less trouble than I remembered honestly surprised me, so instead of stopping there I decided to keep going and head straight into Course 3, Azure Abyss. For some reason I had it in my head that this level had a lighthouse and was much darker than it actually is, which makes me think I’m mixing it up with another hack, but once I got inside it was clear I wasn’t remembering it quite right.

The Deepest Dive was the first star, and it’s exactly what it sounds like. Straight into the water, swim down to the bottom, grab the star, done. Cave Exploration was similar, but this time with a hidden passage to find before the star shows up. Once I spotted the opening it didn’t take long, and by that point I was already thinking about whether I should go for one more before stopping.

I decided on Pillars of Precision, which thankfully didn’t involve another long swim, just a short dive into a cave with three narrow pillars waiting at the end. I fully expected to miss at least one jump and have to repeat the whole thing, but somehow everything lined up perfectly and the star was collected on the first try. That was the point where I stopped and just sat there for a moment wondering what was going on, because years ago this hack gave me serious trouble, and now I had just cleared the Metal Cap course and taken three stars from the next level without much resistance at all.

I’m not going to get overconfident. I know this hack well enough to know it will push back sooner or later. But for now, I can honestly say I’m having a blast playing this again, and I don’t remember the last time I got through this much of Super Mario 74 without feeling like the game was trying to throw me out of the castle.


Continue the Journey

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Super Mario 74 – Log 3

Next Entry:
Super Mario 74 – Log 5

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

Stranded: A Minecraft Survival Diary – Log 8: Fences, Markers, and a Camel I Didn’t Expect

Stranded – Log 8: Fences, Markers, and a Camel I Didn’t Expect

Platform: Steam Deck
Mode: Survival
Format: No Commentary

Video: Finishing Copyright Bridge, desert exploration, marker system test, creeper incident, and unexpected camel ride (no commentary)


Before I even reached Copyright Bridge, the universe reminded me why it carries that name. As I was walking toward it, and then along it, another music copyright claim appeared. I didn’t even react at this point. It felt fitting. Of all the places for it to happen, it would be there.

I knew exactly what today was for. Finish the fence on Copyright Bridge, then find the village. No wandering aimlessly. No losing everything again. I had a plan.

First, I counted fences. Not guessed. Counted. The bridge needed more than I had, so there was another trip for wood before anything else. Once that was done and the final pieces were placed, I shifted a bit of sand into place and stepped back to look at it. Copyright Bridge now has a full fence. It wasn’t part of the original design, but the more I used it, the more it felt unfinished without one. Now it looks intentional. Safer too.

With infrastructure secured, the village was next. I could have checked the previous recording to see exactly where it was. That would have been efficient. I chose not to. Instead, I headed in the direction I believed I’d taken before.

This time I came prepared. Every so often, when I felt distance building, I stacked three cobblestone blocks vertically and placed a torch on top. A simple pillar. Visible from range. When it felt right, I repeated the process. As darkness began creeping in, I placed one marker with a small sign reading “Go South.” Future me will appreciate that clarity.

Along the way, I stumbled across something I missed previously. Gold blocks. Actual gold blocks embedded in a ruined structure, surrounded by what looked like Nether blocks. I tried mining one with a copper pickaxe. It shattered. Lesson learned. Not everything yields just because you swing at it.

I saw camels nearby and took it as confirmation I was close to the desert village again. For a moment I believed I could see the village tower in the distance. I was wrong. The shape resolved into something else entirely. Doubt crept in. I suspected I might be heading off course, but I pushed forward a little longer. I found a small cluster of coal, maybe three blocks total, and placed another marker before the light faded too far.

I was feeling confident about the marker system. Then I turned around and saw a creeper.

I won’t pretend there was time for strategy. The explosion followed. Creepers must wear slippers. That’s the only explanation. This is the second time one has reached me without warning.

The difference this time was preparation. I knew exactly where I was. The cobblestone pillars stood visible in the distance. One quick sprint, swim, and series of awkward jumps later, I had recovered every item. No panic. No guessing. Just execution.

I decided to end exploration for the night. The desert feels unpredictable, and I don’t intend to overextend again. Before leaving, I tried feeding one of the camels bread. It didn’t take it, but somehow I ended up on its back instead. That discovery alone felt like progress. I had no idea riding them was an option. I tried offering bread again. Still nothing.

I returned home the way I came, following my markers precisely as intended. Back across Copyright Bridge. Back inside. I ate a cookie and went to sleep.

The desert is hazardous for now. Next time, I may try following the water instead. It feels more predictable. Less exposed.

Continue the Journey

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Stranded: A Minecraft Survival Diary – Log 7: Reinforcement, Not Recovery

Stranded – Log 7: Reinforcement, Not Recovery

Platform: Steam Deck
Mode: Survival
Format: No Commentary

Video: Reforging armour, expanding the farm, naming Copyright Bridge, and another descent into the mine (no commentary)


After the explosion last time, I headed out with the intention of recovering what I’d lost. It didn’t take long to realise two problems. I had no idea where it happened, and I hadn’t even started recording. I turned back, returned to the house, stood beside my bed, and only then began the capture. It felt deliberate. It wasn’t.

The gear is gone. No landmarks, no coordinates, just a vague direction and a crater somewhere in the world. I chose not to chase it. Instead of wandering blindly, I reset. Start again. Prepare properly.

The mine had already provided enough copper for that decision to work. I forged a full set of copper armour and equipped it immediately. It isn’t iron, but it feels like protection. I crafted multiple copper pickaxes as well. If I am going to live underground half the time, I need tools ready before I need them.

I expanded the farm slightly. One extra line of wheat. Nothing dramatic, but more wheat means more bread, and more bread means fewer mistakes caused by hunger. Small adjustments compound over time.

I also decided the bridge deserved a name. If I am staying longer than planned, the area needs structure. Given the trouble this bridge has caused me, there was only one fitting title. I placed a sign beside it and named it Copyright Bridge. No ceremony. Just documentation.

Then it was back to the mine, and back to water. No matter where I dig, I find it. I could mine straight up and still uncover a leak. I have lit the tunnels as aggressively as possible. I refuse to be caught mid-swing by something I should have prevented.

The sounds don’t help. Zombies echo through stone. At other times it’s drowned. I keep reminding myself the mine is secure, but sound travels in ways confidence does not.

The mine rewarded persistence with more coal and copper. Coal keeps the torches burning. Copper keeps the tools in rotation. I may need to prioritise weapons soon. If I’m hearing drowned underground, they’re closer than I’d prefer.

I eventually stopped not because of fear, but because the pickaxes began to break in sequence. That is usually my signal. I could place a bed closer to the shaft and reduce travel time, but I won’t. The mine should feel like labour. The house should feel like shelter. I intend to keep that distinction.

I expanded storage slightly when I returned. Organisation reduces mistakes. After that, I turned my attention back to Copyright Bridge. I don’t trust drowned wandering onto it while I’m crossing. A fence felt necessary.

While gathering wood, I found cocoa beans. A small discovery, but meaningful. Cookies are now possible. They won’t solve anything, but morale counts.

I misjudged the amount of fencing required. I didn’t even cover one full side of the bridge. That can wait. Tonight, I have armour again, crops growing, and a mine that remains intact.

Square one isn’t defeat. It’s reinforcement.


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Stranded: A Minecraft Survival Diary – Log 4: The Mine Begins

Stranded – Log 4: The Mine Begins

Game: Minecraft
Mode: Survival
Platform: Steam Deck


“I don’t mine efficiently. I mine comfortably.”

The time has come. Mining can’t be postponed any longer. Before I even touch the stone below the house, I make a small adjustment to the entrance. It’s not strictly necessary, and I know I probably won’t look at most of it again once the tunnel starts stretching downward, but I like knowing it’s done properly. Order at the top makes the chaos below easier to manage.

I’m particular about a few things underground. Torch spacing matters. Placement matters. Torches on the left mean I’m heading away from base. Torches on the right mean I’m walking back toward safety. It’s a simple rule, but it keeps me oriented when the tunnels start to blur together. Habit might not be glamorous, but it’s reliable.

First Dig, First Level

I stick to a pattern that’s worked for me before: three blocks high, two blocks wide, pushing forward around twenty blocks at a time. If I hit danger first, that decides the distance. It isn’t optimised, and I have no idea whether this is the “correct” way to mine in Minecraft. It’s just the way I’m comfortable doing it, and comfort underground counts for more than efficiency.

The first level isn’t especially generous. There’s some coal, which keeps the torches coming. More copper than I strictly need. A bit of flint. Nothing dramatic, but enough to justify the effort.

The flint is the real marker of progress. Flint means flint and steel is within reach. Flint and steel means the Nether stops being theoretical. I’m not stepping into that without proper gear, though. Iron at the very least. Diamond if I’m patient. So the tunnel continues.

Down Four Blocks (Not Straight Down)

Once the first level feels exhausted, I dig down four blocks to start the next tier. Not straight down. I may be reckless at times, but I’m not careless enough to trust gravity blindly. Every descent is controlled.

All the stone I’ve mined becomes stairs. I usually default to ladders, but ladders punish mistakes instantly. One slip and it’s a long fall with nothing to cushion it. Stairs are slower, but they’re steady. Underground, steady wins.

On the next level, I repeat the same process. Same tunnel dimensions. Same torch rules. Same measured push forward into the dark. Mining isn’t glamorous. It’s methodical. The repetition is part of the safety.

Copper Tools and Unwanted Company

This is where the copper tools finally earn their place. They’re noticeably faster than stone, even if they still feel temporary. Copper doesn’t inspire confidence the way iron does, but it’s an upgrade, and upgrades matter.

I keep checking the outside light between stretches of digging. If I step out of the mine, I want to know what might be waiting. The world above doesn’t pause just because I’m underground.

During one of those checks, I don’t even make it to the entrance before I hear it. The wet, hollow sound of a Drowned somewhere nearby. I don’t investigate. I don’t test my odds. I retreat back into the mine immediately. The stone feels safer than the shoreline.

The Loneliest Iron Ore

Eventually, the mine rewards me with iron. Not a vein. Not a cluster. One single block.

It’s enough to matter, technically. One piece solves flint and steel. It does nothing for armour. Nothing for weapons. It’s progress, but modest progress.

I also uncover lapis lazuli. That’s for later. Useful for enchantments eventually, decorative in the meantime. A reminder that the mine isn’t empty, just selective.

When my final copper pickaxe breaks, I take it as a sign. The mine itself isn’t finished, but this trip is. Pushing further without tools would just be stubbornness dressed up as ambition.

Back Home, Finally Sleeping

I head back to the house and count the run as a success. The gains are modest, but they’re real. Coal for fuel. Flint for the future. One piece of iron that shifts the long-term plan slightly forward.

I’ve been avoiding sleep for days, staying awake to control spawns and movement. That needs to stop. Fatigue in survival games doesn’t show up as a mechanic. It shows up as bad decisions.

I could move a bed into the mine. That would be practical. It would also remove the small ritual of returning home, and I’m not ready to give that up yet.

One night’s sleep. Then it’s back underground.

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Stranded Hub

Survivor’s Log: Content ID Incident

Survivor’s Log: The Metal Lathe Incident

Category: Survivor’s Log
Status: Dispute Filed
Platform: YouTube


During the recording of Stranded – Log 5, I was walking along my bridge. It was the safest stretch of the session. No mobs. No combat. Just water below, torches behind me, and the usual Minecraft ambience carrying across the air.

Nothing about it felt risky. If anything, it was the reset point between decisions. A controlled crossing. A routine movement between base and mine.

Later, while preparing the upload, I was informed that the audio from that exact moment did not belong to Minecraft at all. According to YouTube’s system, I had recorded the sound of a Russian industrial machine demonstration titled “Universal metal lathe screw-cutting machine METAL MASTER X3270 (220V).”

Of all the segments in the episode, it was the quiet bridge crossing that triggered the claim.

The video remained standing. No strike. No removal. Just an automated assertion that my safest in-game location closely resembles heavy workshop equipment.

I reviewed the footage carefully. Standard Minecraft music. No additions. No alterations. Nothing external.

The dispute was filed under licence. Calmly. Procedurally.

Now we wait.

The mine has its own hazards. Apparently, so does the bridge.

10,000 Views — Thank You

Somehow, the chaos is adding up.

Today, Survivor Incognito passed 10,000 total views.
For a niche survival blog built on permadeath runs, structured guides, and a refusal to chase trends,
that genuinely means a lot.

This entire project — every diary entry, guide, map, rule, and redesign — has been built and written by one person.
No team. No outsourcing. Just steady work and structured chaos.

What started as chaotic diary entries on Nintendo Switch has grown into something more deliberate:
a connected system of hubs, roadmaps, maps, and rules — now running across Switch and Steam Deck.

The foundation is stronger than ever.
More worlds. More rules. More structured chaos.

Thank you for reading — even if you’ve only stopped by once.
I’m keeping this going.

Stranded: A Minecraft Survival Diary – Log 1: Sheep, Skeletons, and a 3×3 Start

Stranded – Log 1: Sheep, Skeletons, and a 3×3 Start

Game: Minecraft
Platform: Steam Deck
Mode: Survival
Difficulty: Hard

I spawn in a wooded area, right next to sheep. That immediately solves one very important problem.

A bed.

All I need is three pieces of wool of the same colour. Minecraft is very picky about that.

I punch a tree, grab enough wood to get started, and craft a table so I can make a wooden axe and pickaxe. When I turn back, the sheep have vanished.

Of course they have.

It takes longer than I’d like, but eventually I track down three sheep of the same colour. Three sheep later, I have enough wool for a bed.

That alone changes everything. Being able to skip nights means I don’t have to deal with monsters until I decide I’m ready.

Video Log

Full no-commentary gameplay for this log is available below.

Big Ideas, Bad Timing

With the bed sorted, my thoughts immediately jump ahead.

I want a base of operations. Somewhere I can sleep, store things, and eventually start a farm. From there, I can mine properly instead of poking holes in the ground and hoping for the best.

I wander into a nearby cave. Not deep — maybe ten or twenty blocks.

I see a skeleton.

The skeleton sees me.

An arrow hits me almost immediately, followed by another. Hard difficulty is not interested in easing me in.

I’m not equipped for this, and I’m not throwing the run away on day one.

I run.

Ignoring the Lesson

A little later, I try again.

This time, it’s because I spot coal. Torches would be useful, and optimism briefly wins out over common sense.

The skeleton is still there. It now has a creeper for company.

At this point, even I take the hint.

I cut my losses and leave the cave alone.

Some problems are better solved later.

Surface Coal and a Night’s Rest

It’s not all bad.

Across the water, I spot coal exposed on the surface. A decent amount of it, too.

No skeletons. No creepers. No arrows flying out of the dark.

It’s getting late, so I carve out a small alcove, place my bed, and sleep.

Day one ends without disaster, which feels like an achievement in itself.

Day Two: Follow the Water

I wake up with no real plan.

Rather than force one, I decide to see where the water leads.

I start swimming, then remember boats exist and immediately regret not thinking of that sooner.

I make a boat and quickly realise it’s going to take some practice to steer properly.

Still, it does the job.

After a bit of travel, I find a flat area right next to the water. Trees nearby. Sand close enough to grab.

This feels like somewhere I could actually stay.

A House, Barely

I gather wood, grass, and some sand. I want windows eventually, even if they don’t happen today.

I also start nudging the water around slightly, laying the groundwork for a future wheat farm.

For now, though, the priority is simple.

I build a small 3×3 structure out of wooden planks. No windows. No decoration.

But it has a door.

That alone means I can come and go without breaking blocks every time, which already feels like progress.

It’s not much, but it’s mine.

Ending the Day

During my wandering, I’ve picked up some meat and a bit of copper ore.

I craft a furnace, cook the meat, and leave the copper smelting while I sleep.

I’ve no idea what day three will bring.

But I have a bed, a door, food sorted, and a place I can stand still without worrying.

On Hard difficulty, that’s more than enough for now.

Continue the Journey

Next entry:
Log 2 — Bridges, Wheat, and Future Problems

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