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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Black Tides – A Dredge Survival Diary Log 1: Fog, Favors, and Fishing on Borrowed Time

Black Tides – Log 1: Fog, Favors, and Fishing on Borrowed Time

Platform: Steam Deck
Mode: Normal
Format: No Commentary

Video: Shipwreck, first days in Greater Marrow, loan boat upgrades, special orders, fog panic, and the red light sighting (no commentary)


We begin on a boat with no context and a single instruction: Angler Wanted. Before I can decide whether that was a good idea, the sea answers for me. Fog rolls in thick and immediate. Rocks appear too late. The hull gives way without ceremony. The next thing I know, I’m waking beside a lighthouse that apparently exists more for decoration than navigation.

The town is called Greater Marrow. The mayor meets me at the dock as if shipwrecked strangers are part of the morning routine. He’s calm, helpful, almost like he rehearsed it. He replaces my ruined vessel with another and suggests I fish to get my bearings. One instruction matters more than the rest: return before dark. I don’t question it. I head out, fill the hold with whatever bites, and turn back while the sky still holds light.

Back at port, the mayor informs me my original boat is beyond repair. The replacement is mine on loan. I sell my catch to the fishmonger, and part of the earnings go toward the debt. Fifty dollars. Manageable. Survival often is, at first.

The mayor hands me a research part and points me toward the shipwright. They deal in upgrades and repairs. I install an extra engine and use the research to unlock an improved outboard. Day one ends with a slightly faster boat and a slightly smaller debt.

Day two begins smoother. The new engine makes a difference immediately. I fish efficiently and find a note sealed inside a bottle. It feels deliberate. I suspect there will be more of them. I stay out later than intended. Darkness creeps in faster than expected. Behind Greater Marrow, a red pillar of light cuts into the sky. It stands there, patient. I ignore it for now.

The fishmonger has a special order: a gulf flounder and a grey eel. That means new equipment. I dent the loan again, visit the shipwright, and purchase the required rod. Preparation ends the day.

On the third morning, the lighthouse keeper questions my presence. I tell her I’m here to fish. She listens, but I don’t think she believes that’s the whole story. The mayor asks for a simple delivery to Little Marrow. It’s a short crossing. The dockworker pays me with a book on sustainable fishing. Useful. It reads itself as I travel.

I catch two stingray. They occupy more space than they’re worth, but they clear my remaining debt when sold. The mayor opens access to the dry dock, though upgrades require materials I don’t yet have. Expansion will have to wait.

I return to finish the fishmonger’s order. Arrow squid and black grouper follow. The squid shift locations as if aware they’re being hunted, or perhaps the fog distorts more than visibility. Panic rises when I linger in it too long. I learn quickly that staying out after dark carries consequences that aren’t always visible.

The eel is delivered. Another special order replaces it. Then another. This time: crabs. I’m handed a crab pot and instructed to wait. Patience becomes part of the trade.

Before ending the third day, I strengthen the boat further. A more powerful light. An upgraded engine. Small advantages against a coastline that doesn’t feel entirely natural.

Three days in, the debt is cleared. The boat is faster. The sea is watchful. And the red light remains.


Continue the Journey

Next Entry:
Black Tides – Log 2

Black Tides Survival Diary:

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Unprepared: An Interloper Survival Diary in The Long Dark Log #5 – Final Day: Sixteen Days, One Mistake

Unprepared Final Log: Sixteen Days, One Mistake

Difficulty: Interloper
Region: Forlorn Muskeg → Mystery Lake
Platform: Steam Deck
Survivor: Will

Video: Return to Mystery Lake and final encounter (no commentary)

The plan today was simple. That should have been the warning sign.

The goal was clean and sensible: get back to Mystery Lake, collect the materials for a bow,
and spend tomorrow crafting. I sleep a little longer while the forge fire is still going,
pull as many torches as I dare, and head out.

After yesterday’s success, I let myself believe the hardest part was behind me.
That belief does not last long.

Across the Muskeg, Again

I stick to the snow wherever possible. Thin ice has ended too many runs to gamble with it now.
The trade-off is wildlife, and the game is more than happy to collect.

What I initially take for a deer turns out to be a moose.
I reroute, lose time, and remind myself that this is still Forlorn Muskeg.
Nothing here is free.

Wolves shadow me on the approach to Mystery Lake.
They don’t commit, but they don’t leave either.
By the time I reach the Camp Office, I’m threading paths between animals again,
including another moose loitering exactly where I don’t want it.

The Derailment Detour

Near the train derailment, I spot circling birds.
It takes longer than it should, but I eventually find the deer carcass.
The wind is picking up, so I work quickly, harvesting some meat and finally giving
the improvised knife a proper test.

I pause to think.
The smart move is turning back to the Camp Office.
Instead, I press on.

The Bridge

Wolves appear again, keeping their distance.
I keep a flare ready and tell myself I’m prepared.
When things seem quiet, I put it away.

That’s when I see the wolf on the bridge.

It reaches me before the flare burns out.
My condition collapses into the red.
I need a bandage immediately.

I don’t have one.

Crafting would take too long.
I gamble on an old man’s beard lichen dressing, forgetting — too late —
that it treats infection, not blood loss.

I bleed out on the bridge.

Epilogue

This death stung more than most.
Not because it was unfair, but because it was entirely avoidable.
The temptation to cheat death was there, and it nearly won.

But this run mattered.
If the rules bend at the end, they never mattered at all.
So this is where it ends.

Sixteen days is the longest I’ve survived on Interloper in
The Long Dark.
It’s no longer a record.

It’s the number to beat.

Continue the Journey

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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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Isolation Protocol: An Alien Isolation Survival Diary – Log 4: The Cost of Opening Doors

Isolation Protocol Log 4: The Cost of Opening Doors

Platform: Steam Deck
Difficulty: Medium
Rule Set: Apex Predator Rule Active

Video: Lockdown disabled, Xenomorph encounter, motion tracker acquired, Working Joes escalate (no commentary)


I need to lift the lockdown. I’m not convinced that is the right move.

The corridor I needed was sealed off completely. Doors red. Shutters down. No obvious way around it. I checked a nearby terminal first, hoping for something reassuring in the logs, but all I found was confusion. Staff unsure what was happening. Systems failing. No one really in control. It read like a station that already knew it was in trouble.

Eventually I disabled the security measures. There wasn’t another viable route forward. The moment I did, there was a metallic shift above me — subtle, but unmistakable once you recognise it. I barely had time to register the sound before it dropped from the ceiling.

The Xenomorph.

It landed with control. No rush. No panic. Just deliberate movement. I slid under the nearest desk and stayed perfectly still, forcing myself not to adjust position or overcorrect the camera. Its tail moved in and out of view at the edge of my vision, slow and patient. I couldn’t tell if it genuinely hadn’t seen me or if it simply hadn’t decided I was worth the effort yet.

After a stretch of silence that felt far longer than it probably was, it moved through the doorway I had just reopened. That was when it settled in. I hadn’t cleared an obstacle. I had expanded its territory.

The Rule Becomes Real

This was the moment the Apex Predator Rule stopped being theoretical. Five deaths to it and the run ends. If I complete the station and finish the game, I win. Everything else is background noise. The humans don’t decide the outcome. The androids don’t decide the outcome. The thing in the vents does.

Narrowing the threat makes it sharper. I don’t have to fear everything equally. I just have to respect it.

The Room Beyond

The next door required another hack. I matched the symbols more carefully than usual, fully aware that the ceiling mattered just as much as the floor. When the door opened, I heard screaming before I saw anything. It was already in the room.

I stayed back and watched it move. It was quick and disturbingly controlled. There was no frenzy in the way it hunted — just intent. Then it climbed into a vent. Right above where I needed to go to progress.

For a moment I stood there weighing whether to wait or gamble. I also noticed something I hadn’t seen before: it left someone alive. I’ve watched it clear this exact room without hesitation in previous playthroughs. This time it didn’t. That unpredictability unsettled me more than the violence did.

I moved carefully after that. Another terminal. Another quiet hack. When the door shut behind me, I saw it further down the corridor. Not charging. Not searching wildly. Just present.

That felt intentional.

The Working Joes

The Working Joes were calm at first. Polite. Neutral. One instructed me to sit down and wait for assistance. I declined. Waiting has not proven to be a reliable survival strategy here.

I explained that I needed to contact the Torrens. The response was measured but unhelpful. Whether they couldn’t assist or simply wouldn’t was impossible to tell. Their tone never changes, and that makes them difficult to read.

I kept moving and eventually found something more useful than conversation: the motion tracker.

The Motion Tracker

It’s a small device, but it changes everything. For the first time, I wasn’t relying purely on sound and instinct. When it pinged behind me and I was already prepared for movement, I realised how exposed I had been before.

It doesn’t remove the fear. It just gives it structure.

The Shift

The change didn’t build gradually. It flipped.

A man panicked. I didn’t fully understand what he was trying to do, but his actions triggered something within the station’s systems — within Apollo itself. Whatever line the Working Joes had been standing behind vanished.

Their tone flattened further. Their posture shifted. The polite distance disappeared. It wasn’t random aggression. It was a response.

His decision caused it.

From that moment on, they were no longer passive obstacles. The station had reclassified the situation, and I was now part of the problem.

The Elevator

An elevator blocked the path forward, monitored by a security camera. I watched its sweep pattern carefully before slipping into a nearby room to disable it. Even after turning it off, I waited a few seconds longer than necessary. This station punishes impatience.

Calling the lift felt louder than it should have. The wait stretched. With the tracker in hand, every quiet second felt temporary.

When the doors finally closed, I caught sight of the Torrens again through the glass. Verlaine was still broadcasting for help. I don’t know who is left on this station capable of answering her.

The Xenomorph moves through the ceilings. The Working Joes control the corridors. I’m trying to survive in the narrow spaces between them.

Continue the journey:
Isolation Protocol Log 3 |
Isolation Protocol Log 5

Unprepared: An Interloper Survival Diary in The Long Dark Log #5 – Day 16: A Long Way for Steel

Unprepared Log 16: A Long Way for Steel

Difficulty: Interloper
Region: Mountain Town → Forlorn Muskeg
Platform: Steam Deck
Survivor: Will

Video: Forge run through Mountain Town and Forlorn Muskeg (no commentary)

Today is the day. Which usually means today is going to hurt.

The plan is finally in motion: get to Forlorn Muskeg, use the forge, and come back alive.
I grab every bit of scrap I’m willing to suffer for, drop whatever I can’t justify carrying,
take the hammer, and head for the route out of Mountain Town knowing full well this is the point of no return.

I don’t even make it to the rope before the game pushes back.
There’s a wolf waiting for me, and I’m still too heavy to climb.
More gear hits the snow, and apparently that’s all the encouragement the wolf needs.
The hammer earns its keep, and I get down the rope shaken, annoyed, but still standing.

I stop off at the cave to recover a little before committing further.
One more rope later and I find myself in Milton Basin, which clears up some long-standing confusion about where I actually was last time.
I want to loot, but I don’t trust myself not to linger, and the forge matters more than curiosity right now.

Leaving Mountain Town Behind

Wolves make the decision for me anyway.
One gets distracted by rabbits, the other decides I’m the problem and effectively chases me out of the region.
I don’t fight it.
Mountain Town can wait.
Today is about steel.

Forlorn Muskeg, As Expected

Crossing into Forlorn Muskeg feels familiar in the worst possible way.
This is the region that has ended more runs for me than I care to count,
usually because I rushed, panicked, or convinced myself I could “just make it”.
I’m not doing that today.

I spot a deer carcass almost immediately and keep walking.
That decision annoys me more than it should, but the forge is still too far away,
and I know exactly how quickly stopping for food here turns into a death sentence.

I mountain goat my way down a slope toward the rail line, quietly thankful for all the questionable Skyrim habits that taught me how to do this without dying.
Near the tracks, another wolf shows up, just to keep things consistent.
I briefly consider heading toward Broken Railroad as a backup plan, then think better of it and double back.
When I return, the wolf is gone.
I don’t question it.

Thin Ice and a Bear Problem

I hug the right side of the region, aiming for the safest path I know toward the forge.
Unfortunately, there’s a bear standing directly on it.
Every alternative route I try leads straight onto thin ice, and instead of running and hoping for the best, I back out and reassess.
Forlorn Muskeg punishes panic.

I end up following the route the bear took and manage to find a safer line to a broken pier.
There’s a ruined building nearby with very little worth taking,
but at this point I’ll take whatever the game is willing to give me.

Old Spence, At Last

Eventually, the Old Spence Family Homestead comes into view,
and I don’t think I’ve ever been happier to see an exposed, half-collapsed building.
It’s warmer here.
Not comfortable, but enough to stop the constant bleed.

Inside, I find a simple parka.
My windbreaker, which has somehow survived with me since the early days of this run,
finally gets demoted to inner-layer duty.
There’s also a bed that’s slightly warmer than my bedroll, and right now that feels like luxury.

Steel, Finally

I get the forge running and make a practical choice.
I want a hatchet, but I don’t make one.
The improvised knife comes first so I can prepare arrow shafts later.
I can always come back for more tools if I survive the return trip.

I forge the knife, then turn every piece of scrap I carried across two regions into arrowheads.
Once that’s done, I sleep.

I wake up with steel tools and real progress for the first time in a while.
Now all that’s left is getting back to Mystery Lake, crafting a bow, and finally being properly armed.
Unfortunately, Forlorn Muskeg still stands between me and that plan.

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.


Continue the Journey

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Unprepared: An Interloper Survival Diary in The Long Dark Log #5 – Day 15: Wolves, Wind, and a Six-Hob Victory

Unprepared Log 15: Wolves, Wind, and a Six-Hob Victory

Difficulty: Interloper
Region: Mountain Town (Milton Basin & Farmhouse)
Platform: Steam Deck
Survivor: Will

I wake up alive. No bear. The bar is low, but it’s still a win.

First check: surroundings. Still breathing, still standing, and the farmhouse is still on my mind.
Cabin Fever risk is gone for the moment, which means I can actually loot houses without the game
threatening me with imaginary illness.

I leave Milton Basin and point myself toward the farmhouse.
No sightseeing. Just movement.

Post Office Luck, Sort Of

I detour to the post office and immediately find another magnifying lens.
It’s in worse condition than my first one, so it becomes the expendable option.

Indoor lens stays safe.
This one gets sacrificed to outdoor fires and bad weather.

I also find a fish.
That becomes a logistics problem.

Greymother’s Sprint and Wolf: Round Three

I do a quick sprint to Greymother’s house because the wolf is back.
Again.

I dump supplies inside:

  • Fish
  • Deer hide
  • Animal fat

Then I head back out to start a fire.
The wind is already acting suspicious.

I cook the fish and some rose hips, grab a torch, and immediately see the wind lining up to blow it out.

The wolf returns for round three.
We stand there staring at each other like this is a negotiation.

I throw the torch.
The wolf does not care.

I light a flare because I am not giving it any excuse.
Naturally, it decides to follow me anyway.

Eventually it breaks off and goes after either a rabbit or a deer on the farmland.
I don’t check which.
I accept the distraction and move on with my life.

Farmhouse Loot and Duplicate Tools

While looting, the game decides to be generous in a very specific way.

  • Another Heavy Hammer
  • A replacement Prybar

The hammer matters.
It means I don’t have to go all the way back to Mystery Lake just to fetch one.

I will still need to return eventually for my bow and arrows,
but that requires arrowheads and an improvised knife first.
Which means a forge.

Closest option: Forlorn Muskeg.

The Key, the Fire, and the Six-Hob Fantasy

The farmhouse key is around the back.
Of course it is.

I get the fire going just before my flare burns out.
Timing feels good for once.

Then I go all in on cooking.

  • Water
  • Porridge
  • Teas
  • Potatoes

Six hobs.
No waiting.
No juggling timers.
This is Interloper luxury.

I find a replacement flare in the bathroom.
Still annoyed I had to use the other one.
But balance is restored.

I consider repairing my hacksaw, then remember reality.
I need my simple toolkit and scrap metal first.
Interloper does not do impulse maintenance.

Tomorrow’s Plan: Forge or Die Trying

Tomorrow’s goals are simple on paper and dangerous in practice:

  • Drop anything I don’t need
  • Grab enough scrap metal
  • Forge an improvised knife
  • Forge arrowheads
  • Reach the forge in Forlorn Muskeg
  • Avoid thin ice
  • Avoid bears

Standard Interloper expectations.

Just another day where the game didn’t kill me.
Which, on Interloper, counts as progress.

Video Log

Continue the journey:
Unprepared Log 14 |
Unprepared Log 16

Submerged: A Subnautica Survival Diary – Log 7: Islands Ruins, and the Question

Submerged Log 7: Islands, Ruins, and the Question

Game: Submerged: A Subnautica Survival Diary
Platform: Steam Deck
Survivor: Riley

Video: Southern exploration and island discovery (no commentary)

This log took longer than it should have. Not because nothing happened, but because I wasn’t ready to write it.

A brief peek behind the curtain: I wasn’t in a great place mentally for a while, and these logs stalled because of it.
Things are steadier now, and I’m ready to keep going.

The last time I stopped, the Sunbeam had been destroyed.
Not delayed. Not diverted. Gone.
Whatever hope I’d attached to rescue went with it.

After the Sunbeam

With no clear direction left, I returned to the lifepod and spent far too long doing nothing useful.
Eventually, the obvious thought landed: if there’s one island, there have to be others.

I chose to head south of the Aurora first.
If that turned up nothing, I’d sweep left or right until I hit land or found the island with the weapon platform.
It wasn’t a good plan, but it was a plan.

Limits of the Seamoth

I set off in the Seamoth, aware of its limits.
I want depth modules, but that means a Moonpool, and that isn’t an option yet.
Soon, hopefully.

I checked scattered wreckage along the way and came up empty.
No upgrades, no breakthroughs, just debris and reminders that others tried and failed here first.

Then I spotted something that wasn’t wreckage.

The Second Island

Another island broke the surface ahead of me.
Solid ground, at last.

The wildlife made it clear I wasn’t welcome.
I launched a couple of them into the sea out of necessity and irritation.
They were persistent. I was done negotiating.

The upside is food.
Real food.
For the first time in a while, I’m not entirely reliant on a fish-only diet.

More importantly, the island holds man-made structures.
Old ones.
Weathered, decaying, and clearly abandoned.

The PDAs fill in the gaps.
Whoever lived here didn’t leave recently, and they probably didn’t leave by choice.

Blueprints and Bad Construction Ahead

As I scanned the ruins, another idea took hold.
I don’t need to live out of the lifepod forever.

A new base is possible.
Not today, but soon.
I’ll need materials, a location, and a rough design.
I will almost certainly ignore that design halfway through.

If you thought my Minecraft bases were questionable, this will not reassure you.

The island does at least reward me with progress:

  • Stasis Rifle blueprint
  • Improved swim fins blueprint

Useful upgrades.
Comforting ones.
Which usually means the game is about to escalate.

A Message, Then a Voice

With nothing else pulling me forward, I head back toward the lifepod.
I’d received a radio message earlier and ignored it long enough.

Another lifepod signal.
Another reason to leave safety behind.

On the way, I notice something in the distance.
A shadow that doesn’t quite exist.
It moves, but there’s nothing there to see.

Whatever it is, it waits until the radio message ends.

Then it asks a single question:

“Who are you?”

Continue the Journey

Previous Log | Next Log

Survivor’s Log: Submerged Returns

Submerged Returns

A Subnautica Survival Diary

It’s been a while since Submerged last saw an entry.

The last log ended with the Sunbeam’s destruction — the point where Subnautica makes it very clear that rescue isn’t coming, and whatever happens next is down to you.

After that moment, things stalled. I retreated back to the lifepod, kept myself alive, and didn’t really move forward.

Around that time, something happened outside of the game, and I wasn’t in the right headspace to keep recording or writing. There wasn’t a plan anymore, and forcing one wouldn’t have helped.

That pause wasn’t a failure. It was part of the experience.

Now, with some distance from that moment, Submerged is resuming.

The focus going forward isn’t speed or progression. It’s exploration, decision-making, and figuring out how to survive in a world that’s just removed the idea of being saved.

The next entries will pick up naturally from where things left off — widening the search area, testing limits, and seeing what lies beyond the familiar water around the lifepod.

No reset. No fast-forward. Just continuing on.

Follow the Series

If you’re new to the series, Submerged is a survival diary set in Subnautica, played without rushing and documented as it unfolds.

If you’ve been here since the beginning, it’s good to be back in the water.

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