The Outlast Trials โ€“ 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 youโ€™re safe, the game corrects you.


The Video

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


First Takeaways

  • Clearing an area doesnโ€™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 โ€” not because the game pulled a trick.
That consistency is what made the Trial so unsettling.


Where This Fits

This video is part of Survivorโ€™s Dread โ€” survival horror focused on tension, pressure, and endurance rather than mastery.

I donโ€™t know how many more Trials will follow.
If thereโ€™s another, itโ€™ll be logged the same way.
If not, this stands as a record of the experience.

Surviving, not suffering โ€” even when the chaos is real.

The Outlast Trials โ€“ A New Kind of Survival

I wasnโ€™t planning on adding The Outlast Trials to the blog.
But sometimes a game doesnโ€™t ask โ€” 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 โ€” 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 youโ€™re in control

Just learning, adapting, and getting through it.

What This Is (And Isnโ€™t)

This isnโ€™t a full commitment to a new series.
Thereโ€™s no schedule, no roadmap, and no promise of completion.

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

If nothing else, itโ€™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 Survivorโ€™s Dread, where survival horror is about tension and endurance rather than mastery.

Dead by Daylight Isnโ€™t Dead โ€” But It Is Wearing Me Down

Dead by Daylight Isnโ€™t Dead โ€” But It Is Wearing Me Down

This is a harder post to write than I expected.
Not because Iโ€™m angry, but because Dead by Daylight is a game I used to genuinely love.
Thatโ€™s what makes this year stand out โ€” not one disaster, but how many small issues stacked up until enthusiasm quietly drained away.

On paper, Behaviour had a strong year.
In practice, it felt messy, defensive, and increasingly disconnected from the people actually playing the game.

Big Swings, Weak Follow-Through

There were real wins:

  • Major crossover moments
  • Long-requested licenses
  • Continued visibility and solid player numbers

But almost every win came with friction.
Momentum rarely turned into confidence.

The PTBs That Didnโ€™t Listen

Twice this year, Behaviour tried to address slugging and tunnelling through PTBs.

The community response was immediate and consistent:

  • This wonโ€™t fix the problem
  • This adds frustration
  • This targets symptoms, not causes

Disagreement is normal.
Unified feedback being ignored is not.

When PTBs stop feeling like tests and start feeling like rehearsals for decisions already made, trust erodes fast.

The Livestream That Became a Case Study

The Walking Dead livestream should have been simple:

  • High-profile guest
  • One of the biggest DBD creators
  • A crossover meant to rebuild hype

Instead, it unravelled live.

Technical issues happen.
What mattered was watching the creator actively offer practical solutions โ€” and being shut down by the developers on air.

That moment did more damage than the outage itself.
Flexibility gave way to control, and the optics flipped instantly.

Losing Michael Myers Changes Everything

This is no longer hypothetical.

Michael Myers โ€” Dead by Daylightโ€™s first licensed killer โ€” is confirmed to be leaving the store.

Yes, if you own the chapter, you keep it.
The character will not disappear from existing accounts.

That does not soften the impact.

  • Myers isnโ€™t just another license
  • Heโ€™s part of the gameโ€™s foundation
  • He proved licensed horror could work long-term in DBD

After Hellraiser, this confirms a pattern rather than an exception.
The unspoken promise that some things were permanent is gone.

โ€œYou Keep What You Boughtโ€ Isnโ€™t Reassuring Anymore

Nothing is being taken away from existing players.
But the consequences are real:

  • New players lose access to a core horror icon
  • Foundational killers become legacy content
  • The gameโ€™s identity fragments over time

Live service games rely on trust that long-term investment matters.
That trust took a direct hit this year.

Licenses Wonโ€™t Fix Systems

Jason Voorhees would help.

  • Huge recognition
  • Immediate hype
  • A short-term surge in attention

But licenses donโ€™t solve:

  • Tunnelling incentives
  • Slugging as pressure
  • Solo queue frustration
  • Meta fatigue

Without structural change, a new killer is a sugar rush โ€” not a recovery.

This Isnโ€™t Death. Itโ€™s Erosion.

Dead by Daylight isnโ€™t dying.

Whatโ€™s happening is quieter:

  • Players log in less
  • Defend the game less
  • Recommend it less
  • Shrug when things go wrong

Thatโ€™s more dangerous than a loud collapse.

Why Iโ€™m Stepping Back โ€” And Why That Makes Me Sad

This isnโ€™t a goodbye post.

Itโ€™s a pause โ€” and one I didnโ€™t expect to need.

I wasnโ€™t expecting to write a Dead by Daylight post for this blog at all.
At one point, Iโ€™d even planned a full page dedicated solely to DBD maps โ€” layouts, loops, dead zones, the works.

That idea felt exciting then.
Now, it feels like a ship that sailed while I was still deciding whether to board.

Not because the maps stopped being interesting, but because my confidence in the game staying stable long-term quietly faded.
Without that confidence, itโ€™s hard to justify investing that kind of time and care.

Maybe that changes one day.
Iโ€™d like it to.
But right now, this post exists not because I planned it โ€” but because I needed to be honest about where things stand.

If Behaviour wants to steady the ship:

  • Announce less
  • Ship more
  • Fix incentives, not behaviour
  • Close the loop on feedback

Do that, and goodwill returns.

Without it, the game wonโ€™t collapse.
Itโ€™ll coast โ€” carried by licenses and habit โ€” while the people who cared most slowly disengage.

And thatโ€™s the part that genuinely makes me sad to write.

Clarification Note

  • Licensed content removed from sale is not removed from existing accounts
  • This post focuses on access, stability, and trust
  • Michael Myersโ€™ removal is confirmed; broader concerns are based on precedent

๐Ÿฉธ Derailed & Doomed: A Choo Choo Charles Survival Diary Log 3: TNT, Torpedoes & Terrible Timing

Platform: Steam Deck
Rule: Apex Predator (Charles must kill me three times for the run to end)

โš™๏ธ Survival Status: 3 Strikes Total
Only Charles can take them away.
Each egg restores a lost strike โ€” but I canโ€™t exceed three.
When the last oneโ€™s gone, the run ends.

โ€œIf thereโ€™s a bad time to use explosives, Iโ€™ll find it.โ€



I start by doing a quick sweep for guards near the mine thatโ€™s supposedly holding ammo for the rocket launcher. Thankfully, no oneโ€™s around โ€” which is rare, and suspicious. The entrance itself, however, is locked. Naturally.

My map says, โ€œFind a way in.โ€ Okay, fair enough. I look around and find some TNT. Perfect. If that doesnโ€™t open a door, nothing will.

Important survival lesson: stand further back when lighting TNT. I take a chunk of damage from the blast, and Iโ€™m pretty sure Charles just got a notification that Iโ€™m being an idiot. If he missed that one, donโ€™t worry โ€” I detonate a second explosive down the tracks. More fire, more noise, more damage to me. Subtlety is dead, but the door isnโ€™t. Yet somehow, the mine opens, and I grab the rockets.

Back to John Smith, who hands over The Boomer. Iโ€™m officially armed and ready to make even more bad decisions.

Lighthouse Lunacy

My next bright idea: go exploring. I notice a marker close to the islandโ€™s edge. Against every instinct I have, I run for it. Turns out itโ€™s a lighthouse, home to a woman named Claire โ€” who needs the breakers fixed.

Thereโ€™s a shed nearby with four breakers. Easy enough. I sprint over, slot them in, and head back. Apparently, I โ€œmissed a step.โ€ Turns out I need to turn them on, and itโ€™s a little puzzle. Thirty seconds later, lights on, job done. Claire thanks me by saying fixing the lighthouse will help others spot us more easily. Yes, Claire. Including Charles.

I make a break for the train. The moment I mark my next stop, I hear it โ€” that whistle. Round two is on.

Round 2: Return of the Rail Demon

Charles is far more persistent this time. I test out The Boomer and land a few solid hits. He claws, rams, and screeches like heโ€™s auditioning for the next Doom soundtrack. Twice, I think heโ€™s gone, and twice, he charges back in. After burning through some scrap for repairs, I finally drive him off. Victory number two to me.

Feeling cocky, I decide to visit another local โ€” Ronny, who seems like heโ€™s gearing up to tell me his life story. Nope. He just wants me to climb some dangerously tall buildings for a box of papers, promising maybe one scrap as a reward. I climb anyway, find a tin of paint for the train (score), but fail a jump and lose a scrap.

Technically, that did count as a โ€œdeathโ€ โ€” but since it wasnโ€™t at the claws or wheels of Charles himself, it doesnโ€™t break the Apex Predator Rule. Accidental gravity-assisted injuries are free passes in this run.

After a few more attempts, I decide Ronnyโ€™s box isnโ€™t worth the spinal injuries. My train, on the other hand, gets a stylish new coat of paint โ€” a well-earned upgrade after surviving two Charles encounters.

Danger on the Hill

Feeling brave โ€” or stupid, juryโ€™s out โ€” I go for Theodoreโ€™s supply box next. Unfortunately, the areaโ€™s crawling with Cultists. I spot one and think Iโ€™ve figured out his patrol pattern. I havenโ€™t. The second guard ambushes me from uphill. I sprint for the train, but pause to open my map โ€” rookie mistake. The cultist scores a hit.

As Iโ€™m running, I hear that familiar whistle again. Charles is awake, and maybe itโ€™s a blessing in disguise that I didnโ€™t grab that box. I dive into my train, patch up, and decide both Theodoreโ€™s mission and Ronnyโ€™s tower of death can wait.

For now, the plan is simple: find the next closest survivor, avoid blowing myself up again, and maybe, just maybe, make it to Log 4 without turning into train food.


Need a guide? Explore every stop, scrap pile, and spider sighting with the Aranearum Island Map Guide โ€” your unofficial atlas to surviving the rails.


Continue the Journey

โ† Log 2: Flame, Speed, and Fetch Quests | Log 4 โ†’

Survivor Log #1 โ€“ October 2025

๐Ÿชต Survivor Log #1 โ€“ October 2025: Riding the Rails of Terror

โ€œThe trains are running again. Unfortunately, so are the screams.โ€

Back on Track

The Survivor Logs are officially back โ€” revived, refuelled, and just in time for Halloween. Itโ€™s been a while since the last campfire catch-up, so letโ€™s dive straight into whatโ€™s coming down the tracks.

Derailed & Doomed Takes the Spotlight

Choo Choo Charles has pulled into the station, and itโ€™s hungry. Octoberโ€™s focus is firmly on Derailed & Doomed: A Choo Choo Charles Survival Diary, running under the Apex Predator Rule. Three lives, one monstrous train, and plenty of tracks to regret walking down. Expect new logs throughout the month โ€” assuming I survive long enough to post them.

Other Series on Standby

While Charles hogs the spotlight, the rest of the Survivor Incognito universe is catching its breath. Alien: Isolation and Subnautica entries will appear intermittently, but Octoberโ€™s chaos belongs to the rails. Once the screams die down (or I do), weโ€™ll see which world gets the next diary spotlight.

Looking Ahead

Iโ€™m keeping this monthโ€™s log short and sharp โ€” like the claws of a certain spider-train hybrid. Expect the next Survivor Log once the Halloween smoke clears, complete with reflections on the run, blog milestones, and maybe a few hints of whatโ€™s waiting in Novemberโ€™s frost.

Continue the Journey

Choo Choo Charles โ€“ Day One Diary: Eugene, Eggs, and Accidental Manslaughter

My Choo Choo Charles day one diary includes a monster-hunting job, a sprinting NPC, and Eugeneโ€™s untimely (and possibly avoidable) demise.


The Job Offer That Shouldโ€™ve Been a Red Flag

I got a call from Eugene. Said he had a job that would help โ€œmy museum.โ€ Didnโ€™t specify how, didnโ€™t ask if I had museum experience, just told me it was time to go monster hunting. I shouldโ€™ve asked questions. Like โ€œwhat kind of monster?โ€ or โ€œwhy me?โ€ or โ€œhave you ever heard of hazard pay?โ€

Instead, I said yes.


Meet Charles: Part Locomotive, Part Arachnid, All Nightmare Fuel

I found myself rowing to a misty, ominous island with Eugene casually explaining that weโ€™re up against a half-train, half-gigaspider named Charles.
Cool. Totally normal Saturday

Upon docking, Eugene says thereโ€™s a train up the hill we can use โ€” but also notes Charles isnโ€™t the only thing to worry about. Then he bolts. Full sprint. No hesitation. Just gone. Iโ€™m used to NPCs dragging their feet, not outpacing me like theyโ€™ve got somewhere better to be.


Learning the Ropes (and the Rail Controls)

Eugene points me to a nearby shack with the key to access the train. This is where I learn how to use the map and set waypoints. Handy, and slightly more intuitive than most in-game maps.

I return with the key, unlock the garage, and meet my new metal ride. Itโ€™s already equipped with a mounted machine gun and has three levers: forward, reverse, and stop. Thatโ€™s it. No cup holder. No horn. No emotional support buttons.


First Encounter: Train vs. Terror

I hit the forward lever and the train lurches ahead โ€” straight into my first encounter with Charles.

Cue panic.

The gun works, technically. But it does about as much damage as a water pistol might do to a tank. Charles shrugs it off, mauls Eugene mid-sentence, and disappears into the fog.

Iโ€™m left alone. On a moving train. Slightly traumatised.


About That Stopping Distanceโ€ฆ

After the chaos, I check the map to reorient myself and decide to go back to Eugene โ€” assuming heโ€™s maybe clinging to life. I reverse the train and, thinking Iโ€™ve lined it up just right, I slam the stop lever.

I do not stop in time.

I run over Eugene.

Itโ€™s unclear whether Charles killed him or if I finished the job by turning him into railkill. Either way, his final words croak out โ€” something about finding the eggs and stopping Charles once and for all.

No pressure.


If you enjoyed this one, please check out my other Day One Diaries | Survival Game Playthroughs & First-Day Survival Challenges

๐ŸŒŠ Announcement: Subnautica Will Be the Next Series!

While my Argonian my have fallen, itโ€™s time to look aheadโ€”and downward. Specifically, into the ocean.

Iโ€™m excited to announce that Subnautica will be the next full series featured on Survivor Incognito! The series will officially begin in a few weeks, once Iโ€™ve reacquainted myself with the controls (because I apparently forgot how to swim, build, and breathe). Itโ€™ll fall under the same permadeath-flavoured survival approach as the others, with a few sea-salty twists.

In the meantime, Iโ€™ve already launched the Subnautica Maps Page to help new players, returning survivors, and confused PDA AIs alike. Bookmark it, share it, or yell at it when you get lost near the Aurora again.


๐ŸŽ‰ Celebrating 1,000 Views!

Also, a massive thank you to everyone whoโ€™s visited the blogโ€”Survivor Incognito has officially passed the 1,000 views milestone!

To mark the occasion, Iโ€™m doing something a little differentโ€ฆ something a little more classic horror. While Iโ€™m still getting my bearings with the controls again, you can expect a familiar mansion, limited saves, and enough tension to make a zombie blush. ๐ŸงŸโ€โ™‚๏ธ

More on that very soon.


More updates coming soon, including the official Subnautica start date and a look at what else is on the blog horizon.

Stay afloat,
Survivor Incognito

Customloper Diaries Day Three: Charcoal Maps, Rabbit Stew, and a Surprise Wolf Hug

Customloper Diaries โ€“ Day 3: Charcoal Maps, Rabbit Stew, and a Surprise Wolf Hug

Weather: Cold start, blizzard pockets, clearing skies

Loot Highlights: Memento cache supplies, birch saplings (for later), Paradise Meadows key, rabbit + fish dinner

Mood: Cocky โ†’ practical โ†’ โ€œwhy is that wolf sprinting?โ€

Missed Day 2? Read it here.  | 
What is Customloper?

Early Start, No Light, No Dignity

I wake up at an hour only owls respect. Rather than burn a match in Grey Motherโ€™s house, I feel my way to the door like a bargain-bin escape room contestant. After negotiating with every chair leg in Milton, I finally make it outside to a slate-blue morning and a bitey wind.

Holy Cache, Batman!

The church memento cache pays out: matches, food, and an energy drink. With the essentials secured, I hop between cars toward Milton Bridge, using charcoal to sketch the town like a freezing Bob Ross. The map fills in; my fingers disagree with the artistic direction.

Gun Dreams, Birch Realities

Confidence high, I angle for Paradise Meadows Farm in the faint hope of finding a rifle. Birds circling drag me off-trail toward a body that contributes precisely nothing to my survival except the reminder that I will absolutely chase birds every time.

Nearby I spot birch saplings. Cue a hopeful bow-crafting fantasyโ€ฆ promptly crushed when I re-remember itโ€™s maple I need. I leave the birch to cure anywayโ€”Future Me loves having options.

Bunny Catch, Farm Key, and Yes, Wolves Exist

One clean stone throw nets a rabbit. Moments laterโ€”bingoโ€”Paradise Meadows Farmhouse key. Also: my first wolf sighting of the run. So they do exist on Customloper; they were just waiting for dramatic timing.

Inside the farmhouse itโ€™s open-season on usefulness:

  • Wool long johns
  • A fish stashed in the freezer
  • A skillet lounging atop the fridge
  • Two more cooking pots (apparently I run a wilderness diner now)

Dinner Is Served

I harvest the rabbit, spot the recipe, and make rabbit stewโ€”with the freezer fish as a bonus course. Water boils, gear gets sorted, excess clothes hit the floor. Feeling very competent, I decide to haul the skillet back to Grey Motherโ€™s. This hubris will be important later.

Wolf Attack Outta Nowhere

Cutting back through Milton, I take one curious corner too many andโ€”bamโ€”wolf sprint. I backpedal for a door, take a hit, and tumble inside with the grace of a sack of sticks. Painkillers down, bandage on, dignity postponed.

I repair what I can until the fatigue meter taps out, then finish the day with rabbit stew and the kind of silence that says โ€œweโ€™ll try that route again tomorrowโ€ฆ smarter.โ€

End of Day 3.

Continue the Journey

โ—€ Customloper Diaries โ€“ Day 2: Blizzards, Boots, and Baseball Cap Confusion

Customloper Diaries โ€“ Day 4: Locked Trunks, Blizzards, and Pancake Promises โ–ถ

Dark Waters: A Dredge Survival โ€“ Day Two

I make a decent catch, brave the fog for squid, hit a rock, and find myself scolded by a lighthouse keeper. Also, the Mayor hands me a suspicious package. What could go wrong

Missed day one? Catch up here: Dark Waters: A Dredge Survival Day One

A Fishy Favour, Fog, and a Friendly Fright

I start the morning determined to buy that sweet engine I researched yesterdayโ€”except I immediately forget what I actually researched and stare at the rod section like it’s going to jog my memory. Spoiler: it doesn’t.

Instead, I head out and fill my boat with four Gulf Flounders and three Grey Eels, making the kind of efficient haul that would make yesterdayโ€™s version of me green with envy. At 1:37pm, my inventory is maxed out, so I rush back to townโ€”this time beating the sunset like a responsible angler. I dock at 2:55pm and breathe a sigh of relief. No second Madness Strike today. Growth!

Oh Look, A Convenient Fish Order

The Fishmonger greets me with news: a special order just came in.

Naturally, curiosity wins. Turns out the customer wants one of each fish I already caught. For once, the universe is kind. I hand them over like a champion and get a new orderโ€”two Arrow Squid and a Black Grouper. One problem: squid only show up at night. Great. But since it’s an official Pursuit, that means I can break my “no sailing after dark” rule without earning a Madness Strike. Hooray for loopholes!

I sell the rest of my fish and knock my debt down to $21.44. Progress.

Vroom Vroom into Doom

Back to the Shipwright I go, and this time I make a solid purchase: a Rusty Outboard Engine. Sure, it looks like it might explode at any second, but it installs in 2 hours and makes me marginally faster. By 4:58pm, Iโ€™m back in the water.

I fish up eight Arrow Squid while trying to stay near the light and far from danger. Thatโ€™s when I realize that the eye icon is my panic meter. Good to know! I head back, cautiously navigating the thickening fog, only to hit a rock I couldnโ€™t see. My flawless streak is over.

At 00:41am, I limp back into the dock and am greeted by a woman who clearly didnโ€™t expect visitors.

Sheโ€™s the Lighthouse Keeper, and sheโ€™s less than thrilled. I tell her the truthโ€”just here to fishโ€”and she tells me I should leave. Thatโ€™sโ€ฆ encouraging.

Suspicious Mayoral Package

The Mayor is waiting with a new task. He wants me to deliver a package to Little Marrowโ€”and quickly, because it might spoil. I donโ€™t ask questions. I just take the box. (Mistake? Possibly. But that’s tomorrowโ€™s problem.)

Before bed, I give the Fishmonger two squid from my terrifying night voyage and sell the extras. My debt is now a laughable $9.48.

The Shipwright patches up my poor dented hull, and I decide to put off the Little Marrow delivery until tomorrow. Iโ€™m sure whateverโ€™s in that box wonโ€™t mind sitting around for a bit.


Daily Summary

  • Fish Caught: 4 Gulf Flounder, 3 Grey Eel, 8 Arrow Squid
  • Debt Remaining: $9.48
  • Madness Strikes: Still just 1
  • Damage Taken: Rock collision in fog (1 hull hit)
  • Suspicious Package Count: 1

If you’d like to know more, please check out: Dark Waters: A Dredge Survival

For information on the rules, please check out: Dark Waters: Dredge Permadeath Rules & Survival Guide

Survivor’s Dread Has Arrived โ€“ A New Home For Survival Horror

Survivorโ€™s Dread is now live! A new hub for survival horror playthroughs, starting with Dark Waters: A Dredge Survival.

Iโ€™m very excited (and slightly nervous) to officially launch Survivorโ€™s Dread: the newest corner of Survivor Incognito where survival horror games get their own home.

Here youโ€™ll find my permadeath playthroughs and survival horror experimentsโ€”where the games arenโ€™t just about food meters and blizzards, but also sanity meters, strange noises, and questionable life choices.

Weโ€™re kicking things off with Dark Waters: A Dredge Survival, where I attempt to survive fishing in waters that absolutely do not want me there.

โžก๏ธ Visit Survivorโ€™s Dread here: [Survivorโ€™s Dread]
โžก๏ธ Follow Dark Waters: [Dark Waters: A Dredge Survival]

Expect things to get weird from here.

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