The Outlast Trials โ€“ Trial Log #3: Cancel the Autopsy

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

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

Full Trial recording:


Cancel the Autopsy

The first key was straightforward.
No issues there.

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

He spotted me and gave chase.
I ran for the gymnasium, assuming Iโ€™d shaken him.
I hadnโ€™t.
He followed me in.


Losing the Thread

After finally finding somewhere safe, I realised Iโ€™d made a simple mistake:
I hadnโ€™t checked the clue for the third key.

That meant backtracking.
More movement.
More risk.

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


The Exit

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

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

As soon as I had the chance, I ran.


Afterwards

Despite everything โ€” the chase, the backtracking, the locker incident โ€” I somehow finished the Trial with an A rating.
Iโ€™m still not entirely sure how.

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

Standard difficulty already feels like the right place to be.
Thereโ€™s pressure, but thereโ€™s still room for things to go wrong without the run collapsing entirely.


Series Notes

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

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


Continue the Series

Announcement: Outlast โ€“ Apex Predator Run

Iโ€™m starting a new playthrough of Outlast, using what Iโ€™m calling the Apex Predator ruleset.

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

Outlast isnโ€™t a power fantasy.
You canโ€™t fight back.
You canโ€™t overpower anything.
Survival comes down to awareness, restraint, and not making the wrong decision at the wrong time.

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

This run sits under Survivorโ€™s Dread and has its own hub:

Outlast โ€“ Apex Predator Run Hub
.

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

The Outlast Trials Hub
.

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

Thereโ€™s no guarantee of success.
If the run ends, it ends.
Thatโ€™s part of the design.

Surviving, not suffering.

The Outlast Trials โ€“ Trial Log #2: Eliminate the Past

This was my second attempt at Eliminate the Past.
The first ended quickly, mostly because I forgot to hit record. So I had to stop the trial midway through.

This time, I remembered to hit record.

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


Setup

For this run, I took the X-ray ability.
Not to min-max anything, but because wandering blindly on a timer felt like a bad idea.

The aim wasnโ€™t to clear everything.
It was to get out before the door shut.


Eliminate the Past

There were ten records available.
I destroyed four.

That sounds low, but the Trial makes it clear very quickly that stopping for too long is how things go wrong.
Between patrols and the clock, every decision boiled down to whether it was worth the risk.

Most of the time, it wasnโ€™t.


The Escape

When it was time to head back to the gymnasium to begin my escape from the Trial, I promptly got lost.

By the time I found my way back, I had three minutes to get out.
I managed it with roughly three seconds left on the clock.
I didnโ€™t even notice the cop waiting to say goodbye โ€” I just sprinted straight past him.

It didnโ€™t feel like a win.
It felt like just about scraping through.


Afterwards

This Trial reinforced what the game has been pushing from the start:
you donโ€™t need to do everything.
You just need to survive long enough to leave.

Four records destroyed.
Exit reached.
That was sufficient.


Series Notes

This was a single attempt, recorded as it happened.
There were no retries for recording purposes.
If Iโ€™d failed, that would have been the post.

I may return to this Trial again at the same difficulty.
For now, this is the record of how it went.


Continue the Series

Surviving, not suffering.

The Outlast Trials Hub Is Live

Iโ€™ve added a new hub page to the site for The Outlast Trials.

As the Survivorโ€™s Dread side of the blog continues to grow, it made sense to give Outlast its own space โ€” somewhere that keeps everything organised, easy to navigate, and separate from the calmer survival runs.

The hub brings together all Outlast Trialsโ€“related posts in one place, including logs, reflections, and anything else that emerges as the series develops. No hunting through categories. No guessing what order things came in.

You can find the hub here:

The Outlast Trials โ€“ Survivorโ€™s Dread Hub

This doesnโ€™t mark a change in tone โ€” Outlast is still intense, uncomfortable, and deliberately unsettling โ€” but it does give it a clearer structure on the site. A dedicated place for controlled panic, bad decisions, and learning the hard way.

As more entries are added, theyโ€™ll all live there. One page. One thread. No chaos in the navigation, at least.

If youโ€™ve been following the Outlast content so far, thatโ€™s now the best place to keep track of it.

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

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