🩸Derailed & Doomed: A Choo Choo Charles Survival Diary Final Log: End of the Line

🩸 Derailed & Doomed — Final Log: End of the Line

“One bridge, three eggs, and one very angry locomotive. Let’s finish this.”

Difficulty: Standard

Permadeath Rule: Three Strikes — now down to two.

Preparation and Farewell

I take what’s probably going to be my last look at the map. Theodore’s quest marker catches my eye, but in the distance I hear Charles’ unmistakable whistle. He’s ready—and so am I.

I set my sights on the temple. The train, my steel companion through every panic-fueled moment on this island, begins to roll. It’s carried me this far—it deserves one last fight. Before I reach my destination, I decide to make things more interesting: that extra strike I earned earlier? Gone. I’m back down to two strikes for the final confrontation. If this is the end, it’ll be fair.

The Final Egg

As I arrive at the temple, I spot a lone cultist and do my best to avoid them. I almost succeed… until a bullet catches me in the back right as I start the ritual. The final egg slides into the altar, and Warren Charles III himself appears, demanding I stop. I don’t. The altar lights flare, the air shakes—and then the nightmare begins.

Charles re-emerges, but he’s no longer the creature that’s stalked me for days. He’s transformed—hulking, burning, furious. Hell Charles. Warren doesn’t even get a full sentence out before he’s swatted into oblivion. I sprint for my train. It’s time to end this.

First Attempt: Hell on Rails

I open with the Bug Spray—fire has always been my friend—but it’s not doing enough damage. I swap between BOB and The Boomer, trying to keep the pressure on. It’s not enough. Hell Charles hits harder than anything I’ve faced, tearing through my armor and chewing through every scrap I have. I use my last piece of scrap for repairs, but it’s hopeless. He catches me, sending me down to my final strike. One life left. One last chance.

Second Attempt: Fire and Iron

This is it—the final fight between me and Hell Charles. One of us is walking away from this bridge, and it’s not going to be him.

Absolutely — here’s your final full post, with the video placeholder inserted, the “many more eggs” twist added for your ending, and everything formatted perfectly for your WordPress setup and Derailed & Doomed series style.

🩸 Derailed & Doomed — Final Log: End of the Line

“One bridge, three eggs, and one very angry locomotive. Let’s finish this.”

Difficulty: Standard

Permadeath Rule: Three Strikes — now down to two.

Preparation and Farewell

I take what’s probably going to be my last look at the map. Theodore’s quest marker catches my eye, but in the distance I hear Charles’ unmistakable whistle. He’s ready—and so am I.

I set my sights on the temple. The train, my steel companion through every panic-fueled moment on this island, begins to roll. It’s carried me this far—it deserves one last fight. Before I reach my destination, I decide to make things more interesting: that extra strike I earned earlier? Gone. I’m back down to two strikes for the final confrontation. If this is the end, it’ll be fair.

The Final Egg

As I arrive at the temple, I spot a lone cultist and do my best to avoid them. I almost succeed… until a bullet catches me in the back right as I start the ritual. The final egg slides into the altar, and Warren Charles III himself appears, demanding I stop. I don’t. The altar lights flare, the air shakes—and then the nightmare begins.

Charles re-emerges, but he’s no longer the creature that’s stalked me for days. He’s transformed—hulking, burning, furious. Hell Charles. Warren doesn’t even get a full sentence out before he’s swatted into oblivion. I sprint for my train. It’s time to end this.

First Attempt: Hell on Rails

I open with the Bug Spray—fire has always been my friend—but it’s not doing enough damage. I swap between BOB and The Boomer, trying to keep the pressure on. It’s not enough. Hell Charles hits harder than anything I’ve faced, tearing through my armor and chewing through every scrap I have. I use my last piece of scrap for repairs, but it’s hopeless. He catches me, sending me down to my final strike. One life left. One last chance.

Second Attempt: Fire and Iron

This is it—the final fight between me and Hell Charles. One of us is walking away from this bridge, and it’s not going to be him.

This time, I play smarter. I remember how well the Bug Spray kept him at bay during egg hunts, so I double down on it. Flames roar, metal screeches, and I manage to hold him off long enough to chip away at his health. He tries teleporting around the tracks, but I’m ready for his tricks now.

His health drops bit by bit. I’m out of scrap again, the train’s on its last legs, but Hell Charles is weaker than ever. I watch his health bar disappear—only for him to keep coming. Then, the bridge looms ahead.

The charges detonate. The rails give way. Hell Charles plummets into the abyss. I don’t know how much health I had left, and honestly, I don’t care. The island is quiet for the first time in days. I exhale as the credits roll.

After the Fire

Victory tastes like engine smoke and relief. The nightmare’s over—or so I thought. Because as the screen fades, the camera pans to another cave… and far more than just three eggs. The ground trembles. Something deep beneath the island is stirring. I might’ve won the battle, but this world’s story is far from over.

Continue the Journey

Log 6 | Final Log: You Are Here

🩸 Derailed & Doomed: A Choo Choo Charles Survival Diary Log 6: Three Eggs and a Funeral (Probably)

“Two eggs to go. One murderous locomotive. And a sermon that really didn’t age well.”


🎥 Watch Log 6: Three Eggs and a Funeral (Probably)

Faith, Paint, and Poorly Sighted Cultists

With two eggs remaining, I decide I’m as ready as I’ll ever be. Time to face destiny — or at least, sprint toward it screaming.

The first target: the mine in the middle of the island. On the way, I stumble upon a church, complete with a sermon that sounds more like a cult recruitment speech than holy scripture. I also find a can of black paint — clearly divine intervention — so I treat my train to a new coat before heading inside the mine.

The cultists here… well, let’s just say the masks are doing more harm than good. One could’ve had a clean shot on me, but apparently, I was invisible. What begins as a stealth mission quickly devolves into “grab the egg and run.” I sprint out, bullets whizzing past, praying my train hasn’t wandered off without me. Once the shooting stops, I open the map, mark my train, and plan my route to the final mine.

The Bug Spray Revelation

Two mines down, two eggs in hand, one to go — and Charles knows it. His whistle cuts through the air as I make my way toward the last mine. This time, though, I’m prepared.

I’ve learned that the bug spray isn’t just for keeping his ugly mug at bay; it deals slow, steady chip damage if used sparingly. It’s not glamorous, but it’s something. I’ll need to remember this for our inevitable final showdown.

After a short skirmish, Charles retreats. I let him go — we’ll finish this soon enough.

The Final Egg

The southern mine awaits. Inside, I get another chance to show off my lockpicking skills — not that anyone’s watching. For a brief, glorious moment, I think the place might actually be abandoned.

Then I hear the whistling.

So, back to the classic strategy: Run. Grab. Run again. I burst out of the mine clutching the last egg, a cultist hot on my heels. Fortunately for me (and unfortunately for him), I reverse my train right over him. Efficient, if a little messy.

The three eggs are mine. One final stop remains — the shrine, the signal, the point of no return. Either I end Charles… or he ends me.

Next Stop: The Final Fight

I take one last look at the map. Every track, every encounter, every scrap of metal has led to this. The next log will be the last — one way or another.

It’s time to finish this.

Continue the journey:
Previous Log (Log 5) |
Final Log

🩸 Derailed & Doomed: A Choo Choo Charles Survival Diary Log 4: Pickles, Papers, and Payback

Platform: Steam Deck |

Apex Predator Rule: Three strikes to start. Only Charles can take them.
Each egg restores one — never more than three total.

“I knew I shouldn’t have trusted the lady obsessed with pickles. Or the one hunting Slender Man. But hey—scrap is scrap.”

🎥 Survivor’s Reel: Log 4 – Pickles, Papers, and Payback (No Commentary)

The Pickle Lady Cometh

My first stop was a house belonging to someone I can only describe as the Pickle Lady. According to her, there’s “one last jar of pickles” hidden deep in her pickle cave. She wanted me to retrieve it, and honestly, the promise of scrap was enough for me to overlook how absolutely unhinged she seemed.

Charles, mercifully, must have agreed—because he didn’t interrupt this one. Maybe even he thought, “Yeah, she’s crazy,” and decided to give me a pass. Pickles retrieved, reward collected, and my sanity mostly intact.

The Slender Situation

Next up was Sasha, who casually informed me that the Slender Man was also apparently hanging around the island. She’d already collected eight pages and wanted me to grab the next set. Logical, right? Because clearly, one supernatural monster just isn’t enough.

Unfortunately, the universe had other plans. No sooner had I finished talking to her than that familiar whistle pierced the air. Charles. I bolted for my train, but he was faster. The beast blindsided me and shredded my health bar like paper. Charles earns his first win. Two chances left.

Still annoyed—and slightly traumatized—I decided to humor Sasha anyway. I managed to grab three pages before some unseen Slender-like presence told me to “go away.” Quest abandoned. Sanity preserved.

Bridge Over Terrifying Waters

After a quick recovery, I shifted gears and tracked down Santiago’s journal. Delivered it safely—though apparently, I could’ve snooped inside first. Missed opportunities, I guess. My next stop was Eugene’s son, who still believes his father is alive and well on the mainland. I didn’t have the heart to correct him.

He handed me a set of explosives and outlined the island’s master plan: lure Charles onto a wooden bridge, blow it sky-high, and end this nightmare once and for all. It’s a bold plan. Questionable, sure—but bold. I now have the temple key for when it’s time to place the eggs and start the final battle.

Preparing for Round Two

As the day closed, I parked the train near a resident’s home rumored to hold another weapon. After my last run-in with Charles, I’m more than ready to upgrade my firepower. Whether or not I get a moment’s peace to actually do it—that’s another story.

For now, I’ve survived long enough to plan my next move. But I can’t shake the feeling that Charles is circling again, waiting for round two.

Continue the journey:
Log 3: Explosions and Evasion |
Log 5 (Coming Soon)

🩸 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)

⚙️ Survival Status: 3 Strikes Total
Only Charles can take them away.
Each egg restores a lost strike — but I can’t exceed three.
When the last one’s gone, the run ends.

“If there’s a bad time to use explosives, I’ll find it.”



I start by doing a quick sweep for guards near the mine that’s supposedly holding ammo for the rocket launcher. Thankfully, no one’s around — which is rare, and suspicious. The entrance itself, however, is locked. Naturally.

My map says, “Find a way in.” Okay, fair enough. I look around and find some TNT. Perfect. If that doesn’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 I’m pretty sure Charles just got a notification that I’m being an idiot. If he missed that one, don’t worry — I detonate a second explosive down the tracks. More fire, more noise, more damage to me. Subtlety is dead, but the door isn’t. Yet somehow, the mine opens, and I grab the rockets.

Back to John Smith, who hands over The Boomer. I’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 island’s edge. Against every instinct I have, I run for it. Turns out it’s a lighthouse, home to a woman named Claire — who needs the breakers fixed.

There’s a shed nearby with four breakers. Easy enough. I sprint over, slot them in, and head back. Apparently, I “missed a step.” Turns out I need to turn them on, and it’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 — 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 he’s auditioning for the next Doom soundtrack. Twice, I think he’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 — Ronny, who seems like he’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 “death” — but since it wasn’t at the claws or wheels of Charles himself, it doesn’t break the Apex Predator Rule. Accidental gravity-assisted injuries are free passes in this run.

After a few more attempts, I decide Ronny’s box isn’t worth the spinal injuries. My train, on the other hand, gets a stylish new coat of paint — a well-earned upgrade after surviving two Charles encounters.

Danger on the Hill

Feeling brave — or stupid, jury’s out — I go for Theodore’s supply box next. Unfortunately, the area’s crawling with Cultists. I spot one and think I’ve figured out his patrol pattern. I haven’t. The second guard ambushes me from uphill. I sprint for the train, but pause to open my map — rookie mistake. The cultist scores a hit.

As I’m running, I hear that familiar whistle again. Charles is awake, and maybe it’s a blessing in disguise that I didn’t grab that box. I dive into my train, patch up, and decide both Theodore’s mission and Ronny’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 — your unofficial atlas to surviving the rails.


Continue the Journey

← Log 2: Flame, Speed, and Fetch Quests | Log 4 →

Derailed & Doomed: A Choo Choo Charles Survival Diary Log 1 – Welcome to the Rails

🩸 Derailed & Doomed – Log 1: Welcome to the Rails

Difficulty: Default (Steam Deck)
Rules: I start with three strikes under the Apex Predator Rule.
Only Charles can take them away. Each egg collected restores one lost chance, but I can never hold more than three at once.

“Eugene called with a ‘big find for the museum.’ I should’ve known when he refused to say what it was until the boat was already docking.”

Arrival – The Call That Should’ve Stayed Missed

Apparently Eugene has discovered something huge on Aranearum Island—something the museum “can’t ignore.” What he forgets to mention, until we’re thirty seconds from land, is that the discovery hisses, hunts, and has legs that would make a freight spider jealous. By then, of course, it’s too late to turn around.

No sooner do we dock than Eugene takes off at a sprint like he’s late for his own funeral. I grab the station key, unlock the building, and meet my transportation for this misadventure: a battered yellow locomotive that looks one patch of rust away from retirement.

First Blood – Eugene’s Farewell Tour

I test-fire the roof gun—short bursts, satisfying recoil—and then we’re moving. The honeymoon lasts roughly twenty seconds before Charles himself crashes the party. Eugene insists we “keep firing.” I oblige; Charles responds by turning Eugene into exhibit material. The monster vanishes into the trees, leaving me with a wrecked train, a dying mentor, and new marching orders: find the eggs that power this nightmare.

📺 Watch the Run – Log 1 Gameplay

Here’s the footage from this log — the moment Eugene and I make first contact with the eight-legged nightmare himself. Recorded on Steam Deck using the built-in capture tool.

Side Tracks – The Island’s Welcoming Committee

My first stop is Tony Tiddler, who generously offers the key to his barn and a stash of scrap. I call that charity; he calls it cleaning up. Next, I reverse the train, switch tracks, and meet Candece, who points me to her balcony—more scrap, fewer spiders.

Feeling brave (or stupid), I detour toward the middle of nowhere and meet the local witch, Lizbeth Murkwater. She wants swamp meat from an island guarded by something named Barry. I don’t see Barry, but I feel him—same energy as the invisible water creature from Amnesia: The Dark Descent. I retrieve the goods, vow never to swim again, and sprint back to dry land to upgrade my train’s speed. Priorities.

Locks, Luck, and Helen’s Revelation

Next up is Daryl, a man armed with lockpicks and zero clue how to use them. Fortunately, I manage. The mini-game is all timing—light on punishment, big on satisfaction. More scrap secured, more confidence gained.

My final stop of the day is Helen. As I slow the train and step off to meet her, I hear that familiar metallic shriek echoing through the forest. Instinct wins: I sprint back to the train, gun ready, waiting for the inevitable screech and charge. Nothing. Just the wind and the kind of silence that feels like it’s holding its breath. After a tense minute, I risk it—back down the path to Helen’s camp.

Helen greets me like I haven’t just done the most dramatic 100-metre dash of my life and explains that Charles can’t simply be killed; he has to be lured into a one-on-one fight to the death. To do that, I’ll need to locate the three eggs hidden in mines across the island and use them to summon him. Simple plan: collect cursed objects, trigger final boss, try not to die first.

Night Falls – The Quiet Before the Screech

I head back to my train under a sky that looks like it’s plotting. There’s another survivor nearby, but they can wait. Somewhere out in the fog, metal claws scrape against steel. Charles knows I’m here—and he wants a word.


Log 1 Pro Tips (Steam Deck Edition)

  • Speed first. Running away is still a strategy—just louder.
  • Scrap early, scrap often. Spend it before Charles taxes it.
  • Keep to the tracks. Wandering equals dying with extra steps.
  • Barry exists. Trust the ripples; they’re not friendly.
  • Fire in bursts. Overheated guns are invitations to funerals.

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


Continue the journey:
Log 1 (You Are Here) | Log 2

Seven Days to Survive – Day 3: Honey, Zombies, and Home Improvements

Difficulty: Default Survival
Optional Rules: Permadeath, one horde night per week
“If you ever find yourself cornered by two zombies in a stranger’s living room, just remember: honey is nature’s antibiotic. Who knew bee juice would keep me alive?”

The Fetch Quest of Doom

The morning began with me jogging toward the latest house that Trader Rekt wanted looted for supplies. From the outside, it looked quiet — shutters drawn, roof sagging slightly, just another abandoned suburban home. But this is 7 Days to Die, so I knew the interior would be less “suburban charm” and more “screaming corpses.”

Sure enough, as soon as I hit the flag at the back of the property and stepped inside, the soundscape turned into a zombie alarm clock. Two of them barreled toward me, cutting off my escape. I managed to fight my way out, but not without a parting gift: infection. Perfect.

After clearing the stragglers and pocketing the supplies, I searched my pack for antibiotics. Nothing. A return trip to Papaw Residence confirmed the same — unless you count decorative piles of junk and a near-useless jar of murky water. But buried in a chest was salvation: honey. Exactly the right cure for my low-level infection. Bee magic saves the day.

Medical Centre Run

I staggered back to Rekt’s, handed over the supplies, and chose skill books as my reward. Then I spent some coin on more honey, because clearly zombies see me as a chew toy. Another fetch quest? Why not. This one sent me toward what looked like a pop-up medical centre — white tarps, overturned stretchers, and the distinct impression that the last patients didn’t leave voluntarily.

The zombies inside were fewer and slower, which suited my still-throbbing wounds. Looting the shelves, I stumbled on something that felt like Christmas morning: a cooking grill. Finally, the days of choking down charred snake meat are behind me. Now I can prepare food that doesn’t taste like it came out of a campfire accident.

I cleared the building, snagged the supplies, and returned to Rekt. My reward? Charred meat. Honestly, I think the man is trolling me. “Here’s some food, survivor.” Yes, Rekt, I literally just looted the thing that makes your reward obsolete. Thanks for nothing, champ.

Dew Collector Dreams

Back at Papaw, I started eyeing my supplies. Between yesterday’s scavenging and today’s haul, I realised I was close to crafting a Dew Collector. After a bit more rummaging and resource-gathering, the parts came together. I placed the contraption outside, whispered a hopeful prayer to the condensation gods, and waited.

After five minutes of staring at a metal bucket with mesh, I admitted that Dew Collectors are not exciting to watch in real time. With thirst still an issue, I decided to channel my boredom into base-building. The first layer of the horde base is now fully cobblestone. The second layer is patchwork, half cobble, half wood. The third layer? Still dreams and dust. At least I can say progress is being made, even if it looks more like a construction site than a fortress.

Thirst, the Silent Killer

The Dew Collector is great in theory, but water production is glacial. By mid-afternoon I was dehydrated again — stumbling around with blurry vision like I’d been on a pub crawl with the undead. Tomorrow, water is priority number one. Either the trader sells me a stash, or I’m boiling every murky puddle I find.

Still, the looming problem isn’t just thirst. It’s the horde night clock. Day 4 is practically here, and my base is still an empty shell. If I don’t switch gears soon, the zombies will be less “contained threat” and more “unwanted guests knocking down my half-finished walls.” Tomorrow, the hammer and cobblestone get priority — fetch quests can wait.

Continue the Journey

Day 2 | Day 3 (You Are Here) | Day 4 (Coming Soon)

Survivor’s Dread: Platform 8 – Last Train to Nowhere

“The train keeps moving. Every carriage promises freedom. Every anomaly promises erasure.”

The Setup

Platform 8 is the companion nightmare to Exit 8. Same rules: walk, notice anomalies, survive. Miss them and the world resets. Only this time, you’re trapped on a subway train that never stops. Played on the Steam Deck with Loop = Life: every reset is a dead survivor. Only one makes it off the train. Like Exit 8, this was my very first time playing — learning the rules on the fly, with resets as my only teachers.

The Diary

First survivor: Reached the end of the carriage and saw a figure standing at the exit. I didn’t realise you’re meant to move when the lights flick on. The lights came, the figure moved faster than me, and I was erased.

Second survivor: This time the exit door stood wide open, platform beckoning. I trusted it. I stepped toward freedom. The world snapped back to the first carriage, and so did I. Survivors don’t get second chances for gullibility.

Third survivor: Red water pooled in the aisle. The right move was to sprint. I didn’t. Instead, I shut the door on the carriage like that would help. The reset came anyway, cruel and quiet.

Fourth survivor: I let curiosity win. Instead of spotting the anomaly, I pushed through to the next carriage just to see what would happen. The answer: reset. Straight back to carriage one, another survivor erased for being too nosy.

Final survivor: Paranoia sharpened me. I ran when I had to, stopped when the lights demanded it, and turned back from lies. At last, the train gave up its prisoner. I stepped onto the real platform, escaped the loop, and lived. Luck played its part too. Some of the anomalies repeated from earlier failures, familiar traps I finally knew how to dodge. That memory, plus paranoia, was enough to carry me to the platform.

The Video

Here’s the full successful run, captured on Steam Deck:

Survivor’s Thoughts

The corridor in Exit 8 felt endless. The train in Platform 8 feels worse — claustrophobic, restless, each carriage identical until it isn’t. Four survivors erased before one finally broke free. That’s the real distinction: Exit 8 is a test of attention, Platform 8 is a puzzle box. Both erase you for mistakes, but in different ways.

Continue the Journey

See where it started with Exit 8 – Lost in the Corridor, or browse more nightmares in the Survivor’s Dread Hub.

Prologue: Go Wayback – Joined the Playtest

“Because clearly I don’t already have enough survival games trying to freeze, starve, or otherwise humiliate me.”

I’ve just joined the Prologue: Go Wayback playtest on Steam. It drops you into a massive, freshly generated wilderness with nothing but your wits, a map, and the eternal hope you can light a fire before hypothermia claims you.

I’ll be playing this on my Steam Deck, so when the first impressions post goes live I’ll not only talk survival mechanics, but also how it runs in handheld mode. Portable chaos, as always.

Want In?

I’ve got three extra invites to hand out. If you’re a friend of mine on Steam (Survivor Incognito) and want to try Go Wayback for yourself, give me a shout. First come, first served.

More Info Coming Soon

Once I’ve had a proper session in the woods, I’ll be back with a full write-up — controls, survival systems, Steam Deck performance, and whether the fire-making is as fiddly (and satisfying) as advertised. Keep an eye on the blog if you want to see how gloriously wrong it goes.

Useful Links

Survivor’s Dread: Exit 8 – Lost in the Corridor

“The corridor doesn’t need to chase you. It just waits for you to blink.”

The Setup

Exit 8 is a short horror game where survival means noticing anomalies in a looping subway corridor. Miss one and you reset. I played it on the Steam Deck under my Loop = Life rule: every reset is a death, only one survivor escapes.

The Diary

First survivor: I spotted the red water in corridor two. I caught the wall-man in corridor four. Each time I turned back, rewarded by the corridor’s shift. By corridor six, I thought I was safe. Then—blink—reset. No attack, no warning. Something small slipped past me, and that survivor was gone.

What I missed: Door 3 handle placement (corridor six) — misaligned compared to earlier loops.

Second survivor: Paranoia sharpened my vision. Lights flickered and died. A man with a briefcase walked far too fast. A poster grew eyes that tracked me. A face stared from the ceiling. I turned back every time, trusted my instincts, and finally—finally—the real exit appeared. One survivor made it out. The corridor kept the rest.

The Video

Here’s the full successful run, captured raw on Steam Deck:

Survivor’s Thoughts

Exit 8 isn’t about combat. It’s about attention and paranoia. You can catch the obvious anomalies and still fail to a blink. That’s the horror here: survival through vigilance, failure through doubt.

Continue the Journey

More eerie one-shot diaries live in the Survivor’s Dread Hub. Next stop: Platform 8 — the train that never ends.

Sunburnt & Sinking: A Stranded Deep Survival Diary – Final Day

Sunburnt & Sinking: A Stranded Deep Survival Diary – Final Day

Difficulty: Normal
Optional Features: Permadeath enabled (naturally)

“They say the sea is unpredictable. Turns out the real danger was bacon on legs.”

Weather / Loot / Mood

  • Weather: Pre-dawn calm, rising chop mid-crossing, sun blazing by mid-morning
  • Loot: One rock (upgraded into a knife), empty shipping container, one near-death experience
  • Mood: Optimistic → seasick → suspicious → hogged off the mortal coil

Goodbye, Starter Island

I woke before sunrise, sipped the last drips from my water still, and realised food was once again my biggest problem. My emergency coconut stash stared back at me like an unsolvable puzzle — great for hydration, but without a knife, they were just spherical disappointments. The conclusion was obvious: this island had given me all it could, and it was time for me to move on.

Two new islands called from the horizon, their silhouettes promising fresh loot and maybe, just maybe, an edible dinner. I picked one, whispered a fond but brief farewell to my starting island, and began the process of leaving. This was a mistake — not the leaving, but underestimating how much my raft had bonded with the beach.

Raft Wrestling & Ocean Gymnastics

Step one was prising the raft off the sand. The thing behaved like it had signed a long-term tenancy agreement and was not about to leave voluntarily. Once I freed it, I faced my next foe: the paddle, which seemed determined to stay attached like a stubborn remora. Then came the ocean itself.

Within minutes, my crossing turned into an impromptu extreme sport. I capsized more times than I care to admit, each time righting the raft while muttering things not suitable for a survival diary. The swell toyed with me, and every few waves I was convinced I’d see a shark fin break the surface. But eventually, the new island came into focus — and with it, signs of potential treasure. A red shipping container sat on the shore, while offshore, a wooden pole jutted out of the water. Wreckage? Supplies? Or just an elaborate distraction?

New Shore, New Knife, No Loot

Landfall came with an overwhelming sense of relief. First priority: tools. I grabbed a rock, worked it into a knife, and set out to investigate the shipping container. The excitement lasted right up until I swung the door open to reveal… absolutely nothing. No food, no tools, not even decorative debris. My mood sank faster than my raft had earlier that morning.

Still, the island was bigger than it first appeared, with palm trees casting long shadows across the sand. Somewhere out here, there had to be food. Or at least something less likely to stab me in the stomach than my own hunger.

The Hog Strikes Back (…Twice, Actually Thrice)

That’s when I saw it: a hog. Large, broad-shouldered, and wearing the kind of expression that suggested it already hated me. Before I could take a step back, it charged — no hesitation, no negotiation, just a blur of tusks and fury.

Desperation kicked in. I fought back with my newly crafted knife, scoring a few hits before it bolted into the undergrowth. Victory? Not quite. As I turned to check my surroundings, I spotted a snake winding its way across the sand. Excellent — protein! I lunged, only for the hog to return for round two. We clashed again, my health dropping with each collision.

By the time round three began, I was already bleeding and winded. I’d love to say I managed a heroic counter, but the truth is the hog bowled me over like I was nothing more than driftwood in its path. The world went dark, the game flashed its verdict, and my save was gone. Just like that.

Epilogue: Lessons from the Hog

So ends my Stranded Deep run — three days according to the game, four by my own count. I learned a lot: coconuts are useless without a knife, rafts are stubborn, and hogs are nature’s way of telling you to keep your distance. It was a short ride, but fun. Next time, maybe I’ll survive long enough to cook that bacon instead of becoming it.

Continue the Journey

Day 1 |
Day 3 |
Final Day (You Are Here)

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