Survivorโ€™s Dread: Platform 8 โ€“ Last Train to Nowhere

โ€œThe train keeps moving. Every carriage promises freedom. Every anomaly promises erasure.โ€

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, youโ€™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 โ€” 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 didnโ€™t realise youโ€™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 donโ€™t get second chances for gullibility.

Third survivor: Red water pooled in the aisle. The right move was to sprint. I didnโ€™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

Hereโ€™s the full successful run, captured on Steam Deck:

Survivorโ€™s Thoughts

The corridor in Exit 8 felt endless. The train in Platform 8 feels worse โ€” claustrophobic, restless, each carriage identical until it isnโ€™t. Four survivors erased before one finally broke free. Thatโ€™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 โ€“ Lost in the Corridor, or browse more nightmares in the Survivorโ€™s Dread Hub.

Isolation Protocol: An Alien Isolation Survival Diary โ€“ Log 2: The Jack, the Gun, and the Monster

Isolation Protocol โ€“ Log 2: The Jack, the Gun, and the Monster

Difficulty: Medium

Optional Features: Permadeath enabled with the Three Strikes Rule

Alien Deaths: 0/3

โ€œAxel says itโ€™s called surviving. Iโ€™m starting to think itโ€™s called โ€˜dying slower.โ€™โ€

Sevastopol isnโ€™t a space station anymore โ€” itโ€™s a coffin with too many rooms. The walls groan, the lights flicker, and the floor is littered with suitcases nobody will ever claim. Every corner creaks like itโ€™s considering whether to collapse, and the stench is somewhere between fried wires and unwashed corpses.

Somewhere in this mess, Iโ€™ve decided, lies survival. Or at least the tools to fake it.

The Maintenance Jack (Switch Edition)

My first discovery is a vent leading to baggage claim. A shadow darts past, proof Iโ€™m not as alone as I thought. Naturally, I follow โ€” because curiosity didnโ€™t just kill the cat, it strapped the cat into a jumpsuit and dumped it on Sevastopol.

That shadow leads me to a morgue. Body bags stacked like leftovers nobody wants. And there, in a nearby room, I finally spot my prize: a corpse clutching the Maintenance Jack. Heโ€™s left behind an ID tag and a final audio log, a last will whispered into static. I take both, because apparently, Iโ€™ve become a grave robber with a side hustle in identity theft.

The Jack is clunky but glorious. On Switch, it works like this:

  • A: Grab the brace
  • Hold ZL + ZR: Apply elbow grease
  • Left Stick: Yank open the door like you mean it

With this tool, half the station is suddenly my oyster. Unfortunately, the other half is still locked behind plasma torches, ion torches, and my crippling lack of luck.

Enter Axel, Stage Left (Gun in Hand)

Just as Iโ€™m getting used to prying open doors like a budget locksmith, I find myself in a cutscene with a gun pressed to my head.

Meet Axel. His opening line is basically โ€œdonโ€™t move.โ€ My counter-offer is โ€œplease donโ€™t shoot.โ€ Somehow, we agree on a deal: heโ€™ll help me through Sevastopol if he gets a seat on the Torrens. His sales pitch isโ€ฆ intense.

He mentions โ€œa killerโ€ stalking the station, but claims he hasnโ€™t seen it. Which is funny, because I have โ€” in the shadows, in the atmosphere, in the dripping dread that clings to every vent.

Not five minutes later, Axel points his gun at two other survivors. His definition of โ€œnice guyโ€ clearly needs work. The elevator door shuts, they vanish, and I find myself trapped in the worldโ€™s most awkward team-up.

Flashlights, Blueprints, and Sneaking 101

Axel hands me a flashlight โ€” finally, something to pierce the gloom. On Switch: Y toggles it. Of course, batteries are rarer than honesty in a card game, so I use it sparingly.

Soon after, he introduces me to Sevastopolโ€™s main sport: sneaking past armed strangers. Axel assures me theyโ€™ll kill us if spotted, which I wouldโ€™ve figured out from the way they pace around with twitchy trigger fingers.

I crouch-walk the whole way, hugging shadows while my heartbeat plays the percussion section of a horror soundtrack. I flick the generator off as a distraction and duck into a vent, holding my breath as one of them passes inches from the grate. My first close call, and probably not my last.

On the plus side: I find a Medkit blueprint. Ingredients: 1 x SCJ Injector, 1 x Compound B, 1 x Bonding Agent, and 10 Scrap. I craft one immediately, because nothing says โ€œconfidenceโ€ like carrying your own first-aid kit in a death maze.

Death of a Guide

We work together to force open a door. Axel gets jumped. I swing the Maintenance Jack like a baseball bat, knocking the guy back. Axel overreacts with a bullet, which echoes down the corridors like a dinner bell for every hostile in range.

We run, ducking into corridors as voices shout behind us. Axel yells, โ€œThis is survival!โ€ I yell, โ€œThis is stupid!โ€ Neither of us is wrong.

Then: drip.

A shadow looms overhead. Axel freezes. A tail punctures his chest, lifts him clean off the ground, and throws him like a doll into the darkness. No quips. No bravado. Just silence.

The killer is real. And it spares me โ€” for now.

Transit Terror

Shell-shocked, I stumble into the transit station. The lights flicker, the vents groan, and every sound feels like it belongs to the thing that just gutted Axel.

I hit the call button. The screen tells me the train is coming. I wait.

And wait.

Every second stretches into eternity. My eyes dart between the vents and the shadows, convinced something will lunge at me before the doors hiss open.

When the transit finally arrives, I sprint inside, slam the button, and ride it out toward the Spire. Axel is gone. The Alien is here. And I have never hated public transport more in my life.

Log 2 Key Takeaways

  • Maintenance Jack: Your new best friend (A, ZL + ZR, Left Stick).
  • Flashlight: Y toggles it โ€” conserve those batteries.
  • Medkit Blueprint: Injector, Compound B, Bonding Agent, and Scrap.
  • Not all survivors are friendly. Some are Axel. Some are worse.
  • The Alien has entered the stage. Stealth is no longer optional.
Continue the Protocol:
Log 1 |
Log 2 (You Are Here) |
Log 3

Survivorโ€™s Dread: Exit 8 โ€“ Lost in the Corridor

โ€œThe corridor doesnโ€™t need to chase you. It just waits for you to blink.โ€

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 corridorโ€™s shift. By corridor six, I thought I was safe. Thenโ€”blinkโ€”reset. No attack, no warning. Something small slipped past me, and that survivor was gone.

What I missed: Door 3 handle placement (corridor six) โ€” 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 finallyโ€”finallyโ€”the real exit appeared. One survivor made it out. The corridor kept the rest.

The Video

Hereโ€™s the full successful run, captured raw on Steam Deck:

Survivorโ€™s Thoughts

Exit 8 isnโ€™t about combat. Itโ€™s about attention and paranoia. You can catch the obvious anomalies and still fail to a blink. Thatโ€™s the horror here: survival through vigilance, failure through doubt.

Continue the Journey

More eerie one-shot diaries live in the Survivorโ€™s Dread Hub. Next stop: Platform 8 โ€” the train that never ends.

Isolation Protocol: An Alien Isolation Survival Diary โ€“ Log 1: Welcome to Sevastopol

Isolation Protocol โ€“ Log 1: Welcome to Sevastopol

Difficulty: Medium

Optional Features: Permadeath enabled with the Three Strikes Rule

Alien Deaths: 0/3

โ€œWake up, get dressed, and thenโ€”oh lookโ€”Sevastopol is already on fire. Just another day in space.โ€

I surface from hypersleep mid-dream: Samuels, calm as ever, telling me they might have found my mother. The memory dissolves with the condensation on the pod, and Iโ€™m back on the Torrensโ€”groggy, curious, and already bracing for whatever comes next. A quick change (Left Stick to move, L Stick Press to sprint if youโ€™re running late), a polite check-in with Samuels and Taylor, and itโ€™s off to the bridge.

The view outside is a mix of stars, shadows, and the silhouette of Sevastopol Station โ€” our intended destination. We attempt contact, but whoeverโ€™s in charge sounds less โ€œwelcoming committeeโ€ and more โ€œweโ€™re about to collapse into the void.โ€ The Torrensโ€™ captain gives us a 24-hour window before she has to leave. Naturally, the sensible next step is to spacewalk over to the station.

Spacewalk to Disaster

It starts calmly enoughโ€ฆ and then part of Sevastopol explodes. Just, you know, explodes. The blast sends Taylor, Samuels, and me flying in separate directions. I lose sight of them immediately. Whether theyโ€™re alive or not is a question for later โ€” right now, my only option is to board the station and hope I can make contact with the Torrens.

I make it inside, but not without blacking out first. When I wake, the game politely suggests I โ€œfind help.โ€ Thanks for the tip, game.

Arrivals, Departures, and Dust

I strip out of my spacesuit (A to interact when prompted) and begin exploring. The arrivals and departure area is silent โ€” not โ€œspace peacefulโ€ silent, but โ€œsomething is wrongโ€ silent. A detour through a vent (A to climb in, Left Stick to crawl) brings me to a terminal (A to use) with a file explaining the station is being decommissioned. That explains the peeling paint and flickering lights, but not the explosion.

I scavenge what I can โ€” scrap metal, random bits and bobs, anything that looks vaguely useful (A to pick up). The game hands me a flare and tells me how to use it (B to open the radial menu, Right Stick to select flare, ZR to raise it, R to throw). I decide to keep it for emergenciesโ€ฆ and then immediately waste it in the next room because the tutorial insists. Lovely.

The Stash and the Strangers

A generator hums back to life under my hands (Tap A three times to crank it like a stubborn lawnmower), and another terminal gives me a code for a stash: 0340. Apparently no oneโ€™s bothered to loot it because โ€œnobody goes there anymore.โ€ I file that away for later.

Turning the power on triggers movement โ€” two figures sprint across the room and vanish through a door they promptly lock behind them. Friendly bunch. I give chase, but Iโ€™m stopped cold by security glass.

Spotting the Torrens

I reach the passenger lounge, and there she is: the Torrens, still in one piece. All I need now is a way to contact her. Another terminal fills in a few more blanks about the stationโ€™s decline, and I even find a new flare to replace the one I wasted earlier. I save my progress (A at an emergency save station, then confirm with A again) โ€” no sense tempting fate.

Next log: with luck, Iโ€™ll have more than just a handful of supplies and unanswered questions.

Log 1 Switch Pro Tips

  • Left Stick: Move
  • L Stick Press: Sprint
  • R Stick Press: Crouch
  • ZL: Peek
  • ZR: Raise Motion Tracker
  • A: Interact / Pickup / Save
  • B: Open Radial Menu
  • R: Fire / Throw equipped item
  • D-Pad Up: Open Journal
  • 0340: First stash code โ€” note it down
  • Always save at emergency stations when you can

Continue the Journey

Log 1 (You Are Here) | Log 2

It Actually Worked โ€“ Escaping RPD With a Build That Shouldnโ€™t Have

Survivorโ€™s Dread: Nintendo Switch Diaries โ€“ Escape Log

A Bit of Backstory

Iโ€™ve been playing Dead by Daylight off and on since The Clown staggered onto the scene. Back then, I was on PS4, later PS5. Frame rate was solid. Visual clarity existed. Hit validation was a rumour, but at least the screen didnโ€™t blur when I turned a corner.

Then I moved to the Nintendo Switch.

Suddenly, Dead by Daylight became a new game. Survivors float. Killers teleport. Pallets drop half a second after I hit the button. I had to rethink how I played โ€” and what I could realistically get away with.

The Build Question

Thatโ€™s when I asked for help: Whatโ€™s a build that works on Switch, plays into my sneaky tendencies, and doesnโ€™t require me to loop like a comp streamer with 20/20 vision?

Got a build that sounded too good to be true:

  • Lithe โ€“ for escape speed
  • Quick & Quiet โ€“ for stealthy vaults
  • Lucky Break โ€“ for vanishing after a hit
  • Windows of Opportunity โ€“ so I know where the heck to run

Sounded ideal for chaos, escapes, and not dying in a corner vault. I decided to give it a shot.

Survivor of Choice: Jake Park

I chose Jake. No flashy cosmetics. No glow-in-the-dark hoodies. He blends into walls, and thatโ€™s all I need. His scream isnโ€™t the worst. He looks like someone whoโ€™s given up on life just enough to survive a trial.

Also: Iron Will used to be his thing. RIP.

The Match: RPD โ€“ West Wing

Because the Entity has a sense of humour, I load into RPD West Wing.
The killer is Trapper. Of course it is.

West Wing is a maze of doorways, blind corners, and death vaults. Every room feels like it was designed to make you second-guess your pathing. So the last thing you want is a killer who literally controls where you can go.

Mid-Match Moment: The Build Delivers

Somewhere mid-trial, Trapper chases me. I get a pallet stun, but he keeps coming.
He lands a hit โ€” and now the build kicks in:

  • Lucky Break triggers
  • I hit a vault with Quick & Quiet, triggering Lithe
  • I disappear down a hallway
  • He checks the wrong room
  • I heal up and keep moving

That moment alone made the build worth it.

Endgame: Stumbling Into Freedom

Itโ€™s down to just me and one teammate. While they work on the final generator, I do what I do best โ€” roam aimlessly.

And I find an exit gate.

Seconds later, the gen pops. Iโ€™m already there. I open the gate, slip out, and the Trapper never even shows up.

What Worked

  • Windows kept me from getting caught in vault traps
  • Quick & Quiet + Lithe gave me fast, silent escapes
  • Lucky Break turned one hit into a clean getaway
  • And I accidentally found the gate just in time

Final Thought

Iโ€™ve played this game on platforms where I could see what I was doing. The Switch isnโ€™t one of them.

But with the right build โ€” and a bit of luck โ€” you can still outsmart the killer, even in RPD, even against a Trapper, even on a platform that runs like itโ€™s held together with duct tape and hope.

Would I run the build again?
Yes.
Do I expect it to work twice?
Absolutely not.

But once was enough.

โ˜ฃ๏ธ Permadeath Pending: Games That Might End Me Next

Hereโ€™s a look at the survival and horror games currently on deck at Survivor Incognito โ€” including Subnautica, Alien: Isolation, Resident Evil, and more. Expect disasters. Possibly nuclear.

While Iโ€™m still trying to survive sand, snow, sea monsters, and supply chain disasters (SnowRunner coughs in Michigan), Iโ€™ve also been staring at my backlog and thinking:

โ€œWhat else could go horribly wrong?โ€

Here are the games lurking in the blog pipeline โ€” all under consideration, none guaranteed to go well.


๐ŸŽฎ Games Under Consideration (aka: The Next Mistake)

๐Ÿชธ Subnautica & Below Zero

Status: Planned
Blog Potential: Longform underwater dread, optional screaming

Classic survival, but 500 meters underwater with alien jellyfish. Subnautica is set to follow Stranded Deep, assuming I donโ€™t starve to death on a raft before then.

Below Zero is the colder, weirder sequel. Iโ€™ll likely run it once Iโ€™ve built enough fake confidence from the original.

๐Ÿ‘ฝ Alien: Isolation

Status: “Definitely Maybe”
Blog Potential: High panic, high perishability

Itโ€™s just me, a broken flamethrower, and one very judgmental alien. Iโ€™m currently designing blog rules that allow me to survive more than one encounter without invalidating the whole series.

If I pull the trigger, itโ€™ll be part of Survivorโ€™s Dread โ€” assuming the alien doesnโ€™t pull it first.

๐Ÿงฑ Minecraft: Skyblock

Status: In Freefall
Blog Potential: Infinite resource drama, void-based trauma

Floating blocks. Limited resources. Me forgetting how gravity works. A Skyblock run could easily become a short-form Day One Diaries arc or a full permadeath challenge titled Skyward.

Every entry will involve a mistake that absolutely could have been avoided.

โ˜ข๏ธ Blast Corps (Permadeath Series)

Status: Scheduled post-SnowRunner
Blog Potential: Explosions. One life. Bulldozers.

This oneโ€™s simple: if the nuclear truck explodes, thatโ€™s the end of the series.

Expect a short, chaotic run where I flatten towns in the name of safety. The tone will be lighter. The stakes will be extremely not.

๐ŸงŸ Resident Evil (Zero, One, Revelations 1 & 2)

Status: Rotating Horror Fodder
Blog Potential: High-panic short arcs, possible scream counters

Classic survival horror. Typewriters. Puzzles. Me mismanaging ammo like itโ€™s my first zombie rodeo. These games could work as Survivorโ€™s Dread mini-series or feature as one-off challenge runs.

Permadeath rules apply. Panic is inevitable.

๐Ÿง  XCOM 2

Status: Under Tactical Review
Blog Potential: Emotional damage disguised as strategy

Turn-based survival meets naming your doomed teammates. Could become a squad diary under a name like Operation Incognito, or a straight-up permadeath campaign where I get attached and suffer the consequences.

If you want to watch me cry over fictional soldiers, this is the one.


๐Ÿ“ Completed Games & In Progress (For Nowโ€ฆ)

These titles have had their moment on the blog โ€” but might make a comeback when Iโ€™ve emotionally recovered:

  • Skyrim Survival Mode
    My Argonian necromancer lived through cold weather, clumsy ambushes, and accidental vampirism. We may revisit his tale. Justโ€ฆ not Bleak Falls Barrow again.
  • The Long Dark โ€“ Voyageur Run
    We tackled Mystery Lake, Coastal Highway, and transition zones full of regret. Future runs may include Customloper or Misery Mode, depending how brave (or foolish) I feel.
  • SnowRunner (Michigan Arc)
    Once Michigan is cleared, Iโ€™m calling it. Iโ€™ll return to stuck trucks and bad contracts eventually, but first โ€” nukes.

๐Ÿ’ฌ So, What Should I Play Next?

Hereโ€™s where you come in. Got a favorite from the list above? Think I should suffer through Alien: Isolation before jumping into the ocean? Have your own terrible suggestion?

Drop a comment. Vote with chaos. Whisper โ€œSkyblockโ€ into the void. Whatever works.

Dark Waters: A Dredge Survival โ€“ Day Six

A mysterious mansion, a weird engine, and an eyeball fish that failed to impress. Day 6 of the Dredge permadeath run brings new quests, strange artefacts, and a Collector with a taste for cursed objects.

Missed the previous day? You can find it here: Dark Waters: A Dredge Survival Day Five


A Photographer, a Mansion, and the Case of the Unsold Fish

The day starts before Iโ€™ve even had a chance to stretch my sea legs. The Mayor greets me with a new concernโ€”apparently a photographer passed through recently, heading south. I’m told I should find her and say hello. Social obligations while I’m fishing for my life? Fine. Iโ€™ll add it to the to-do listโ€ฆ just beneath โ€œdonโ€™t go mad at sea.โ€

I set off from Greater Marrow and head south, making landfall on the first island that looks like it might have plumbing. It turns out to be Blackstone Isle, which sounds charming in the โ€œhaunted Victorian manorโ€ kind of way. I arrive at 8:55 AM.

I check the mansionโ€”naturally, itโ€™s locked. I poke around the nearby workshop instead, only to find a Sign of Ruin and something called an arterial engine, which I assume isnโ€™t medically approved. I also learn a harsh lesson: I forgot to sell yesterdayโ€™s catch. Either that or the game saved before I did. Either way, Iโ€™m hauling stinky fish back to town.


Selling Fish and Summoning Fishy Deals

I dock at Greater Marrow around 12:49 PM and go through the usual unloading dance with the Fishmonger. Then I chat with the Mysterious Figure again, whoโ€”surpriseโ€”sends me back to Blackstone Isle.

Naturally, I fish on the way. Because of course I do. This time I reel in an all-seeing cod, which sounds cool until I try to impress the Fishmonger with it later and he gives me a book instead of admiration. Apparently, cod with eyeballs where they shouldnโ€™t be are so last season.

At 16:12 PM, I dock at Blackstone Isle again. This time, the mansion is open and I meet The Collector, who is absolutely not sinister at all. I hand over the handkerchief I fished out of a monster, and he offers to upgrade my ship to allow dredgingโ€”basically seabed looting. Sounds good!

He gives me a cursed scavenger hunt: find a ring, necklace, watch, music box, and key. Why do I feel like Iโ€™m helping someone complete a haunted wedding registry?


Grouper Disappointment and DIY Moving Services

I attempt once again to find the elusive Black Grouper on the return journey. I fail again. The Grouper and I are clearly not fated to meet.

Back in Greater Marrow at 22:55 PM, I get flagged down by multiple NPCs who seem to think I donโ€™t have enough to do:

The Lighthouse Keeper shares a shipwreck location.

The Builder wants to move and gives me a shopping list:

โ— 2x Lumber

โ— 2x Scrap

โ— Deliver to Steel Point

I finish my last few conversations, sell the disappointing fish, and finally restโ€”making sure to save and quit properly this time so I donโ€™t repeat the rotting-fish incident.


Daily Summary

Date: Day 6
Events:

Spoke to the Mayor about the missing Photographer

Visited Blackstone Isle and found the Sign of Ruin

Forgot to sell fish from Day 5

Met The Collector and received dredge equipment

Fished an all-seeing cod (not as exciting as it sounds)

Got quests from the Lighthouse Keeper and the Builder

Still havenโ€™t caught a Black Grouper

Slept peacefully after a long, confusing day


Want to know more about what this is and what rules I need to follow? Please read the Dark Waters: A Dredge Survival hub page

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

Dark Waters: A Dredge Survival โ€” Launches Tomorrow

Dark Waters: A Dredge Survival begins tomorrow on Survivor Incognito. A new permadeath series exploring the dangerous waters of Dredge on Nintendo Switch.

The next permadeath adventure begins tomorrow!
In Dark Waters: A Dredge Survival, we dive headfirst into the strange world of Dredge. Expect dangerous fishing trips, hallucinations, strange encounters, and plenty of questionable choices as we attempt to survive one day at a time.

Day One drops tomorrow โ€” stay tuned right here on Survivor Incognito as the madness begins.

Survivor Incognito Weekly: The Long Dark, Skyrim Survival, Dredge Permadeath & More (June 2nd – June 8th)

Another week of survival, chaos, and questionable decision making is upon us โ€” hereโ€™s what you can expect across the blog in the next seven days:

๐Ÿงธ Monday โ€“ Bear Meets Panic Rifle (Survivorโ€™s Shorts)

It starts with a bear. It ends with panic. Somewhere in between, a rifle is involved. You can probably guess how well that goes.

๐ŸŒŠ Tuesday โ€“ Dark Waters: A Dredge Survival โ€“ Day 1

We set sail on our brand new permadeath adventure through Dredge. The waters may look calmโ€ฆ but donโ€™t let them fool you.

โ„๏ธ Wednesday โ€“ Customloper: Day 1 โ€“ Mountain Town Start

The Customloper run officially kicks off! I spawn in Mountain Town and try my very best not to freeze, starve, or get eaten before I even leave Milton.

โš” Thursday โ€“ Skyrim Survival: Day 6

The trek through Skyrimโ€™s frozen wilderness continues. More frostbite, more danger, and almost certainly another regrettable encounter with something that bites.

๐Ÿ”ฅ Friday โ€“ A Voyageurโ€™s Tale (The Long Dark): Day 6

Back to the familiar cold of The Long Dark as the Voyageur run marches on into day six. Wolves, weather, and the never-ending quest for coffee.

๐ŸฆŒ Saturday โ€“ Survivorโ€™s Shorts: The Interloper Moose Incident

I try Interloper mode in The Long Dark. I spawn. I panic. The moose arrives. Thatโ€™s pretty much the plot summary.

๐Ÿ”ฅ Survive with us every week on Survivor Incognito โ€” your home for survival gaming on Nintendo Switch.

Follow along for The Long Dark guides, Skyrim Survival Mode playthroughs, Dredge permadeath runs, and Customloper challenges. New survival game content posted weekly โ€” with humor, tips, and plenty of questionable life choices.
๐Ÿ‘‰ Bookmark Survivor Incognito and join the survival adventure.

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