The Rules of Survival (According to Me)
“Permadeath, but make it playable.” These are the house rules that keep my diaries fair, spicy, and still fun on Nintendo Switch and Steam Deck.
How These Rules Work
- Global rules apply across every series.
- Series add-ons tweak things for specific games (e.g., trucks vs. xenomorphs require different coping strategies).
- Accessibility allowances exist so the runs are difficult, not miserable.
- Sanity and sustainability matter. A good rule set should make you sweat, not burn out.
- If a rule changes mid-season, I’ll note it at the top of the next entry. Transparency > bravado.
The Philosophy Behind the Rules
When this site began, permadeath was everything — a hard line that defined every run. But as Survivor Incognito evolved, so did my understanding of survival. Sometimes the biggest challenge isn’t staying alive in-game — it’s keeping your own sanity from flatlining.
Now, I treat permadeath as the foundation, not the cage. The rule still stands — one life, one timeline — but it bends when needed to keep things fun, chaotic, and sustainable. A save setting, a retry system, or a sanity clause doesn’t cheapen survival; it makes it possible.
This is what I mean by Surviving, Not Suffering. The danger stays real, but the goal is to enjoy the story, not endure punishment for its own sake.
Global Rules (Site-Wide)
- Permadeath is the default. If I die, that character’s story ends — unless an explicit “sanity clause” or multi-life rule says otherwise.
- Voyageur-vibes over masochism. Mid-tier challenge, smart play, and humour > misery for bragging rights.
- No exploits or cheese strats. If it breaks immersion or intent, it’s out. (Bunny-hopping past a bear is still comedy, not canon.)
- Diegetic decisions. Choices must make sense in-world: time, weather, resources, and knowledge I’ve earned.
- One save, one timeline. No multiverse safety nets unless used for narrative fun.
- HUD is fine; omniscience is not. Normal menus are okay, but external tools only when justified in-game.
- Switch-first, Steam Deck-friendly. Performance quirks are part of the challenge. Comfort tweaks welcome.
- Quality-of-life ≠ cheating. Accessibility options are always fair play.
- Honest postmortems. When a run ends, I explain how and why — then it joins The Graveyard.
The Apex Predator Rule
Formerly the Xenomorph Rule — now the official Survivor Incognito standard for all games featuring a relentless hunter.
Some worlds have a single unstoppable threat — a creature that can’t be reasoned with or permanently escaped. To keep things fair (and terrifying), this rule defines how long I can survive their pursuit before it’s truly over.
- Three Strikes: The predator may kill me up to three times before the run ends. Each counts as a near-death encounter — the survivor barely escapes.
- Symbolic Lives: Each strike ties to an in-game theme — eggs, infections, containment breaches, or mental breaks.
- Final Death: On the third encounter, the predator wins. The story ends — sometimes with teeth.
Used in: Alien: Isolation, Choo Choo Charles, and any future titles featuring an apex hunter (Nemesis, Ice Worms, etc.).
Accessibility & Sanity Clauses
Survival includes mental survival. These clauses keep things playable and fun.
- Sanity is a resource. I can use save-after-progress settings or limited retries if the alternative is frustration, not tension.
- Input fatigue is real. Adjust sensitivity, remap buttons, or use gyro aim to stay comfortable.
- Visibility accommodations: UI scaling, subtitles, brightness, and colour filters are always allowed.
- Session pacing: Safe stopping points are encouraged; this is a marathon, not a collapse speed-run.
New Add-On Rule — The Sanity Clause
Some games demand flexibility to stay fun. The Sanity Clause allows rule-bending when mechanical or mental limits outweigh the benefit of “pure” permadeath.
- Sanity Clauses must be declared up front in a post or ruleset (e.g., “15 attempts total,” “save-after-star ON”).
- They never remove danger — they just stop it from overshadowing the experience.
- Used examples: SnowRunner – Permagear and other experimental runs.
FAQ (Update)
Q: Doesn’t this make it easier?
A: Sometimes — intentionally. The goal is still tension and story, not self-inflicted misery.
Q: Why keep permadeath at all then?
A: Because it gives meaning to survival. A life that can end at any moment makes every success count.
Q: Isn’t this against the “real” challenge?
A: Not at all. I’m here to survive games, not suffer through them. The rules evolve to match that.
