I’VE MADE A HORRIBLE MISTAKE | The Walking Dead Saints and Sinners VR
A VR survivor’s good deed turns into the “biggest oopsie of all time.”
Seán McLoughlin, better known to his 24 million YouTube subscribers as jacksepticeye, dropped the fourth episode of his playthrough of The Walking Dead: Saints & Sinners on February 16, 2020. Titled “I’VE MADE A HORRIBLE MISTAKE,” the episode follows McLoughlin deeper into Skydance Interactive’s flooded, walker-infested New Orleans, where a supply run and a plea from desperate strangers spiral into a decision he can’t take back.
- The episode is entry #4 in McLoughlin’s ongoing Saints & Sinners VR series, published February 16, 2020 under the YouTube ID hMIhqF2qy1U.
- Saints & Sinners launched on PC VR headsets in January 2020, built around weapon durability, stamina management, crafting, and branching moral choices with NPC survivors.
- McLoughlin’s own video description sums up the episode’s stakes as “the biggest oopsie of all time” and a “big heckin stinky.”
Scavenging Under Pressure
Skydance Interactive built Saints & Sinners around scarcity — every shiv, pistol round, and bandage has to be scavenged from the drowned wreckage of New Orleans, and every swing of a machete wears the blade down further. McLoughlin spends much of the episode doing exactly that: picking through flooded buildings, fending off walkers with melee weapons and firearms, and rationing supplies the way the game forces every player to. It’s the same survival loop that’s made the title stand out among VR releases, alongside other physics-driven survival experiments like VTOL VR’s immersive cockpit simulation.
The Choice That Backfires
The episode’s central beat comes when McLoughlin runs into a group of human survivors mid-scavenge. Saints & Sinners is built to hand players exactly this kind of fork — help the group, ignore them, or turn on them — and each path reshapes how NPCs treat the player later in the campaign. McLoughlin opts to help, handing over supplies he needs for his own survival, only to second-guess the decision almost immediately once the group is gone.
The biggest oopsie of all time. A big heckin stinky.
That regret is the engine of the episode’s title. McLoughlin frames the aftermath as a full-blown moral crisis, wrestling with whether giving away his resources was compassion or just a bad trade that leaves him exposed the next time a horde shows up.
Moral Systems Function Differently in VR
What separates Saints & Sinners from a traditional dialogue-choice RPG is that every decision happens with your own hands — reaching a supply bag toward a stranger, physically choosing to swing a blade or hold back. That physicality is part of why McLoughlin’s reaction reads as genuine rather than performed; the game doesn’t let players hide behind a menu prompt. It’s a design philosophy that’s become a bigger conversation across the survival genre, one ambitious open-world co-op zombie survival titles have tried to chase with less success on flat screens.
McLoughlin’s series has been rolling out episode by episode since Saints & Sinners launched in January, and episode #4 leaves him with fewer supplies and a group of survivors out there somewhere who now know his name. Whether that decision pays off or comes back to bite him is exactly the kind of thread the next installment in the series is built to answer.

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