The Disturbing Case of the Online Torture Game "Submission"
Most disturbing things on the Internet

The internet, while a source of information, entertainment, and connection, is also home to some of the darkest and most depraved aspects of human nature. Among the most shocking cases of online abuse was the disturbing rise of “online torture games” that emerged in the late 2010s. These games, which were often disguised as harmless entertainment or interactive media, preyed on the emotional vulnerabilities of participants, pushing them to engage in graphic, disturbing, and harmful activities. The story of one such game, which became infamous for its brutality and manipulation, highlights the dangers of digital spaces that offer anonymity to those who wish to exploit others.
The online torture game, known as “Submission,” first appeared on an obscure gaming forum in 2017. Initially, it seemed like a simple, interactive game—a horror-themed simulation where players could make decisions that influenced the story’s outcome. The game’s premise was relatively benign at first: players assumed the role of a character trapped in an abandoned building, with the goal of escaping various traps and dangers. However, as players progressed, the game began to introduce darker and more disturbing elements.
At first, the decisions players made were innocent enough—choosing which door to open or what path to take. But soon, the stakes escalated. Players were forced to make decisions that involved inflicting harm on others or themselves. These choices were presented as tests of strength and survival, with the game encouraging participants to engage in actions that pushed the boundaries of morality. As the game became more popular, its content became increasingly disturbing, and the line between virtual violence and reality began to blur.
What made “Submission” particularly insidious was the way in which it manipulated players into taking part in increasingly violent and harmful actions. The game’s creators understood the psychology of its users, preying on their need for validation and their desire to see the game’s story unfold. As players advanced, they were rewarded with access to more intense and shocking content, which kept them hooked. The game’s creators offered incentives—exclusive content, higher levels of interaction, and more graphic scenes—encouraging players to complete ever more disturbing tasks.
The game’s interactions were designed to create a sense of immersion, drawing players into the story and making them feel responsible for the actions that unfolded. The characters in the game would beg for mercy, cry out in pain, and plead for the player to stop—but the game’s design forced players to continue. Those who tried to abandon the game were met with psychological tactics that kept them hooked, such as threatening messages, personalized content, or taunts that questioned their strength or courage. It was a digital trap that played on players’ fears, desires, and the need for acceptance.
As the game gained a following, the behavior of some players escalated beyond the digital realm. Some began recreating the actions from the game in real life, inspired by the control and power they felt while participating. A particularly disturbing incident occurred in 2018 when a player in the United States, influenced by the game’s content, decided to conduct their own “torture session” on a friend. This real-life reenactment involved binding the victim, forcing them into degrading positions, and subjecting them to physical pain—all based on the instructions provided by the game. The victim, who had been coerced into participating, later spoke out about the experience, describing the overwhelming sense of fear and helplessness they felt as they were manipulated into going along with the act.
The incident was reported to the authorities, who began an investigation into the game’s creators and the extent of its influence. What became clear was that “Submission” was not just an isolated case of online manipulation—it was part of a much larger problem. Players of the game were not only being exposed to graphic content but were being conditioned to view violence and abuse as a form of entertainment. The line between virtual harm and real-life consequences was quickly dissolving.
Further investigation revealed that “Submission” was not merely a game hosted on an open gaming forum; it was a tool for a much larger network operating on the dark web. Behind the scenes, the game’s creators had links to underground communities that trafficked in illegal content, including graphic depictions of abuse, exploitation, and violence. The game was a means of recruiting individuals to these darker spaces, where they could access even more disturbing material.
The creators of the game, whose identities remained hidden for a time, used the platform to lure vulnerable individuals into participating in illegal activities. They promised that players could access exclusive content and "unlock" more graphic scenes, but in reality, they were drawing players deeper into a world of exploitation and abuse. The game's popularity on mainstream platforms acted as a gateway to the dark web, where participants could access live streams, illicit forums, and other illegal content.
As authorities cracked down on these dark web activities, they discovered that the creators of “Submission” were involved in other illegal operations, including the distribution of child exploitation material, human trafficking, and financial fraud. The game, originally thought to be a harmless digital escape, had become a recruitment tool for one of the most disturbing underground networks operating on the internet.
The case of “Submission” brought the issue of online manipulation and digital exploitation into the spotlight. Law enforcement agencies, along with digital rights organizations, began to demand stronger regulations for online content, particularly when it came to the safety of vulnerable individuals. There was widespread outrage over the way the game had exploited its players, with calls for greater accountability from online platforms that allowed such content to proliferate unchecked.
The creators of the game were eventually apprehended and arrested on a range of charges, including cyber harassment, illegal content distribution, and contributing to the abuse of minors. However, many victims of the game, particularly those who had been coerced into committing harmful acts, remained scarred by the experience. Psychological support and rehabilitation became necessary for those affected by the game’s disturbing influence, as many found themselves unable to cope with the emotional and mental toll it had taken on them.
While the arrest of the creators of “Submission” provided some closure, the case served as a grim reminder of the dangers that exist in the online world. It raised important questions about the responsibility of digital platforms to monitor and regulate harmful content, as well as the need for greater awareness and education on the potential dangers of engaging in online communities that may not have proper safeguards.
The “Submission” case is a chilling example of how the internet can be used as a tool of manipulation and exploitation, and how easily individuals can be drawn into harmful situations. As the digital world continues to grow, it is crucial that we remain vigilant against the dangers posed by such dark corners of the internet and take action to prevent the spread of harmful content that can have real-world consequences.




Comments (1)
God, this was super disturbing.