Ghaziabad Suicide Diary Reveals Sisters' Deep Immersion in Horror Games
Ghaziabad Sisters' Diary Shows Horror Game Obsession

Ghaziabad Sisters' Diary Exposes Disturbing World of Horror Games

In a tragic incident that has sent shockwaves through Ghaziabad, a handwritten diary left behind by three minor sisters who died by suicide offers a chilling window into the virtual universe they inhabited. The document reveals an intense immersion in horror-survival mobile games that clinical psychologists say reflects how profoundly the sisters had retreated into digital spaces as their real-world connections narrowed.

The Games That Dominated Their World

The diary, examined by investigators, specifically names four mobile games that had become central to the sisters' lives:

  • Poppy Playtime (approximately Rs 300 to begin playing)
  • The Baby in Yellow (free with in-app purchases)
  • Evil Nun: The Scary Horror Game (free with in-app purchases)
  • Ice Scream (free with in-app purchases)

All four titles belong to the horror or puzzle-survival genre, placing players in claustrophobic, threatening environments where escape represents the ultimate objective. According to their father, Chetan Kumar, the girls had been playing these task-based online games for at least two to three years and had developed a fascination with Korean culture, even adopting Korean names for each other and expressing dreams of visiting the country someday.

Beyond Casual Entertainment: A Shared Ritual

Investigators believe the youngest sibling may have begun playing these games before turning 10 years old, despite the applications recommending a minimum age of 12. The diary entries suggest gaming was far more than casual entertainment for the sisters—it had become a shared ritual. Alongside playing the games themselves, they regularly watched YouTube videos of gamers livestreaming the same titles, content that often amplifies fear, suspense, and adrenaline through exaggerated reactions.

Examining the Games' Themes and Popularity

Poppy Playtime, developed by Mob Entertainment, has found a substantial teenage audience in India with over 10 lakh downloads on Google Play. The game casts players as a former employee returning to an abandoned toy factory where monstrous, animated toys stalk the premises. Survival depends on solving puzzles, evading attacks, and navigating dark corridors. Its official description explicitly urges players to "stay alive" and "survive the vengeful toys waiting for you," framing fear as both challenge and thrill.

The Baby in Yellow, developed by Team Terrible, cloaks horror in dark humor by casting players as a babysitter performing mundane chores while increasingly sinister paranormal events unfold. With its eerie soundtrack and sudden visual shocks, the game has achieved remarkable popularity with more than 10 crore downloads globally. Its description pointedly asks: "How long will you stay in control?"

Evil Nun, created by Keplerians Games, is set inside a school guarded by a terrifying nun transformed after a zombie attack. Players must solve puzzles, rescue trapped children, and escape without being caught. The game boasts over 5 crore downloads and features multiple chapters that extend its narrative and replay value.

Ice Scream, also developed by Keplerians, centers on an ice-cream vendor who kidnaps children and freezes them inside his truck. Set in a small town environment, the game forces players to sneak, hide, and unlock clues without alerting the villain.

A Common Theme: Confinement and Escape

Across all four games, a consistent thematic pattern emerges: confinement, fear, and the promise of escape. While investigators have found no evidence that the games directly instructed or encouraged the sisters to harm themselves, the diary entries—combined with messages scrawled on walls expressing loneliness—suggest a prolonged withdrawal into fantasy worlds.

Expert Perspectives on Gaming and Mental Health

Clinical psychologists caution against drawing simplistic causal links between violent games and suicide. "It's not fair to blame games alone," emphasized Pulkit Sharma, a clinical psychologist who analyzed the case. "But these patterns should be read as a cry for help."

According to Sharma, the narrative arcs of these horror games mirror emotional states commonly observed in adolescents struggling with isolation. "The first thing that we should note is that the girls were depressed and had no support," Sharma explained. "These horror games that they were playing, where the protagonist is stuck, reflects their state of mind in a way. It seems like they sought temporary relief in these games where they are trapped, hunted, alone, but eventually find a way out."

He further elaborated on the psychological dynamics at play: "When someone is feeling very hopeless with life, they feel very numb, and then they get drawn to such dangerous things. The games provided a structured environment where their real-world feelings of entrapment found virtual expression."

The case has sparked important conversations about adolescent mental health, digital immersion, and the need for greater awareness about how virtual experiences might intersect with real-world emotional struggles. As families and educators grapple with these complex issues, the tragic story of the Ghaziabad sisters serves as a sobering reminder of the importance of emotional support systems and balanced digital engagement for young people.