Five Nights at Epstein's - What Parents and Teachers Need to Know
- Kirra Pendergast
- 4 minutes ago
- 4 min read
CONTENT WARNING:Â This article discusses a game that references child sexual exploitation and may be distressing to survivors of abuse. It contains frank discussion of how real-world criminal cases are being turned into entertainment for adolescents.

A game is circulating among young people called Five Nights at Epstein's. It's being shared in group chats, traded between friends, and accessed on platforms where user-generated content slips past filters. This is not a rumour. It's not exaggerated. And it's not "just a game."
Five Nights at Epstein's is a survival horror game set on Epstein Island, where players evade threats referencing Jeffrey Epstein a man whose documented crimes involved the sexual exploitation of children.
The game mimics Five Nights at Freddy's, a popular horror franchise where players survive nights while avoiding animatronic threats. In this version, the fictional pizzeria is replaced with a location where real abuse occurred. Where real children were harmed. Where survivors are still living with trauma, and now it's entertainment. This isn't a commercial release with age ratings or content warnings. It's user-generated content circulating on open platforms. It spreads link by link.
The danger is not horror as a genre. Teenagers have always explored fear in controlled spaces haunted houses, scary movies, campfire stories. That's developmentally normal.
The danger is trivialising real sexual exploitation as entertainment.
When abuse becomes a game mechanic, the moral line shifts. Some young people will scroll past without thinking. Others will feel deeply unsettled and lack the language to explain why.
For those carrying their own trauma—disclosed or hidden—content that gamifies abuse can cause immeasurable damage. This is not about sheltering children from difficult topics. This is about recognising that turning documented child exploitation into a jump-scare game normalises horror that should never be normalised.
Teenage brains are wired for novelty and peer approval. Impulse control and long-term consequence assessment don't fully develop until the mid-twenties. When something controversial trends, it moves fast through online friend networks, not because every child seeks harm, but because exclusion carries social cost. They access it to stay in the loop. They share it to signal they're not sheltered. They laugh because that's what the group chat expects.
The timing isn't coincidental. When high-profile criminal cases trend in media, the online ecosystem metabolises it instantly news becomes meme, meme becomes parody, parody becomes game. For adults, those categories are distinct. For young people raised in algorithmic culture, the boundaries dissolve.
Anyone can create and upload content in minutes. Platform moderation is inconsistent and reactive. They remove what they catch, but virality outruns enforcement. The burden lands on families and schools who discover trends only after they've circulated.
What Schools Should Do
Stay calm. Keep it steady. The goal is containment, not accidental amplification.
DO:
Quietly check whether the game has been accessed on school devices or networks
Brief wellbeing staff so they're prepared if students want to talk or seem distressed
Remind students in general terms that not everything online is made for young people without giving the game publicity
Monitor for distress signals in students who may have their own trauma activated
DON'T:
Hold dramatic assemblies that inflate curiosity
Name the game repeatedly in school communications
Lead with moral outrage (adolescents read adult emotion as significance escalation amplifies reach)
What Parents Should Do
Do not come in angry. Do not lead with threats.
Your goal is to keep the door open for honest conversation, not slam it shut with punishment.
Start Simply:
"I've heard about a game being talked about online. Have you seen it?"
If they have:
"How did it make you feel?"
Listen Before You Lecture
If children think they're about to lose their devices, they will minimise or deny. If they feel safe, they're far more likely to talk openly.
Children who fear punishment hide discomfort. Children who feel safe disclose it.
That's the difference between secrecy and support.
If You Find the Game
Report it through the platform it's hosted on
Check downloads or shared links if needed
Talk about what you found without shaming
But do not replace conversation with surveillance. Trust is what keeps the door open next time something worse shows up on their screen.
This isn't isolated.
Real-world harm is increasingly repackaged as digital spectacle because outrage drives engagement, and engagement drives visibility. Algorithms reward shock. Adolescence unfolds inside that incentive structure in spaces designed for maximum attention capture, not developmental protection. When criminal abuse becomes a game backdrop, when survivor testimony becomes game atmosphere, we are watching the normalisation of shock as entertainment.
We can't scrub the internet clean. Exposure is inevitable. What we control is the climate we create around it. Stay informed without becoming alarmist.Stay calm when others escalate.Stay connected even when content feels confronting.
If a young person seems unsettled after encountering something online, talk early. School wellbeing teams and health professionals exist because distress addressed quickly doesn't become buried trauma.
The counterforce to this isn't surveillance outrage or dramatic intervention.
It's connection.
Because when the next disturbing trend surfaces—and it will—the young people who will tell you about it are the ones who know you'll stay steady when they do.
If you or a student needs support:
Lifeline:Â 13 11 14
Kids Helpline:Â 1800 55 1800
Blue Knot Foundation (trauma support):Â 1300 657 380
1800RESPECT (sexual assault support):Â 1800 737 732
