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A Rape Game Was Live on Steam. That Should Tell Us Everything.

Zerat Games created a rape and incest simulator—and Steam, one of the world’s largest gaming platforms, let it go live.

 When a Video Game Glorifies Sexual Violence

Last week, a game called No Mercy quietly appeared on the gaming platform Steam—and for a short time, anyone could download it. Marketed with the tagline “Become every woman’s worst nightmare,” the game offered players a storyline involving rape, incest, and the explicit objectification of women. It wasn’t subtle. It was a full-on simulation of sexual violence—sold like entertainment.

Here’s what’s even more disturbing: it wasn’t illegal. There was no law that immediately stopped it. No regulation that flagged it before it hit the store. It took an international outcry—survivors, parents, advocates, human rights groups—screaming for it to be pulled. And even then, it stayed up long enough for who-knows-how-many people to download and play it.

The game has since been pulled after global backlash and outcry from human rights advocates, parents, and public officials. But that doesn’t erase the fact that it made it onto the world’s largest PC gaming platform in the first place. And that matters.

Because No Mercy isn’t just a “messed up” game. It’s a mirror. One that reflects how deeply embedded rape culture still is in the media we consume—and how willing some platforms are to look the other way when clicks and controversy are involved.

For young people—especially teens who game regularly—this sends a dangerous message: that violence is a joke, that boundaries don’t matter, and that a woman’s body is something to be controlled, used, and destroyed.

That’s why we’re talking about this. Because this isn’t just about a game. It’s about the culture that let it happen.

This Isn’t Just a Game—It’s a Glorification of Harm

There’s a reason No Mercy caused such a massive uproar—because it wasn’t just some niche game buried in a corner of the internet. It was live and downloadable on Steam, one of the largest gaming platforms in the world, where millions of teens spend hours every day. And despite its content—simulated rape, incest, coercion, and the literal invitation to “become every woman’s worst nightmare”—it was shockingly easy to access.

There were no meaningful barriers. No real warnings. No accountability. And for a while, it sat right there alongside mainstream games.

According to a recent Pew Research study, 97% of teen boys and 83% of teen girls play video games. Many start as early as age 9. So we need to stop pretending that games like this exist in some adult-only world—they don’t. They live on the same platforms kids use daily, inside algorithms that offer “related” suggestions, alongside titles meant for younger audiences.

As for the game’s developers? They claimed No Mercy was “dark fiction”—a creative exercise not meant to cause harm. But when you create a game where the goal is to violate others, that’s not edgy or provocative—it’s propaganda for rape culture.

And even if the creators didn’t “mean to cause offense,” we have to ask: Why did they make this game in the first place?

Because it tells a story they believe will sell. Because they knew there’s an audience for it. And because the systems built around them—tech platforms, content reviewers, even some parts of gamer culture—still treat sexual violence as something optional to take seriously.

So no—this isn’t satire. It’s not about free speech. It’s about how quickly we’ll let young people download a rape simulator while barely offering them education about consent.

This is the world SafeBAE is working to change.

What We Can Do—and Why It Matters

This isn’t just a platform failure. It’s a systems failure.

No Mercy didn’t become a headline because it slipped through the cracks. It became a headline because this kind of content keeps slipping through—on YouTube, in Discord servers, in classrooms where no one’s talking about consent, in homes where kids don’t feel safe enough to ask questions.

That’s why we can’t leave prevention to chance. We can’t wait until something awful makes the news to start the conversation.

At SafeBAE, we’re creating a new model—where teens are taught early on what real consent looks like, where red flags aren’t brushed off, and where youth-led clubs become the norm in every school. We’re working directly with students, parents, teachers, and districts across the country to build communities that don’t just react to harm—they prevent it.

Here’s how you can help:

  • Parents and caregivers: Talk to your kids about what they’re seeing online. Ask questions. Create space to process the harmful stuff—not just the easy stuff.
  • Educators: Bring SafeBAE to your school. Start a chapter. Get trained on how to support survivors and teach consent in real, age-appropriate ways.
  • Young people: Join our Peer Educator Training. Launch a club. Speak out when something doesn’t sit right.

You don’t need to be an expert to start doing this work. You just need to decide you won’t ignore it anymore.

This Should Never Have Been Allowed—And It Doesn’t Have to Happen Again

The fact that a game like No Mercy ever made it to a platform used by millions of young people is completely unacceptable.

This shouldn’t be controversial. Sexual violence is not a game. It should never be downloadable. And yet, it was—until enough people spoke up.

That’s what we need more of: awareness, accountability, and action. Because the truth is, this didn’t come out of nowhere. It came from systems that don’t take prevention seriously enough—and from a culture that still treats harmful content like this as just another edgy headline.

But it doesn’t have to be this way.

Parents: talk to your kids. Know what they’re playing, and what messages they’re absorbing.
Educators: don’t wait for something like this to show up in your school—bring real prevention in first.
And for young people: we see you. You deserve to grow up in a world where your safety is prioritized, and your boundaries are respected.

At SafeBAE, we’re here to build that world with you—one school, one conversation, one community at a time.

If you’re ready to be part of the solution, visit safebae.org, bring us to your school, or email us at info@safebae.org.

SafeBAE is a 501c3 Not-for-Profit Organization

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