Top 10 Best Creepypastas


 copyright: all the stories are property of their owners, abandoned by Disney is property of slime beast, 

Brevity and ethics; i have no affiliation with any of these spooky stories, I'm just a fan. 

With it officially being Fall and, just like the leaf-cluttering trees, the air is chilly and the ghouls and ghosts are finally creeping around. In the shadows, a mysterious, haunting, and chilling atmosphere has taken the world by storm. And it's time to embrace the macabre and delve into the world of Creepypastas.

A creepypasta can usually be described as a short scary campfire tale, akin to a group of cowboys trying to scare each other with faux folktales like big foot, the chupacabra or a thunderbird. the tradition became known as creepypasta, the word coming from copypasta, the term used for copying and pasting chain letters, the past time your grandma used to do in the mid 90s when she would get an email of a baby dancing saying if she doesn't send it to their 10 best friends the baby will come to her house and unplug her c-pap machine. 

    the term now describes any form of internet horror story, regardless of length or quality any scary internet story is a creepypasta now. this list in no particular order is the top 10 best creepypasta that i rather enjoy. for this list, i tried to make sure there were no bias and tried to keep it from being just the top 10 "original creepypasta" i.e jeff the killer, smile dog, etc. the list will be as diverse as i can make it. 

    1. abandoned by Disney: by Slimbeast

    abandoned by disney is a divisive creepypasta, while it is a very well written and creepy horror story. Its creator slimebeast is a divisive person, where he himself hangs out in the community and makes it better.. but he also himeslf does a lot if you make money from reading the stories he writes.. but that being said; abandoned by dinsey is a really good story.

    Its a very dark and macabe tale of a person exploring a disneyland esq area that disney abandoned. The place Is filled with obsticles for the reader to overcome such as broken glass filled lounges and actual pythons, along their journey the reader finds themselves in an area thats for mascots only. When they enter the room, they find blood covered mascot costumes. When they see a particular looking mickey mouse costume it comes alive with a slight demonic tone and asks the reader a very dark question, “do you want to see my head come off” before answering the reader retreats to safety.

    The story itself is dark in its macabre atmosphere. It's pacing is very slow but balanced, its not too slow to where it bores the reader, but not quick enough to be too fast. Its descriptions are dark and detailed. Every area is described with enough detail to have you visualize it. Its a great read worth the time it takes.


2.  hidden rules for the elevator game 
(


For this portion. I'll be using just part one, only because I've never listened or read part 2 onwards.)

The pasta is short, but very thrilling in its super natural storytelling. Our protagonist recants s story about his youth, being the son of a hotel owner. Telling us about how kids would play a haunted ritual, putting in a code in the elevator uninterrupted you'll be sent to a parallel world, however all this seemed to do was break the elevator. 

When asked his father would tell the protagonist that it's just a thrill of the unknown.  Our protagonist would then tell us about how his little brother would explore the hotel pretending to fight monsters. A particular story about how his little brother and him encountered an Asian man who would only bring a small briefcase and nothing more. When asked how many days he'll need he just says "enough to finish the game". Then when pressed would pay briefcase and tall about the rules of the elevator game. Which perked the boys ears. as the Asian man left the brother would pester his brother too. 

Annoyed our protagonist relents and tells him he'll let him play the game so he'll leave him alone. He then would walk him through the elevator game rules, doing the ritual verbatim. The hallways were empty but covered in macabre as the Asian man called out to the kids asking for help but the boys to scared to do anything ignored him going back to home to do homework. Hopping that would distract him, unfortunately it wouldn't. 

The next day their dad would try to run their credit card information but to no avail, he sends the boys up to get their payments information but the room isn't what it should be. The room filled with termoil and gore as the Asian man is dead, his hand cut off and the walls covered in a bloody number sequence. Next to the body is a note discussing the game on its true form. 

Almost like a silent hill puzzle, the instructions read "You must enter at the first floor, then go the 6th floor first , then the 2nd, then the fourth floor, and the third, then return to the sixth"and telling you to brandish a mirror pointing at the elevator at all times. 

The instructions tell you to do some other things like walking in a straight line then walk backwards to the elevator going to the second floor. If you fail this part you are absolutely done for. Following the rules properly will keep you safe the rest of the story tells us that their father called the police and investigated the room. And that he ponders if he's why the man died. 

Our protagonist attempts to do research, telling us he's found nothing but wonders if the people who failed the ritual didn't actually fail but unlocked something about the elevator game. Like a hidden code. And decided to take his little brother go through the Asian man's briefcase and journals. 

The journals are written in chinese, doodles, numbers and logs mentioned and written about in a chaotic psychological mess. The numbers are different attempts at button combinations, only stumbling onto the right combination. His brother dragging him through the elevator ending in an open ending that can go many ways. 


    3.  1999, copyright: 1999, is property of  Camden Lamont

    The narrative begins by reminiscing about the cultural zeitgeist of 1999 and the phenomenon of the Pokémon craze. The protagonist reflects on receiving his first television as a child. While most kids were engrossed in shows like MTV or Pokémon he stumbled upon a peculiar local TV station: KAMDEN 21. This was not an ordinary network for children. It aired an unsettling roster of shows, including Booby, Soup and Spoon, Fallen Angel, and Mr. Bear’s Cellar—each more disturbing than the last.

    The protagonist describes these shows in eerie detail, noting their oddly amateurish production value. Initially, they appeared bizarre but benign. For instance, the early episodes of Mr. Bear’s Cellar depict a man in a disheveled bear costume playing checkers with himself before lumbering up the cellar stairs to welcome a group of children for an innocent game of hide and seek. There’s a disquieting air to it, yet nothing overtly sinister at first glance.

    But as the story progresses, the veneer of innocence peels away. An episode of Soup and Spoon reveals the chilling nature of the programming. The segment is crudely shot, featuring a spoon on a string chasing a soup can, then abruptly cuts to a scene of children chanting, “Spoons ready?”—a bizarre and uncomfortable sight. Then, things take a more disturbing turn when the narrator recalls watching Mr. Bear’s Cellar with a friend. In this episode, a young boy confronts Mr. Bear, demanding the return of his sister. The bear’s response is as shocking as it is uncharacteristic: “Get the fuck out.” The child threatens to call the police, prompting Mr. Bear to lunge at him as the screen cuts to static.

    As the protagonist delves deeper, the shows spiral further into madness. An episode of Booby features a grotesque scene where the titular character amputates a third party’s finger with a pair of scissors, the camera lingering on the grisly details. The narrator’s fascination grows against his better judgment. He wants to turn away but finds himself inexorably drawn to the darkness unfolding on the screen.

    Then, Mr. Bear extends a macabre invitation to his viewers. Through letters, he encourages children to visit his cellar and “play games, watch movies, and go ‘fire camping.’” Against all reason, the protagonist—being a naïve child—writes to Mr. Bear, requesting to visit. To his shock, he receives a reply: an invitation to join Mr. Bear in the cellar for “camping,” a euphemism the young protagonist fails to recognize.

    The narrative takes a chilling turn when the protagonist and his father visit the station’s alleged location. Instead of a children’s show set, they are greeted by a stern police officer. The officer sternly instructs them to leave, but the seeds of dread are already sown. The protagonist’s father later reveals the truth about KAMDEN 21: it was a pirate TV station broadcasting from a derelict house. Its creator was a madman who lured children to his cellar under the guise of harmless television programming. The horror of his actions is left ambiguous, but implications of child abduction and darker fates loom heavily.

    Over the years, as the narrator grows, his morbid curiosity remains. He stumbles upon archived discussions of KAMDEN 21 on NeoSeeker, expanding on the sinister programming and deepening his obsession. Eventually, he learns from a retired officer that Mr. Bear was no mere costume character. He was a real predator, responsible for the disappearance—and ultimately the fiery deaths—of sixteen children. The full extent of his depravity is not yet clear.

    The tale crescendos when the narrator is granted access to the police archives, unearthing the old tapes that haunted his youth. The visuals are grainy and decrepit, showing snippets of the bizarre KAMDEN 21 programming—short, meaningless sketches of Booby and Fallen Angel. But it’s the episodes of Mr. Bear’s Cellar that hold the real horror. In one, Mr. Bear pours a concoction into sixteen shot glasses—one for each child. Bruised and terrified, the children obediently drink. The screen cuts to black.

    Haunted by the past, the protagonist, now an adult, returns to the abandoned house where the shows were filmed. It’s a decrepit ruin, and though he explores it cautiously, he finds nothing but empty remnants of horror. Venturing into the nearby woods—the alleged site of the children’s demise—he comes across charred patches of earth. As he wanders, he encounters a group of children who warn him that Mr. Bear still lurks in the area, living in a storm drain. He dismisses their tale as folklore. And yet, a nagging dread lingers.

    Back home, the dread turns palpable when the narrator receives a cryptic email from someone—or something—claiming to be Mr. Bear. The subject line reads: “Return to the Cellar.” The message is menacing in its simplicity, hinting that the past is not as buried as it seems. The protagonist dismisses it as a prank, yet the fear is unmistakable.

    Then, the final tape emerges. Against all advice, the protagonist watches it. It begins with Mr. Bear addressing the camera, announcing his intent to “bring the children to Heaven.” The tape shifts to a horrific scene: the bound and gagged children are led into a fire pit, their muffled screams cut short as the flames consume them. The image is almost surreal—Mr. Bear’s empty, grotesque suit standing cruciform against the blaze, while the letters “INRI” flicker ominously on the screen. The horror is overwhelming.

    Years later, the narrator reflects on his ordeal, having been pursued not just by a madman but by his own unresolved trauma. He confesses to watching one final tape, one he wasn’t meant to see. It breaks him. The video captures the aftermath: charred remains, silent woods, and the bear costume, now lifeless, mounted on a cross-like effigy. The forest is silent, save for a whisper on the wind: Return to the Cellar.

    What makes this story truly terrifying is its grounded plausibility. The antagonist, Mr. Bear, is not some supernatural being but a deranged man shrouded in shadows, driven by a monstrous need to lure and destroy. It’s a grim reminder that sometimes, the most frightening horrors are the ones hiding in plain sight—masked as something familiar, inviting, and just a little bit off.


    you can listen to a reading of it here:  https://youtube.com/playlist?list=PLz_egZHjjhnE5uNzBp0LYQ1A09zpvaLRe&si=SZttLhqank2o7NDs

    4. Slenderman 

    While Slenderman mythos has taken some wild turns, theres something magical about the original story. The story originates from the forum of “something awful” durring the forum's creepypasta contest. The entree was of a group of school kids playing while a faceless, tall, thin, but well dressed man stands ominusly in the background. His tentacle like hands reaching to a child in the background.

    The image alone can spark a feeling on unease and dread as we wonder what the monster is planning, if it even thinks or plots. When the image and story took off other images of a faceless, tall, pale man next to children cropped up. And this time came with story.

    The story is of a young girl being awoken from a bad feeling she has. As she awakens she feels the total darkness almost suffocating to be around. as she reaches the kitchen to get a cup of coffee she sees the front door, a chill runs down her spine. Her curiosity is peaked as she looks out the peephole, the peephole has an eerie darkness in it, but tall, pale, thin man appears and its lingering arm becomes several arms, she runs in a panic and crashes into a wall knocking herself out. in the dark void of her slumber a voice calls out to her. but to no avail. 

    the story itself holds up pretty amazingly, leaving the reader scared and wondering if the tall, thin man will come to them too. 

    you can listen to a reading of it here: 

    https://www.youtube.com/watch?v=gPvOPAbVpUo


    5.  myhouse.wad

    copyright: Myhouse.wad is property of Steven Nelson, Doom is property of ID Software

At first, it seems like a straightforward Doom level set in an ordinary suburban house. But here’s where the fun begins: as players stray from the expected path and engage with the journal entries, the world starts to morph. The house shifts, the environment warps, and suddenly, you’re exploring waterlogged, unsettling versions of familiar spaces. The more you delve in, the more the game reveals its deeper layers of surreal and spooky themes—grief, loss, and memory.

This mod masterfully uses cryptic storytelling and ever-changing environments to keep players on their toes. It’s not just about blasting enemies; it’s about piecing together a story that feels emotionally raw and open to interpretation. myHouse.wad immerses you in a world where the environment mirrors the protagonist’s emotional turmoil, inviting you to experience a haunting, dreamlike atmosphere that grows more disturbing the further you explore.

At its core, myHouse.wad tackles heavy themes in a subtle and engaging way. The house, representing the protagonist's memories of his friend, becomes increasingly distorted—just like his mind as he grapples with loss. The shifting rooms and strange geometry serve as metaphors for his fractured emotional state, and every discovery sheds light on their relationship, hinting at memories warped by grief.

While the game leaves much open to interpretation, it’s clear that myHouse.wad is more than just a Doom mod—it's a narrative journey through mourning, regret, and the struggle to let go. With its unique combination of unsettling visuals and emotional depth, this mod is an invitation to explore how we process the loss of loved ones and the lingering impact of memory. So, if you're looking for something that’s both fun to play and deeply thought-provoking, myHouse.wad is a must-experience.

listen to a reading of the journal here: https://www.youtube.com/watch?v=7cikMxHFmJA

 


    6.  candle cove 

    copyright: Candle Cove is property of Kris Straub

      On the forums, user skytale033 asks about a 70s kids show featuring a pirate named Percy. User sky proceeds to provide additional details about the show, with other users chiming in with their own recollections. User jaren2005 and also joins the discussion, providing additional information regarding the ship and the small girl main character. As the conversation continues, users continue to offer more details about this beloved classic.



      As the thread continues, additional details emerge. User Mike Painter joins the discussion, providing more information about what they recall. Specifically, they mention an evil skeleton pirate named the Skintaker, which was apparently a skeleton in a top hat and cloak made up of the flesh of dead children. The threat ends with the writer going to his bed ridden mom, who tells him that he wasn't watching tv but just tv static.

    This story is a great look into false memories and sharing them. When you share a false memory you can create a great Mandela effect, even though the memories are vaguely false; many people shared the false memory which created a group hysteria. Of course, the writer probably didn't mean to since they end it with the fact the child is watching static. Thus, anything the users in the thread has talked about becoming the false memory. My best friend Kitty and i discussed this story together one time, and mentioned she herself saw candle cove and went into detail about how she remembered the skintaker, but when we looked into the story together, she sadly learned that the story wasnt real, like monkey-see monkey-do but with spooky spaghetti. 

    Side note: The Syfy channel has a fun but not accurate adaptation of this story called channel zero, It's worth the watch.

    listen to a reading of it here:  

    https://www.youtube.com/watch?v=VN0vSIBnUNo

    7.the rake

    the story is set in journal notes from an investigation on said spooky monster. the investigation starts in the year 2003, the journal takes notes of a "human like creature" that was sighted during a black out in the North East part of New York. as the journal continues, it speaks of someone discovering the monster but the journal doesnt speak much of the monster, but the emotional state it left them in. In an anthology style storytelling spanning different generations of torment and fear brought by what the letters call "the rake" each account is a different letter provided by a source in a wooden box. 

    The first note is a smaller one addressed to a Lenny, saying that the rake spoke of Lenny and whatever it said made the letter writer want to save Lenny's soul. 

    The next letter is a bit longer thankfully. It's a Spanish journal entry, detailing more e

    Psychological effects that the rake has on someone. Speaking of how hallow, black and piercing it's eyes are. And how cold,.wet and clammy the hands are. 

    1691:

    This note chronologically is the first one, speaking that a group of sailors saw the rake while on an unnamed exposition, the rake spoke to the sailor saying to leave and return to england. Giving our titular monster it's name "the rake"

    The final letter is a witness account in 2003. It discusses a family trips end, the writer thinking her husband went to use the restroom. But when the writer says she took advantage of her husband leaving to steal the sheets, she perplexed that he's still in bed. After a moment of their eye adjusting, she sees it. The rake is sitting on their bed. When the rake is noticed by the woman, it flails it's arms and runs to her husband checking to see if he's asleep. Then goes to attack their kids. 

    The note details how the rake attacked their kids, killing them. With her dying breathe the woman's child says, "he is the rake". The writers husband drove into a lake trying to take the kid to the hospital. But both died. The writer then says she tried to hunt down any information down on the rake. Which is the origin of this story. It's a very chilling thought. 

    The very thought of a naked, malformed, knife fingered man sitting on my bed would make me piss my bed. 

    listen to a reading of it here: 

    https://www.youtube.com/watch?v=WhgsX2JgBqw

    8. raprat 

      Who doesn’t love a good board game? 

      This story begins with a seemingly simple game setup: a rulebook that's almost identical to Mouse Trap, minus the traps, but with a twist—a VHS tape that accompanies the game, blending elements of Mouse Trap with the interactive horror of Nightmare. The VHS tape introduces the game's mascot, RapRat, a rough 3D animated rat who's the boss of the game. The visuals were unsettling enough that the writer, as a child, begged his mom to turn it off. Before she could, however, the VHS eerily interrupted with a menacing “WAIT YOUR TURN.”

      As the story progresses, the VHS begins playing personal videos of the writer’s deepest fears. The terrifying imagery is too much, driving the young writer to flee to their room in tears while their mother struggles to turn the game off.

      Fast forward years later. While packing to move in with his girlfriend, the writer stumbles upon the cursed board game and its VHS. The mere sight of RapRat brings back waves of PTSD, though his girlfriend finds his fear amusing. To prove his point, the writer digs out a VHS player and starts the tape. Instead of the disturbing 3D rat model, the tape loops disturbing imagery—a clown’s nose exploding, a man forced to burn his hand on a metal bar. Suddenly, a loud scratching noise introduces the return of RapRat, now no longer a crude 3D figure, but a monstrous rat-like demon. Its twisted grey flesh, thorn-covered face, and grotesque, inside-out eyes fixate on the writer. The horrifying visuals build, until they hear scratching at the front door—louder and louder—then silence.

      This is where the second half of the story takes a different turn. Determined to get to the bottom of the mystery, the writer embarks on a quest to uncover the origins of RapRat. His investigation leads him to A Couple of Cowboys, the now-defunct company behind Nightmare. In 1992, the company supposedly outsourced the production of RapRat to a manufacturer in Haiti, where, tragically, a child laborer was killed in an accident. Furious, the child’s mother allegedly placed a curse on the RapRat dolls, summoning a fear demon named "Aparat." This curse is said to have caused harm or madness to anyone who encountered the cursed copies of the game.

      In hindsight, RapRat’s story may have scared some, but on closer inspection, it comes across as more cheesy than terrifying. While the first part has some fun, spooky charm, the second half feels overly complicated and problematic, with questionable tropes like the use of Haitian voodoo magic that feels uncomfortably stereotypical. The story works better as a creepy, nostalgia-tinged thrill ride, but the second half really pulls away from what made it entertaining in the first place.

      At its best, RapRat is a playful, self-aware horror that taps into childhood fears with a wink and a grin. It’s not meant to be taken too seriously—it’s just a fun, spooky experience.

      listen to a reading of it here: 

      https://www.youtube.com/watch?v=TtG5YyRJRE8

    9. the clown, the paint, and the turbine

    In "The Clown, The Paint, and The Turbines," our protagonist's eerie journey begins as he searches the fields for a mysterious figure, only to realize the figure is already watching him. His initial fear drives him to retreat to the safety of his room. The next day unfolds in much the same way, but this time, he spots the figure again, now clearly dressed in a red clown suit, complete with a red nose. Oddly enough, the sight of a clown in the fields confuses him more than it scares him—until the clown speaks.

    The clown tells him to leave, irritated that his rest was disturbed, and demands the boy help him paint the turbines. Their conversation takes a turn when the clown reveals he’s been watching the boy for some time and knows how often he’s alone. As the boy presses the clown, the atmosphere shifts, and the clown grows angry. Frightened, the boy rushes home, desperately trying to call for help, only to find the front door stuck. His escape route leads him to his parents' room, where a horrifying sight awaits: his father, suspended from the ceiling in a gruesome contraption of chains. The word "sacrifice" is written in blood on the wall. With a sudden bang, the door swings open, and the clown stands ominously in the doorway.

    Then the boy wakes up, seemingly safe in his bed with the sun shining and the turbines still. He calls for his parents but finds no trace of them. Venturing into the garden, he sees a distant figure wave back at him. After hours of searching, he spots the turbines once again—this time, one is freshly painted and gruesomely adorned with his parents' bodies. On the fence, written in blood, are the words: "Thanks for helping me paint."

    Despite its classic creepypasta setup, "The Clown, The Paint, and The Turbines" is a playful and engaging take on familiar horror tropes. While short, the story maintains a brisk pace without feeling rushed. Its clever use of twists and the delayed introduction of the titular clown are reminiscent of slasher film classics like Halloween and Friday the 13th, which also rely on slow builds and surprise endings to keep audiences on edge.

    What sets this story apart is its subtle subversion of expectations, blending familiar horror elements with an unexpected and darkly humorous conclusion. Its fast pace and twists ensure that readers stay hooked right up to its chilling, yet oddly satisfying, conclusion. In short, "The Clown, The Paint, and The Turbines" is a well-executed, fresh take on traditional horror frameworks, delivering a creepy and entertaining experience for readers

    listen to a reading of it here: 

    https://www.youtube.com/watch?v=Ni5vxr_-MKo

    10. zombie ourbreak 2012 

While “Zombie Outbreak 2012” may not be as eerie as classics like 1999, it’s a gripping story with a personal connection for me. I first came across it during a 2012 power outage in San Diego, and it has stuck with me ever since. The tale is inspired by the infamous “bath salts” incident, where a man in Florida shockingly bit another person’s face. While the story leans more towards a suspenseful narrative rather than pure horror, it captures a unique perspective by grounding the supernatural elements in real-world struggles.

The plot follows a recovering drug addict trying to rebuild his life while staying in a halfway house with five other addicts. As he climbs his way toward a stable life, landing a job and finding love, the world around him begins to unravel. News reports start pouring in about bizarre, violent attacks, reminiscent of the “zombie” behavior seen during the bath salts epidemic. His own stability is put to the test as these horrifying events creep closer to his home.

The story unfolds like a slow-burn zombie thriller. One day, a local addict rampages through his workplace, leaving a trail of black sludge in his wake, dismissed as another case of drug-induced mania. Determined to stay sober in a society crumbling around him, the protagonist witnesses his housemates either leaving in fear or succumbing to despair. When his own mentor is attacked, it’s clear the situation is spiraling out of control. Still, he clings to the hope of staying with his girlfriend and the few remaining residents, even as his family, who previously abandoned him, begs him to leave.

As the outbreak intensifies, tensions explode inside the halfway house. A mentor’s office is wrecked, and one of the housemates vanishes, leaving a firearm behind as a grim parting gift. Chaos reigns as the protagonist finds himself torn between concern for his loved ones and his commitment to staying clean. The grim conclusion comes as he sends a desperate message to anyone still listening, pleading for help amidst the silence of a world gone mad.

Though the tale ends on a hauntingly bleak note, Zombie Outbreak 2012 is ultimately a story of resilience and the human will to hold on even when everything falls apart.


    listen to a reading for it here: https://www.youtube.com/watch?v=XvVPN5z7yhM

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