I think you might be better leaving it ambiguous, it hits harder that way.
However, what a lot of media in the UK does these days for sensitive subjects is notify the viewers/readers/listeners that if they have been affected by whatever sensitive subject they are concerned with at the time to contact an appropriate charity and providing a phone number or other contact details.
Your game doesn't glorify the subject, and by just saying it's bad would remove the weight of the story. If you engage with the story, at each point you will ask why, how has it progressed to this ending, was there a way to change it? The message in the story, as far as I can tell, is that life can be tough, and anyone can drift down that path, you then show the end of that path and, to me at least, that's what gives it some weight and makes you think about it. The fact is that most people, when they drift down that path, they don't get to the end of it, there's normally someone else that helps to pull them back from that path and it could be as simple as someone in a shop asking how their day was.
Whatever you plan to do with it, there was thought and respect behind the story and the flow and I think you should try to maintain that.
Also, everyone has stuff to deal with and stuff they carry, and sometimes it can get a bit much, when it's like that, as difficult as it seems, it can be beneficial to stop, take a breath and then take another look at what the problem is, if it doesn't help, then you likely need some help, and I don't mean it in a condescending way, but in the sense that if you can't see a way to deal with the problem, maybe someone else can. If you haven't already found your answers, I hope you do.