Short pitch
The elevator has no thirteenth floor. It stops there anyway. FLOOR 13 is a first-person psychological horror game built around observation, physical clues, and consequences. Each floor teaches the player how the building thinks. Then the building starts learning them back.
Fact sheet
Key features
- Fourteen connected authored floor experiences forming one psychological arc.
- Environmental puzzles communicated through objects, light, sound, reflection, and impossible space.
- A behavior-driven Mimic that can replay and recombine patterns from the player's own movement and interactions.
- An observation → imitation → prediction → contradiction structure that turns earlier habits into later horror.
- Mobile-first controls with subtitles, motion-reduction options, and adjustable sensitivity.
- Offline-first single-player progression with local saves in the current release.
Tone and content
FLOOR 13 favors dread, environmental contradiction, uncanny human behavior, memory, surveillance, prediction, and impossible architecture over gore. The campaign includes sustained fear/tension, dark environments, uncanny human-like figures, and startling audio/visual events.
Coverage and creator notes
Reviews, criticism, gameplay capture, commentary, streaming, and video coverage are welcome subject to applicable law and platform rules. For spoiler-sensitive coverage, avoid revealing the full final-elevator sequence and the last implication after Floor 13.
Recommended spoiler-light framing: the game's core arc progresses from Observation to Imitation to Prediction, while the significance of Floors 14 and 13 is best discovered in play.
Suggested one-line descriptions
A building that learns your habitsFirst-person psychological horrorEnvironmental storytellingBehavior-driven MimicMobile horror
Media contact
Use the developer contact published on FLOOR 13's official Google Play or App Store listing. A dedicated public media email can be added here when the owner publishes one.