Cover of The 13th Floor

The 13th Floor

The 13th Floor

By: James York Alex Cornett Cece Cornett
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The 13th Floor is a symposium on all things occult and paranormal. From verified phenomena like Haitian zombies and sleep paralysis to more outlandish topics like Donut Earth Theory and Bigfoot, The 13th Floor will study and pick-apart a wide variety of bizarre and macabre ideas.Copyright 2019 All rights reserved. Science Social Sciences
Episodes
  • Night 12: Opening the Vault
    30 Oct 2026

    48 Free Episodes, Happy Halloween! And thanks so much to all our patrons who've supported us. As we haven't used Patreon in some time making these public for everyone this Halloween just felt appropriate. Thanks so much and Keep it Strange!

    https://www.patreon.com/13thfloor

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    1 min
  • 13 Nights 11: Horror Games
    30 Oct 2026
    James of The Thirteenth Floor talks with Danielle, a gamified keynote speaker, AI developer, and fractional CMO who is also a longtime horror-game fan. They compare favorite horror and story-driven games, explore how play can teach strategy and help build brands, and discuss why indie developers may be driving a creative revival in horror gaming. keywordshorror games, indie horror games, gamification, video game strategy, horror gaming industry, Resident Evil Requiem, Silent Hill, South of Midnight, indie game development key topics
    • Danielle describes her horror-game tastes: psychological thrills, gore, whimsy, strategy, and mythical elements.
    • They discuss Resident Evil Requiem’s balance of action and horror through alternating character chapters, and Danielle’s mixed response to Silent Hill.
    • Danielle praises South of Midnight for its Southern Gothic atmosphere, soundtrack, spiritual themes, and story.
    • She traces her early gaming memories to Doom and describes how horror-game preferences vary across generations in her family.
    • Danielle says her six-year-old learned colors and numbers through Uno, and frames play as a way to teach strategy and “level up in life.”
    • She introduces The Playbook, her prompt journal that uses RPG-style character maps and skill trees to help build a brand.
    • The conversation considers indie horror’s creative momentum, public-domain characters, and the appeal of fresh ideas over established formulas.
    • Danielle shares a parent’s perspective on young people’s creativity and game development, while both speakers consider AI and industry change.
    guest nameDanielle key frameworks
    • RPG-style character maps and skill trees for brand building in The Playbook
    • Using games and tabletop play to teach strategy and “level up in life”
    action items Sound Bites
    • "gaming is a form of exercise for them."
    • "the little indie that could"
    • "We need new ideas. We need new blood."

    Danielle's Book: Here

    Chapters 00:00Meet Danielle: gamified speaker and horror-game fan 02:36Silent Hill’s atmosphere and a slower storyline 06:11Danielle’s horror-game recipe: whimsy, thrills, and gore 07:07From Doom to different generations of horror players 09:36Using games to teach strategy and life skills 10:37The Playbook: building a brand with RPG mechanics 11:32How indie developers are reshaping horror gaming 14:28Public-domain characters and fresh creative blood 16:50New ideas, senior developers, and AI in gaming 18:23A possible horror-game renaissance
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    19 min
  • Night 10: Defense of Demons
    29 Oct 2026
    Defense of Demons explains why the word “demon” has carried meanings far beyond the modern image of a purely evil spirit. The host contrasts the speaker’s account of Semitic traditions and Greek-derived terminology with examples from ancient and Asian religions, arguing for a more culturally nuanced view of demons and inspiration. keywordsmeaning of demons, demon etymology, ancient mythology, religious history, demonology, cultural beliefs, inspiration and creativity key topics
    • Why the host looks below the camera and considers placing a visual cue above the lens.
    • The host frames the episode as a defense of demons, challenging the common Western association with absolute evil.
    • The speaker distinguishes the modern idea of a demon from the Semitic term he renders as “divik,” describing it as linked to opposed or competing deities as well as possession traditions.
    • Baal Zebub is discussed as a deity whose name the host interprets as “Lord of the Flies,” later associated with the devil.
    • Pazuzu is presented as a protective figure associated with infants in older traditions, in contrast to his portrayal in The Exorcist.
    • The host connects the Greek-derived word “demon” with “genius,” describing an ancient concept of inspiration, guidance, or a muse-like influence.
    • Creative insight, dreams, and songwriting are offered as examples of experiences ancient people might attribute to a demon.
    • The discussion broadens to Hindu devas, Norse traditions, and beings such as oni and yokai, emphasizing that roles and meanings vary across cultures.
    takeaways
    • “demons are they exist in every culture just about, but they vary in nature tremendously.”
    • “in the West, particularly in the United States, particularly in Protestant circles, when people hear demon, they think of personified evil.”
    • “The reason why they're called that is because they exist and they're considered sort of competition.”
    • “Pazuzu was actually the guy who guarded Sumerian women against SIDS and other, you know, infant problems.”
    • “demon and genius have the same etymological origin.”
    • “your demon, which was kind of more like a guardian angel or a muse figure, had inspired them.”
    • “where does insight come from?”
    • “The part of you that's so deep, so far away from your conscious mind, from your cognition, that it almost feels like a foreign entity.”
    • “they're not inherently evil.”
    • “demon are not the same thing.”
    key frameworks
    • The speaker’s contrast between Semitic “divik” and the Greek-derived concept of “demon”
    • Demon as a muse-like or genius-associated source of inspiration
    action items
    • Study demon traditions across cultures rather than relying only on modern horror portrayals.
    • Consider how different cultures explain inspiration, insight, and creative experiences.
    Sound Bites
    • "This is a defense of demons."
    • "where do songs come from?"
    • "they're not inherently evil."
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    18 min
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