No Sleep For Kaname Date – From AI: THE SOMNIUM FILES, the latest entry in Spike Chunsoft’s detective adventure series, is set to release on July 25, 2025, for PC (Steam), Nintendo Switch, and Nintendo Switch 2.
Set between the events of AI: The Somnium Files (2019) and nirvanA Initiative (2022), the game brings back familiar faces from the series and features the return of its signature Somnium puzzle gameplay, where protagonist Kaname Date dives into the dream world to uncover hidden clues and locked off memories. The game also experiments with new Escape-style gameplay, reminiscent of Kotaro Uchikoshi’s Zero Escape series.
Ahead of launch, Automaton West caught up with the key developers behind the project – director and scenario writer Kazuya Yamada, and series creator and scenario supervisor Kotaro Uchikoshi – for an email interview. The developers spoke about how the project came together amid scheduling constraints, their efforts to preserve the tone and themes of the AI: THE SOMNIUM FILES series despite a change in lead writer, and how the lasting success of the previous two games made this new entry possible.
Uchikoshi was even kind enough to give us a comprehensive list of all the ways this game fulfills his expectations as the series’ original creator, so fans of AI: THE SOMNIUM FILES will definitely want to read on.


The overarching theme of the AI series is “love”
―Please introduce yourselves.
Kazuya Yamada (hereafter Yamada):
I’m Kazuya Yamada, the director and scenario writer for this project. On previous titles in the series, I was mainly responsible for creating the Somnium sections – including stage design, dialogue, direction, and integration. I also worked on creating some of the specifications and supported implementation using various tools.
Kotaro Uchikoshi (hereafter Uchikoshi):
My name is Kotaro Uchikoshi. I am the series director and scenario supervisor. For previous titles in the series, I was in charge of the scenario and direction.
―Tell us about No Sleep For Kaname Date – From AI: THE SOMNIUM FILES. How did the project come to be, and what kind of game is it?
Yamada:
Due to Uchikoshi-san’s busy schedule, there was no clear plan for the next installment. But since we couldn’t keep our fans waiting, we decided to launch this project.
Since Uchikoshi-san was unable to write the scenario for the game, we thought it was necessary to add some extra value to it. As a result, we created the framework for this installment by adding the new “Escape” section to the Investigation and Somnium sections.

―Why did you decide not to make this installment a numbered entry? Is it related to the game’s volume, or perhaps you experimenting with new things?
Yamada:
From the beginning, we had no intention of making this a numbered entry, because Uchikoshi-san was not going to be the scenario writer. And yes, we clearly had the mindset of experimenting with this title.
―Uchikoshi-san, you’re participating as supervisor this time, but what exactly does this position entail? How much say did you have over the direction of the game design and story? Was there anything you vetoed or made strict requirements about?
Uchikoshi:
Basically, I supervised the plot that was written by Yamada-san. For example, I gave advice on things like, “Here’s a suggestion based on the setting of the AI series,” or “The opening should have more impact, so how about this idea?” or “As it is, this part feels too similar to the previous game, maybe try changing it like this.”
Other suggestions included things like, “For mystery’s sake, this character might be better off seeming less suspicious,” or “It might be better to keep this fact hidden for now,” or “The story may flow more smoothly if this character doesn’t know about this piece of information,” or “What if this character was actually the one who orchestrated that event?” or “As an AI series title, it might be lacking this particular essence. If you could add that, it would be ideal.” Things like that.
―In past interviews, you’ve mentioned how well No Sleep For Kaname Date fits into the rest of the series, but what would be some aspects of the AI: THE SOMNIUM FILES style that the new director and writers have managed to capture?
Uchikoshi:
There’s a lot.
1. The level of reality. Knowing the rules of what is possible and impossible within the AI series universe.
2. Theme. The overarching theme of the AI series is “love,” so that needs to be emphasized.
3. Character personalities and tone.
4. Snappy dialogue. A good balance between intellectual and silly elements.
5. Comedic tone. For example, knowing how far you can go with risqué jokes and where to draw the line.
6. Pacing. Maintaining a tempo.
7. Human drama. The story here features an emotional human drama.
8. The Occult. The occult and urban legends are essential elements of the AI series.
9. Surprises. A shocking plot twist.
10. Overall atmosphere of the game.

―Yamada-san, was it difficult to answer to the expectations of creating a new AI: THE SOMNIUM FILES game, or did it come naturally to you due to your experience with the series? Was there anything you specifically paid attention to imitating, or inversely, aspects you consciously tried to experiment with or improve upon?
Yamada:
I thought it was natural that fans would feel uneasy about the “change of writer,” so I worried very much until the very end about how to meet fans’ expectations. I believed it was absolutely unacceptable to change any character’s tone, way of thinking, or motivations from the previous game. I re-examined everything and even aligned the formatting with Uchikoshi-san’s style. With love and respect for the work, I have been strongly conscious throughout of “not changing” what needs to remain the same.
Making good escape rooms is hard – unless you’re the team behind Zero Escape and AI: The Somnium Files
―Tell us about the new Escape system. How did you decide to make this addition and what kind of experience can players expect from it?
Yamada:
Our initial motivation was the feeling that we needed one more major standout element in the game. After discussing several ideas and consulting with Uchikoshi-san, he commented, “I think everyone’s been wanting to play an escape game for a while now,” so we thought, “OK… we’ll add an Escape section.”
In the Escape section, you’ll still have to solve puzzles, but you’ll enjoy a large-scale escape game that would be “impossible to achieve in the real world.”
Uchikoshi:
Making an escape game is not as easy as you might think, and you have to follow many constraints. For example, “don’t set unreasonable puzzles,” “make the gimmicks fit the theme of the stage,” “there is a story in the chain of gimmicks,” “the hints presented should be moderate: not too easy, not too hard,” etc.
Also, if there are three gimmicks – A, B, and C – the player might solve them in the order of ABC, or in the order of ACB, or in the order of BAC, BCA, CAB, and CBA. In other words, even with just three gimmicks, there are six possible patterns of procedures. An actual stage is made up of dozens of these, and the combinations of procedures that the player can take are enormous. The creator of an escape game must comprehensively grasp these and incorporate independent messages into each possible procedure.
The AI development team possessed the know-how for making escape games, having originally created the Zero Escape series. Also, since they already had experience creating a Somnium section like an escape game in the previous game, I was sure that they could create an interesting escape game. That’s why I proposed an escape game, and I think that they created an extremely high-quality, exciting escape game – just as I expected.


―Chronologically, No Sleep For Kaname Date takes place between the past two titles. Can you tell us more about this time period and why you chose to depict it?
Yamada:
I wanted to leave any new developments that would significantly change the characters to Uchikoshi-san. Instead, I felt there might still be things left to explore within the existing timeline. The story takes place after “The New Cyclops Serial Killings” are resolved, but before the onset of the “Half Body Serial Killings.”
Please tell your Japanese friends about this Japanese series
―Many AI series fans were relieved to see the franchise getting a new release. Can you tell us how well the first two mainline entries have performed commercially?
Yamada:
I’m part of the development team, so I don’t know the exact numbers, but I’ve heard that the previous titles have continued to sell well over a long period, especially during sales. Apparently, the series seems to be selling better than the sales figures suggest. Thanks to that, we’ve been able to work on this new game.
Thank you all so much.
Uchikoshi:
According to the producer – “They’re selling really well.” This is all thanks to the enthusiastic support of our fans. Thank you! I’m truly grateful.
―How would you say the series’ popularity has been overseas versus within Japan? Where have you felt the biggest response so far?
Yamada:
The series is overwhelmingly more popular overseas, especially in North America. But unfortunately, when I talk about it to people I know in Japan, most of them haven’t heard of it. If you have friends in Japan, I’d be really happy if you could tell them about it. That said, ever since our Nintendo Direct showcase, I get the impression that awareness has been gradually increasing. I hope this excitement continues to build around the world and that it allows the series to continue.
Uchikoshi:
I receive a lot of messages every day from people in North America, China, Europe, South America, and the Middle East. In other words, almost all of them are from outside Japan. For example, I enjoy titles like Black Mirror, Love, Death & Robots, Adolescence, The Queen’s Gambit, The Three-Body Problem, and Everything Everywhere All at Once. Unfortunately, I don’t hear many people in Japan say they love these kinds of shows or movies. In short, I think that’s what it comes down to.

―Lastly, please share a message for fans of the AI: THE SOMNIUM FILES series interested in your newest work.
Yamada:
First of all, I’m very happy that we’ll be able to release this new game for all the fans. However, I fully understand the concern among fans about Uchikoshi-san not being the scenario writer. That said, the rest of the development team has remained fundamentally the same.
As fans of the AI series ourselves, we on the development team have put more effort into this project than ever before, and I’m confident you’ll enjoy it. Thank you for your continued support!
Uchikoshi:
No Sleep For Kaname Date is a game created with love by a team who loves the AI series. So, if you’re a fan, you’ll definitely feel that love. Please look forward to it!
―Thank you for your time!
No Sleep For Kaname Date – From AI: THE SOMNIUM FILES releases on July 25, 2025, for PC (Steam), Nintendo Switch, and Nintendo Switch 2.