Sweet dreams (are made of this)
Created by Kotaro Uchikoshi and developed by Spike Chunsoft, AI: THE SOMNIUM FILES was always going to be a stand-out visual novel, but in 2019, when it was released, it exceeded expectations. So much so, a full-fledged sequel was released in the form of 2022’s AI: THE SOMNIUM FILES – nirvanA Initiative, and now history is repeating itself.
Another three years have passed, it’s the middle of 2025, and we’re just mere weeks away from the Nintendo Switch, Nintendo Switch 2, and Steam release of No Sleep For Kaname Date from AI: THE SOMNIUM FILES (July 25, 2025). As the latest entry in the series, the events of No Sleep For Kaname Date take place between the events of the first and second game. It follows Kaname Date, a detective who must do everything in his power to aid internet idol Iris Sagan, who has been abducted by an unidentified flying object and is being forced to participate in a game called “The Third Eye Game.”
With time of the essence, a life in the balance, and Kazuya Yamada in the writing seat, No Sleep For Kaname Date makes for an intriguing entry sure to educate the mind with new levels of creativity, curiosity, and intrigue. And fortunately for us, we got to have a peek inside the minds that drive the AI: THE SOMNIUM FILES series, by way of an interview with Kazuya Yamada (Director & Scenario Writer), and Kotaro Uchikoshi (Series Director & Scenario Supervisor).
So, with a lot to learn, a lot to ask, and a lot of gratitude towards the PR teams that helped arrange the interview in the process, this is our Miketendo64 interview with Kazuya Yamada, Kotaro Uchikoshi, and all things No Sleep For Kaname Date from AI: THE SOMNIUM FILES:
Kazuya Yamada & Kotaro Uchikoshi | No Sleep For the Wicked with No Sleep For Kaname Date from AI: THE SOMNIUM FILES

Can you tell us a bit about yourself and the extent of your involvement with No Sleep For Kaname Date from AI: THE SOMNIUM FILES?
Kazuya Yamada: I’m Kazuya Yamada, the director and scenario writer for this project. For the previous titles, 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: My name is Kotaro Uchikoshi. I am the series director, and scenario supervisor for this title. For previous titles in the AI series, I was in charge of the scenario and direction.
First revealed in a Nintendo Direct and then shown again in a Nintendo Switch 2 Direct, what was it like for you and your team to see this play out and how was the reaction of your fanbase?
Kazuya Yamada: I watched it in real time, but in the moment, it didn’t actually feel real to me. Afterwards, I saw on social media and elsewhere how many fans were going crazy with excitement, and while I was very happy, I also felt a strange mix of anticipation and anxiety, thinking, “Is this becoming something incredible?” As for the rest of the team, they also seemed like they hadn’t fully processed what was happening, most could only say things like “this is amazing” and didn’t have the words to express their feelings. But they all had the corners of their mouths turning up, so I think they were really happy.
Kotaro Uchikoshi: I’m truly grateful and pleased to have received such a positive response. I believe the game has reached a wider audience, from longtime fans who have supported the AI series to those discovering it for the first time. I believe this game will live up to their expectations.
How does No Sleep For Kaname Date from AI: THE SOMNIUM FILES compare to previous titles and how does it tie into AI: THE SOMNIUM FILES?
Kazuya Yamada: In terms of the game system, we’ve added a third section, “Escape” to the existing Investigation and Somnium sections. In Escape sections you’ll solve puzzles and riddles within a confined space, with the goal of escaping from that space. The big difference between Escape and Somnium is that, in Escape, you’ll switch between multiple players to clear a stage. Another difference is that, unlike a Somnium section where you explore a dream world governed by unique rules, an Escape section is set in the real world and follows the laws of physics as you solve seemingly impossible puzzles. As for how it fits into the AI series, the events in this game take place between the end of the first game and the start of the second game.
What kind of game is No Sleep For Kaname Date from AI: THE SOMNIUM FILES and how does it play?
Kazuya Yamada: The story begins when Iris appears to have been abducted by a UFO. To track her down, our protagonist, Kaname Date and his partner Aiba head out to various locations to gather information during Investigation sections. In Somnium sections, Aiba enters a witness’s dream world to uncover hidden memories and buried truths. In Escape sections, Iris becomes playable. Here, the goal is to solve puzzles and escape from a locked room.
By progressing through these three gameplay sections, you’ll work to unravel the mystery that began with Iris’s disappearance. In Investigation, you can explore full 3D environments and converse with various characters. In Somnium, you control Aiba as she navigates surreal dreams governed by seemingly illogical rules, which can lead to unexpected developments. Escape sections feature large scale, escape-room-style segments with elaborate gimmicks that would be impossible to recreate in the real world.
In short, this is an interesting game.
Who is the main protagonist of No Sleep For Kaname Date from AI: THE SOMNIUM FILES and what motivates him?
Kazuya Yamada: The first game goes into detail about the protagonist, Date, so if you’re unfamiliar with him, it’s probably best to play that game first (if it’s on sale, you can grab it for the price of a cup of coffee!). I feel that he lives true to his own desires in many ways, such as wanting to protect the people he cares about, wanting to do the right thing, and, yes, wanting to read porno mags. I find his “humanity” very appealing.
Since No Sleep For Kaname Date from AI: THE SOMNIUM FILES is in development for both the Nintendo Switch and Nintendo Switch 2, are there any differences between the two versions?
Kazuya Yamada: The Nintendo Switch 2 version supports using Joy-Con 2 as a mouse.
Although Kotaro Uchikoshi did not write the script for No Sleep For Kaname Date from AI: THE SOMNIUM FILES this time around, he is still on hand as the Series Director. How did you and the team find this transition? What was it like writing scenarios for an established series?
Kazuya Yamada: Because I was the one writing the scenario instead of Uchikoshi san, perhaps all of the team members thought, “We can’t leave it entirely to Yamada,” and without hesitation reviewed the scenario. If they found any inconsistencies or discrepancies with previous games in the series, they gave immediate feedback. I think we felt a greater sense of responsibility and pressure than ever before, knowing that we were the ones developing it.
Regarding writing a scenario for a series where the world is already established, I have a lot of experience writing game scenarios based on anime, so to be honest, it’s easier when the setting is already decided. (So, the thing I struggled with the most was how to add new characters.)
Can you tell us a bit more about the “eccentric dream world” called Somnium and how it impacts No Sleep For Kaname Date from AI: THE SOMNIUM FILES’s narrative?
Kazuya Yamada: As you may have seen from the trailers and other information released so far, in this game you will be Psyncing into an “unknown subject.” Figuring out who the subject is will be a key part of the story. Additionally, information about the escape game will also be drawn from this Somnium, so it plays a crucial role in progressing the story, just like in previous entries.
What was the inspiration behind the game’s new Escape gameplay element?
Kazuya Yamada: There are surely fans of the Zero Escape series out there, so if we were to release a spin-off, it would be interesting to have a crossover with the AI series. That was a very simple idea that came to mind. Many other ideas were put forward, but this was probably the simplest and easiest to understand, so this approach was adopted. However, because the Somnium sections are also a variation of escape/puzzle gameplay, we kept in mind how to differentiate the Escape sections, and how to create synergy between them as we fine-tuned the idea.
As a game that does heavily feature puzzle-solving and investigation, what are some of the hardest puzzles you implemented for No Sleep For Kaname Date from AI: THE SOMNIUM FILES?
Kazuya Yamada: I can’t go into details, but when I retested the final stage, I had a hard time solving it, even though I should have known the answer. So be prepared for that. The main challenge was adjusting the difficulty. This game offers four difficulty levels, from Story to Hard. We made adjustments right up until the last minute, such as considering how many hints to provide at each level, how to make it enjoyable for players who like to feel clever, and how to ensure that all players can experience the joy of “coming up with an idea” and “solving it.”
As far as the overall story arc goes, were you able to achieve all that you wanted with the series so far, or are there still a few more chapters left to go, in terms of more games and spin-offs?

Kazuya Yamada: I was making this game with the sole thought of “making the fans happy,” so in that sense, I think I’ve given it everything I could. As for the future, I’m not sure if there will be another opportunity, and since this game hasn’t been released yet, I haven’t given much thought yet.. If I come up with something, I’ll think about it little by little. So, for now, I’d like to take a little break…
Kotaro Uchikoshi: Yamada-san is in charge of direction and the scenario for this title. From the beginning, I had complete trust in Yamada-san and the rest of the team, but after this project, that trust has turned into love. They meticulously researched the previous two entries, carefully followed the key points of the series, and beautifully filled in previously untold background details. I’m truly grateful to them for creating such a wonderful game. As for future developments, I’ll answer that in the next question.
Lastly, is there anything else about No Sleep For Kaname Date from AI: THE SOMNIUM FILES you would like to say that hasn’t been covered yet? Or anything you would like to say to your fans?
Kazuya Yamada: First of all, I’m really happy we get to release this new game for you. However, I fully understand the concern that Uchikoshi-san did not write the scenario. That said, the development team has remained fundamentally unchanged. As fans of the AI series ourselves, everyone on the development team have put more effort into this project than ever before. I truly believe you’ll enjoy it. Thank you for your continued support.
Kotaro Uchikoshi: For those of you who are already fans, experiencing this new game will make you love the AI series even more. I also believe that this will be an opportunity for many players to become new fans. The stronger your feelings are, the greater the chance that the series will continue. With that in mind, we sincerely appreciate your continued support going forward.
To Kazuya Yamada-san, and Kotaro Uchikoshi-san, we thank you for taking the time to grace our site with your both presence and your amswers. We eagerly look forward to the release of No Sleep For Kaname Date from AI: THE SOMNIUM FILES and wish you luck with whatever project you turn your attention to next.
About No Sleep For Kaname Date from AI: THE SOMNIUM FILES:
Open Your Third Eye To Seek A Way Out! — Iris the internet idol has been abducted by aliens?!
Finding herself on board a mysterious UFO and tasked with completing a bizarre escape game, Iris knows there’s one person who she can always count on for help: Kaname Date, Psyncer!
As Date, conduct investigations, solve escape game puzzles, and Psync into the dreams of potential suspects to help Iris escape and unravel the mystery behind The Third Eye Game!
- Investigation: Use the special functions in Date’s left eye to gather information that will lead to Iris’s whereabouts! Familiar and new characters will also appear!
- Somnium: Explore the eccentric dream world of potential suspects to uncover clues and secret memories!
- Escape: Solve thrilling mysteries while exploring a locked environment. When you find the true answer beyond the surface level of logic, the door to escape will open!

