At the time of writing, we're now just a few short weeks away from the launch of No Sleep For Kaname Date - From AI: THE SOMNIUM FILES for the Switch and Switch 2 on 25th July 2025.
It's the third entry in the AI: THE SOMNIUM FILES series following the launch of the original game in 2019 and its direct sequel, nirvanA Initiative, in 2022. The series so far has been met with widespread acclaim, and the developers over at Spike Chunsoft seemingly have no desire to stop anytime soon – happy days for us, then!
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This year's new entry puts a lot of the focus back on investigator Kaname Date following fan feedback from nirvanA initiative. It also sees developer Kazuya Yamada take the reigns as director and scenario writer, with veteran Kotaro Uchikoshi serving as series director and scenario supervisor. We recently caught up with both to find out more about the game, their roles in its development, and what kind of wacky dreams they've been having recently...
Nintendo Life: How would you define No Sleep For Kaname Date? How does it fit in with the overall story of the series?

Kazuya Yamada: Our mission was to "listen to as many opinions as possible from our fans," and the development team, myself included, has become part of the fan base. In that sense, I think the theme of this project is something like, "Let’s all have a fan appreciation event together." That said, I believe we've created a number of settings that could be used as the series continues. If Uchikoshi-san can make good use of them, I'll feel satisfied.
Kotaro Uchikoshi: When I first heard from the producer, I remember him saying, "It's going to be something like a companion piece." But in reality, it turned out to be more of a true sequel, so much so that it could have been officially the "3" in the series. That applies not just to the overall game, but also to the storyline as well. I'm sure fans will be satisfied with the game, so please look forward to it!
No Sleep For Kaname Date puts a lot of the focus back on the titular protagonist as a playable character - can you tell us more about the story and how you came up with it?
Yamada: The story begins when Date, who is once again the protagonist, receives a call from Iris who has been abducted by a UFO. As Date searches for Iris's whereabouts, he comes across a mysterious device with a sign attached to it that reads "Psync me." While investigating, he finds a connection to the place where Iris is being held captive.
The story follows his journey to unravel these mysteries, rescue Iris, and solve the case. The story this time was built around the requirement of "making Date the protagonist." We explored a variety of ideas and, taking Uchikoshi’s feedback into account, made adjustments little by little—like carving a sculpture.
Yamada-san, you have moved into the role of Director for this game. How has this experience been for you, and what support have you received from Uchikoshi-san?
Yamada: I served as both director and scenario writer, and in a word, it was hell. I was honestly impressed that Uchikoshi-san was able to take on such an outrageous workload. I'm even thinking of putting up a sign in the office that says, "Don't be both director and scenario writer, or it may prove fatal."
Despite his busy schedule, Uchikoshi-san not only pointed out things about the scenario but also gave me suggestions like, "If you do it this way, it'll be more interesting." I'm eternally grateful to him. Of course, I appreciated all of his feedback, but more than that, he also knew exactly how much to praise and flatter me, just the right amount. It really helped me stay sane.
Uchikoshi: I supervised the plot that Yamada-san wrote. For example, I gave him advice on the AI series setting, such as, "The introduction needs to have more impact, so how about this?", "This part is too similar to the last game. Why not try changing it like this?", "As a mystery, it might be better to make this character less suspicious", "It would be better to deliberately hide this fact", "The story would probably develop better if this character didn't know this", "How about making this character the one who orchestrated a certain event?", "As part of the AI series, there’s a certain essence missing, so it would be best to add this", and so on.
There are three distinct gameplay elements in No Sleep For Kaname Date - Investigate, Somnium, and Escape. How do you find the balance between these to ensure the player is entertained and not overwhelmed?
Yamada: One of the series's trademarks is that we aim to have just the right amount of confusion, but we were also careful to structure the game so that players can focus on the task at hand, whether it's an Escape or Somnium section, while keeping the information organised and easy to follow. The difficulty has been fine-tuned as well, so whether you're confident or not, you should be able to progress at a level that suits you. (If you set the difficulty to the lowest setting, you should be able to complete it even while drunk.)
You've developed the game for the Switch 2 alongside the Switch - what have you been able to achieve with Nintendo’s new console that wasn't possible on the original Switch?
Yamada: On the original Nintendo Switch, it was extremely difficult to maintain processing speed, and there were parts we had to give up on. However, with Nintendo Switch 2, the hardware capabilities have simply improved, allowing for smooth performance.
Are there any games outside of the AI SOMNIUM series that you've looked to for inspiration for this latest release?
Yamada: I don't think there's much of a direct influence, but I do think that the Metal Gear Solid series, the SaGa series, and the Yakuza series have influenced my approach to game development and scenario writing. What I think they have in common is their willingness to go beyond expectations and include twists and elements that make you think, "Wait, are they really allowed to do that?"
What kind of feedback have you received from fans of AI SOMNIUM and how has this influenced your approach with this new game?

Yamada: We received a range of feedback, from how the characters are handled to the quality of life of the gameplay system. Among these, the most impactful piece was, "I wanted to see more of Date’s exploits." Based on this, Date returned as the protagonist.
Uchikoshi-san, I recall you saying that you came up with the story for The nirvanA Initiative from a dream. Have either of you had any further dreams that might have influenced this new game?
Yamada: I had a dream where I was kidnapped by members of the mafia who make movies as a hobby. I was forced to write a script under 24-hour surveillance and couldn't leave the room until their boss was satisfied. Meanwhile, I watched my wife being seduced right in front of me, and I cried uncontrollably. It was too sad, so I didn't use it as any kind of reference.
The part about being confined and forced to write a script kind of came true later on, so I strongly hope and pray that the latter part never comes true. Every day, I try to do good deeds and build up my karma.
Uchikoshi: Yamada-san wrote the scenario, so it doesn't include any elements from my dreams. However, I once had a dream in which a man with his lower body exposed was lying on his back on a conveyor belt, and the part of him that was erect--let’s call it “D”--was wearing medieval armour. As the conveyor belt moved forward, D swung and mowed down these approaching monsters. If there’s an opportunity, I might use that somewhere.
How many more stories could potentially be told in the AI SOMNIUM series? Do you have an ending in mind at all?
Yamada: From my perspective, with a work like this one, I can expand the scenario and develop it endlessly if there’s even the slightest chance. So if given the opportunity, I believe it could continue for a long time, just like The Simpsons.
Uchikoshi: There are about as many stories to tell as there are in One Piece. I'll probably still be writing them by the time the Anunnaki aliens return, so I'd like to think about the ending after that.
Uchikoshi-san, you worked closely with Kazutaka Kodaka on The Hundred Line, and he also has Shuten Order launching later this year too. Do you discuss your individual projects with each other and provide feedback?
Uchikoshi: We hardly ever talk about individual projects, but every now and then, Kodaka will casually mention an interesting idea for something I'm working on, and I kind of keep those ideas in the back of my mind.

Thank you to Yamada-san and Uchikoshi-san for taking the time to speak with us. No Sleep For Kaname Date - From AI: THE SOMNIUM FILES launches on Switch and Switch 2 on 25th July 2025.





Comments 28
Great interview, thanks to Yamada-san, Uchikoshi-san and everyone else in the team for their work - looking forward to playing this myself when I can (I'm waiting to further see what the differences between the Switch 1 and 2 version are before deciding which one to get although it seems like the latter is a genuine jump according to what's mentioned here so most likely I'll go for that)... but not before finally playing the previous Somnium Files games of course!
God I love these games. Guys if you've never heard of them, the AI Somnium File games are masterworks of amazing storytelling and puzzle solving. I absolutely adore this series.
The first game is a gem and I recommend starting there just so you get a sense of everyone. it has an incredible strong narrative and an absolutely curve ball of a twist. It also features multiple routes so there's plenty of character exploration throughout.
The second game Nirvana Initiative is a delightful follow up but it's unfortunately one of those cases where a sequel is afraid to be a sequel. They dumbed down Date's character for instance because exploring him further would require spoiling the first game. And the case in this game is completely unrelated to the case in the second. But this is still a fantastic game that I absolutely recommend. Despite its flaws, it stands strong on its own two feet.
Seriously, give these games a try. They are a WILD ride.
Never had any experience with these games yet, but it's great that they're listening to fan feedback!
I enjoyed the first one despite some issues with the writing having a really jarring clash of tone but the narrative or gameplay still doesn't match up to the first two Zero Escapes.
I gave the second one a chance and it was actually worse, felt like they doubled down on everything I din't enjoy about the first one. Lots of weirdly placed slapstick humour and bad action scenes.
This one looks to be more of the same, lots of reused assets (my partner thought the trailer was a re-release of Nirvana for Switch 2 lol) and a focus on one of my least liked characters from the first one (Iris)
I gave this series a chance due to the Zero Escape pedigree and I would still say the 1st game is good but I'm done. I'd love to see someone try to pick up the Zero Escape crown as they are some of my favourite games of all time.
Sooooo.... is no one gonna talk about Uchikoshi and Yamada's dreams?
Love the first one, 2nd was alright but gets way too over the top imo. Looking forward to this but it'll have to wait
day one release for me! same as shuten order
Oh God no. This series shows how Uchikoshi lost his sparkle after the Zero Escape (IMO).
I really liked the first one, but I keep dropping the second one every time I try to play it. I haven't even played enough of it to judge if it's actually worse or not, I just keep getting distracted. Someone in the family will probably buy this, so I'll probably get round to playing 2 and this one at some point.
Love both of the first two games, already gotten this one preordered. Can't wait for it.
Iiii have no confidence this game is going to be better than the sequel. NirVaNa Initiative was so boring and poorly written that I just couldn’t enjoy it as much as I did with the original game. I ended up dropping the game about halfway through the second protagonist’s route. I wasn’t a fan of them retconning lots of Date’s character development because of them wanting to avoid spoiling the first game- and seeing as they’re keeping to that here, I probably won’t enjoy this game either.
Great interview!
The first game was a dud for me. Like @Druidsbrook, the sudden shifts in tone really perturbed me, and I could do without all the pervy jokes. The Somnium sections seemed overly reliant on guesswork, so I dreaded them. The overarching narrative was good, but I couldn’t enjoy it due to all the other faults.
I’m a developer myself. But it’s a hobby, I don’t work for anyone. It took me 10 years to get a good gaming prototype. I still have a little more to go. I still have to learn how to save files.
But the point is, I agree with this developer. C++ is hard work.
Nice interview! I hope it's good. I really loved the first game and found the second game to be overall a step down (Ryuki and Mizuki are just not as interesting as Date as protagonists. I kinda liked Ryuki's dynamic with Tama as it felt like a reverse Date/Aiba, but Mizuki just wasn't that interesting as an MC. also the Twist in the latter half wasn't nearly as good as the first game's).
anyway, looking forward to this.
@Solomon_Rambling
Whilst there doesn't seem to be a lot of love for Nirvana Initiative here, I actually preferred it considerably more than the first.
I had issues with the tonal clashing, pervyness and out of place actions sequences but felt they were more restrained and consistent in the sequel without sacrificing the zaniness.
The game was still horny but didn't feel problematic.
I will get the first game tomorrow. I totally missed these so far and I'm interested in the new entry on Switch 2. So I guess it's better playing the 1st before it.
@Nintendo4Sonic Great decision because the first game is excellent. Kinda slow to start but builds to something you will want to keep playing just to see where it goes. Go in blind and have fun
@ROMhaiku thanks. I already heard, that the 3rd game takes place between the first and the second game.
What I want to know is did they unbutcher the story from the first game?
What killed this series for me was how the devs stupidly reversed litterally all of the cahracter development from the first game so that you could play the first or second game in any order.
Sure they had a "Spoiler mode" but all that did was add some dialogue that aknowledged the first game as passing remarks.
The first game ended with the main character ... well I won't spoil for those interested in playing the first game. But all you have to know is he very much ended in a completely different state from how he began. Second game undoes all of this and even have him wear a mask to look like he did before "because it was familiar" which is the most nonsense excuse ever.
The problem is it compeltely kills any investment I have in the story if the devs plan to just reverse any progress because some idiot thinks they need to make the games playable in any order but also isn't willing to write the story in a properly episodic manner.
I'm STILL not actually clear on how this game takes the prior ones into account. So I'm still tentative with this game.
I'll only consider getting it if it fixes that nonsense. Story is a big part of why I take an interest in games so what they did was a massive blow to my interest.
@Questionable_Duck
I think everyone has collectively decided that addressing those dreams might be better left to mental health professionals.
But, seriously, reading both those were the highlight of the article.
Just ... poor Yamada.
And ... I don't even know what to say about Uchikoshi's dream. Hope he really does use it in a game. That should be interesting. Haha!
@Metazoxan Exactly. The undoing of the original story is the reason why I dropped the sequel halfway through. I just couldn't enjoy it when it ignored everything the original ended with.
July 25th will be a great day for Switch 2 owners. We are getting this game and Wild Hearts S.
"The Adventures of the Knight "D" and the Deadly Curse"
Yeah though, I know basically nothing about this series.
I've been iffy about visual novels for ages on the impression they don't offer much in the way of engaging gameplay, and this seems like one.
How would it compare to a JRPG?
I absolutely ADORE this series!! I hope we get lots more!! (as long as the quality stays good obviously)
Found the first one to be quite underwhelming beyond the first 3 hours (with the exception of one of the endings), with poor pacing and abysmal tonal sifhts poorly done.
Started the second one but it was even worse, lots of recycled content, and even more dumbed down.
Not interested in this third entry.
Like many others here, I loved the first game. The sequel however was awful and a chore to get through for me with no payoff in the end (I could have felt less like I wasted time had the story gone anywhere or had a twist).
This "third" game will be the final strike if it ends up being as bad as or worse than the second game (even if it is a "spin-off" technically).
Removed - inappropriate
I love adventure games, and I love plenty of other Spike Chunsoft titles, but bow howdy have I struggled to get anywhere in the Somnium FIles series. The characters are just intolerable.
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