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· By Daily AI Games Team

Yuji Horii Made a Playable Detective Game in 30 Minutes With Claude

Yuji Horii built Interrogation Room Komiya, a playable browser detective game, with Claude in about 30 minutes. What the Dragon Quest creator's experiment reveals about AI game design.

Yuji Horii Made a Playable Detective Game in 30 Minutes With Claude — article cover

On October 11, Yuji Horii — the creator of Dragon Quest and co-writer of Chrono Trigger — shared a free detective game on X. It runs in a browser. It has a written story, clues, red herrings, a scoring system and an ending. According to Horii, it took about 30 minutes to make with AI.

The game is called Interrogation Room Komiya (取調室の小宮), and it is not a tech demo with a text box bolted on. It is a small, complete interrogation puzzle. That is what makes it worth studying.

What Interrogation Room Komiya actually is

You play a detective questioning Komiya, a 72-year-old former locksmith held over a pawnshop break-in. A hanging scroll has vanished from the safe. You have from 9pm until his lawyer arrives at 11pm — 20 moves, with every question costing time.

The structure is tighter than it first appears:

  • Komiya lies. You need to catch him in contradictions.
  • You hold five exhibits, including a camera still of an old man with a walking stick at the back door, a homemade lock pick stamped with “Ko,” and an unpaid hospital bill.
  • Two meters track how rattled and how defiant he is.
  • Pressing raises both. Tea calms him. Silence slowly unnerves him.
  • Push his defiance to 100 and he stops talking.
  • Break four lies and you earn the decisive question. A confession gives you an S, A or B grade.

It is Japanese-only and works on phone or desktop. By October 13 it had nearly 3 million views and more than 20,000 likes, according to reporting by MadRobot.

The important detail: there is no chatbot inside

The obvious assumption about an “AI detective game” is that you type anything and a language model improvises the suspect’s response. That is not how Komiya works. Every line is pre-written, and the player chooses from menus. There is no live model call during play.

That is a design choice, not a limitation. It keeps the interrogation deterministic, cheap to run and impossible to break. The AI was used to build the game — the interface, the state machine, the dialogue, the clue logic — not to role-play the suspect at runtime.

For anyone building narrative games, this is the most copyable lesson in the whole project. A constrained, authored conversation beats a free-form chatbot when you need pacing, fairness and a reliable ending. If you want a model in the loop, use it to generate and edit content during development, then freeze the result.

What Horii said about it

Horii compared the project with his work on The Portopia Serial Murder Case in 1983, when he wrote the story, drew the art and programmed the game himself. His post, translated from Japanese, says that with AI, “even if you can’t draw or program, you can make a pretty decent game on your own just by telling the AI what to do.” He added that the game took “only about 30 minutes.”

That claim deserves context. Thirty minutes bought a small mystery, not a commercial release. Ian Dean of Creative Bloq made the point cleanly: Horii knows how to pace a reveal, what to leave out and what makes a payoff satisfying, and none of that came from the AI. The tool compressed production. It did not supply taste.

There is also a cautionary data point nearby. Square Enix’s 2023 AI Tech Preview of Portopia, which let players type free-form questions, still carries a “Very Negative” rating on Steam. Letting a model improvise dialogue is easy. Making the result feel like a designed game is not.

Where to play Interrogation Room Komiya

The official build is a Claude artifact: play Interrogation Room Komiya. It is Japanese-only and runs in the browser on phone or desktop.

It cannot be embedded on Daily AI Games. The claude.ai response sends X-Frame-Options: SAMEORIGIN and a Content-Security-Policy with frame-ancestors 'self', so an iframe would be blocked. Access can also depend on region and Claude account availability. We link to the official artifact rather than rehosting a copy.

Why a 30-minute browser game matters

We have spent the past weeks generating single-file browser games with Claude, ChatGPT and Gemini, and the workflow Horii describes matches ours: describe the rules, play the artifact, refine one thing at a time. What is new here is the public proof that a world-famous designer considers the output worth releasing.

Three things are likely to follow:

  1. More prototypes from established designers. Horii’s audience is not AI start-ups; it is players who grew up on Dragon Quest. His endorsement changes the tone of the conversation.
  2. More browser-first experiments. A shareable link removes the store, the build pipeline and the marketing budget from the equation. The artifact is the game.
  3. More pressure on design, not code. If a working game takes 30 minutes, the scarce resource is the idea and the tuning. That is good news for designers and bad news for anyone shipping generic clones.

The limits are just as clear. Komiya is Japanese-only, short, and built around menus. It does not prove that AI can make a 40-hour RPG, and Horii did not claim that. It proves that a skilled designer with a clear concept can reach a playable, polished small game faster than ever.

How to apply it to your own game

If you want to try the same approach, start smaller than you think. Pick one location, one conflict and one win condition. Write the state machine before you write the prose. Decide what the player can do, what changes, and how the session ends. Then ask the model to build the interface and the logic around that design.

Our Claude tool guide covers the single-file workflow, and the single-file arcade prompt is a good template for the technical constraints — even when the game is dialogue-driven rather than arcade. For turn-based decision systems, the strategy AI opponent prompt shows how to specify rules tightly enough that the model does not invent new ones mid-build.

You can see the same principle in our own games: Cell Wars is a small ruleset with a readable opponent, and Circuit Memory is a narrow loop polished until it feels fair. Neither needs a live model to be fun. That is the point.

Horii’s experiment is a milestone because it separates two questions that are often confused. Can AI generate a game? Yes, and now we have a famous example. Can AI decide what makes a game worth playing? No — that part still came from the person who made Portopia.

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