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Interrogation Room Komiya

A Japanese-only browser detective puzzle by Dragon Quest creator Yuji Horii. Catch a suspect in four lies before his lawyer arrives, using 20 moves and five pieces of evidence.

By Yuji Horii Published Oct 19, 2026 Updated Oct 19, 2026 0 plays
Interrogation Room Komiya cover art

Interrogation Room Komiya

Play on Claude Artifact

Opens claude.ai in a new tab · free · no download

0 plays tracked on Daily AI Games

External game site

Interrogation Room Komiya is not hosted on Daily AI Games. The button above opens an independently operated, free browser game on Claude Artifact; its content, availability and controls are controlled by that site.

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How to Play

Read the testimony, then choose questions and actions from the menus. Pressing raises both suspicion meters, tea calms the suspect, and silence makes him uneasy. Every action costs a move; you have 20 before the lawyer arrives. The game is in Japanese.

These are the controls for Interrogation Room Komiya. The external Interrogation Room Komiya version on Claude Artifact may use slightly different controls.

Game Preview

Interrogation Room Komiya gameplay screenshot
Interrogation Room Komiya in action — an AI-generated game you can play free in your browser.

About Interrogation Room Komiya

Interrogation Room Komiya is a small, complete detective puzzle that runs in a browser. You are a detective questioning Komiya, a 72-year-old former locksmith held over a pawnshop break-in. A hanging scroll has vanished from the safe, and you have from 9pm until his lawyer arrives at 11pm. Every question costs time. You get 20 moves, five exhibits and two meters to manage: how rattled Komiya is and how defiant he is. Pressing raises both. Offering tea calms him. Staying silent slowly unnerves him. Push his defiance to 100 and he stops talking altogether.

The goal is not to exhaust every dialogue option. It is to catch him in contradictions. The exhibits include 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. Break four lies and you earn the decisive question. A confession gives you an S, A or B grade, and the difference between those grades is how efficiently you spent your moves. It is a compact piece of design: one room, one suspect, one clock and a handful of facts that have to line up.

The game was made by Yuji Horii, the creator of Dragon Quest and co-writer of Chrono Trigger, using Claude. According to Horii, it took about 30 minutes. He compared it with his work on The Portopia Serial Murder Case in 1983, when he wrote the story, drew the art and programmed the game himself, and said that with AI, even someone who cannot draw or program can make a decent game by explaining what they want. The post drew nearly three million views in two days.

The most important design choice is that there is no live language model inside the game. Every line is pre-written and the player chooses from menus. That keeps the interrogation deterministic, cheap to run and impossible to break. AI was used to build the game, not to improvise the suspect at runtime. For anyone making narrative games, that is the copyable lesson: use the model to generate and edit content during development, then freeze the result. A constrained, authored conversation beats a free-form chatbot when you need pacing, fairness and a reliable ending. Note that the game is Japanese-only, so English-speaking players will need translation help.

How This Game Was Generated

Made by Yuji Horii, the creator of Dragon Quest, with Claude in about 30 minutes, according to his own post. The game is a Claude Artifact that runs in the browser, with pre-written dialogue and menu choices rather than a live model at runtime.

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