Tech
Nov 23, 2025
A deep, human story of Kojima Productions — its founding, hidden moments, Death Stranding success, money facts, creative wins and messy years, explained simply. Photo by: Hotmarker
Hideo Kojima’s exit from Konami in 2015 is the dramatic opening to this story. After years building the Metal Gear saga inside Konami, public tensions grew and Kojima’s name and team were quietly removed from company channels.

The split became a global media moment part creative drama, part business fall-out and it set the stage for Kojima to start fresh.
This rupture matters: it freed Kojima to make games under his own name again, but it also meant losing a giant publisher safety net.
In December 2015 Kojima announced Kojima Productions as an independent studio. Sony stepped in early with a publishing agreement that made the first title a PlayStation console exclusive.

That Sony partnership gave Kojima breathing room: marketing muscle, funding certainty and a close launch platform.
The studio’s public identity Ludens, the silver astronaut mascot was chosen to signal “play” and show Kojima’s love for mixing ideas across art and tech.
Before the new studio could find its feet, Kojima’s aborted work on Silent Hills (the P.T. demo with Guillermo del Toro and Norman Reedus) was still fresh in people’s minds.

Silent Hills’ cancellation at Konami left an emotional scar across fans and the press it also coloured Kojima’s public image as both visionary and controversial.
Years later the memory of that canceled horror project continues to pop up when Kojima teases new ideas.
When Death Stranding arrived in 2019 it split opinion. Critics and players argued about story, pacing and Kojima’s style.

Yet behind the debate were strong commercial results: by 2021 the game had sold millions of copies and PC revenue alone was reported as significant.
Kojima later said the game had recouped costs and turned a profit important proof that a new studio could make a risky, auteur title and still survive.
The title also quietly built an enduring player base that later pushed total players into the many-millions across platforms.
Kojima Productions is private and does not publish public audited financials like big listed companies do. That limits what we can say with certainty.

What is visible: early Sony publishing support, later PC publishing agreements (with third parties), and revenue signals from platform holders and partners (Digital Bros reported PC revenue figures).
Industry trackers and filings show the studio did not pursue major outside VC rounds it relied on publisher partnerships and game sales.
That model gave creative freedom but also meant revenue is largely project-by-project.
A major quiet pivot came when Kojima Productions regained full ownership of the Death Stranding IP.
That move which was announced publicly in late 2024 is strategically huge: owning the IP lets the studio control sequels, ports, movie deals, and licensing all revenue streams that can turn a single hit into long-term recurring value.
For a small, private studio, IP ownership is the difference between short-term project risk and steady brand value.
Beyond the headlines are small, revealing details: Kojima’s team kept some Konami veterans and also hired fresh talent from indie scenes; the Ludens statue and costumes came from Kojima’s long love of mixing art, fashion and games; Kojima has publicly pushed for film and transmedia work movie talks and animation plans show his ambition beyond games.
Some community threads also note early internal struggles at the studio while building pipelines for large, cinematic games.
These are clues about how a creative shop scales: art, culture and pipeline problems matter as much as creative vision.
Kojima has often described Kojima Productions as more like a creative “family.” The studio’s culture mixes tight creative control with public spectacle teasers, cryptic trailers, and big events.
That approach attracts top talent who want to work on bold ideas but can also strain resources during long development cycles.
Recent anniversary events and live shows reveal a studio that likes to celebrate its art and keep fans close, while quietly managing the grind of making big games.
Not everything has been smooth. Early on, the split with Konami was messy and public.
Death Stranding’s marketing and some design choices annoyed parts of the fanbase; some critics accused Kojima of being too self-referential.
Businesswise, relying heavily on one big game exposes the studio to commercial risk between releases.
The studio’s high visibility also invites scrutiny over hiring, culture, and project delays common problems that get amplified because the studio is associated with a celebrity creator.
Kojima’s first independent game was PlayStation-exclusive, but the studio later embraced PC and other platforms.
The studio’s collaborations expanded: from Sony publishing to deals involving other publishers and distribution partners.

This flexibility helped increase revenue after launch windows and brought PC sales that were significant enough to be reported by partners.
The studio’s willingness to work with multiple partners shows a pragmatic approach to survival and growth.
Public sales milestones and partner revenue reports are the best windows into Kojima’s finances. Reported player milestones (into the many millions by 2024/2025) and PC revenue reports indicate the studio reached profitability on its first major project.
While we lack full profit/loss statements, these public markers make a reasonable case that Kojima Productions is financially stable and able to reinvest in new projects and media deals. Ownership of the IP multiplies this advantage.
Kojima Productions is not resting. Public teasers and event announcements show work on sequels (Death Stranding 2), new horror (OD), and other projects (Physint) with both Sony and Xbox collaborations reported.

The studio’s move into film and animation projects (reported A24 ties) signals a multi-media plan that can add revenue beyond games. This diversification helps to reduce any risk that is tied to any single title’s sales.
Kojima Productions sits at an unusual spot: a small studio with outsized cultural influence. Kojima’s fame brings visibility that most studios cannot buy.
That attention helps to sell the games, attract more talent, and secure multiple platform partners.
At the same time, being tied to a single auteur and high-cost production model means the studio must pick projects carefully and manage cash between releases.
Their regained IP rights and expanding media plans make the future look more than just possible promising.
A major recent move for Kojima Productions was acquiring full ownership of the IP for Death Stranding which was originally released in 2019. The studio announced this in November 2024, after the game had reached over 19 million players across several different platforms. This ownership shift means that the studio now has full and complete control over any sequels, ports, licensing and future media based on the game.
Because the studio is privately held, detailed public financials don’t exist like they would for a listed company.
The studio’s early funding came via its publishing partnership for example with Sony and game sales rather than large outside venture investments.
This gives them greater creative freedom but also makes them more dependent on each major title’s success.
Kojima Productions is expanding beyond just making video games. For example, they announced a new animated film project (Death Stranding: Mosquito) in partnership with ABC Animation and others.
Also, at their 10th-anniversary event they revealed a collaboration with Niantic Spatial (creator of Pokémon GO) for augmented-reality experiences.
These moves suggest expanding revenue beyond game sales into animation, AR and licensing.
One of the studio’s high-points is shipping Death Stranding, achieving millions of players, and turning an auteur vision into commercial success.

Owning their IP and branching into media gives them increased strategic value. The brand of Kojima Productions stands out in a crowded games industry.
Since detailed numbers aren’t publicly disclosed, there’s greater uncertainty. The studio’s reliance on fewer large-budget projects means big risks if a game under-performs.
Also, expansion into media and licensing takes time and money before large returns are seen.
Kojima Productions’ journey is equal parts creative drama and business learning. The studio rose from a very public breakup, used a strong publishing partnership to launch, turned a divisive game into a multi-million-player brand, and then reclaimed its IP to own its future.

The hidden truth is this: creative freedom costs money and patience, and the studio’s careful pivot into IP ownership and multi-media plans is the smartest business move it could make.
For fans, Kojima remains glorious and strange; for industry watchers, Kojima Productions is now a small but potent company with real business sense.