13-year-old Decima engine allows Death Stranding team to ‘accomplish many things that would be difficult to achieve elsewhere’
Death Stranding’s Stunning Open Worlds Powered by 13-Year-Old Engine—Here’s the Secret Behind Its Unmatched Scale
In the ever-evolving world of video game development, where cutting-edge technology and next-gen engines dominate headlines, one studio is proving that age is just a number. Kojima Productions, the visionary team behind Death Stranding and its highly anticipated sequel Death Stranding 2: On the Beach, has been quietly relying on a 13-year-old engine to create some of the most breathtaking and immersive open worlds in gaming history. That engine? Decima, a proprietary powerhouse originally developed by Guerilla Games for Horizon Zero Dawn.
When Death Stranding first launched, players were left in awe of its hauntingly beautiful landscapes—from the rain-soaked hills of the opening sequence to the towering, snow-capped mountains that players could actually traverse. Many assumed these were mere skyboxes, but Kojima Productions shattered that illusion by letting players climb, explore, and lose themselves in these vast environments. The sequel, On the Beach, takes this ambition even further, opening with Sam Porter Bridges standing atop a sprawling expanse of sandstone formations that stretch as far as the eye can see.
So, how does a 13-year-old engine handle such jaw-dropping scale? According to Akio Sakamoto, CTO of Kojima Productions, the answer lies in Decima’s unparalleled rendering capabilities. “The final polygon count reached approximately 25 million, yet the scene still maintained a stable frame rate,” Sakamoto revealed in a recent interview with Automaton. This level of performance is a testament to the engine’s robust design and its ability to handle the immense demands of modern open-world games.
But Decima’s magic doesn’t stop at rendering. It also offers a suite of runtime analysis tools that have been instrumental in bringing Kojima’s ambitious vision to life. “While some aspects are less immediately approachable than commercial engines, its runtime rendering analysis tools stood out,” Sakamoto explained. These tools have allowed Kojima Productions to push the boundaries of what’s possible in game design, creating worlds that feel alive, dynamic, and deeply immersive.
What’s even more impressive is the collaborative spirit between Kojima Productions and Guerilla Games. When Kojima’s team tweaks Decima to suit their needs, they share those improvements with the Horizon developers, fostering a symbiotic relationship that benefits both studios. “I’m not sure whether our contributions warranted a Special Thanks credit in Horizon Forbidden West,” Sakamoto joked, “but clearly the relationship has been beneficial to both groups.”
In an industry where many studios are making the switch to Unreal Engine—such as CD Projekt Red—Kojima Productions’ commitment to Decima is a refreshing reminder of the power of bespoke technology. “It has now been nearly ten years since we began using the engine,” Sakamoto said. “While no engine is the best choice in every scenario, Decima enables us to accomplish many things that would be difficult to achieve elsewhere.”
As Death Stranding 2: On the Beach prepares to launch, fans can rest assured that Kojima Productions has no plans to abandon Decima anytime soon. The engine has become an integral part of their creative process, allowing them to craft worlds that are as emotionally resonant as they are visually stunning.
So, the next time you find yourself wandering through the desolate beauty of Death Stranding or the lush, vibrant landscapes of Horizon, take a moment to appreciate the unsung hero behind the scenes: Decima, the 13-year-old engine that refuses to age.
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