Silicon Studio Corporation
3907・Standard Market・Information & Communication
Development Promotion & Support Business
Core business providing entertainment- and industry-oriented solutions centered on real-time CG technology
| Period | Current | Previous | Change |
|---|---|---|---|
| Segment revenue (H1 cumulative, FY2026 ending November 2026) | ¥1,119 million | ¥1,375 million (H1 cumulative, FY2025 ending November 2025) | ↓ |
| Segment profit (H1 cumulative, FY2026 ending November 2026) | ¥0 million | ¥217 million (H1 cumulative, FY2025 ending November 2025) | ↓ |
| Segment revenue (full year, FY2025 ending November 2025) | ¥2,661 million | — | — |
| Segment profit (full year, FY2025 ending November 2025) | ¥369 million | — | — |
| Segment revenue (Q1, FY2026 ending November 2026) | ¥527 million | — | ↓ |
| Segment profit/loss (Q1, FY2026 ending November 2026) | -¥64 million | — | ↓ |
| Provision for loss on order backlog (H1 cumulative, FY2026 ending November 2026) | ¥75 million (recorded as cost of sales) | — | ↓ |
Business Details
Provides solutions leveraging real-time CG technology for the entertainment industry, including games and video, as well as for a wide range of industries such as automotive, architecture, and manufacturing. Consists of three categories: middleware development and sales, contract development (game engine application, digital twin construction support, AI/machine learning), and Online Solutions (server network construction, operation, and monitoring). Strengthened its business foundation through the absorption-type merger of its wholly owned subsidiary Ignis Imageworks Co., Ltd. in December 2024. The Physical AI Simulation Platform Business has also begun full-scale operations.
Recent Overview
Significant decrease in revenue and profit due to loss recognition on a 3DCG video production project and the end of a major project
During the H1 cumulative period of FY2026 (ending November 2026) (December 2025 to May 2026), the company was unable to secure a replacement project after the completion of a major contract development project. Online Solutions also saw a revenue decline due to the termination of services by a major legacy customer. The 3DCG video production project ordered in the prior fiscal year had its revenue recorded in a lump sum in the second half, and could not be recorded in the interim period; a reassessment of cost estimates for this project resulted in a provision for loss on order backlog of ¥75 million being recorded as cost of sales. Due to the resulting labor input exceeding initial expectations from delays, resources became constrained, leading to a loss of opportunities to secure new orders. As a result, revenue decreased significantly to ¥1,119 million (down 18.6% year on year), and segment profit fell sharply to ¥0 million (down 99.7% year on year). On the other hand, inquiries regarding visualization technology from industrial sectors are increasing, and the company continues efforts to expand its customer base, including the full-scale launch of the Physical AI Simulation Platform Business.
Key Products
Growth Drivers
- Increasing inquiries for virtual space simulation environment construction using game engines from industrial sectors such as automotive, civil engineering/construction, and manufacturing
- Development of new revenue sources through the full-scale launch of the Physical AI Simulation Platform Business
- Efforts to expand the customer base through website enhancement, analysis-based initiatives, and expansion of the inside sales structure
- Customer development in new industrial fields expected to see increased demand for real-time 3D graphics utilization, such as aerospace, defense, medical, and security
- Strengthening of the business foundation and concentration of management resources through the absorption-type merger of wholly owned subsidiary Ignis Imageworks Co., Ltd. in December 2024
- Continuous enhancement of middleware products such as new versions of YEBIS
Risks
- Risk of continued stagnation in inquiries for development support from the entertainment industry, the main customer base
- Risk of recording provisions for loss on order backlog due to fluctuations in cost estimates for ordered projects (¥75 million recorded in the H1 cumulative period of FY2026 ending November 2026, with a period-end balance of ¥132 million)
- Uncertainty in securing replacement projects after the completion of major large-scale projects, and risk of losing opportunities to secure new orders
- Risk of resource shortages due to delays in 3DCG video production projects and revenue concentration in the second half
- Risk of revenue decline in Online Solutions due to the termination of services by major legacy customers
- Risk of delayed response to rapid technological innovation in game engines, AI, and other areas
- Risk of revenue concentration on Nintendo Co., Ltd. (revenue of ¥734 million in FY2025 ending November 2025, 17.1% of total revenue)
Last updated: February 26, 2026

