Malacca: Shadow of the Straits
Concept Pitch · Confidential
Concept Art by Faizal Rahmat
“The golden age the world forgot.”
FOUNDATION
Vision
What Is This Game About?
To experience the golden age of the Malacca Sultanate — in all its light and all its darkness.
At its peak, Malacca was the beating heart of the known world. More languages spoken in one port than anywhere else on earth. Ships from China, Arabia, India, Java, Siam — all of them coming to you. Not passing through. Coming to you.
The player is an operative inside Malacca’s clandestine services — one trusted instrument in the hands of Hang Tuah and the Sahabat Lima, the legendary brotherhood at the heart of Malay literary tradition. You move through the gold and the shadow of that world. Both are real. Both are yours.
Light and Darkness
- The light: a city alive with commerce, culture, faith and plurality at its absolute zenith
- The darkness: the intrigue, the hard choices, the necessary work beneath the gold
- Both are true. Both are what make it worth fighting for.
- Bittersweet ending: the city is taken — the civilisation was not
The Sahabat Lima
Hang Tuah. Hang Jebat. Hang Kasturi. Hang Lekir. Hang Lekiu. The five companions of the Hikayat Hang Tuah — rendered here as living, breathing characters in a world where history and legend are allowed to bleed into each other.
Vision Statement
An operative serves the greatest city on earth — moving through its splendour and its shadows — and when the walls finally fall, carries what matters south.
Experience
The Player Experience
You are a Peranakan operative in Malacca’s clandestine services — one trusted instrument in the hands of Hang Tuah and the Sahabat Lima. Multilingual, culturally fluid, at home in every quarter of the city. Not the hero of this story. The hand the hero cannot show.
Your work takes you through the full texture of Malacca’s golden age. The palace at dawn. The port at noon. The back canals at midnight. You see this city the way no one else does — all of it, in all its registers. That is the game.
The World
Malacca at its height is the most alive city ever rendered in a game. Rooftops blend Malay, Islamic, Chinese and Indian architecture. The port is deafening with commerce. Every quarter has its own language, its own politics, its own beauty — and its own danger.
This is not a dying city. This is a city worth dying for.
The Sahabat Lima
The five companions of the Hikayat Hang Tuah are the command structure above the player — each a distinct personality, each a different relationship to loyalty, power and justice.
| Name | Role |
|---|---|
| Hang Tuah | Laksamana of Malacca. The player’s direct superior. Absolute loyalty to the Sultan — the order that holds civilisation together. |
| Hang Jebat | The player’s closest ally. Justice above obedience. His conscience will eventually force the game’s central confrontation. |
| Hang Kasturi | The brotherhood’s enforcer. Pragmatic, lethal, deeply protective of the group. |
| Hang Lekir | The strategist. Sees the political field more clearly than anyone — sometimes too clearly. |
| Hang Lekiu | The heart of the brotherhood. The one who asks whether any of this is worth the cost. |
Pillars
01 — Light and Darkness of a Golden Age
Malacca at its zenith was magnificent and complicated in equal measure. The player experiences both — the beauty of the court, the roar of the port, and the quiet, necessary work that keeps a great civilisation from being taken apart from the inside. This is the full picture. Not a postcard.
02 — The Depth of Malay Values
Hang Tuah and Hang Jebat. Loyalty and justice. Two men, both right, both beloved. The debate between them has animated Malay literature and culture for centuries — because it asks a question every civilisation must answer. That this question lives at the centre of our game is not a complication. It is the whole point.
03 — The World Is the Spectacle
No game has ever put Malacca at the centre of its world — because no game has tried. This one does. A city more cosmopolitan than London or Lisbon at the same moment in history. A port more profitable than Venice. A culture more plural than almost anything the medieval world produced. That is where you play.
04 — Strike Fast. Strike True. Disappear.
Combat rooted in silat — Southeast Asia’s living martial tradition. Keris, karambit, sumpitan. Folkloric upgrade paths drawn from real Malay belief: ilmu kebal, tenaga dalam, the legend of the Taming Sari. You do not hold the line. You end things and vanish before consequences arrive.
05 — The Culture Survives
They take the city. They do not take what matters. The knowledge, the people, the plurality, the living debate between loyalty and justice — all of it moves south and becomes the foundation of what comes next. This story does not end in defeat. It ends in continuation.
Genre, Platforms & Unique Selling Points
Game Type / Genre
Third-Person Stealth-Action RPG · Single-player · Hub-and-spoke city environment · Grounded historical fantasy
Platforms
Primary: PC (Steam) · PlayStation 5 · Xbox Series X|S Secondary: Nintendo Switch 2
USP 1 — The Setting No One Has Claimed
Malacca in 1500 was the most important city on earth. More trade, more languages, more ships than anywhere else. And no game has ever gone there. That is not an oversight — that is an opportunity. The player who sets foot in this city for the first time will feel it immediately.
USP 2 — The Night of the White Blood
The pivot point. Hang Tuah is extracted alive — but the city believes he is dead. The player’s intelligence network fractures. And you must choose who you are.
- Path A — The Loyalist: Remain Mata-mata Istana. Hunt Jebat’s faction. Protect a Sultanate led by a flawed Sultan. Unlock: Daulat Aura.
- Path B — The Rebel: Join the Mata-mata Gelap. Guerrilla justice. Watch Jebat slowly succumb to Amok. Unlock: Amok Surge.
Both paths end at the same duel. From different sides of the door.
USP 3 — Folklore as a Power System
The weapon mastery and combat arts are drawn from documented Malay belief: ilmu kebal, tenaga dalam, debus, the legend of the Taming Sari. This is not invented magic. It is living tradition — which makes it more resonant, more distinctive, and more defensible than anything a writers’ room could fabricate from scratch.
CONCEPT
Core Loop
The core loop is intelligence-driven and preparation-dependent. Players gather information before committing to action, execute with surgical precision, then manage the political fallout of each operation.
INTELLIGENCE GATHERING → MISSION PLANNING → EXECUTION → CONSEQUENCE MANAGEMENT → REWARD & PROGRESSION → (repeat)
- Semangat — combat composure. Guard meter and ability fuel. Full when centred, depleted under pressure, recovered by perfect parries. The rhythm is silat: read, redirect, strike.
- Amok — rage, built only by damage taken. When it fills, it triggers. The player did not choose this moment. Devastating and self-destructive in equal measure.
Meta Progression
- Completed operations unlock deeper intelligence networks
- Tuah/Jebat alignment shifts available mission types
- Keris blade traits reward play style
- Faction trust gates access to new districts and NPCs
Gameplay
“You strike fast, deadly, from the shadows — then you run.”
Combat Philosophy
- Being seen ≠ fail. Only capture or attribution fails the mission.
- Act I is played entirely on base capabilities — the karambit is always present as a stealth tool, not an equipped weapon choice.
- The Keris arrives at the end of Act I. From that point, combat identity grows with the blade.
Traversal
- Parkour through mixed Malay, Islamic, Chinese and Indian architecture — AC-style freerun, always fluid, never resource-gated
- Kuku Harimau: wall-anchor to scout or assassinate from above
- Galah Vault: plant the sumpitan staff to reach otherwise inaccessible ledges
Mission Design
- Intelligence first — always gather before acting
- Assassinations staged as accidents, trade disputes, legal actions
- Social stealth through legitimate access — no disguise systems
- Multiple approach vectors per objective
- Extraction is part of every mission plan
Weapons & Ilmu
The Keris — The Unfinished Blade
Arrives end of Act I. Act I played on base capabilities only.
The empu forged it to a point and stopped. The blade resists outside completion. It functions because the wielder is finishing it — without knowing they are. Near the end, someone reveals the empu said the blade would show its bearer’s true nature.
Four Blade Traits — Finite Point Allocation
Players can never max all four traits. Builds feel distinct. Neither path is wrong. Both complete the blade — into different weapons.
| Trait | Description |
|---|---|
| Shadow | Avoidance, misdirection, erasure. Enemies forget they were touched. |
| Poison | Patience, delayed damage, systemic lethality. Things that take effect after you’ve left. |
| Water | Flow combat, redirection, defensive adaptability. Reading and redirecting force. |
| Flame | Commitment, irreversible strikes, fear effects. What you leave behind is unmistakable. |
Upgrades are earned through the Warangan Ritual — a ceremony performed at shrines across the city. Not a skill point notification. A process. The blade changes visibly each time.
Karambit — the protagonist’s base stealth tool. Always present. Never equipped.
Sumpitan — narrative-unlocked blowpipe. Darts serve as tools of misdirection, control and delay — cooldown abilities, not consumables.
Ilmu — Three Schools of Silat
The protagonist’s combat arts are drawn from the three branches of Malay martial tradition. Each school is unlocked through narrative progression and upgraded through play.
- Ilmu Langkah — The Way of the Wind. Mobility, momentum, parkour mastery.
- Ilmu Kebal — The Way of the Iron Body. Durability, shield-breaking, combat endurance.
- Ilmu Pukau — The Way of the Shadow. Stealth, spirit vision, dart abilities, chain kills from invisibility.
Game References
| Title | Reference Elements |
|---|---|
| Assassin’s Creed II | Authored historical city, single focused protagonist, 12–15 hour personal story inside political upheaval. AC2 specifically — not the later open-world series. |
| Ghost of Tsushima | Cultural grounding as commercial strength. Proof non-Western historical settings carry global premium audiences. |
| Sekiro: Shadows Die Twice | Precision-based lethal combat. Stealth as preferred mode. Mythic layer over historical grounding. |
| Hitman: World of Assassination | Social stealth through legitimate access. Environmental kills as accidents. Preparation-dependent mission design. |
| Disco Elysium | Institutional complexity as central theme. Moral architecture with no clean resolution. Information as primary gameplay resource. |
Story Arc
Protagonist: A Peranakan operative in Malacca’s clandestine services — directed by Hang Tuah and the Sahabat Lima. Multilingual, culturally fluid. The hand that the brotherhood cannot show.
Act I — The Golden City (PRIDE)
The world comes to Malacca. The greatest trading port ever built — alive with commerce, languages, and possibility. First missions establish the Mata-mata network under Hang Tuah. The Sahabat Lima are your brothers. This city is magnificent. Your job is to keep it that way.
Act II — The Mata-mata at Work (VIGILANCE)
Foreign agents. Corrupt officials. Rival merchant cabals. The Mata-mata neutralises each threat before it surfaces. The city never knows how close it came. That is the job. But the orders are getting harder to square with what you see.
Act III — The Night of the White Blood (THE PIVOT)
Tuah is extracted alive — but Malacca believes he is dead. The network fractures. The player chooses:
- Path A — The Loyalist: Mata-mata Istana — Palace Eyes. Hunt Jebat’s faction. Protect the Sultanate. Serve a flawed Sultan to save the system. Unlock: Daulat Aura.
- Path B — The Rebel: Mata-mata Gelap — The Rogue Cell. Guerrilla justice. Watch Jebat succumb to Amok. Fight for justice as it burns everything. Unlock: Amok Surge.
Act IV — Both Roads Lead to the Duel (CONVERGENCE)
Loyalist: infiltrate the occupied palace. Open the gates for Tuah’s return. Rebel: stand as Jebat’s second when Tuah walks back in. The Portuguese are coming. Two brothers are about to destroy each other. The city they both love burns around them.
Act V — What Travels South (LEGACY)
The walls fall — not because Malacca was weak, but because the world’s largest empire had to cheat to take it. The player carries what matters south. A new city rises. The debate between loyalty and justice travels with it. Unresolved. Alive. More necessary than ever.
“Both roads end at the same duel. From different sides of the door.” The Night of the White Blood · Act III pivot · two paths, one convergence
Art Direction
Visual Philosophy
Malacca is depicted as what it was: one of the most architecturally and culturally sophisticated cities on earth. The visual language is plural by design — Malay, Islamic, Chinese, Indian and Javanese influences coexist in a single skyline.
Palette & Mood
- Daytime: warm gold, teak, haze off the water
- Night operations: deep indigo, amber lantern-light
- Interiors: layered textiles, incense haze, lamplight catching detail
- Colour signals register: gold for the court, shadow for the operative
Architecture
- Stilted kampung water villages at street level
- Multi-tiered Malay palace structures on the hill
- Chinese merchant warehouses along the river front
- Mosques, madrasas, Hindu temple remnants in the same quarter
All concept art by Faizal Rahmat.
BUSINESS MODEL
Audience & Cultural Significance
| Stat | Value |
|---|---|
| Southeast Asia population | 700M+ |
| SEA gamers (Niko Partners, 2025) | ~290M |
| SEA games market value (2025) | $6.6B |
| Fastest-growing gaming region globally | #1 |
| Primary player age demographic | 18–35 |
| Major titles set in Malacca Sultanate | 0 |
The Home Audience
Malaysia, Indonesia, Singapore, Philippines, Thailand — this is their history. Their literature. Their heroes. Rendered in a game for the first time.
The Hikayat Hang Tuah is taught in Malaysian schools. Hang Tuah and Hang Jebat are household names. This is not a game asking SEA players to learn lore — it is handing them back something that was already theirs.
Ages 18–35, console and PC — a generation that grew up watching Ghost of Tsushima and wondering when it would be their turn. For them, this is not novelty. This is recognition.
The Global Audience
Players who have already proven — with Ghost of Tsushima, AC2, Sekiro — that they will follow a great game anywhere in the world, at full price.
History and culture audiences who have never encountered the Malacca Sultanate at this scale. The novelty alone is a marketing asset.
Western players who are actively tired of re-treading Europe. There are more of them every year. Malacca is the most credible answer to that appetite that anyone has built. For them, this is not a familiar world with a new skin. It is genuinely new ground.
A Cultural Home Base
The world we are building is not designed to be owned. It is designed to be inhabited.
The Malacca Sultanate already has centuries of source material — the Hikayat, the Sejarah Melayu, the trade records, the mythology, the oral tradition. We are not inventing a sandbox. We are building a richly imagined historical fantasy world rooted in a culture that actually existed — and actually mattered.
Southeast Asian writers, filmmakers and artists have always had stories to tell here. What they have not had is a fully realised, living version of this world — one that honours the history while giving imagination room to breathe.
This game builds that foundation. What grows from it — in other hands, in other media, in other voices — we open to the right people, not the loudest ones.
Not a franchise machine. A cultural home base.
The narrative is designed from the ground up for other stories to live inside it — historical, legendary, or somewhere in between — without requiring the game’s story to be told again.
Competitive Analysis & Market Positioning
Every game on this list is set somewhere else. Malacca sits in a category of one — a premium narrative action title in a historical setting no competitor has touched, at a price point the market has proven it will pay.
| Title | Setting | Stealth | Narrative | SEA Fit |
|---|---|---|---|---|
| Assassin’s Creed II | Renaissance Italy | ◑ | ● | ○ |
| Ghost of Tsushima | Feudal Japan | ◑ | ◑ | ◑ |
| Sekiro | Sengoku Japan | ● | ◑ | ◑ |
| Dishonored | Fictional | ● | ● | ○ |
| A Plague Tale | Medieval France | ◑ | ● | ○ |
| Malacca: Shadow of the Straits | 15th-c. Malacca | ● | ● | ● |
● Strong · ◑ Partial · ○ Weak / None
Revenue Model
Premium Single-Purchase
A complete, standalone narrative experience delivered at launch. No live service, no battle pass, no content withheld behind subscriptions.
Pricing
- Console: USD 39.99–49.99 (PS5, Xbox Series)
- PC (Steam): USD 34.99
- SEA regional pricing applied for first-party market penetration
DLC (Post-Launch, Performance-Dependent)
- Story DLC — parallel perspectives or extended epilogue
- Cosmetic packs — historically grounded, culturally accurate
- No mechanical DLC that fragments the player base
Comparable AA Performance
| Title | Genre | Units |
|---|---|---|
| Disco Elysium | AA narrative RPG | ~1M+ |
| Hellblade | AA cinematic action | ~1M+ |
| A Plague Tale: Innocence | AA historical stealth-action | ~3M+ |
| Pentiment | AA historical narrative | Critically acclaimed |
The creative DNA of AC2 and Dishonored — both games that defined what premium AA design looks like — executed at the scope and budget A Plague Tale has proven the market will pay for. Ghost of Tsushima proved a non-Western historical setting with genuine cultural grounding can move tens of millions at premium price. Malacca has something none of them had: an audience of hundreds of millions of people for whom this history is personal.
PLANNING
Development Timeline
| Phase | Duration | Focus |
|---|---|---|
| Phase 0 | 3 months | Pre-production · Core team · Engine selection · Cultural advisory setup |
| Phase 1 | 9 months | Vertical Slice · Playable Act I · Core stealth · Keris prototype · Publisher milestone |
| Phase 2 | 18 months | Full Production · Complete city build · All five acts · Full weapon systems · MoCap & audio |
| Phase 3 | 6 months | Alpha → Gold · QA & localisation · Platform certification · Marketing build |
| Phase 4 | 6 months+ | Post-Launch · Live support · DLC scoping · Cultural programme |
Budget & Scope
Scope Summary
| Element | Detail |
|---|---|
| Hours of Gameplay | 10–15 hrs main story · 18–22 hrs completionist |
| World Structure | Dense hub-and-spoke city · interconnected districts, not open world |
| Narrative Acts | 5 acts · branching from Act III · two distinct mission sets |
| NPC Factions | 6 major factions · ~40 unique archetypes |
| Weapons | Keris (4 blade traits) · Karambit (base) · Sumpitan (narrative unlock) |
| Voice Languages | English + Bahasa Malaysia at launch · additional languages post-launch |
| Target Platforms | PC, PS5, Xbox Series (primary) · Switch (secondary) |
Indicative Budget
| Phase | Amount | Notes |
|---|---|---|
| Pre-Production (Phase 0–1) | USD 1M – 1.5M | Core team, vertical slice, publisher milestone |
| Full Production (Phase 2) | USD 4M – 5M | AA single-player scope, full city build |
| Marketing & Release | USD 0.5M – 1M | SEA-first campaign with global digital reach |
| Total (Full Cycle) | USD 7M | Targeted AA budget — focused, culturally specific |
Built on a Malaysian co-development model. Budget reflects regional cost structures, not Western equivalents. Scope is designed to flex without breaking the core experience.
Staffing
Phase 0 — Pre-Production · 8–12 people
Game Director · Lead Designer · Lead Engineer · Narrative Director · Art Director · Producer · Cultural Consultant (2–3) · Admin
Phase 1 — Vertical Slice · 20–30 people
All Phase 0 leads + Environment Artists (4–6) · Character Artists (2–3) · Gameplay Engineers (3–4) · Level Designers (2–3) · Animators (2–3) · QA (2–3)
Phase 2 — Full Production · 80–120 people
Full Art Department (25–35) · Engineering (20–25) · Design (12–16) · Narrative / VO (5–8) · Audio (5–8) · QA / Localisation (10–15) · Production / PM (5–8)
TEAM
James Chan
GM of Asia / VP of Technology · RocketRide Games · Kuala Lumpur, Malaysia
A Malaysian game designer and operator with 20+ years of experience across the full development cycle, spanning console, PC and mobile titles at studios across North America and Malaysia.
Career
| Period | Role |
|---|---|
| 2023–present | GM of Asia / VP of Technology, RocketRide Games |
| 2020–2023 | COO, Brace Yourself Games |
| 2017–2020 | COO, Yacht Club Games |
| 2015–2017 | Studio Technology Manager, Telltale Games |
| 2002–2015 | Director of Technology, WayForward Technologies |
Selected Credits (75 shipped games)
Cobalt Core · Phantom Brigade · Shovel Knight: Dig · Cyber Shadow · Shovel Knight: Pocket Dungeon · Batman: The Telltale Series · The Walking Dead · Minecraft: Story Mode · Shantae: ½ Genie Hero · BloodRayne
linkedin.com/in/jameswchan · mobygames.com/person/72380/james-chan/
Faizal Rahmat
Concept Artist · Environmental & World Design
All concept art in this pitch — the city panoramas, the palace at day and night, the aerial port views — was created by Faizal Rahmat. His work demonstrates that the world of Malacca is not a concept awaiting validation. It already exists visually. It is waiting to be built.
Jeremy Choo
Founder & CEO · Ammobox Studios · Subang Jaya GAME DEVELOPMENT
Founded Ammobox Studios in 2008 and built it into a 55-person Unreal Engine studio — one of Malaysia’s most technically capable independent developers. Known for Eximius: Seize the Frontline, a genre-breaking FPS/RTS hybrid, and the recent acquisition of the Depth IP. Former lecturer at Limkokwing University. Ammobox brings full-cycle Unreal development capability to the project.
Shahrizar Roslan
CEO & Co-founder · Kaigan Games · Kuala Lumpur NARRATIVE & IP
Co-founded Kaigan Games in 2016 and built it into the leading narrative indie studio in Southeast Asia. Sara is Missing achieved 5M+ downloads. The Simulacra series has won multiple international awards. Nullspace won Best in Play at GDC 2023. Shah brings deep expertise in narrative game design, world-building, and the SEA indie publishing landscape.
Jason Pua
Co-founder · Ten Ten Studios · Kuala Lumpur ART & VISUAL DEVELOPMENT
Co-founded Ten Ten Studios, a KL-based concept art and illustration studio specialising in video games, film and animation — and founded by working artists. Clients include 2K and Bandai Namco. Ten Ten brings the visual development capacity to realise the historical fantasy aesthetic of Malacca at the level of detail this world demands.
Production requires a publisher-backed team build. Key hires: Lead Engineer, Narrative Director, Cultural Advisory Board from Malaysian academic and heritage institutions.
CLOSING
The greatest city on earth. The brotherhood that protected it. The story that never got told. Until now.
Malacca: Shadow of the Straits · Concept Pitch · Confidential James Chan · linkedin.com/in/jameswchan Concept Art by Faizal Rahmat · © 2025 · All Rights Reserved