Malaysia’s Games Push Targets Export Deals As Local Studios Build Original Franchises
LEVEL UP KL set business-matching goals alongside talent support, while Kurechii's Postknight expansion illustrates the move toward Malaysian-created worlds.

Malaysia's games-industry push is targeting overseas business and locally created franchises, with LEVEL UP KL setting goals of 400 business meetings, RM120 million in export opportunities and RM100 million in investment opportunities for its 2026 programme.
The figures are targets, rather than completed sales or confirmed investment, MDEC's Oct. 16 account shows. About 100 businesses were expected to benefit from the event's industry engagement.
Preliminary MDEC data put the Malaysia Digital-status content ecosystem at approximately 300 companies, around 100 of them involved in game development. The category includes both development services and original intellectual property, two commercially different ways for studios to reach international markets.
From Production Services To A Game Of Their Own
Local ownership is visible in projects beyond policy targets. Malaysian studio Kurechii's portfolio places Postknight World alongside Postknight, released in 2017, and its 2021 sequel.
The new project extends the same fictional universe into an open-world role-playing game. Its official materials emphasise exploration, deliveries and relationships with characters, building on the mail-carrying premise of the earlier games. A release date remains to be announced on that portfolio page.
The studio's Steam listing identifies Kurechii as the developer behind Postknight, King's League and Tiny Guardians and invites players to wishlist the new game. That is a concrete example of a Malaysian company developing a continuing catalogue and audience around its own creative work, rather than only supplying a component of another publisher's project.
It also illustrates the distance between having an original idea and commercialising it. A store presence and a planned release create routes to an audience, while sales and returns depend on what happens after the product reaches players.
Skills Support Extends Into The Classroom
The talent challenge is being addressed through several channels. MDEC's event programme included a Talent Hub with mentoring, portfolio reviews and career guidance, alongside industry sessions and an independent games showcase.
Outside the conference, Clazroom College's collaboration with Kurechii uses the Postknight universe in students' game-asset work. The college describes learning that connects concept development and 3D modelling with the visual language and production requirements of an existing game.
Such training gives the skills discussion a specific application: an asset has to serve a larger creative project, not merely demonstrate that a student can operate a tool. The collaboration is an educational programme, rather than evidence that every participant has obtained a job.
Measure Games Separately From The Wider Creative Sector
The Ministry of Digital's January industry statement identified 7th Beat Games, Passion Republic Games and Kurechii among Malaysian studios contributing to independent titles and major productions. It also discussed animation franchises, including Upin & Ipin, Ejen Ali and Mechamato.
The breadth matters when reading the Digital Creative Ecosystem Roadmap's 2030 targets: RM9 billion in revenue, RM6 billion in exports, RM6 billion in strategic investments and 10,000 high-value jobs concern the wider creative industry. They are not games-only results or a budget available to individual developers.
For studios assessing funding, MDEC's Digital Content Grant page displayed applications as closed when checked Oct. 23. Its stated purpose is supporting original Malaysian digital-content IP for global markets, but a programme's continuing existence does not establish an open application round.
The next useful measures of the industry's push will be completed deals, released games and sustainable studio operations. Business meetings and development targets show the intended pipeline; projects such as Postknight World show what locally created content looks like within it.

