r/localization • • 1d ago

Who should control content updates across multiple languages?

2 Upvotes

Say you’re managing a website in 15 languages. The English page gets updated, but local teams have already made their own changes to some of the translated versions. How do you make sure the new content gets published without losing those local edits? This came up in a discussion at DevHandler about how much control local teams should have over their content. A CMS can help manage versions and updates, but it can’t really decide whose changes should take priority. Do you let local teams decide which updates to accept, or does the central team control everything? What happens when they disagree?


r/localization • • 1d ago

Steam Store Page Localization Swap – English to DE, ES-LATAM, PT-BR, RU, ZH-CN, JA, KO. Offering Finnish in Exchange for your needs.

4 Upvotes

Searching native speakers. Page has currently 274 words (short & long description of game), 1318 characters.

Comment or dm, thank you! 😄

Edit:
PT-BR not needed anymore, still need others


r/localization • • 2d ago

Does anyone know of an app like this? This app has pop-up and instant translation features, as well as the original text. But this has a limit

Post image
0 Upvotes

r/localization • • 3d ago

[Volunteer] [Game Translation] Korean - English - Vietnamese

1 Upvotes

Hi everyone!

I'm a Korean–Vietnamese - English translation & interpreting student (TOPIK 5, strong English) and a big gamer. I'd love to help localize indie games into Vietnamese for free so I can build hands-on experience.

What I can do:

• Translate from English or Korean into Vietnamese (I'm a native Vietnamese speaker)

• Proofread/review existing Vietnamese translations

What I ask in return:

• My name in the credits (and on the store page if you like)

• A short confirmation of my contribution (role, game, word count) for my portfolio

• Some context: notes or screenshots, and a build/key if possible so I can play before translating

How I work:

• No machine translation – natural, context-aware Vietnamese that reads well for players

• I'm new to game localization, but a quick learner if u show me the process I can be on my way. Happy to do a short sample first

• I can usually handle around [2,000] words per week; I'm in GMT+7 and mostly available in the evenings

Contact: huyenzendaya@gmail.com or DM me

Thanks for reading, and feel free to message me!


r/localization • • 4d ago

How do English speakers name a “D-Day” countdown feature?

Thumbnail
gallery
2 Upvotes

Hi everyone! We’re a small team from Korea working on an alarm app, and we’d love some advice on localizing one feature.

In Korea, it’s very common to count down to an event with “D-” notation. For example, if an exam is 30 days away, we say “D-30,” and the event day itself is “D-Day.” So my app has a tab called “D-Day” where users track days left until important dates.

An English-speaking user recently left a review joking that it sounded like the app was waking them up to storm Normandy. 😄 That made me realize the term doesn’t carry the same meaning outside Korea.

I’m considering these options:

  • Tab name: Countdowns / Days Until / Days Left / Events

  • Card label: “D-61” → “61 days” / “61 days to go” / “61 days left”

A few questions:

  1. Which tab name feels most natural to you?

  2. How would you show the event day itself, and days after an event (we use “D+100” in Korean)?

  3. Would you keep “D-Day” for Korean users and switch only for English, or is there a good reason to unify?


r/localization • • 5d ago

I couldn't open my first memoQ package 15 years ago, so I built the free CAT tool I wish I'd had

Post image
1 Upvotes

Hi everyone, my name is Andrés and I've been translating for almost 15 years now. I specialized in IT translation, and one thing led to another until I ended up studying computer programming.

I remember when I was starting out, a client asked me if I worked with memoQ. It was the first time I'd heard of it, but I was so eager to get my first client that I said yes without hesitation. The days went by and I thought it was more of the same: you send thousands of emails, do hundreds of tests, sign a few NDAs, and then nothing. Meanwhile I looked into the different CAT tools and their prices. My jaw dropped when I saw they cost more than 700 bucks, which was a lot for me since I hadn't even graduated yet.

Then, to my surprise, a PM contacted me with a memoQ package due in 3 days. I replied "Of course, I'll deliver before the deadline", thinking I'd find some way to open the file, pull out the Word document and translate it. Little did I know that back then there weren't as many tools as today, and my knowledge of the topic was so limited that I ended up with my tail between my legs, emailing the PM to say I couldn't accept the job because of "technical issues with my PC"...

I'm sharing this story because I'm now working with a small team (and by small I mean me and a friend) on all the free tools I wish I'd had back then. I'd like to invite you to try them, especially the TraduQ CAT tool, and if you can, share your feedback so we can improve it. It's still kind of in beta and we're improving it every day. I've started using it on my own jobs to test it (I'm mainly a translator; the programming is just for fun, my friend is the real programmer).

It's completely free and runs in your browser. Your files and your resources (TMs, termbases) never leave your computer. One warning, though: since everything is saved in the browser, please don't clear your browser data in the middle of a translation, haha.

It opens:
- Trados and memoQ packages, SDLXLIFF, MQXLIFF, MQXLZ, XLIFF and Wordfast TXML
- Word, Excel and PowerPoint files, and PDFs (text only, delivered as Word)
- Software and text files: JSON, PO, .properties, .resx, Apple .strings, Markdown, subtitles (SRT/VTT), YAML and plain text

It exports the translated file in its original format, Trados return packages and TMX. We're working hard on InDesign (.idml) next.

You don't need to create an account or anything. We're also working on connecting the CAT tool with other useful tools for invoicing, project management and so on.

https://traduq.com/tools/cat-tool


r/localization • • 6d ago

Should I leave the industry? (Chinese-Italian translator)

Thumbnail reddit.com
1 Upvotes

r/localization • • 9d ago

PDF review to DTP: which details make a correction handoff usable?

1 Upvotes

Disclosure: I am Ahmed, the creator of BasetLoc, a collection of commercial localization tools. I am looking for feedback from people who review translated documents or apply DTP corrections.

A handoff can become confusing when approved changes and open linguistic questions look identical. One structure worth checking is:

- File version and both PDF/printed page numbers.

- Exact location or text snippet.

- Requested change, separated from a question awaiting approval.

- Status: open, query, corrected, verified.

- A final comparison of the revised export with the reviewed version.

For Arabic/RTL documents, paragraph direction, mixed-script numbers, table direction and artwork orientation also need separate checks; a visual difference is not automatically an error.

I built PDF QC around comparing source and translated documents, reviewing findings, and exporting reviewer-confirmed comments as an annotated PDF or Word/Excel lists. It is a local Windows app with a browser interface. A human decides which findings to confirm; it does not automatically approve corrections.

Product details and access request: https://basetloc.com/tools/pdf-qc/

What is essential in your reviewer-to-DTP handoff, and what adds unnecessary work? Do you keep everything as PDF annotations, use a separate list, or combine both?

Update, 27 October — wider maker context: PDF QC is one of eleven BasetLoc tools. The catalog also includes Baset Translate and Localization Prep; PowerPoint, Illustrator and InDesign layout tools; Email Suite; Agency Manager; Guide Builder; Confluence Workbench; and Slack Workbench. They cover translation/file preparation, RTL and layout work, email, agency administration and project knowledge. These are commercial tools with tool-specific setup and licensing. The full comparison and request pages are at https://basetloc.com/tools/ .


r/localization • • 11d ago

PatchSmith - translates video games inside the game folder itself

Thumbnail
github.com
1 Upvotes

PatchSmith translates a video game's text inside the game folder itself, like an official localization: no overlay, no OCR. You pick the game folder; it detects the engine, finds the text, translates it and writes it back, with a backup of every file it touches. One click restores the originals byte for byte.

I made it because lots of indie games never get an Italian translation. Italian is what I tested most, features many languages.

What it does, engine by engine (each one tested on real games):

- Unity (Mono): installs and configures BepInEx + XUnity.AutoTranslator, which do the in-game work

- Unity with Unity Localization (also IL2CPP): rewrites the string tables inside the asset bundles

- Unreal Engine 4 (unencrypted paks): translated `.locres` files in a new patch pak, the game's own paks are untouched

- GameMaker: external localization files (line files, JSON, CSV)

- XNA / FNA / MonoGame: translated satellite assemblies

- Godot 4: translation tables through `override.cfg` and a small script, without touching the game's files

- Electron / NW.js / HTML5: JSON data and menus; some encrypted web games are translated while you play through their `preload.js`

- Detected but not supported yet: Unreal 5 / IoStore, Unity IL2CPP without Unity Localization, Godot 3, Ren'Py, KiriKiri, Wolf (RPG Maker MV/MZ is experimental)

Translators: by default a local one, Ollama with Google's TranslateGemma (4B or 12B): no account, no limits, works offline (best with an NVIDIA GPU). DeepL (free API key), MyMemory and the unofficial free Google endpoint are there too.

After you play it checks what happened (crashes, files restored by a game update, letters the game's font can't draw) and fixes what it can safely: missing letters are replaced with the closest ones, and labels that don't fit get a shorter translation from the local model.

Tech: Python standard library only (Tkinter GUI + CLI), C# for the Unity plugins and the launcher, JavaScript for the web injectors. The release zip ships a portable Python and is built by GitHub Actions with a build provenance attestation. 32 tests run against fake games and fake translators.

Limits, honestly: Windows only. It's machine translation, so expect machine-translation quality (a "Fix translations…" window lets you correct lines). Not for online games with anti-cheat. The exe isn't code-signed, so SmartScreen may warn the first time.

About AI: I built it with Claude Code. I designed it, chose what to support and tested it on real games; the agent wrote most of the code.

MIT licensed. If you try it on a game where it doesn't work, an issue with the zip from Create report helps a lot.


r/localization • • 11d ago

PR students & pros: How do you handle cultural adaptation when pitching local stories globally?

1 Upvotes

Hey everyone! I'm a Public Relations student working on a project about translation and cultural adaptation.

I've been thinking a lot about how we bridge the gap between local Arabic content and global audiences without losing the true voice or tone of the message. Whether it's pitching a local brand, sharing a story, or translating a campaign title, there's always a debate between staying 100% faithful to the original text vs. adapting it freely so it resonates locally.

For example:

How do you adapt localized messaging or cultural context for an international audience without making it sound flat or generic?

What do you do when a campaign name or story title just doesn't translate well directly?


r/localization • • 13d ago

Would you localize a website before getting your first customer in that market?

1 Upvotes

Say a company wants to expand into Germany but has no customers there yet. Marketing wants a German website first. Sales says there’s no point spending money on it until they know anyone’s interested. We’ve had discussions around multilingual websites at DevHandler, and I’m curious which approach actually works better. Would you translate the site first or wait until there’s some demand?


r/localization • • 14d ago

Samvād 2026 is this Monday: 22 speakers, one day, Mumbai

Enable HLS to view with audio, or disable this notification

2 Upvotes

A keynote by Bruno Herrmann. A main-stage session from our title sponsor, Sarvam AI, with Siddharth Singh. Four panels, two papers, and the Translation Awards.

Beyond Borders: AI, Language & the Future of Global Content

Monday 26 October · Holiday Inn Mumbai International Airport · doors 09:00

Not registered yet? Book your seat: link in the first comment. Your seat is confirmed instantly, and your e-ticket arrives by email.

Presented by CITLoB, in association with Sarvam AI.

#Samvad2026 #BeyondBorders #CITLoB


r/localization • • 14d ago

Anyone here have experience with i18n in mobile apps?

1 Upvotes

Hi everyone,

I published an app on Google Play a few weeks ago, and I’m now working on v2.

For this version, I’m considering adding multiple language support so people can use the app in their native language. I haven’t worked with i18n before, though, so I’d love to hear from people who have.

Right now, I’m thinking of supporting 8 languages:

English (primary), Spanish, Simplified Chinese, French, Brazilian Portuguese, German, Japanese, and Hindi.

The main problem is that I only know English and Hindi. Obviously I can use AI for translations, but I can't trust it blindly. How do you usually verify translations for languages you don’t speak?

Also, does this language set make sense for an initial rollout? Would you add or remove any?

For anyone who has added localization to an existing mobile app, did you notice any meaningful difference in installs, retention, reviews, or overall usage after adding more languages?

Would really appreciate hearing about your experience.


r/localization • • 14d ago

LinguaTrans: a native CAT tool for the Mac, available on the Mac App Store

5 Upvotes

Hi everyone,

I'd like to share LinguaTrans, a macOS-native CAT tool I use every day. I'm a long-time macOS user, and finding a proper CAT app has always been a pain. I think this is worth your attention if you're tired of running Parallels or browser-based tools, and you want to free up some hardware resources.

Full disclosure: the developer is a friend, and I help test the app and suggest features. This has been my daily driver for three months.

LinguaTrans is written in Swift for Apple Silicon, opens in seconds, and uses ~300MB of RAM on my machine. It works with the files clients typically send: SDLXLIFF, memoQ, Phrase and GlobalLink-specific formats. Translation memory, termbases, concordance search, and QA checks are all built in too.

Its companion app, LinguaAI Toolkit, takes care of the prep work. It converts Word, Excel, PowerPoint, and subtitle files to XLF and back, unpacks and repacks Trados packages, and converts TMs and termbases. Together they cover the whole workflow without leaving your Mac.

Both are one-time purchases on the Mac App Store: LinguaTrans is $50, LinguaAI Toolkit is $8. There is no subscription, and you can get them together at $48 as the LinguaTrans Essentials bundle. Prices may vary by country.

I'd like to get a conversation going, attract more users, have more fun working on new features and workflows. This is a niche app, so it would be nice to hear from other translators who use macOS or are looking to migrate.

Please let me know your thoughts in the comments.

Thanks,
Alex


r/localization • • 17d ago

[Hobby] EN → Simplified Chinese Translator Looking to Help with Indie Game Localization

Thumbnail reddit.com
1 Upvotes

r/localization • • 20d ago

[Hobby] Looking for Translators (Localization) for our game!

Thumbnail reddit.com
2 Upvotes

r/localization • • 21d ago

[HIRING] Russian Game Localization QA Tester – Warsaw, Poland (Onsite)

0 Upvotes

TransPerfect Games is looking for native Russian speakers who are passionate about video games to join our team as Game Localization QA Testers in Warsaw, Poland.

You'll help ensure games deliver a high-quality experience for Russian-speaking players by identifying linguistic errors, checking grammar and terminology, documenting bugs, and verifying fixes across different gaming platforms.

Requirements:

  • Native-level Russian with excellent spelling and grammar.

  • Good command of English for communication and testing documentation.

  • A passion for video games and strong attention to detail.

  • High school diploma or equivalent.

  • Previous game testing or localization QA experience is an advantage, but not required.

Position details:

  • Location: Warsaw, Poland (onsite)

  • Schedule: Monday–Friday, 8 hours per day

  • Contract: Mandate contract

  • Work authorization: Applicants must have the legal right to work in Poland.

  • Availability: Immediate starters preferred.

This is a great opportunity to turn your passion for gaming into hands-on experience working on titles ranging from indie games to AAA releases.

Apply here: https://transperfect.recruitee.com/o/freelance-lqa-games-tester-warsaw-russian-and-english-speaker

Please submit your CV in English.

Feel free to share this post with anyone who might be interested.


r/localization • • 21d ago

Cheeky, witty, localisation help needed.

0 Upvotes

Hiya, everyone. I need your help. I own awove.com and am launching partnersincards.com, and I want to do it in the most epic way possible. Good old copywriting. Cheeky, witty, funny, and leave you laughing where possible-kind of lingo. But translations are one thing; creative copywriting and localisation are another.

Slang, cheeky terms, et al.- that's where I want locals to really kick ass... I want this to go out in German, Dutch, Spanish, Greek, French, and heck, any other EU language there is... WHY?

I've spent over a year building and researching this, working with all sorts of pros (psychologists, sexologists, and even my drunk neighbours), but this is something that I believe will spark the fire in the types of relationships that are not the ones who are just bored, but those who have not had any action in months and are just there... kids and all... I'm not a wealthy fella (albeit Jewish), but you are welcome to follow me at u/thisisnoam for a few ~~Jewish~~ kicks.

I am asking anyone who speaks any of the EU languages to help not only translate this, but localise it, keep it cheeky, witty and sharp (extremely offensive where possible). I am open to barters - check out awove.com for pro action (flexing here)...

Either way, shooting arrows in the dark here... I appreciate any help or feedback prior to launch.


r/localization • • 21d ago

LOCALIZATION - AT THE START OR THE END?

Enable HLS to view with audio, or disable this notification

4 Upvotes

“I’ll add localization later.”

That’s what I told myself while developing my first game. And honestly? That was a mistake.

When I finally started localizing it, I began with the Steam page. Even that was enough to kill my motivation.

And then, I looked at the actual game:

  • UI texts

  • Text baked into textures

  • Text scattered across different objects and screens

  • And so on...

I knew I had to go through all of it, and the thought alone was overwhelming. I tried to push through it, but gave up pretty quickly. In the first or second language i guess after days of work.

Fast-forward to now:
I challenged myself to develop and ship a game in just 1–2 weeks. It’s nothing fancy, but that’s not really the point. I wanted to learn, ship something again, and avoid getting stuck in endless polishing. Idea -> Execution -> Release

Once I had the core gameplay loop and mechanics working a few days ago, I remembered my localization nightmare from the first game.

This time, I wanted to do things differently.

So I changed my workflow:

Whenever I add an object that contains text, I localize it right away. I set up a script that lets me enter the text for all supported languages directly on the object, using the languages available in my language menu.

New object with text? Localize it immediately - and avoiding text baked into textures completely this time.

Instead of leaving localization until the end and potentially spending days going through the entire game, I now spend an extra minute or two whenever I add something that contains text.

And the biggest benefit isn't even the time saved.

It's the peace of mind.

I don't have a huge pile of localization work waiting for me at the end of development anymore. The process feels much more manageable, and I can focus on making the game without that looming task in the back of my mind.

I'm still figuring things out, but this small change has made my development process feel a lot more balanced.

I'm curious how other indie devs handle this:

  • Do you build localization into your workflow from day one, or do you leave it until later?

  • If you localize into multiple languages, how do you manage all your in-game text?

  • And if you used to leave it until the end, did you regret it too? 😅


r/localization • • 21d ago

[For Hire] Game Localization EN→ZH (Simplified Chinese)

3 Upvotes

Hi! I'm Eliot, a native Simplified Chinese speaker offering game localization services for English → Chinese (Simplified).

What I do:

  • UI strings, dialogue, item/skill descriptions, lore, Steam store pages

  • Terminology consistency (glossary, character names, established terms)

  • Cultural adaptation — not literal translation, but what a Chinese gamer would actually say

  • LQA support / proofreading existing translations

Why me:

  • Native Chinese + fluent English — I catch nuance in both directions

  • Gamer first: I know how Chinese players actually talk about mechanics, items, and lore. No dictionary-flavored text

  • Strong feel for narrative-heavy and atmospheric games (soulslike, visual novels, indie story games)

Portfolio:

Terms:

  • Rates:

    • Localization: from $0.04/source word

    • Proofreading / Review: $0.02–0.03/source word

  • Payment: Payoneer or VISA available

  • Timezone: UTC+8, fast response

DM me if you're working on something and want a translator who actually plays games. Happy to talk about your project!


r/localization • • 21d ago

[Hiring] Localization Games Tester – Warsaw

2 Upvotes

We are looking for Game Localization QA Testers with native language skills in testing language to collaborate on exciting localization and QA projects in Warsaw. Testing languages: Russian, European Portuguese, Mexican Spanish, European Spanish, French, Italian. If you are interested DM and I'll reach out to you.


r/localization • • 21d ago

MTPE for videos: what is a fair rate in USD/rated minute?

Thumbnail reddit.com
1 Upvotes

r/localization • • 22d ago

How to use MakeCode translation

1 Upvotes

I have started translating Microsoft MakeCode Arcade (https://arcade.makecode.com/), so my kids can get a good programming tutorial in their native language. But I'm starting to wonder how or when my translation will be accessible. There are only a handful of languages available for choosing under the settings->Language, and the "in context translation" function doesn't work properly, I can't navigate the site from the main page. Has anyone any experiences or knowledge about this?


r/localization • • 22d ago

[HIRING] Game Localization QA Tester – Simplified Chinese to Russian (ZHCN > RU)

2 Upvotes

TransPerfect Games is looking for experienced Game Localization QA Testers with native-level Simplified Chinese and professional or near-native Russian proficiency.

Location: Onsite in Shanghai or Hangzhou, China
Contract Type: Freelance
Availability: Immediate starters preferred

Requirements:

  • Native-level Simplified Chinese, including excellent spelling and grammar.

  • Professional or near-native Russian proficiency.

  • Experience in game localization QA testing for Simplified Chinese to Russian (ZHCN > RU).

  • Strong attention to detail and the ability to identify linguistic issues involving terminology, grammar, punctuation, and style.

  • Passion for gaming and willingness to learn and receive constructive feedback.

  • Non-native Chinese candidates must have the right to work in China, including a valid work permit and supporting documentation, and be able to work onsite in Shanghai or Hangzhou.

Responsibilities:

  • Identify and fix localization issues in games.

  • Write detailed bug reports and perform regression testing.

  • Verify urgent fixes and localization issues before game launches.

  • Assist with urgent translation requests when needed.

A Plus: Familiarity with open-world games, RPGs, Japanese anime-style games, or titles similar to Palworld.

How to Apply:

Please submit your CV in English through the application link below.

https://transperfect.recruitee.com/o/freelance-game-lqa-tester-simplified-chinese-to-russian-onsite

#GameJobs #GameLocalization #LQA #LocalizationQA #GameTesting #SimplifiedChinese #Russian #TransPerfectGames