Casual, Narrative, or Mid-Core: 3 Ways to Localize a Game — 3 Outcomes

How much of your game should you localize? It depends on the kind of game you’re building, what you’re trying to validate, and how far you are into market entry. This framework combines insights from our LinkedIn Live with Meta Product Lead Artur Davydenko with Alconost’s experience localizing games for global markets.

For years, the recipe for taking a game global was simple: build a solid game on a proven formula, translate all the text, ship it everywhere. It worked—for a while. Developed, English-speaking markets drove so much success, with the app stores doing part of the discovery work, that a lot of studios never had to think much harder than “translate and launch.”

That era is over. There are now far too many games chasing the same players, and a well-translated game that plays like a copy of something familiar doesn’t stand out. As Artur Davydenko — Product Lead at Meta, previously at Google and in venture capital — put it during our recent LinkedIn Live, leaning on that old playbook has stopped working:

Just copy the big American game, translate it all, use the simple ideas — it’s just not enough nowadays. It will not fly. And if it would fly, those big companies would launch it themselves.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta

So if translation alone won’t carry a game into a new market, what will? The honest answer is: it depends on your game.

Localization isn’t one decision—it’s a series of them. And one of the biggest is how much of the game you need to localize for the experience, and the market test behind it, to actually work.

Translation and localization aren’t the same thing

The first thing to get straight is that translating a game and localizing it are different jobs. For some products, plain translation is genuinely enough. A news article, for example, primarily needs to convey information. A slightly awkward sentence may still do that job.

A game isn’t just information. It’s an experience. Players need to understand what’s happening, connect with characters, follow progression, respond to humor, navigate the interface, and—depending on the game—spend hours inside its story and world. See also localization vs. translation.

As Artur put it:

In entertainment and gaming, translation is absolutely not enough, because it's a story. You can skip a story and find another one in a second.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta

Adapt to the Culture or Skip the Market

Why entering an entertainment market seriously means thinking beyond transferring the words.

This is also why localizing half-heartedly—doing it just to tick a box, without really committing to what players in that market need—can waste money. The choice worth making consciously is whether you’re ready to localize because you genuinely want to grow into a region, or whether it makes more sense to hold off on deeper product localization until you are.

Bringing Artur’s market-entry observations together with what we see across game localization projects at Alconost, there are three useful scenarios to think about.

1. Casual games: localize the marketing, not necessarily the game

If your game is casual—intuitive enough that players can skip the pop-ups and windows and simply start playing—you may be able to test a new market without immediately localizing the entire product.

It works really well in casual games, which are intuitive enough from a UX and mechanics point of view. People skip all the windows and pop-ups anyway, and they just play.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta

In this scenario, a studio can begin with the player-acquisition layer:

  • Marketing creatives
  • Ads
  • Store-page copy
  • Store-page visuals and metadata

while initially keeping the game itself in its original language. That can be enough to answer an important early question: Can we attract players in this market?

It is a lighter-weight way to test demand before committing resources to full product localization. For a genuinely intuitive game, the first sessions may still give you useful acquisition and engagement signals even if the whole experience has not yet been localized.

The important limitation is that this tests interest and early behavior, not necessarily whether the game can retain players long-term.

Outcome: you can test market demand before committing to full localization

This approach can help a studio evaluate:

  • Click-through rates
  • Store conversion
  • Cost of acquisition
  • Installs
  • Early-session engagement

If those signals look promising, that gives you evidence for deeper localization investment.

2. Retention-driven games: localize what players come back to

The picture changes once you care about retention—about what happens after day zero. Everything a returning player actually reads or interacts with may now matter: features, menus, progression, events, offers, tutorials, character interactions, and narrative.

When you think outside the first couple of sessions and day zero, and you want retention — features, windows, narrative — all of these are highly affected by language and culture and the context of where people live and why they play.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta

This is where localized marketing stops being enough. You may have successfully convinced someone to install the game, but now the product itself has to keep them there.

From a localization perspective, this is an important distinction: Marketing localization gets the player through the door. Product localization helps them stay.

If the experience after the first sessions remains inaccessible or culturally distant, weak retention can also become difficult to interpret. Did players dislike the game? Or did they never get the intended experience because important features and content weren’t localized?

Outcome: you can test whether the actual product retains players

For games where the business depends on repeat engagement, localization needs to cover the parts of the experience responsible for that engagement. That could mean:

  • UI
  • Progression systems
  • Live-ops events
  • Offers
  • Tutorials
  • Player communications
  • Narrative content

The exact scope depends on the game. The principle is simpler: localize enough of the returning-player experience for your retention data to mean something.

Ready to localize the parts of your game players actually come back to? Get a game localization quote—with context, linguistic expertise, and multilingual QA built in.

Get a game localization quote

3. Narrative and mid-core games: localize early

For narrative-driven or otherwise language-dependent games, localization needs to enter much earlier. The more players need to understand dialogue, story, character relationships, humor, quest objectives, tutorials, and complex mechanics, the less meaningful an English-only market test becomes for players who don’t comfortably read English.

This is especially clear in narrative games, where the story is part of the product. Localization cannot simply be bolted on after the team has already tried to validate whether target-market players enjoy the experience. If players cannot properly experience the game, you are not really testing the finished proposition—you are testing a reduced version of it.

The same logic can apply to mid-core games when systems, progression, narrative, and retention mechanics depend heavily on text and context.

Outcome: you test the game players are actually supposed to experience

This is the key difference. A casual game may be able to test acquisition before full product localization. A narrative game often cannot test its central appeal without localization because so much of that appeal exists in language.

That means localization should be considered earlier in production planning, market testing, content pipelines, UI design, and narrative workflows—rather than appearing only as a pre-launch translation task. For readiness and process, see the game localization workflow.

Localization can also mean adapting more than the text

Even complete linguistic localization does not automatically mean a game will feel right in every market. Depending on the audience and game, adaptation may touch art style, animation, text presentation, pacing, small mechanics, and overall rhythm. Cultural traps in presentation are easy to miss if you only ship strings—see cultural traps in localization.

Artur points to Brawl Stars as an example of how far adaptation can extend.

Even Supercell Took Years to Adapt

Artur discusses why adapting a game to its audience can involve much more than translated text.

His point is not that every studio needs to remake its game for every market. It is that players experience the whole product, not its translation layer in isolation. The way you present mechanics, visuals, animation, text, and pacing can influence whether the game actually connects with the audience.

For studios entering culturally distinct markets, that means localization questions may sometimes expose broader product questions too.

So when does localization actually happen?

Knowing how much to localize is half the answer. The other half is when. Here, Artur lays out a particularly actionable sequence:

  • Start in your home market — if it’s big enough to give you real qualitative feedback on what players like and don’t. You may not earn much yet, but you learn.
  • By soft launch — usually a handful of countries across your target regions — you need actual monetary data, and you should already have your localization strategy ready. The end of soft launch is when you scale hard, so the strategy has to exist before then.
  • Localize marketing fast, close to launch — it’s quicker to turn around than the product, so roughly two to four weeks ahead of a market launch can be enough.

Localize During Your Soft Launch

Artur’s practical sequence for moving from home-market learning to soft launch and international scaling.

There is an important distinction here: Your localization strategy should exist early. Individual localized assets do not necessarily need to.

Marketing creatives can often be produced relatively quickly. Product localization—especially when the game contains substantial narrative, complex systems, voice-over, or ongoing content—needs more preparation. And if the game cannot be meaningfully experienced without the target language, localization should enter even earlier than the general soft-launch sequence.

Building your soft-launch localization plan and need a partner who can scale with you? Get a game localization quote—with context, linguistic expertise, and multilingual QA built in.

Get a game localization quote

Match localization depth to what you’re trying to learn

This is the part where Artur’s framework becomes particularly useful when combined with Alconost’s localization perspective. Rather than asking only “Should we localize this language?”, ask: What are we trying to learn from this market, and what does the player need localized for that test to be valid?

If you’re testing acquisition

Localized marketing and store presence may be enough.

If you’re testing first-session gameplay

You may need essential UI, tutorial, and gameplay localization.

If you’re testing retention

The features players repeatedly interact with need to be localized.

If you’re testing narrative appeal

The narrative needs to be localized.

That gives you a much more practical way to scope localization investment.

Localization depth is a spectrum

Based on those principles—and on how localization projects tend to evolve in practice—it helps to think about localization in layers rather than as a single yes/no decision.

Layer 1: Marketing

  • Ads
  • Video creatives
  • Social content
  • Campaign copy

Layer 2: Store presence

  • Store description
  • Screenshots
  • Promotional text
  • Metadata

Layer 3: Core UX

  • Navigation
  • Tutorials
  • Essential gameplay strings
  • Key system messages

Layer 4: Retention content

  • Progression
  • Events
  • Live ops
  • Offers
  • Feature explanations

Layer 5: Full player experience

  • Narrative
  • Dialogue
  • Humor
  • Character voice
  • Worldbuilding
  • Voice-over, where relevant

Not every game needs every layer in every market immediately. The question is which layer is necessary now—and which one you need to be ready to add if the market performs. Indie Steam titles often face a related trade-off between breadth of languages and depth of adaptation; see Steam localization for indies.

Don’t let under-localization invalidate the experiment

There is one risk worth watching closely. Imagine that a studio:

  1. Localizes ads for a new market.
  2. Gets strong acquisition.
  3. Sends players into an untranslated product.
  4. Sees weak retention.
  5. Concludes that the market is not promising.

That conclusion may be correct. But it may also be a testing problem. If localization materially affects the player experience, then an under-localized product can distort the result.

The studio may think it tested “Do players here like our game?” when it actually tested “Do players here like our game when parts of it are difficult to understand?” That is not the same hypothesis. The more language-dependent the game is, the more important this distinction becomes.

A practical four-question framework

Bringing Artur’s market-entry logic together with Alconost’s localization experience, we can reduce the decision to four questions.

1. Can players understand the core game without text?

If yes, acquisition-first testing may be possible. If no, product localization needs to happen earlier.

2. What are you measuring?

If you only need acquisition data, localized marketing may be enough. If you need retention, monetization, or deeper engagement data, more of the actual product needs localization.

3. How important is narrative and context?

The more value sits in story, characters, humor, complex mechanics, or worldbuilding, the earlier localization should enter the project.

4. What happens if this market succeeds?

If a successful soft launch would trigger rapid scaling, the localization infrastructure needs to be prepared before the results arrive. That can include:

  • Target languages
  • Localization workflow
  • Context for translators
  • Terminology and glossaries
  • Update processes
  • Multilingual QA

You do not necessarily need to translate everything in advance. But you do need to know how you will scale if the answer from the market is “yes.”

The takeaway

There is no universal rule for how far to localize a game—and that’s the point. A casual puzzle game and a narrative RPG are different products with different player experiences.

For an intuitive casual title, localized marketing may be enough to test whether a new audience is interested before committing to full product localization. Once retention becomes the question, more of the product needs to speak the player’s language. And for narrative-driven or otherwise language-dependent games, localization may need to happen from the earliest meaningful market test because language is part of the product itself.

Treating all of those games the same way is how studios either overspend on localization they did not yet need—or underinvest in the localization that could have made their market test meaningful.

The better question is not simply “Should we localize this market?” It is: How much needs to be localized for the result we’re measuring to actually mean something?

Match localization depth to the game, the KPI, and the stage of market entry—and localization becomes much easier to treat as part of the growth strategy rather than a box to check before launch.

For the bigger picture on testing, community, funding, marketing, and global expansion, see How to Grow a Game in 2026: What Actually Works Now.

Planning your next game market?

Alconost can support localization at different stages of market entry—from store and marketing content to full game localization, ongoing updates, contextual workflows, and multilingual QA.

Taking your game international? Get a game localization quote—with context, linguistic expertise, and multilingual QA built in.

Get a game localization quote
About the Speaker
Artur Davydenko
Artur Davydenko
Product Lead at Meta

Artur Davydenko is Product Lead at Meta (Privacy & Compliance / GTM), previously Sr. Product Marketing Manager at Meta. Over 10+ years in gaming, tech, and investment he has worked across marketing, growth, people ops, bizdev, project management, and entrepreneurship—including raising $1M to launch casual games and advising a LiveOps-focused app that raised $700K. Before Meta he worked at Google (Ads and Firebase), as Entrepreneur in Residence at Flyer One Ventures, and in growth roles at Playgendary and game studios including Alpha Games and Kefir. He co-founded HoneyLab Games and advises Balancy and HookRadar.

Frequently Asked Questions

How much of a game should you localize?
It depends on the kind of game and what you are trying to learn. Casual, highly intuitive titles may test a market with localized marketing and store presence first. Retention-driven games need the returning-player experience localized for retention data to mean something. Narrative and language-dependent mid-core games usually need product localization earlier, because language is part of the product itself.
Is translation enough for game localization?
Usually not. Translation moves words between languages. Localization adapts the experience—language, humor, narrative, UI, cultural references, and sometimes art, pacing, or presentation—so players connect through language and culture. In entertainment, players can skip a story that does not land and find another one immediately.
Can casual games skip full product localization at first?
Sometimes. If the game is intuitive enough that players skip windows and pop-ups and still play, localized ads, creatives, and store-page assets can answer whether you can attract players before you commit to full product localization. That tests interest and early behavior—not long-term retention.
When should localization enter a soft-launch plan?
Start where you can learn—often the home market—then have a localization strategy ready by soft launch across target regions. Marketing assets can often localize roughly two to four weeks before a market launch; product localization, especially with narrative, systems, or voice-over, needs earlier preparation. If players cannot experience the game without the target language, localize even earlier than the general soft-launch sequence.
What are the layers of localization depth?
Think in layers rather than a single yes/no: (1) marketing, (2) store presence, (3) core UX, (4) retention content, and (5) the full player experience including narrative, humor, character voice, and voice-over where relevant. Not every game needs every layer in every market immediately—match depth to the KPI you are measuring now.
How can under-localization invalidate a market test?
Strong acquisition into an untranslated product followed by weak retention may look like “this market does not work,” when you actually tested whether players like the game when parts of it are hard to understand. The more language-dependent the game, the more that distortion matters.
What four questions help decide localization scope?
Ask: Can players understand the core game without text? What are you measuring (acquisition vs retention vs monetization)? How important are narrative and context? What happens if this market succeeds—do you have languages, workflow, context, terminology, update processes, and multilingual QA ready to scale?
How does this relate to growing a game in 2026?
Localization depth is one decision inside a broader growth model: test before overbuilding, go niche, fund with eyes open, and treat market entry as product work. For testing, community, funding, marketing, and global expansion, see the companion longread How to Grow a Game in 2026.

Related Articles

Our Work

See how we help global companies scale their reach.

JetBrains
Software

JetBrains

1,000,000+ words localized into JA, ES, ZH-CN, KO, PT-BR, FR, TR, CS, RU

JetBrains / YouTrack & Hub
Software

JetBrains / YouTrack & Hub

Localization of Jetbrains' products Youtrack and Hub

Microsoft MakeCode
Software

Microsoft MakeCode

Localization of Microsoft MakeCode

TikTok
Mobile Apps

TikTok

100,000+ words localized into NL, FIL, FI, FR, DE, HE, IT, ES, SV, FR-CA, ES-MX for ByteDance

Viber
Mobile Apps

Viber

Localization of Viber messenger

Read case study
GitHub
Software

GitHub

Translation of GitHub guides and materials

Zendesk
Software

Zendesk

Zendesk Knowledge Base localization for multilingual customer support

Read case study
Airalo
Mobile Apps

Airalo

25,000 words localized into AR, ZH-CN, CS, FIL, FR, DE, EL, HE, HI, IT, JA, KO, PL, PT-BR, RU, ES-419, TH, TR, UK

Choco
Mobile Apps

Choco

15 000+ words localized into JA, KO, VI-VN, IT, PL, NL, PT-BR, CS, CA, ZH-CN

Bitrix24
Websites

Bitrix24

100 000 words and counting localized into ES, PT-BR, JA, ZH-CN and 11 more

Harvard University
E-Learning

Harvard University

Localization of online courses for Harvard University

Xsolla
Games

Xsolla

Localization of Xsolla products

Read case study
SafetyCulture
Software

SafetyCulture

5 000–8 000 words per month localized into JA, PL, TH, TA, SV-SE, VI, UK, ID, HI, KO, NO, PT-PT, RO, RU, TR, AR, BN, ZH-CN, ZH-TW, DA, FI, IT, DE, NL, FR, ES-ES, PT-BR, ES-MX

Veriff
Software

Veriff

12 000 words per month localized into ES-MX, ES-419, SO, SI-LK, VI, SL, SK, SR-CS, RO, PT-PT, PL, MS, MK, LT, LV, JA, HI, DE, KA, FR, FIL, NL, ZH-TW, ZH-CN, CA, BG, BN, ES-ES, PT-BR

Bitrix24 / Voice Responses
Media

Bitrix24 / Voice Responses

into DE, EN, ES, PT-BR, RU, UK

Read case study
DocuWare
Software

DocuWare

90,000 words localized into 23 languages for cloud & on-premises document management

Gartic Phone
Games

Gartic Phone

5 000 words localized into JA, AR, TH, CS, ID, FR, DE, ZH-CN, IT, NL, SV, RO, KA, FA, AZ

Bandsintown
Software

Bandsintown

Localization of Bandsintown app

Read case study
Aviasales
Websites

Aviasales

100,000 words localized into 12 languages for flight search platform

Endomondo
Software

Endomondo

10 000 words and counting localized into CS, HI, NO, TR and 12 more

Liferay
Software

Liferay

Localization of Liferay Platform

BattleTech
Games

BattleTech

Localization of the Battletech game

Goat Simulator
Games

Goat Simulator

Localization of the Goat Simulator game

Stellaris
Games

Stellaris

Localization of the Stellaris game

Movavi
Mobile Apps

Movavi

100,000+ words localized into 20+ languages for video editing software

Parimatch
Software

Parimatch

200,000+ words localized into FR, FR-CA, DE, HI, IT, JA, PL, PT, PT-BR, ES, ES-MX, TR for betting platform

Prequel
Mobile Apps

Prequel

Expanded Top-10 photo editing app to 100M+ Gen Z users worldwide

Ultimate Guitar
Mobile Apps

Ultimate Guitar

4,000 words localized into ES with LQA for Muse Group's guitar app

Wildlife Studios
Games

Wildlife Studios

75 000+ localized into FR, DE, IT, KO, RU, TR, PT-BR, ES-MX, UK, RO, AR

App in the Air
Mobile Apps

App in the Air

500,000+ words localized into PT-BR, PT, NL, KO, HI, FR, ES, SV, IT, TR, JA, AR, DE, ZH-CN, ZH-TW

Apptweak
Mobile Apps

Apptweak

100,000 words localized into JA, KO, ZH, FR for ASO analytics platform

Discourse
E-Learning

Discourse

55,000 words localized into ZH-CN, PT-BR, IT, FR, DE, AR, FI, JA, ES for open-source forum platform

Gcore
Software

Gcore

100 000+ words localized into ZH-CN, DE, ES, PT-BR

Grand Hotel Mania
Games

Grand Hotel Mania

100,000+ words localized from RU into 20 languages for hotel simulator game by Deuscraft

IllFonic
Games

IllFonic

IllFonic Inc.

InterSystems
E-Learning

InterSystems

550+ words localized into ES, FR, PT-BR, ZH-CN, JA

Kissflow
E-Learning

Kissflow

140,000+ words localized into IT, TH for low-code/no-code work platform

Klondike
Games

Klondike

50,000 words localized into DE, ES, IT, FR, PL, NL, JA, KO, ZH-CN, ZH-TW, PT-BR for VIZOR APPS

Clue
Software

Clue

Localization of Clue mobile app

Read case study
Dacadoo
Mobile Apps

Dacadoo

100,000+ words localized into 17 languages for digital health platform

My Cafe
Games

My Cafe

400 000 words and counting localized into FR, ES, PT-BR, KO and 6 more

Party Hard
Games

Party Hard

Localization of the Party Hard game

Planner 5D
Mobile Apps

Planner 5D

20,000 words localized into 24 languages for home design app

Punch Club
Games

Punch Club

20 000 words localized into ZH-CN, PL

Read case study
RICOH360 Tours
Software

RICOH360 Tours

18 000 characters localized into Japanese –> English, German, French, Spanish, Dutch

Sumsub
Software

Sumsub

7,000 words localized into 28 languages for identity verification platform

Transporeon
Software

Transporeon

50,000 words localized into 18 languages for logistics visibility platform

Aktiia
Websites

Aktiia

21,000 words localized into FR, DE, IT for blood pressure monitoring startup

Awarefy
Mobile Apps

Awarefy

30 000 characters localized into Japanese –> English

Baby Tracker
Mobile Apps

Baby Tracker

5 000 words localized into ES-LA, PT-BR, DE, UK

Circuit
Mobile Apps

Circuit

5,000 words localized into 30+ languages for delivery route planning app

CSAT
Software

CSAT

200 000+ words localized into AR, HE, IT, KO, PL, PT-BR, PT, TR, ZH-CN

Driivz
Software

Driivz

1 300 words localized into HR, CS, ET, FI, FR, FR-CA, DE, EL, HU, IS, IT, LV, LT, NO, PL, RO, SK, SL, ES-ES, SV

Foodback
E-Learning

Foodback

50,000 words localized into 12 languages for restaurant feedback platform

Gentler Streak
Mobile Apps

Gentler Streak

2 000 words per month localized into FR, DE, IT, ZH, ZH-HK, JA, KO

Harvest Land / Paris: City Adventure
Games

Harvest Land / Paris: City Adventure

200,000+ words localized from RU into 8 languages for Mysterytag games

Harvest Land
Games

Harvest Land

2 000 words per month localized into RU → EN, ES, PT-PT, FR, IT, DE, KO, JA, ZH

Hotel Life
Games

Hotel Life

12,000 words localized into 10 languages for hotel simulation game by Eidolon

HUB Parking
Software

HUB Parking

62,000 words localized into RU for smart parking solutions

Keenetic
Websites

Keenetic

30,000 words localized into PL, ES, FR, DE, SV, PT, IT for Wi-Fi router manufacturer

Charm Farm
Games

Charm Farm

Localization of Charm Farm Game

Read case study
Zombie Castaways
Games

Zombie Castaways

Localization of the Zombie Castaways game

Meisterplan
Software

Meisterplan

74,500 words localized into ES, FR, DE for project portfolio management

Onde
Mobile Apps

Onde

up to 1 000 words per month localized into SV, RW, DA, SQ, PL, KM, ET, MY, ZH-HANS, FI, DE, LV, HE, NL, HR, SK, NO, LT, IT, TH, SO, ID, IS, UR-PK, ZH-HANT, CS, UK and 10 more

OpenProject
Software

OpenProject

1 000+ words per month, up to 150 000 localized into FR, ZH-CN, ES-ES, IT, PL, PT-PT, PT-BR, KO, UK

Pillow
Software

Pillow

100,000+ words localized into 13 languages for sleep tracking app by Neybox

Playwing
Games

Playwing

40 000+ words localized into AF, AR, BN, MY, HR, CS, NL, ET, FR, KA, DE, EL, HU, ID, MS, PL, PT, RU, SK, ES, SV, TH

Clash of Kings
Games

Clash of Kings

Proofreading of in-game text for Clash of Kings

Read case study
Soundiiz
Software

Soundiiz

15,000+ words localized into 14 languages for music playlist transfer app

Speakap
Mobile Apps

Speakap

5,000 words localized into DE, NL, ES for employee communication app

Stripo
Websites

Stripo

25 000 words localized into PT-BR, TR, CS, FR, DE, IT, ES, PL, ZH-TW, NL, SL

Sufio
Mobile Apps

Sufio

3 000 words localized into FR, DE

Tonsser
Mobile Apps

Tonsser

40,000 words localized into ES-US, PT, SV, DE for football community app

Vizor
Games

Vizor

into ES-ES, NL, PL, ZH-CN, ZH-TW, PT-BR, IT, KO, FR, DE

Read case study
Alvadi
E-Commerce

Alvadi

Multilingual SEO for automotive supplier expanding to 30+ markets

BoxHero
Software

BoxHero

10000 localized into ES-419, ZH-CN, ZH-TW

Epic Roller Coasters
Games

Epic Roller Coasters

4,000 words localized into ZH-CN, FR, DE, JA, KO, RU, ES for VR game by B4T Games

Dating Apps Bundle
Mobile Apps

Dating Apps Bundle

50,000 words localized into 36+ languages for Red Panda Labs dating apps

Face Yoga
Mobile Apps

Face Yoga

2,000 words localized into ES-419, PT-BR for skincare app by Tepluhab

Forest Bounty
Games

Forest Bounty

10,000 words localized from RU/EN into ES, FR, PL, PT-BR for VigrGames

Game Localization — MTPE
Games

Game Localization — MTPE

Anonymized case — under NDA

Read case study
HUD App
Software

HUD App

10,000 words localized into 18 languages for dating app

DreamCommerce
E-Commerce

DreamCommerce

Localization of DreamCommerce Platform

Read case study
Jooble
E-Learning

Jooble

10 000 words localized into ES, PT, KO, JA and 11 more

Read case study
Smarty CRM
Software

Smarty CRM

Localization of Smarty CRM platform

Read case study
Targetprocess
Software

Targetprocess

Localization of Targetprocess platform

Mahjong Treasure Quest
Games

Mahjong Treasure Quest

30 000 words localized into EN → JA, MTPE: EN → PL, NL, KO, ZH-CN, ZH-TW, DE, FR

Primagest
Websites

Primagest

80 000 characters localized into JA → EN, ZH

Raymy
Software

Raymy

80 000 characters localized into Japanese –> English, Chinese (traditional),Vietnamese, Hindi

Sana Commerce
E-Commerce

Sana Commerce

Bi-weekly B2B e-commerce platform updates in 22 languages

Swappy Dog
Games

Swappy Dog

25,000 words localized from RU into 19 languages for match-3 game by Funmatica

Swoo
Mobile Apps

Swoo

30,000 words localized into ES, IT, PT for digital wallet app by CARDS/MOBILE

EnjoyGaming
Games

EnjoyGaming

500 words per month localized into DE, ES, FR, HI, IT, JA, KO, PT, PT-BR, RU, SV, TR, UK

2Solar
Software

2Solar

10,500 words localized into DE for solar software platform

24 Hour Home Care
Software

24 Hour Home Care

2,590 words localized into ES-419 for healthcare staffing company

ActiveMap
Software

ActiveMap

18 000 words localized into AR

Adizes Institute
E-Learning

Adizes Institute

5,850 words localized into HE for leadership consulting platform

AI Chat Smith
E-Learning

AI Chat Smith

1 500 words per month localized into ES, JA, RU, ZH, DE, FR, PT-BR

Alice VR
Media

Alice VR

8 phrases localized into CA, EN, ES, RU

Read case study
Appewa
E-Learning

Appewa

100+ words localized into 20 languages for language learning app by Lithium Lab

Associations
Games

Associations

3 000 words localized into TR, PL, SV-SE, NO, DA, CS, SK, HU, JA, KO, and 7 more

Aviloo
Software

Aviloo

5,000 words MTPE from DE into DA, NL, FR, IT, SV, NO for EV battery diagnostics

Read case study
Berry Factory Tycoon
Games

Berry Factory Tycoon

1 500 words every two months localized into RU → EN, KO, JA

BestChange
Websites

BestChange

2 000 words per month localized into NL, PL, SV

Blink
E-Learning

Blink

32 300 words localized into FR

Bunny Boom
Games

Bunny Boom

3 000 words localized into DE, ES, FR, IT, JA, KO, PT-BR

Life is Feudal
Media

Life is Feudal

Character voiceovers for Life is Feudal: Your Own

Read case study
Cosmos VR
Media

Cosmos VR

2 000 words localized into CA, DE, EN, ES

Read case study
Darksy Cleaner
Mobile Apps

Darksy Cleaner

1,400 words localized into 9 languages for iOS photo cleaner app

Days After
Games

Days After

500 words every 1.5 months localized into RU → EN, PT-BR, ES; EN → DE, FR, KO, AR, ZH-TW, ZH-CN, NO, PL, TH, CS, JA and 10 more languages on demand

Dople
Software

Dople

11 500 characters with space localized into KO → JA

eSIM Provider
Websites

eSIM Provider

around 30 000 words when requested localized into SQ, AR, HU, IT, IS, NL, FR, DE

EXR
Games

EXR

12 000 words localized into ES, FR

GoodCrypto
Software

GoodCrypto

2 000 words per month localized into AR, ZH, FR, DE, ID, IT, KO, PT-BR, ES, TR, VI

Haiku
Games

Haiku

10 000+ words localized into ES-419, PT-BR, DE, JA, ZH-CN

Impulse
E-Learning

Impulse

Impulse - Brain Training

IQ Dungeon
Games

IQ Dungeon

IQ Dungeon - Riddle Solving RPG

Knights and Brides
Games

Knights and Brides

Knights & Brides

Lexilize
E-Learning

Lexilize

7 000 words localized into FR

Darklings
Games

Darklings

1 000 words localized into JA, ZH, ES, RU, IT, FR, DE, PT, KO

Kill Shot Bravo
Games

Kill Shot Bravo

Localization of Kill Shot Bravo

Next Stop
Games

Next Stop

7 500 words localized into FR, DE, EN, JA

EcoCity
Games

EcoCity

Localization of the EcoCity game

Forced Showdown
Games

Forced Showdown

Localization of the Forced Showdown game

Minion Masters
Games

Minion Masters

Localization of the Minion Masters game

Outpost Zero
Games

Outpost Zero

Localization of the Outpost Zero game

Streets of Rogue
Games

Streets of Rogue

Localization of the Streets of Rogue game

Tamadog
Games

Tamadog

Localization of the Tamadog game

Valentine's Day
Games

Valentine's Day

into DE, FR, IT, ES, PT-BR

Mimic Logic
Games

Mimic Logic

13 000 characters localized into JA → EN, ZH-CN

Mini Golf 100+
Games

Mini Golf 100+

10 000 characters localized into Japanese –> English, German, French, Spanish, Korean, Chinese (tw), Chinese (zh), Portuguese (Brazil)

Mini Mini Farm
Games

Mini Mini Farm

8 500 characters localized into Japanese –> English

mod.io
Games

mod.io

500 words localized into ZH-TW, ZH-CN, DE, IT, JA, KO, PL, RU, ES

MySignature
Websites

MySignature

1 500 words per month localized into IT, FR, NL, FI, PL, DE, ES, PT

Parasite Days
Games

Parasite Days

70 000 characters localized into Japanese –> English

PDIS
Software

PDIS

2 346 characters with space localized into KO → EN

PosterMyWall
E-Learning

PosterMyWall

1 000 words per month localized into ZH-HANS, DA, NL, FR, DE, ID, IT, PL, PT, RU, ES, TH

Prospre
Software

Prospre

7 000 words localized into ZH-CN, FR, DE, IT, JA, PT-BR, ES-419

Ruins Magus
Games

Ruins Magus

38 000 characters localized into Japanese –> English

Samedi Manor
Games

Samedi Manor

2,000 words localized from RU into 7 languages for idle game by Black Caviar Games

Soltec Health
E-Learning

Soltec Health

17 000 words per 6 months localized into JA

Soma Development
Software

Soma Development

8 000 words localized into AR, ZH-CN, FR, DE, ID, IT, JA, PT, RU, VI, ES-419

Sonnet of Wizard
Games

Sonnet of Wizard

224 261 characters localized into Japanese –> English

Sportplus
Websites

Sportplus

800 words localized into AR, HI

Hotel Project
Games

Hotel Project

3,622 words localized into PT-BR for merge game by Next Epic

Tovie AI
Software

Tovie AI

4,800 words localized into ES, PT-BR for conversational AI platform

Ultight
Software

Ultight

5 046 characters with spaces localized into KO → EN

Underground Waifus
Games

Underground Waifus

4 300 words localized into JA, ZH-CN, KO, FR, IT, DE

UNNI
Software

UNNI

15 000 words per month localized into TH

Vlad & Niki
Games

Vlad & Niki

15,000 words localized into 10 languages for kids claymation game by RUD present

Kerish Doctor
Media

Kerish Doctor

Voiceovers for the Kerish Doctor software

Read case study
Welcome Bot
Software

Welcome Bot

2 000 words localized into UK, LT, AR, ES, FR, DE, PT, IT, PL, HE, ID, TR, HI, VI, MS, TH, CS, NL

WRD
Media

WRD

WRD – Learn Words App Voiceover

Read case study
Azur Games
Games

Azur Games

200 – 500 words per order localized into ID, PL, IT, TR, ZH-CN, ZH-TW, KO, PT-BR, JA, FR, ES, DE, TH, HI

Conf.app
Software

Conf.app

4,500 words localized into IT, ZH-CN, PT-BR, DE, ES for event management app

Character Bank
Software

Character Bank

Localization for Character Bank software platform

Coffee Break
Software

Coffee Break

Localization for Coffee Break software platform

Google
Software

Google

Localization for Google

GROOVE
Software

GROOVE

Localization for GROOVE X

Hakali
Software

Hakali

Localization for Hakali

Request a Quote

Whether you're launching in new markets or scaling existing localization — let's make it happen.

This field is required
This field is required
Please enter a valid email address
Please enter a valid phone number
This field is required
This field is required