How to Grow a Game in 2026: What Actually Works Now

Gaming is bigger than cinema and music combined—and growing a game has rarely been harder. The bottleneck moved from making titles to getting them noticed. Meta Product Lead Artur Davydenko on what still works: test before you overbuild, go niche, fund with eyes open, and localize when you mean to compete.

Growing a Game in 2026 LinkedIn Live with Artur Davydenko — Strategy, Investment, and Global Markets

On commonly cited industry measures, gaming is bigger than cinema and recorded music combined.

The global games market generated an estimated $201.6 billion in 2025, according to Newzoo. For comparison, global box office reached about $33.55 billion, while global recorded-music revenues reached $31.7 billion.

And yet growing a game has rarely been more competitive. The market is flooded with more titles than players can get through, and AI is only accelerating the pileup: more teams can create more content with fewer resources, but distribution has not opened up to match. Studios are still competing for attention through largely the same mobile app stores, PC storefronts, social platforms, creators, and communities.

To make sense of what actually works in this environment, we hosted a LinkedIn Live with Artur Davydenko — Product Lead at Meta; board advisor, previously at Google and in venture capital. He brings 10+ years across gaming, tech, and investment, spanning marketing, growth, people management, business development, project management, and entrepreneurship.

On the operator side, that includes raising $1M to launch casual games—leading fundraising, finance, marketing, monetization, partnerships, and communications—and helping an emerging telco app move from purchasing and localizing games to fully in-house game development. As a board advisor, he has also supported an app that raised $700K to improve LiveOps.

This article distills his full take from that conversation—from testing and community to marketing, funding, and global expansion, including when game localization becomes strategy rather than a checklist item.

Full podcast: Growing a Game in 2026 — Strategy, Ops, Investment, and Global Markets

Prefer the full conversation first? Watch here, then use the shorter clips below for the decisions that come up most often: testing vs. shipping, niche community, multi-touch marketing, funding, and going global.

Stop shipping more. Start testing more.

The instinct in a crowded market is to produce faster and release more. That misses the actual bottleneck. On the production side, AI genuinely changes the math: fewer people can make more, especially in art and animation. But distribution has not opened up to match—it is still the same app stores on mobile and the same storefronts on PC, now flooded with far more games chasing the same attention. Producing more just adds to a pile players cannot get through. What separates studios that grow from studios that vanish is the ability to test an idea cheaply and learn whether it deserves further investment before spending months building it.

Artur describes this as moving toward a more R&D-like approach: formulate hypotheses, expose them to players, measure what happens, and carry what you learn into the next iteration. Non-gaming publishers have worked this way for years—treating a launch as a set of hypotheses to validate, not a finished product to unveil.

Stop Shipping Games on Instinct

You need to be able to test more rather than ship and release more.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta; board advisor

For creative teams, that shift can feel uncomfortable. Game development often begins with a strong creative vision and a desire to hand players a finished game. Testing introduces the possibility that the audience will not respond as expected. But if the goal is a commercial product, finding that out early is far better than finding it out after six months of development. That does not mean every imperfect prototype should be abandoned—it means the next development decision should contain information the previous one did not.

Build with your audience, not just for them

Testing this way means testing with real players—which means you first have to find them. For small teams and solo developers, Artur’s recommendation is specific:

Go narrower.

Rather than making “a roguelike” or “an RPG” for everyone, identify the particular combination of genre, setting, story, aesthetic, or player fantasy that makes the project distinctive, then find the people who already care about that niche. Fragmented social platforms, for all their downsides, have made those pockets of players findable in a way they were not a few years ago.

Go Niche to Build Community

Go as niche as possible, and double down on the people who like your kind of game.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta; board advisor

The payoff is organic discovery—but only if you iterate with those players instead of disappearing for months to build in isolation and returning to the most dangerous response possible:

“Nice game. I wouldn’t pay for it.”

Community-building in this model is not just promotion; it becomes part of product development. It also requires patience. You can publish for weeks or months without meaningful traction, then suddenly have one post, stream, or piece of content reach exactly the audience you were looking for. The goal is not to engineer virality on command—it is to stay close enough to the right audience to recognize a useful signal when it appears.

Decide what you’re actually building

Underneath the tactics sits a decision worth making consciously: are you building primarily to express yourself, or are you building a business you expect to scale? Both are legitimate, but they demand different things.

Production has a goal. Creativity doesn't have a goal.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta; board advisor

Creative expression does not inherently need a commercial objective. If someone has another source of income and wants to spend their time building the game they personally want to make, they do not need to optimize every decision around growth. Commercial development is different. If you want a studio that lasts five, ten, or twenty years, you need enough process to understand what is happening—not bureaucracy for its own sake, but measurement. You need to be able to say:

  • This idea worked.
  • We think it worked because of this.
  • This other idea did not.
  • Here is what we learned.
  • Here is what we will change in the next iteration.

Without that, a hit can stay a one-off the team cannot explain or reproduce.

One ad isn’t a go-to-market strategy

The same measurement mindset applies to marketing. Some mobile acquisition still looks simple—ad → store page → install—but many purchases and installs do not happen after one exposure. Artur points to the multi-touch journey already normal in ecommerce, apps, and larger PC games, and increasingly relevant across gaming. A potential player might:

  1. See a streamer playing the game
  2. Encounter a post from an influencer
  3. Read about it somewhere else
  4. Visit the store page
  5. Forget about it
  6. See another piece of content
  7. Read reviews
  8. Finally install or buy

Discord, creator video, Reddit, streams, reviews, store visits, and paid campaigns are not separate universes—they can all sit on the same path. Artur expects game marketing more broadly to become increasingly systematic about those interactions rather than treating one advertisement as the entire acquisition journey.

That journey is harder to measure than last-click conversion. You do not need perfect attribution for every touchpoint—you need a more systematic habit of testing:

  • Which messages attract attention?
  • Which communities respond?
  • Which creators generate meaningful interest?
  • Which markets respond differently?
  • What happens after the first interaction?
  • Which experiments change actual player behavior?

Test, measure, learn, iterate.

Funding the growth

Once a game begins showing signs of commercial potential, another question appears: Where does the money for the next stage come from? Venture capital is one option. It is not the default. Artur lays out several paths:

  • Self-funding — when the required budget is small enough
  • Friends, family, or lending — depending on personal circumstances and the financial environment
  • Angel investors — often writing checks in roughly the $25K–$100K range, often found by showing up at events and asking other founders
  • Crowdfunding — especially when you can communicate to a large audience in a major language
  • Strategic investors — large game companies such as Tencent, usually after you have credibility
  • Venture capital — only when you are aiming at a very large outcome

VC sits apart because its model only makes sense at that scale:

The VC model is to give a million to a hundred people and generate a billion from one.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta; board advisor

That makes VC appropriate primarily for founders who want to build a large commercial business for a correspondingly large market. If you are intentionally building a relatively small niche game, taking venture capital may solve a financing problem while creating a much larger expectations problem—and knowing that early saves everyone’s time.

What investors want is changing too

The classic four checks still apply:

  • Product
  • Market
  • Finance
  • Team

What has changed, in Artur’s view, is how much uncertainty sits under product and market assumptions. Markets move quickly, products pivot, competitors react fast, and new technology makes experimentation cheaper for everyone. Investors have not stopped caring about the idea; they have started scrutinizing how quickly you can test and learn.

Investors are viciously double-checking the way you will test it, because the competition will increase so much faster—people learn about your success so much faster than before.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta; board advisor

In practice, a stronger fundraising story includes:

  • The market you are targeting
  • The hypotheses you intend to test
  • Early evidence or traction
  • The infrastructure to run experiments
  • Proof the team can move when assumptions change

Team and product still matter—but the ability to demonstrate a credible testing and iteration process has become much more important.

Those are the hypotheses we want to test. This is our first one with the best traction, and this is the infrastructure we have in place to test all these hypotheses. Give us money—we will test it for you.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta; board advisor

For studios exploring the VC route, Artur also points to a16z Speedrun and its publicly available material as one way to understand what a gaming-focused accelerator and investor actually expects.

Going global: where localization makes or breaks the game

Growth eventually means new markets, and Artur reduces the commercial evaluation to three unsentimental questions:

  • How large is the potential audience?
  • What does it cost to acquire players?
  • What lifetime value can those players generate?

Market size alone is not the same as market accessibility—emerging regions can look attractive on paper and still require cultural work that few studios have done well.

Planning your next market entry and need localization that fits how you soft-launch? Get a game localization quote—with context, linguistic expertise, and multilingual QA built in.

Get a game localization quote

Why MENA deserves attention

From Artur’s perspective, MENA remains particularly interesting because it combines a large and growing player base with comparatively lower acquisition competition and attractive monetization potential—including higher average spend in some markets than studios often see in Latin America or Southeast Asia. The trade-off is cultural adaptation beyond linguistic localization: reaching those players may mean changing visuals and narrative, not just translating text. Few have done that thoroughly, which is part of why the opening is still there.

External market data supports the broader growth thesis. Niko Partners estimates that Saudi Arabia, the UAE, and Egypt — the “MENA-3” markets it tracks — generated about $2.0 billion in games revenue in 2024 and were on track for approximately $2.2 billion in 2025, with the market forecast to reach $2.8 billion by 2029. It counted 72 million gamers across MENA-3 at the end of 2024 and projects 84.3 million by 2029. Even within those three markets, the picture varies: the UAE leads in average revenue per user, followed by Saudi Arabia, while Egypt combines a much larger player population with significantly lower per-player spending. At the broader regional level, Newzoo reported the Middle East and Africa as its fastest-growing games region in 2025, up 15% year over year.

So “MENA” should not be treated as one homogeneous opportunity. There is growth—and meaningful variation in:

  • Purchasing power
  • Player behavior
  • Platform usage
  • Cultural expectations
  • Regulation
  • Localization requirements

That is exactly why market entry requires more than translating a store listing. Cultural fit is explored further in cultural traps in localization.

Local studios have a built-in advantage

Studios entering another region are not only competing with other international publishers. They are increasingly competing with local developers who already understand:

  • The language
  • Local social channels
  • Player preferences
  • Cultural references
  • Community behavior

That knowledge can turn into faster iteration. Vietnam has been a mobile-development powerhouse since around 2021; Singapore-based Sea (parent of Garena) has spent years funding Southeast Asian studios into serious competitors. A local studio may not succeed on every attempt, but it can often understand feedback and respond more quickly because it is already embedded in the market. For an outside studio, competing means being disciplined about both speed and measurement. You are not the home team.

Translation and localization are not the same thing

This is where global growth becomes a product issue rather than simply a marketing decision. For purely informational content, direct translation may sometimes be enough. A game is different: players spend hours, days, months, or years inside an experience that includes:

  • Language
  • Humor
  • Narrative
  • Art and characters
  • UI and pacing
  • Cultural references and visual expectations

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; board advisor

Players do not need to tolerate an experience that feels awkward or foreign—there is always another game one tap away. If a studio seriously wants to compete in another entertainment market, it has to speak through both language and culture, not merely transfer the words. See also localization vs. translation. Choosing not to localize deeply is valid, but it is a choice to stay successful mainly where you already are.

Taking your game into a market where culture matters as much as language? Get a game localization quote—with context, linguistic expertise, and multilingual QA built in.

Get a game localization quote

Adaptation can go much deeper than text

Artur uses Brawl Stars as a cautionary example. Supercell is one of the strongest mobile studios in the industry—and it still took years to land the game globally with a young audience that includes a large share of players in Asia. A surface translation was never going to be enough. Adaptation extended into:

  • Art style for local taste
  • Gameplay pacing
  • Animations
  • On-screen text and speech bubbles
  • Small mechanics
  • The overall rhythm of play—not just static visuals

Only once those layers matched how players actually think and play did the title take off. If a studio with Supercell’s resources needed several iterations to get there, the takeaway for smaller teams is clear: cultural adaptation is a process you work through, not a box you tick on launch day. Market entry should not be treated as translate → launch → done. The product may need to learn from the market too.

So when should localization enter the process?

Artur offers a clean sequence for small and mid-sized studios:

  1. Start where you can learn — often the home market. Revenue does not have to be the immediate objective. You need players who can tell you:
    • What works
    • What doesn’t
    • What they understand
    • What they enjoy
    • Where they drop off
  2. Prepare localization by soft launch — once you soft-launch in target regions, you need economic data as well as engagement data, and you should already be developing a localization strategy for the markets you are testing and the markets you may enter next, because scaling can happen quickly after a successful soft launch.
  3. Localize marketing last and fastest — Artur’s example is on the order of two to four weeks before a market launch. The product itself is more complicated.

A practical end-to-end process is covered in the game localization workflow.

Different games need different localization depth

One nuance matters more than the sequence: you cannot treat every game the same way.

For a highly intuitive casual game, it may be possible to test a market by localizing only:

  • Advertising
  • Store pages

—while leaving much of the product in its original language. Players skip the text and just play, which can provide useful early acquisition data. But once deeper retention matters, returning players interact with:

  • Features and menus
  • Progression and events
  • Dialogue and narrative

Those experiences depend much more heavily on language, culture, and context. For a narrative-driven or otherwise text-dependent game, localization may need to happen considerably earlier, because an untranslated product cannot provide a meaningful test of the actual experience. That is also why many Steam narrative titles ship in a wide language set despite the cost—and why mid-core games can be both expensive and lucrative to bring out of their home markets. How deep you go depends on the product. For readiness and process, see game localization and the game localization workflow.

The thread connecting all of this

Testing, community, marketing, funding, market entry, and localization sound like different disciplines, but Artur’s advice keeps returning to the same operating model:

  1. Make a hypothesis
  2. Put it in front of the right people
  3. Measure what happens
  4. Learn
  5. Then invest more

That applies when deciding whether a concept deserves another six months of production, whether a community actually cares, which marketing channels work, whether investors should believe you can adapt—and whether another country is a real growth market or simply another language on a spreadsheet.

In a market where technology makes it easier for everyone to produce more, quantity is not much of an advantage. The advantage is learning faster. None of that requires a giant’s budget—the tools to compete are more accessible than they have ever been. What it takes is the will to use them deliberately.

As Artur put it at the end of the conversation:

The world needs creators. The world needs entrepreneurs.

Artur Davydenko
Artur DavydenkoProduct Lead at Meta; board advisor

Whichever one you’re building to be, there has never been a better moment to start.

Ready to grow beyond your home market?

Going global isn’t only about translating your game. The right localization depth depends on the product, the players, the market, and the stage you’re at. Alconost helps game teams build localization workflows around those realities—from multilingual translation and contextual workflows to ongoing updates and localization 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; board advisor

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. Based in London. This article is drawn from a LinkedIn Live conversation hosted by Alconost.

Frequently Asked Questions

Should studios ship more games or test more in 2026?
Artur Davydenko argues that AI can already speed up parts of production, but distribution has not expanded at the same rate. The bottleneck is attention, not content volume. Studios gain more by formulating hypotheses, exposing them to players, measuring results, and iterating—testing more intelligently rather than shipping more frequently on instinct.
Why go niche when building a game community?
Small teams rarely win by starting with a mass-market concept. Going as niche as possible—genre, setting, aesthetic, or player fantasy—makes it easier to find people who already care about that kind of game. Social and community platforms make those audiences discoverable; the next step is keeping them in the development loop instead of disappearing for months to build in isolation.
Is one ad enough to sell a game?
Usually not. Many installs and purchases follow a multi-touch journey: streams, influencer posts, reviews, store-page visits, and paid campaigns that accumulate before someone buys or installs. Treat marketing as a system of messages, communities, creators, and markets to test—not a single last-click advertisement.
Is venture capital the best funding path for game studios?
Not by default. Paths include self-funding, friends and family or lending, angel checks (often roughly $25K–$100K), crowdfunding, strategic investors, and VC. Venture capital fits founders who want to build a large commercial business for a large market. An intentionally small niche game can create an expectations mismatch if VC money arrives without matching scale ambitions.
Why does MENA matter for game growth?
MENA combines a large and growing player base with comparatively lower acquisition competition and attractive monetization potential in some markets—but it is not one homogeneous opportunity. Niko Partners tracks Saudi Arabia, the UAE, and Egypt (“MENA-3”) at about $2.0B games revenue in 2024, with growth toward $2.8B by 2029. Newzoo reported Middle East and Africa as its fastest-growing games region in 2025 (+15% YoY). Entry still requires cultural adaptation beyond linguistic localization.
When should localization enter a soft-launch plan?
Start where you can learn—often the home market—then prepare localization strategy as you soft-launch in target regions, including markets you may enter next. Marketing assets can sometimes localize two to four weeks before launch; the product usually needs earlier, deeper work. Casual, highly intuitive games may test with localized ads and store pages first; narrative or text-heavy games often need product localization earlier for a meaningful test.
What is the difference between translation and localization for games?
Translation moves words from one language to another. Localization adapts the experience—language, humor, narrative, UI, cultural references, and sometimes art, pacing, or presentation—so the game speaks to players through both language and culture. Players have alternatives; an awkward or foreign-feeling experience loses them.
What do game investors look for in 2026?
Classic lenses—product, market, finance, and team—still apply. Artur argues investors increasingly also evaluate how a team will test whether assumptions work: hypotheses, early evidence, experimentation infrastructure, and speed when plans change. For VC-oriented studios, programs such as a16z Speedrun publish material that clarifies accelerator and investor expectations.

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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

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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

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HUD App
Software

HUD App

10,000 words localized into 18 languages for dating app

DreamCommerce
E-Commerce

DreamCommerce

Localization of DreamCommerce Platform

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Jooble
E-Learning

Jooble

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

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Smarty CRM
Software

Smarty CRM

Localization of Smarty CRM platform

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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

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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

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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

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Cosmos VR
Media

Cosmos VR

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

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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

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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

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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

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