Reactive vs. Proactive Culturalization: From Risk Prevention to Player Growth

Culturalization is often treated as a defensive process: review the game, find what could create cultural, historical, religious, or geopolitical problems, and reduce that risk. That work matters—but culturalization can also help you create content that feels specifically relevant to a regional audience.

The first approach asks what could go wrong. The second asks what could resonate more strongly. That distinction moves culturalization from a final risk check toward product and market strategy. In practice you often need both: know which creative decisions create avoidable negative reactions—and, when the opportunity is real, use cultural knowledge to speak more directly to particular players.

This companion to Game Culturalization: How to Design for Global Audiences Without Losing Your Creative Vision draws primarily on culturalization strategist Kate Edwards (CEO, Geogrify) from the Beyond Localization conversation with Nadzeya Drahun of Alconost. For how localization and culturalization differ in scope, see game localization vs. culturalization.

What’s the difference between reactive and proactive culturalization?

Culturalization can help you identify risks before players encounter them—and it can also create content specifically for a culture or demographic. In this short video, Kate Edwards explains the difference between risk-oriented and proactive culturalization.

Reactive culturalization looks for things that cause offense and that people will react to negatively. Proactive culturalization is designing the game for a specific culture or demographic—like the Día de los Muertos skin we did for Temple Run 2 in Mexico.

Kate Edwards
Kate EdwardsCulturalization strategist; CEO, Geogrify

Reactive culturalization starts with risk

Kate describes reactive culturalization as looking for elements that could trigger a significant negative response: symbols, gestures, historical and political references, religion, character representation, maps, cultural stereotypes, and geopolitical issues. The objective is not to eliminate every possible criticism—that is impossible. It is to identify content that could create a disproportionate problem for the game, the development team, or the company.

This kind of cultural review can happen during development even though its focus is reactive risk: if players encounter this element, how are they likely to react? Risk-oriented culturalization does not need to wait for an actual controversy. Its value is greatest when potential problems are caught before launch.

Proactive culturalization starts with opportunity

Proactive culturalization asks a different question. Instead of only looking for what might alienate players, it considers whether the game could intentionally speak more directly to a particular audience. Kate describes this as designing content for a specific culture or demographic—a regional event, a market-specific skin, adapted visuals, a culturally relevant celebration, or market-specific environmental changes. The objective is not repair. It is resonance.

A useful example: culturally specific live content

In the conversation, Kate describes work on Temple Run 2 involving a Día de los Muertos-themed version for Mexico—UI changes, character design, and environmental adaptation aimed at players in that market. She describes the response as strongly positive: players felt the game was speaking directly to them. A similar approach was later used around Holi in India.

The broader lesson is not that every studio should build holiday-specific versions of its game. It is that cultural knowledge can sometimes create value rather than simply prevent damage.

Two business goals—don’t confuse them

Culturalization can serve risk reduction—helping you avoid preventable backlash, insensitive content, geopolitical mistakes, representation problems, and late rework—and audience relevance: spotting regional content opportunities, cultural moments, player preferences, and ways to strengthen engagement. A studio may need serious cultural risk review without any proactive regional adaptation. Another game, especially one with flexible live ops, may have room for both.

Start with the baseline: make the game culturally viable

Before you invest in special regional content, make sure the core game can work in the market. Check whether major symbols are appropriate, representation is credible, historical and political references create problems, cultural assumptions are understandable, and localization can preserve tone and meaning. A proactive campaign cannot compensate for a core game that contains an obvious cultural problem. The baseline comes first.

Risk-oriented culturalization should begin early

Although “reactive” can sound like post-launch crisis management, the process Kate describes should begin during development—while concept art, characters, worldbuilding, symbols, maps, historical settings, architecture, audio, and narrative are still cheap to change. That treats cultural risk as part of creative development rather than an emergency response. For the production case, see how early culturalization prevents expensive game rework.

Proactive culturalization needs a real audience signal

Regional adaptation should have a reason. You may see player numbers growing in a market, strong retention, rising revenue, a more active regional community, or a deliberate expansion bet. Kate notes that she has seen mobile teams use analytics to identify markets where activity is growing—and then ask whether culturally specific content could accelerate that growth.

That makes proactive culturalization a strategic decision rather than decorative localization. The useful question becomes: you already see an audience here—is there something meaningful you can create for them?

Mobile and live-service games fit this approach especially well

Kate notes that mobile development is often more agile than large AAA console or PC production. That flexibility can make regional experimentation easier: seasonal events, limited-time skins, special environments, regional campaigns, and market-specific content without rebuilding the entire game. Cultural adaptation can respond more quickly to player data and market opportunity. The model may be harder to apply to a large premium title with a multi-year production cycle.

Proactive adaptation does not mean replacing the core IP

A global brand still needs consistency. Regional adaptation works best when players can still recognize the same game, characters, world, mechanics, and brand. The purpose is to add relevance, not replace identity. Ask what you can adapt without making the game feel like a different product—event themes, cosmetics, promotional content, environmental decoration, and optional character variants are usually safer layers. Changes to core narrative or character identity need far more consideration.

Cultural relevance needs a reason inside the game

Adding culturally recognizable imagery is not automatically proactive culturalization. A regional event can still feel superficial if it piles on famous symbols without understanding their meaning—the same trap that shows up in cultural traps in localization and in representing cultures without stereotypes.

Ask why the cultural element is being used, whether it is relevant and accurate enough, whether you are relying on stereotypes, whether the adaptation fits the game, and whether players will recognize care rather than opportunism. A culturally specific feature should feel intentional.

Cultural expertise matters even when the goal is growth

The more directly a game references a real celebration, community, or tradition, the more useful local expertise becomes—cultural consultants, native speakers, regional specialists, localization teams, and community input. They help catch incorrect references, stereotypes, regional differences, inappropriate symbols, unnatural wording, and context the development team may have missed. The goal is not merely to add culturally recognizable content. It is to create something players perceive as respectful and relevant.

Shipping live ops or regional events across languages? Get a game localization quote that covers adaptation and QA.

Get a game localization quote

Where localization and culturalization meet in live ops

Culturally specific live content is also where linguistic adaptation and broader cultural relevance become especially visible. Nadzeya Drahun describes projects involving global events such as Brazilian Carnival and Halloween—cases where character names and concepts may not exist for the target audience, so translators reach for wordplay, adaptation, and new naming approaches rather than literal translation alone.

Live ops dedicated to global events—like Brazilian Carnival or Halloween—often need more than literal translation. Character names and concepts may not exist for the target audience, so translators use wordplay and adaptation to keep the event converting.

Nadzeya Drahun
Nadzeya DrahunCustomer Success Manager, Alconost

One regional concept may not transfer everywhere. Localization teams may need to preserve the original reference, explain it, adapt it, find an equivalent, or recreate the intended feeling differently. The cultural idea establishes the intent; localization works out how that intent survives across languages—which is why proactive culturalization and localization should be planned together.

Avoid tokenism—and don’t build a unique version for every market

A weak proactive strategy sounds like: we need something for Market X, so add their famous holiday. That approach risks turning culture into a marketing prop. Better questions ask what the audience actually responds to, whether the cultural moment fits the game, whether you can represent it with enough depth, whether the adaptation is meaningful or purely visual, and whether local players help evaluate it. The best culturally specific content usually reflects more than a recognizable symbol.

Proactive culturalization is also an option, not a requirement. Creating different versions for every country quickly becomes expensive, operationally complex, hard to maintain, hard to QA, and hard to keep consistent. Choose selectively based on audience size, growth potential, development effort, revenue opportunity, brand fit, community strength, and live-ops capacity. Culturalization should support your product strategy—not become an unlimited customization program.

Market differences matter

Kate emphasizes that game preferences differ across regions. A title that performs extremely well in one country may have a much smaller audience elsewhere—depending on genre, IP, platform, player habits, and local gaming culture. Before you invest, understand whether regional adaptation is likely to create meaningful value. A culturally specific investment in a market with little audience fit may not make sense. The starting point remains: who actually wants this game?

Match the level of adaptation to the market

A practical model is to think about culturalization in layers:

  1. Risk review — Identify serious cultural or geopolitical issues. Consider this for any important market.
  2. Cultural compatibility — Make the core experience understandable and appropriate enough to function, with selected adaptations if needed.
  3. Local relevance — Adjust specific parts of the experience to work better for the audience.
  4. Regional content — Create market-specific events, skins, campaigns, environments, or promotions.
  5. Cultural insight as growth strategy — Use market signals and player behavior to identify new regional opportunities.

Not every studio needs to reach Level 5. The useful question is how much adaptation is appropriate for the game and the market.

Creative vision still sets the boundary

Culturalization does not automatically determine what should change. Kate describes the broader goal as maximizing global reach while recognizing that the studio decides where to draw the line. Some changes are easy; others fundamentally affect characters, narrative, IP identity, gameplay, or art direction. Understand that boundary before market-specific pressure appears.

Before you target a market, ask whether the core game will need changes, whether those changes are compatible with the IP, and whether you can maintain regional variants—including localization, QA, and community support afterward. A market strategy you cannot sustain operationally may create a poor player experience.

Opportunity changes over time—and community feedback should feed the loop

Markets are not static. Player interest shifts, communities grow, and development cycles are long. Kate notes that culturalization work can involve watching how real-world markets and geopolitical conditions change over years of development. That affects risk—a location or political reference may become more sensitive—and opportunity: a market may become significantly more important to the game. Revisit cultural assumptions rather than making them only once at the beginning.

Post-launch feedback can reveal cultural misunderstandings, character-voice problems, localization issues, missed opportunities, and regional enthusiasm. Nadzeya Drahun describes community feedback reaching localization teams and then being passed back to developers—especially valuable for live-service titles. A regional community may tell you both that something does not work and that they want more of something else. Those are different signals, and both can shape future adaptation.

Do not confuse feedback with instruction. Community signals should inform decisions, not automatically dictate them. Evaluate how widespread a concern is, what is driving it, whether it reflects the broader market, whether a requested change affects other regions, and whether it conflicts with creative vision. Culturalization gives you context for how much weight to give each signal.

Reactive fixes can create new problems

Kate warns against responding to cultural controversy without understanding the larger regional context. An adjustment designed to satisfy one market can create a problem in another. Historical and political sensitivities cross borders; a change involving one country may be interpreted differently by neighboring countries with their own relationship to the same issue. Risk management requires more than asking what will make one group happy. Ask what the wider implications of the change are—and see a practical approach to cultural risk in games.

Cultural risk management is also not the same as avoiding all criticism. No studio can prevent every negative response. Focus on reducing avoidable, significant mistakes—and distinguish normal disagreement, cultural misunderstanding, localization problems, and significant cultural issues. Different situations need different responses.

Measure by player response—don’t turn culturalization into a formula

If the goal is growth, evaluate whether culturally specific content actually works for you: engagement, retention, event participation, regional player growth, purchases, and community sentiment. Kate’s Temple Run 2 example is valuable because the adaptation was tied to a strong player response—making the commercial role concrete when players genuinely value what you create.

There is no universal equation that adding a local holiday increases revenue. Cultural relevance depends on the game, the audience, timing, execution, authenticity, and product-market fit. An event that works beautifully for one title may feel completely inappropriate in another. The strategy must begin with the game itself.

Planning frameworks and checklists

Before you develop market-specific content, walk through market signal, cultural opportunity, creative fit, expertise, localization needs, production capacity, and how you will measure success. For risk review, identify the asset or decision, the markets affected, severity, surgical alternatives versus regional variants, wider impact of any change, and whether the element is fundamental to creative intent.

When considering a growth opportunity, confirm audience evidence, meaningful relevance, authenticity without stereotypes, collaboration with cultural experts and localization early, sustainability for support and QA, and what result would make the adaptation worthwhile.

  • Market signal — Growing audience, strategic importance, community strength, data that justifies investment?
  • Cultural opportunity — Relevant moment or reference; meaningful to players; fits the world or live-ops structure?
  • Creative fit & expertise — Preserves core IP; feels natural; local or native experts involved before production?
  • Localization & production — Wordplay or naming changes; locale-specific versions; maintainable content with enough QA?
  • Risk severity & wider impact — Mild disagreement or significant backlash? Could a fix create a new issue elsewhere?

Culturalization can protect value and create value

The strongest culturalization strategy does not choose between risk prevention and player growth. The same cultural knowledge can support both: identify when a symbol, reference, or character design creates unnecessary risk—and reveal when a regional audience is ready for something created specifically with them in mind. One protects the game from preventable mistakes. The other creates new reasons for players to connect with it.

The important distinction is intent. Reactive culturalization asks what the game may communicate unintentionally. Proactive culturalization asks what the studio could communicate intentionally. Both become more effective when they start with cultural understanding rather than assumptions. For the broader framework, see Game Culturalization: How to Design for Global Audiences Without Losing Your Creative Vision.

Continue exploring game culturalization

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 Author
Kate Edwards
Kate Edwards
Culturalization strategist; CEO, Geogrify

Kate Edwards is a geographer and culturalization strategist who established digital content culturalization during her years as Microsoft’s geopolitical strategist (1992–2005). Through Geogrify she advises studios and tech companies on geopolitical and cultural risk and opportunity across games and other media. She is a former Executive Director of the IGDA and the Global Game Jam, founder of the IGDA Game Localization SIG, and has consulted on franchises including Halo, Age of Empires, Mass Effect, and Call of Duty. The video clip in this guide is from her Beyond Localization conversation with Nadzeya Drahun of Alconost.

About the Author
Nadzeya Drahun
Nadzeya Drahun
Customer Success Manager, Alconost

Nadzeya Drahun is a Customer Success Manager at Alconost. She previously led localization projects as Senior Localization Manager, spanning games, apps, and software—from kickoff through delivery, quality, and client communication. She brings the vendor-side view of how culturally specific live ops and regional events surface in real localization workflows—wordplay, adaptation, and multilingual QA—and why those belong in the same conversation as cultural design.

Frequently Asked Questions

What is the difference between reactive and proactive culturalization?
Reactive culturalization looks for content that could trigger significant negative reactions—symbols, gestures, historical or political references, religion, maps, stereotypes, and related issues. Proactive culturalization designs experiences for a specific culture or demographic, such as a market-specific event, skin, or celebration. Many studios need both.
Is reactive culturalization the same as post-launch crisis management?
No. The focus is risk, but the work should start during development—while concept art, characters, worldbuilding, and maps are still cheap to change. Catching issues early is more valuable than scrambling after launch. See how early culturalization prevents expensive game rework.
When does proactive regional content make sense?
When you already see an audience signal: growing player numbers, strong retention, rising revenue, an active regional community, or a deliberate expansion bet. Analytics help mobile and live-service teams decide whether culturally specific content could accelerate growth—not whether every market needs a unique holiday skin.
Does proactive culturalization mean replacing the core IP?
No. Regional adaptation works best when players still recognize the same game, characters, world, mechanics, and brand. Event themes, cosmetics, environmental decoration, and optional variants are usually safer layers than rewriting core narrative or character identity.
Where do localization and culturalization meet in live ops?
Culturally specific events—Carnival, Halloween, and similar—often need more than literal translation. Character names and concepts may not exist for the target audience, so linguists use wordplay and adaptation to keep the event converting. Plan cultural intent and localization together; see game localization services.
Should every market get its own culturally specific version?
Usually not. Unique regional versions are expensive to build, maintain, QA, and keep consistent. Choose selectively based on audience size, growth potential, brand fit, and live-ops capacity. Culturalization should support product strategy—not become unlimited customization.
How do you measure proactive culturalization?
By player response: engagement, retention, event participation, regional growth, purchases, and community sentiment. There is no formula that local holidays automatically increase revenue—authenticity, timing, and product-market fit matter. For risk framing, see a practical approach to cultural risk.

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