Game localization solution

Loved by the world’s leading game developers
Game over for spreadsheets
Stop managing huge volumes of game translations in multiple spreadsheets. Swap manual localization processes for centralized localization that scales as your game offering grows.
Spreadsheets | Lokalise |
---|---|
Multiple files to manage translations |
One source of truth |
Lack of context |
Easy-to-access context |
Manual tasks |
Automated workflows |
No linguistic assets |
Built-in QA, translation memory, glossary, and style guide |
Doesn’t connect to the modern tech stack |
Integrations with design tools, CMS, and code repositories |
Not built for translation or localization |
Ecosystem of readily available language service providers and translation tools |
Manage game localization and translation in one place
Simplify and organize your game localization process when you manage, update, and collaborate on tasks in one place. Bring teams together and get an overview of localization projects in real time.
Try Lokalise for free

A game localization solution that slots into existing processes with one click
Connect plug-and-play integrations with GitHub, GitLab, Bitbucket, Figma, Azure Repos, and more, or build custom connectors with our robust API, CLI tool, and SDKs. Then set up webhooks to automate manual localization tasks that slow you down.
Try Lokalise for free

”Lokalise is a fantastic platform for projects that entail translating a game's app into multiple languages. Have to make a quick change to the app text without managing multiple giant spreadsheets? Lokalise can do that. Want to reference all the project languages when translating? Easy! As a translator, you need to push the most recent translation to the build? Just a couple of clicks will get you there!”

Make games resonate with worldwide players
With access to context, style guides, glossaries, translation memory, and built-in QA checks in one place, it’s easier to get quality translations the first time around and create engaging experiences in every language.
Use AI translation, combined with style guides and glossaries for on-brand, contextual, and consistent content in minutes
Partner with the best language service providers for game localization, including Blend, Inlingo, and Tomedes.

Swap spreadsheets for an all-in-one game localization solution
Learn more about how to streamline game localization
FAQs
Here are some factors that determine price:
- Text volume: the more words you need to translate, the more money you’ll spend. If your game has lots of dialogue or lore, that’s going to be even more expensive because it’s harder to translate.
- Languages: Localizing into a handful of languages like French, German, Spanish, and Japanese will cost much more than just localizing one.
- Cultural adaptation: If your game has cultural nuances (like jokes or idioms), you'll need in-region and creative translators to transcreate your content, which often costs more.
- Voice acting: Recording new voiceovers for localized versions will also lead to extra costs.
- Testing: Once localization is done, it needs to be tested in-game. Localization QA ensures text fits on-screen and works contextually. Depending on the QA process you use, internal reviewers, Lokalise AI LQA, and external reviewers, this can add 10-20% to the total cost.
Another example is Pac-Man. Pac-Man was originally called ‘Puck Man’ because the main character resembled a hockey puck, and speakers of Japanese pronounced it as ‘pakuhuman.’ To avoid mispronunciations and confusion in the U.S., they adjusted the name to what we know today.
- Cultural nuances: A joke in English might fall flat in German. A pun in Japanese might not work in Spanish. Adapting these nuances requires creativity.
- Technical constraints: Text needs to fit within UI limits. German words, for instance, are notoriously long. If the text doesn’t fit, the entire design might need tweaking.
- Context matters: Translators need to understand the story and gameplay. A single line of text can have a different meaning depending on its context in the game.
- Multiple layers: There’s text, voiceover, in-game tutorials, subtitles, menus, marketing materials, and legal disclaimers. It’s not just one thing.
- Testing is painful: Once games are localized, you need to test them. A word that fits fine in the UI during translation might get cut off in-game or be misaligned.