Translate your game's content strings into multiple locales.

Localization

The Localization editor turns your game into a multi-language product. It's a full pipeline: define locales, author translated strings in the editor, serve locale bundles from the game server, and translate at runtime in the client.

How It Works

1. Locales — define the languages your game supports (e.g. en, es, fr), with a base/fallback locale. 2. Strings — content-facing text (UI labels, item/quest/NPC names and descriptions, and system messages) is collected as translatable keys. 3. Authoring — the Localization page lets you fill in translations per locale, key by key, and see what's missing. 4. Serving — the game server exposes locale bundles over HTTP; the client fetches the player's locale and swaps text at runtime.

Vocabulary vs. Localization

These are two different tools that pair well:

  • Vocabulary customizes the engine's own terminology for your game — renaming "silver" to "credits", or "guild" to "clan" — within a single language.
  • Localization translates your authored content into other languages.
Use Vocabulary to set your game's voice, then Localization to ship that voice in every language.