Introduction
Game localisation is the process of adapting your title’s language, culture, and technical elements so players across 7 or more regions can enjoy it as if it were made for them. Done well, it can multiply revenue, boost store visibility, and turn a niche indie release into a genuine global hit.
Key Takeaways
- Localisation goes far beyond translation, covering culture, UI, and legal requirements.
- Prioritising the right languages early can dramatically increase your addressable market.
- Preparing your code with internationalisation saves significant time and cost later.
- Working with native translators who play games produces far better results than machine tools alone.
- Testing with real regional players catches issues no spreadsheet ever will.
Why Localisation Matters for Reaching 7 Global Markets
If you want your game to sell beyond English-speaking regions, localisation isn’t optional. It’s one of the highest-return investments an indie studio can make. For example, adding Simplified Chinese alone can open access to tens of millions of potential Steam customers.
Localisation also shapes how storefronts treat your product. Steam, for instance, surfaces titles differently based on supported languages. Therefore, if you’re serious about discoverability, pair your efforts with the Steam algorithm ranking factors that influence regional visibility.
Moreover, players actively reward studios who respect their language. Negative reviews frequently mention missing translations, especially from Chinese, Brazilian Portuguese, and Russian audiences. Consequently, a modest localisation budget can protect your review score and long-term sales.

Choosing the Right Languages for Maximum Return
Not every language delivers the same return on investment. I always start by looking at platform-specific audience data. For Steam specifically, the top earners for most indies are a short, predictable list.
Here are the languages I’d prioritise first for a typical indie launch:
- Simplified Chinese — huge audience and strong indie appetite.
- Brazilian Portuguese — enthusiastic community and growing spending power.
- Russian — large player base, though pricing needs care.
- German, French, Spanish (Latin American) — reliable Western European and LATAM sales.
- Japanese and Korean — higher cost, but strong for genre-specific titles.
Furthermore, your genre matters. Narrative-heavy games benefit more from full localisation, while arcade or puzzle titles can get by with menu and store page translations. For a broader launch plan, I’d pair language choices with the ultimate Steam growth roadmap to time each release wave properly.
Preparing Your Game Technically Before You Translate
Before sending a single string to a translator, your game needs to be internationalisation-ready. Otherwise, you’ll pay twice: once for translation and again for engineering fixes. I treat this as a non-negotiable foundation.
Here’s the checklist I use for every project:
- Store all text in external files such as CSV, JSON, or PO.
- Use Unicode (UTF-8) everywhere to support non-Latin scripts.
- Choose fonts that cover Cyrillic, CJK, and diacritics.
- Leave UI elements flexible, as German strings can be 40% longer.
- Avoid baking text into textures or hard-coding dates and currencies.
Additionally, I’d recommend building a context document for translators. Screenshots, character bios, and tone notes transform the quality of returned work. Consequently, you’ll receive translations that feel native rather than literal.
Working With Translators and Testing in Real Markets
Machine translation has improved, yet I’d never ship a commercial game using only DeepL or ChatGPT output. Native speakers who understand gaming conventions catch nuance that automated tools miss entirely. For example, idioms, humour, and swearing rarely survive raw machine translation.
Typical costs sit between £0.06 and £0.12 per word for professional game translators. Therefore, a 30,000-word RPG might cost £1,800 to £3,600 per language. However, agencies like LocalizeDirect, Altagram, and Riotloc offer bundle pricing for multiple languages.
After translation, linguistic QA is essential. I always arrange playtesters in each target region to flag broken strings, cultural missteps, and UI overflow. Moreover, launching with proper localisation support often correlates with stronger wishlist conversion, which ties directly into strategies from my guide on reaching 10k Steam wishlists.
Final Thoughts
Localisation isn’t a luxury reserved for AAA studios. For indies, it’s one of the most cost-effective ways to grow revenue and build a loyal global audience. Start small, prioritise your highest-ROI languages, and prepare your codebase properly from day one.
Ultimately, respecting your players’ language and culture pays dividends in sales, reviews, and word of mouth. Plan it early, budget realistically, and treat it as a core part of development rather than a post-launch afterthought.
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