Localize your game without breaking the UI

Games are string-heavy and unforgiving: dialogue, item and skill names, tooltips, and lore all have to read right and fit the box. Translate them on the screen they appear on, keep every term consistent, and catch overflow and broken placeholders before a player screenshots them.

The things that make game localization hard, handled

A bare key gives a translator nothing to work with. transglot puts the string back in context, keeps your terminology straight, and checks the result before it ships.

A key like combat.crit_bonus tells a translator nothing — is it a button, a tooltip, or a line of dialogue? They guess, and it shows.

  • The in-context editor lets translators ALT+click a string on your running build and edit it where it appears, with a vision-grounded AI suggestion and screenshots kept for 90 days — so nobody translates a bare key blind.

The same weapon, skill, or character name comes out three different ways across the menu, the dialogue, and the store page.

  • A per-project glossary rides into every AI translation call and is enforced deterministically afterward — do-not-translate names stay verbatim, and a forbidden rendering is always a hard failure.

Translations overflow a button, drop a {playerName} placeholder, or miss a plural form — and you hear about it from a player, post-launch.

  • Agentic QA runs a placeholder-integrity and plural-completeness pre-gate plus an MQM-style score before you ship, and each CLDR plural category is edited explicitly with right-to-left locales rendering correctly.

Your engine already exports gettext .po, CSV, or JSON, and you are not adopting a new pipeline for one more tool.

  • Twenty formats round-trip cleanly, now including native Unity Localization CSV and Unreal Engine PO codecs — plus gettext .po (Godot), CSV and XLSX spreadsheets, and JSON — pushed and pulled over the REST API, the CLI, or the GitHub Action your build already runs.
  • Feature Work Flow

What you get

The transglot capabilities that matter most when the strings are a game.

In-context editing with screenshots

Drop the zero-dependency @transglot/incontext SDK into a web build and reviewers ALT+click any string to edit it in place, with a vision-grounded Claude suggestion and screenshots retained for 90 days. A paid feature, on the Indie plan and up.

Glossary for names and lore

Keep characters, items, skills, and world terms consistent across the entire game. Terms are injected into every relevant AI call and checked deterministically; forbidden and do-not-translate entries are enforced, not suggested.

Agentic QA before you ship

A placeholder-integrity and plural-completeness pre-gate plus an MQM-style quality score catches overflow risks, dropped tokens, and missing plural forms. Team plan and up.

Plurals, gender, and RTL

Edit each CLDR plural category directly instead of guessing, and right-to-left locales (Arabic, Hebrew) render correctly in the editor — so the languages that break naïve tooling are first-class.

Patch a live string over the air

Publish reviewed strings to a public, edge-cacheable OTA/CDN endpoint and read them with the zero-dependency @transglot/runtime SDK — fix a typo in a live-service game without shipping a client patch. Included on every paid plan.

Built for the way game strings actually behave

Why choose transglot
Why choose transglot

In-context editing with 90-day screenshots, so every string is translated on the screen it appears on

A glossary that keeps character, item, and lore terms consistent across the whole game, enforced deterministically

Agentic QA: placeholder integrity, plural completeness, and an MQM-style score before a build goes out

Twenty formats incl. native Unity Localization CSV and Unreal Engine PO, gettext .po, CSV/XLSX, and JSON, plus OTA/CDN delivery to patch a live string without a client update

Why choose transglot
Why choose transglot

From bare keys to strings on the screen

What changes, concretely

  • Translating dialogue and UI: instead of a translator guessing what combat.crit_bonus is from the key alone, they ALT+click it on the real screen and see the context and a screenshot.
  • Keeping terms consistent: instead of the same item reading three ways across menus, dialogue, and the store, one enforced glossary rides into every AI call.
  • Catching UI breakage: instead of a player reporting an overflowed button or a dropped {playerName}, QA flags placeholder and plural problems before the build ships.
  • Fixing a live-service typo: instead of cutting a client patch for one wrong string, you publish to the OTA/CDN endpoint and it reaches players immediately.
Frequently Asked Questions

Questions, answered

Engines and formats, in-context editing for games, terminology, QA, and live-service updates.

Unity and Unreal now have native codecs. Unity Localization exports a String Table CSV — the wide, multi-locale sheet from its CSV extension — and Unreal exports a Portable Object .po from the Localization Dashboard; transglot imports and exports both directly, keyed the way each engine keys its strings (Unreal by the msgctxt key, with the source string in msgid). Godot’s gettext .po, plus CSV, XLSX, and JSON, round-trip cleanly too, over the REST API, CLI, or GitHub Action. One honest caveat: Unity models plurals as Smart Strings, which the CSV has no column for, so use gettext .po if you need plural PO.

Where to go next

The reference pages behind everything on this page — in-context editing, terminology enforcement, and quality checks.

In-context editor

ALT+click a string on your running build and translate it where it lives.

Glossary & terminology

Keep names, items, and lore consistent across every locale.

Translation QA

Placeholder, plural, and quality checks before a build ships.

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Get started

Stop hand-editing locale files. Start shipping in every language.

Claude-powered translation, an in-context editor, a glossary and QA workflow, and a CLI, GitHub Action, and REST API — open source, MIT licensed, and self-hostable.