Indie teams ship in one language and wonder why half the world scrolls past. We translate your game into the languages your players actually speak - carefully, by hand, at a price a small studio can pay.
ScrollTraLed localizes games and interactive projects.
Six things decide whether a translated build feels native or feels translated. Here is how we handle each one.
Agencies charge what a small team cannot justify. We price so an indie studio can actually say yes - and more games get localized because of it.
Three steps to a finished localization - and one promise that outlives the invoice.
We go over the details of your project together. Want proof first? Send up to 600 words of anything and we return it translated within five working days - free, no obligation.
A 30% deposit starts the work. Nothing is translated in a single sweep:
You get the localization and every working file. Drop it into your game, run it, check it sits right. The balance is due only then.
TraLed is a service you can lean on. Keeping it that way is the whole job.
The whole route from first message to final payment - and the link after it that stays open for free.
Every detail agreed up front. A free 600-word test translation if you want proof first.
Once scope and final price are settled, a 30% deposit opens the job.
The production run itself: five passes, terminology, manual rewriting, final read.
The finished localization and every working file, back in your own format.
The remaining balance, once the work is in your hands and running in your build.
Want something changed months later? Ask, and we re-localize or add that part completely free - on any project we have worked on.
Localization is not decoration on a finished game. It decides which regional storefronts the algorithm is allowed to put you on - and whether the players who land there stay.
The store's regional recommendations, tags and "More like this" shelves lean on the languages your page declares. Unlisted language, unvisited shelf.
Steam lets buyers narrow the catalogue to titles they can read. An English-only page is filtered out of that list before anyone sees the art.
Players who get their own language leave more reviews and fewer refunds - and review volume is what keeps a small title visible after launch week.
A wishlist added in a local language converts harder on discount day, because nothing about the page asks the buyer to work for it.
Marketing reach and the way the game actually feels to play are the same problem. Localization solves both at once.
Full examples, file formats and the reasoning behind each choice live on the samples page.
See the full examplesVolume, complexity and format decide the final number, and we settle it in writing before a word is translated. The rates below are where those conversations usually start.
Write to us below, attach the text and name the language. Within five working days you get the finished localization back. If it convinces you, we take on the full volume.
The same €0.04 per word, with a volume discount. Glossary and proofreading included.
For small projects with a small amount of text. You pay per word, and corrections on everything we deliver stay free.
Up to 3000 words per language, instead of €360. About 20% off.
Nothing here is fixed in stone. Ask us about scope, formats or deadlines - if your project does not fit these numbers, we will find an arrangement that suits both sides.
Talk to us about your projectWe will answer as fast as we can - usually within two hours. Thank you.
Tell us what you are making and which languages you need. A few short fields, no account, no attachments required.
Tap a question to open it. If yours is not here, ask us in the form above - we answer within about two hours.
Still unsure? The free test answers most doubts faster than we can.
Ask us anythingIndie teams ship in one language and wonder why half the world scrolls past. We translate your game into the languages your players actually speak - carefully, by hand, at a price a small studio can pay.
ScrollTraLed localizes games and interactive projects.
Six things decide whether a translated build feels native or feels translated. Here is how we handle each one.
A pun that dies in translation is a bug. We rewrite the joke so it lands instead of explaining it.
A rusted torch in a horror game and in a farming sim are different objects. Tone and genre decide every word.
Strings are checked against your UI. Buttons, tooltips and subtitles stay inside their boxes in every language.
Keys, tags, variables, encoding, order - untouched. {playerName}, %s and <color> arrive as they left.
Tools keep terminology consistent. A translator reads every line in context and rewrites what sounds translated.
Patched a quest, cut a line, changed a menu? Corrections and questions stay free for as long as the game is yours.
Agencies charge what a small team cannot justify. We price so an indie studio can actually say yes - and more games get localized because of it.
Three steps to a finished localization - and one promise that outlives the invoice.
We go over the details of your project together. Want proof first? Send up to 600 words of anything and we return it translated within five working days - free, no obligation.
A 30% deposit starts the work. Nothing is translated in a single sweep:
You get the localization and every working file. Drop it into your game, run it, check it sits right. The balance is due only then.
Months later, need a line changed or something added? We re-localize that part free of charge - on any project we have worked on, for as long as it is yours.
TraLed is a service you can lean on. Keeping it that way is the whole job.
The whole route from first message to final payment - and the link after it that stays open for free.
Every detail agreed up front. A free 600-word test translation if you want proof first.
Once scope and final price are settled, a 30% deposit opens the job.
The production run itself: five passes, terminology, manual rewriting, final read.
The finished localization and every working file, back in your own format.
The remaining balance, once the work is in your hands and running in your build.
Want something changed months later? Ask, and we re-localize or add that part completely free - on any project we have worked on.
Localization is not decoration on a finished game. It decides which regional storefronts the algorithm is allowed to put you on - and whether the players who land there stay.
Illustrative. Source: CSA Research, “Can’t Read, Won’t Buy” (2020).
The store's regional recommendations, tags and "More like this" shelves lean on the languages your page declares. Unlisted language, unvisited shelf.
Steam lets buyers narrow the catalogue to titles they can read. An English-only page is filtered out of that list before anyone sees the art.
Players who get their own language leave more reviews and fewer refunds - and review volume is what keeps a small title visible after launch week.
A wishlist added in a local language converts harder on discount day, because nothing about the page asks the buyer to work for it.
Marketing reach and the way the game actually feels to play are the same problem. Localization solves both at once.
Full examples, file formats and the reasoning behind each choice live on the samples page.
See the full examplesVolume, complexity and format decide the final number, and we settle it in writing before a word is translated. The rates below are where those conversations usually start.
Write to us below, attach the text and name the language. Within five working days you get the finished localization back. If it convinces you, we take on the full volume.
The same €0.04 per word, with a volume discount. Glossary and proofreading included.
For small projects with a small amount of text. You pay per word, and corrections on everything we deliver stay free.
Up to 3000 words per language, instead of €360. About 20% off.
Nothing here is fixed in stone. Ask us about scope, formats or deadlines - if your project does not fit these numbers, we will find an arrangement that suits both sides.
Talk to us about your projectTell us what you are making and which languages you need. A few short fields, no account, no attachments required.
Tap a question to open it. If yours is not here, ask us in the form above - we answer within about two hours.
Ask for a free test localization - up to 600 words into any language we offer. You get the finished text back, judge it on your own terms, and only then decide whether to work with us. No payment, no obligation, no strings attached.
Send the passage you care about most: the tricky joke, the tutorial, the item descriptions. That is where quality shows.
Through a fixed chain of passes, not one sweep. Every line goes through all five stages, and real people own each one.
People. Every stage is supervised, every file is read by a human before it goes back to you. Our reputation is the whole business, so we would rather spend an extra day than send out something we would not sign.
Your own files, in the same structure you sent them - JSON, CSV, XLIFF, PO, spreadsheets, plain text. Keys, placeholders and tags stay untouched, so the build drops straight in. A glossary of the terms we settled comes with it.
One to seven working days per language, depending on volume. The free test comes back within five working days. You get a firm date together with the price, before anything starts.
Tell us and we fix it, as many rounds as it takes, at no extra cost. The same holds after release: patch notes, new lines, renamed items - write to us and the terminology stays consistent with what we already delivered.
Still unsure? The free test answers most doubts faster than we can.
Ask us anything