FR — French
DE — German
RU — Russian
UA — Ukrainian
ES — Spanish
PL — Polish
IT — Italian
TraLed Studio

Your game, playable in any language.

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.

See our translation samples Free test — up to 600 words
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From €90 per language/1–7 working days/Free test translation/Free edits, anytime
.json.csv.xlsx.po / .pot.xml.resx.yamlUnity string tablesUnreal string tables{playerName}%s<color>
.json.csv.xlsx.po / .pot.xml.resx.yamlUnity string tablesUnreal string tables{playerName}%s<color>
About
the studio
Six things that decide it

TraLed localizes games and interactive projects.

Six things decide whether a translated build feels native or feels translated. Here is how we handle each one.

01 FR
Wordplay
survives

A pun that dies in translation is a bug. We rewrite the joke so it lands instead of explaining it.

02 DE
Atmosphere
carries over

A rusted torch in a horror game and in a farming sim are different objects. Tone and genre decide every word.

03 RU
Length
holds

Strings are checked against your UI. Buttons, tooltips and subtitles stay inside their boxes in every language.

04 UA
The file
stays identical

Keys, tags, variables, encoding, order — untouched. {playerName}, %s and <color> arrive as they left.

05 IT
Machine speed,
human ear

Tools keep terminology consistent. A translator reads every line in context and rewrites what sounds translated.

06 PL
Support
never expires

Patched a quest, cut a line, changed a menu? Corrections and questions stay free for as long as the game is yours.

€90
Fixed, per language, up to 5,000 words. Agreed before we start.
1–7
Working days, counted by volume. A short UI file lands in a day or two, a full script takes the week.
Free corrections, for as long as you keep shipping updates.

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.

How we work
Free sample
first, fixes forever.

Three steps to a finished localization — and one promise that outlives the invoice.

01 €0 | 5 DAYS
Talk it through, then judge us for free

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.

Localization project discussion at TraLed Studio
02 30% UPFRONT
Five passes, a human in every one

A 30% deposit starts the work. Nothing is translated in a single sweep:

Mark the jokes 01
Early pass 02
Manual rewrite 03
Late pass 04
Final read 05
Game text being localized
03 70% AFTER
You test it in the build, then pay the rest

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.

Indie games prepared for localization
And then it never really ends

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.

FR DE RU UA IT PL ES SE NL
Production chain
Five links,
plus one that never closes.

The whole route from first message to final payment — and the link after it that stays open for free.

01
We talk it over

Every detail agreed up front. A free 600-word test translation if you want proof first.

02
30% upfront

Once scope and final price are settled, a 30% deposit opens the job.

03
We localize

The production run itself: five passes, terminology, manual rewriting, final read.

04
You receive it

The finished localization and every working file, back in your own format.

05
Final payment

The remaining balance, once the work is in your hands and running in your build.

The link that never closes
Included with every project

Want something changed months later? Ask, and we re-localize or add that part completely free — on any project we have worked on.

STORE PAGE LANGUAGES·REGIONAL RECOMMENDATIONS·LANGUAGE FILTER·REVIEW VOLUME·WISHLIST CONVERSION·DISCOVERY QUEUE·
STORE PAGE LANGUAGES·REGIONAL RECOMMENDATIONS·LANGUAGE FILTER·REVIEW VOLUME·WISHLIST CONVERSION·DISCOVERY QUEUE·
Why it matters
Steam sells
in the language
your page speaks.

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.

Share of players who prefer their own language
France 91%
Germany 88%
Russia 94%
Ukraine 86%
Italy 90%

Illustrative. Source: CSA Research, “Can’t Read, Won’t Buy” (2020).

Steam decides where you appear

The store's regional recommendations, tags and "More like this" shelves lean on the languages your page declares. Unlisted language, unvisited shelf.

Players filter by language

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.

Reviews come back in kind

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.

Wishlists convert differently

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.

Ж Ω ñ Ł
Samples
What you
actually get back.

Full examples, file formats and the reasoning behind each choice live on the samples page.

See the full examples
{{ langUpper }}
Same keys / same structure
en.json Source
{{ r.no }}{{ r.key }}:{{ r.pad }}"{{ p.t }}"{{ r.comma }}
{{ fileName }} {{ langName }}
{{ r.no }}{{ r.key }}:{{ r.pad }}"{{ p.t }}"{{ r.comma }}
Keys unchanged/{n} and %s preserved/UTF-8, same structure
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Pricing
Free test first,
then a price
we agree together.

Volume, 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.

No payment
Free Trial translation
Send up to 600 words and see the work before you pay.

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.

600
Words
5
Working days
0
Commitment
Request the free test
Per language
from €90 / 5000 words
Standard volume rate

The usual rate for a standard build: glossary and proofreading included.

Priced per 5000 words, any language in our roster.
Delivery in 1–7 days, by word count.
Discuss this plan
Per word
€0.018 / word
Exact, flexible billing

For short texts, patch notes and updates — you pay for what you send, nothing more.

No minimum order.
Same quality pass as full projects.
Discuss this plan
Bundle Best value
€250 / 3 languages
Three languages, one price

Pick any three languages and cover a whole region in a single agreement.

Consistent terminology across all three.
Built for a regional launch.
any three
Discuss this plan

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 project
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Contact
Write to us,
we usually answer within two hours.
Official mail contact@traled.eu Reply time ~2 hours
Contact form
{{ ticket }}
Received
Your form reached TraLed Studio.

We will answer as fast as we can — usually within two hours. Thank you.

Reference: {{ ticket }}
{{ noteText }}

Tell us what you are making and which languages you need. A few short fields, no account, no attachments required.

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FAQ
Quick answers
to the questions we get most.

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.

Mark the jokes
01
Early pass
02
Manual rewrite
03
Late pass
04
Final read
05

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