AI localization

Your game strings,
translated in one go.

The AnnoMotion AI Localization tool takes a whole block of your game strings and translates them into another language in a single pass. The translator is required to leave your keys and placeholders like {player} or %d untouched, and to hand the block back with your line count and order intact — so it drops straight back into your project. Powered by AnnoMotion AI.

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French German Spanish Japanese {player} %d

What's inside

Translation that respects your string files.

Machine translation usually mangles the parts a game can't afford to lose — the keys and the placeholders. This tool briefs the translator to treat them as untouchable, to rewrite only the human-readable text around them, and to hand the whole batch back in the structure you gave it.

Batch, not one-at-a-time

Paste a whole block of strings and translate them all in a single pass. No copying lines into a translator one by one — feed it the file and get the file back.

Placeholders preserved

Tokens like {player}, %d, %s and {count} are required to pass through exactly as written — never translated, reordered or dropped — so your string formatting still resolves at runtime after translation.

Keys stay intact

The translator is told to rewrite only the values and reproduce every key and separator identically, and to keep the line count and order 1:1 — so the output lines up against your source rather than needing re-mapping by hand.

Many languages

Ship your game in more markets — pick a target language and translate the same source block into each one, building out a full set of locale files without a translator on retainer.

Paste-back ready

The brief is one line out for every line in, in the same order, so the output drops back into your project's string files without reformatting. A run that gets cut off at the length limit is refunded rather than saved half-done.

i18n built for games

Made for the way game text actually looks — UI labels, dialogue, tooltips and menu strings full of interpolation, not clean prose paragraphs.

How it works

Paste in, pick a language, paste back.

01 — Paste

Drop in your strings

Paste a block of your game strings — keys, values, placeholders and all — straight from your locale file. Send the whole batch in one go.

02 — Target

Pick a language

Choose the language you want to ship in. The translator is briefed to rewrite only the human-readable text and to step around every key and placeholder token.

French German Spanish Portuguese Japanese
03 — Paste back

Drop it into your project

Get the translated block back line for line, keys and placeholders left alone. Give it a glance, copy it into your locale file, and you've localised a whole batch in one pass.

Built for

Indies shipping to more players.

When localisation is the last thing between your game and a bigger audience, and you need it done without breaking your string files.

Launch in more languages

Translate your full UI and dialogue set into every target market before release, instead of shipping English-only and hoping.

Keep locales in sync

Added new strings this sprint? Translate just the new block and paste it into each locale file to keep every language current.

Protect your formatting

Don't ship a broken %d or a stray {player} — the translator is required to carry every placeholder through untranslated and in order, so your runtime string building still works.

Skip the busywork

No pasting one line at a time and no re-keying the results. Batch in, batch out, structure preserved.

Store-page reach

Translate menu text, tooltips and item names so your game reads natively for players browsing in their own language.

First-pass localisation

Get a solid translation to test layout and length in each language early, before you commission a human pass for polish.

FAQ

Localisation, answered.

Which languages can I translate into?

Twelve: Spanish, French, German, Italian, Brazilian Portuguese, Japanese, Korean, Simplified Chinese, Russian, Dutch, Polish and Turkish. Each run targets one language, so a full set of locale files means sending the same source block through once per language you want to ship in.

What happens to my placeholders and keys?

They are left exactly as they were written. The translator is required to reproduce every placeholder token — {name}, {0}, {player_hp}, %s, %d and escape sequences — without translating, reordering or dropping any of them, and where a line is in key = value or key: value form it rewrites only the value and keeps the key and the separator identical.

How much can I paste in at once?

Up to 4,000 characters per run — a substantial block of UI labels, menu strings, tooltips or dialogue in a single pass. A larger locale file goes through in batches, and because the output keeps your line count and order, each batch pastes straight back where it came from.

Will it come back in the same shape I pasted in?

That is what the translator is required to do. The instruction it works to is that the number and order of lines must match the source one-to-one — nothing added, nothing merged, nothing dropped — so the translated block lines up against your original and needs no re-mapping by hand. It is an instruction to a language model rather than a mechanical transform, and the tool does not diff the result for you, so give a batch a quick look down the side before you paste it back.

What if a translation gets cut off?

It is refunded rather than delivered. A translation that ran into the length limit is treated as a failure, not a result, precisely because a truncated block would silently lose lines and break the one-to-one promise — so the run fails, your credits come back, and nothing half-translated is saved.

Is machine translation good enough to ship?

It is a strong first pass and a very good way to get real text into your layouts early, which is where most localisation problems actually surface — a German label overflowing a button, a Japanese string wrapping badly. For a commercial release, treat the output as the draft a native speaker reviews rather than as final copy.

Localise your strings in one pass.

Paste in a block of game strings, pick a language, and get the whole batch translated under a strict brief to leave every key and placeholder alone — ready to paste back into your project. Powered by AnnoMotion AI.

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