NarraLeaf

Localization

Declare the game's languages, translate its text, and exchange files with translators.

The Localization panel holds the languages of the game itself, not the language Studio is displayed in.

One language is the source: the language the story is written in. Every other language is translated against it.

Languages

Add a language by its code (en, ja, zh-CN) and a display name shown to players. Any language in the list can be made the source.

The Localization panel's Languages section, with the source language marked

Removing a language takes it out of the game. Its translations stay on disk and return if the language is added again.

Each language has a fallback language. An entry with no translation falls back to that language, and then to the source, so a partly translated language still renders. Studio rejects a fallback that leads back to the language itself.

Translating

The translation table lists the project's source text beside its translations, and reports progress per language: how many entries are translated, and how many were translated before the source text changed and are waiting for review.

Exchange

Translations can be exported for an outside translator and imported again.

FormatUsed by
CSVExcel, Google Sheets
XLIFF 1.2Trados, memoQ, OmegaT
gettext POPoedit, Weblate, Crowdin
JSONScripts and custom pipelines

An import reports what it applied: the entries it changed, the ones already identical, the ones whose key the project does not have, and the empty ones it skipped.

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