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Features / Localization

Translate Your Game in One Place

Every line a player can read is collected into one table. Translate it yourself or send a spreadsheet to a translator, then ship each language with the game.

The localization dashboard in StoryFlow Editor with a column for the language being translated
The localization dashboard, with a column for the language being translated.

How It Works

From the first string to a shipped language

Automatic

Strings are collected for you

CSV + Excel

Send a sheet out, import it back

Every Export

HTML, desktop and all three engines

One Table

Game text hides everywhere: a dialogue line, a choice, a button label, a tooltip, an item description in a database.

The dashboard gathers all of it, with a column per language. Each row shows where it comes from, and one click takes you there.

  • Filter by file or by status
  • Search source text and translations
  • Jump from a row to its node
Rows of source strings beside their translations in the StoryFlow Editor localization dashboard

Change Tracking

Writing does not stop when translation starts. Edit a translated line and its translations are flagged as outdated, with the old source shown beside the new.

Progress per language shows what is finished, what is missing and what needs another look.

  • Outdated translations are flagged
  • Missing placeholders are caught
  • Progress for every language
SourceFrenchGermanWhere am I?Où suis-je ?Wo bin ich?DoneYou have {Gold} gold.Vous avez {Gold} or.Not translated Missing Iron SwordÉpée de ferEisenschwert Outdated
French100%
German75%

Built for Translators

Export a language to a spreadsheet, send it out and import the result. You see every change before it is written.

Variables stay as placeholders a translator can move within the sentence, and repeated text reuses the translation you already wrote.

Nothing Gets Missed

What the dashboard handles for you

No tagging

If a player can read it, it is in the table. That includes interface text and tooltips.

Translate in place

Type into the table and move straight to the next untranslated row.

Translation memory

The same source text gets the translation you already wrote, so repeated lines stay consistent.

Runtime switching

Change language while the game runs, in the exports and in every engine plugin.

Language menus

Script nodes list your languages and switch between them, for a settings screen in your own style.

Source text editing

Export the original text for an editing pass and import it with a review of each change.

Documentation

Guides for the editor and each engine

Questions

Everything a player reads: dialogue, text blocks, choices, character names, string variables, interface text, tooltips and text in databases. You do not tag anything.

Its translations are flagged as outdated and keep the source they were written against, so you can see what changed.

Yes. Export a language as a spreadsheet, send it and import the file you get back. Both CSV and Excel are accepted.

Yes. The HTML and desktop exports and all three engine plugins switch language at runtime.

More Features

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