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Case study · Game localization

Grounded: a backyard full of creatures, recipes and jokes

In Grounded, players are shrunk to the size of an ant and must survive in a backyard. That means dozens of creatures, hundreds of resources and crafting recipes, four very different heroes, and a playful sense of humour that has to survive the move into another language.

Grounded key art: four teenagers the size of insects standing on a blade of grass above the game's logo
Game
Grounded
Genre
Survival and crafting, co-op
Developer
Obsidian Entertainment
Platforms
PC, Xbox, PlayStation, Switch
Focus
Glossary, humour, character voices
The game

The kids are the size of ants

Grounded is a survival adventure by Obsidian Entertainment, published by Xbox Game Studios. Four teenagers, Max, Willow, Pete and Hoops, are shrunk to the size of an ant and must survive in a suburban backyard, alone or in co-op with friends.

They gather resources, analyze them to unlock recipes, craft tools and armour, build bases and uncover the story of a mysterious scientist, with the help of a talkative robot called BURG.L.

CreaturesResourcesRecipesTools and armourQuestsCharacter linesTips and tutorialsInterface
The challenge

A small world with a very big vocabulary

Almost everything in Grounded has a name and a description: creatures, plants, resources, tools, armour, recipes and upgrades. They are linked to each other everywhere, from the crafting menu to quest texts and tips.

On top of that, the game has a warm, cheeky sense of humour, full of puns and references, and it is played by families and younger players as well as adults.

  • Real species with in-game names
  • Names repeated across recipes and menus
  • Four heroes, four voices
  • Humour for all ages
Every creature had to be right for nature lovers and fun for players.Cube Localization games team

What made it hard

01

Real bugs, game names

The creatures are real insects and spiders, from ants and ladybugs to orb weavers and bombardier beetles, but the game gives them its own names and personalities.

02

A crafting system with no room for error

Resources, recipes and upgrades reference each other; one inconsistent name and players cannot find what a recipe asks for.

03

Four heroes, four voices

Max, Willow, Pete and Hoops each have their own personality and way of talking, and their lines had to stay recognizable in translation.

04

Jokes that must land

Puns and references are part of the game's charm, and a literal translation would kill them.

05

Descriptions that teach

Item and creature descriptions double as survival tips, so they had to stay short, clear and useful in the interface.

Under the hood

One name, many places

In Grounded, a resource name appears in the world, in the inventory, in the analyzer, in recipe after recipe and in BURG.L's quests. Take Plant Fiber: it is gathered from grass, analyzed to unlock new recipes, turned into Crude Rope, and then required again and again.

If one of those places uses a different word, the player cannot connect the recipe to the item in their hands. So every name was locked in the termbase before translation, and automated checks compared every recipe and quest against it.

WorldPlant Fiber is gathered from grass
AnalyzerAnalyzing it unlocks new recipes
RecipeCrude Rope needs Plant Fiber
QuestBURG.L asks for more
RuleOne approved name, everywhere

How we solved it

Glossary first, voices and humour next, and testing where players will read it.

  1. 01

    A creature and resource glossary

    Before translating, we mapped every creature to its real species and fixed a naming style that follows the game's guidelines.

  2. 02

    One name, everywhere

    The glossary was locked in our CAT tools, and automated checks flagged any recipe or quest that used a different name.

  3. 03

    Character sheets

    Each hero and BURG.L got a short voice profile, so every linguist wrote them the same way.

  4. 04

    Humour, recreated

    Puns and jokes were rewritten with local wordplay rather than translated literally, with alternatives offered for approval.

  5. 05

    Limits respected

    Every string was checked against its interface limit, with shorter options prepared for tight spaces.

  6. 06

    Linguistic testing

    The localized text was reviewed in context to catch truncation, overlaps and wrong references.

01Glossary
02Character voices
03Humour
04Automated checks
05In-game review
Humour

Keeping the fun in translation

A joke that needs explaining is no longer a joke. Our linguists treat puns and references as creative writing: they keep the intent and the tone, and find the wordplay that works in the new language.

For a game played by all ages, we also make sure every line stays friendly and appropriate for the audience.

PunRebuilt with local wordplay
ReferenceSwapped for one players know
Creature nameAccurate species, playful tone
TipShort, clear and fits the interface

Key decisions

The choices that kept the backyard consistent and fun.

Our decisionWhy
Creature namesAccurate species, friendly wordingPlayers meet them as enemies; nature lovers know them as species
ResourcesLocked names, checked in every recipeOne mismatch breaks crafting
BURG.LKeep the name, translate the personalityThe name is branding; the jokes are content
HumourRecreate, don't translateA joke that needs explaining is lost
ToneFriendly for all agesFamilies play it together

The outcome

Consistent from recipe to recipe

The same name for the same thing, in every menu, recipe and quest.

The fun survived

Jokes and personalities that land with players in their own language.

Clean in-game text

Text checked in context, so players see what they are meant to see.

What we learned

The lessons we now apply to every project of this kind.

01

Build the glossary before the first sentence

In a crafting game, terminology is part of the gameplay.

02

Humour needs writers

Jokes are best handled by linguists who write, not just translate.

03

Test where players look

Menus and tooltips reveal problems a spreadsheet never shows.