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Service · 06

Game and app localization that players love

From in-game dialogue and UI strings to store pages and live updates, we localize games and apps so players and users feel at home, with Arabic right-to-left done right.

اكتملت المهمة! 14/16 Level up! مستوى جديد!
Games and apps

Games and apps that feel local from the first tap

Players and users decide in seconds whether a game or an app was made for them. A clumsy menu, a joke that falls flat or a broken right-to-left screen is enough to lose them.

We localize everything they touch: interface strings, dialogue and tutorials, store pages, notifications and marketing, with linguists who play and use the products they translate.

  • Mobile, PC and console games
  • iOS and Android apps
  • App Store and Google Play pages
quest.completeاكتملت المهمة! · 14/16
btn.buy_nowاشترِ الآن · 10/12
hud.low_hpصحة منخفضة · 10/12

What we localize

In-game text and dialogue

Quests, lore, character lines and item names, written to fit your world.

UI and menus

Buttons, settings and HUD text that fit their space in every language.

Tutorials and help

Onboarding and help content that teaches without confusing.

Store listings

Titles, descriptions, keywords and screenshots localized to rank and convert.

Notifications and messages

Push notifications and in-app messages that sound natural, not machine-made.

Trailers and voice

Subtitles and voice-over for trailers, cinematics and characters.

Culturalization

Keep the fun, lose the friction

Jokes, names and puns rarely survive a literal translation, and some symbols, gestures or references can confuse or offend players in a new market. We adapt them so the story, the humour and the characters land the way you intended.

For the Middle East, we also flag content that could affect store approval or age ratings early, while it is still cheap to change.

Character namesHumour and punsSymbols and gesturesReligious referencesMaps and flagsAge ratingsCurrencies and pricesHolidays and events

Localized, not just translated

Localized by CubeMachine-translated
Interface fitStrings fit their buttonsTruncated text
Humor and loreAdapted for the cultureLost in translation
Store visibilityLocal keywords researchedEnglish keywords translated
UpdatesConsistent glossary across patchesTerms change every release

From build to launch

A clear path from the first strings file to a launch you can be proud of, and every update after it.

  1. 01

    Kick-off

    Build access, glossary, style guide and a character bible for your world.

  2. 02

    Localization

    Strings and dialogue translated with context, screenshots and length limits.

  3. 03

    In-build testing

    Linguists play the build and report every truncation or context error.

  4. 04

    Live updates

    Patches and live events turned around fast, reusing translation memory.

An English checkout screen is scanned and its strings extracted; it mirrors into a right-to-left Arabic layout with local price and date formats, a linguist reviews it in context, and it is marked build-ready.
Your cart
TotalSAR 149.00
12/31/2026
Pay now
سلة التسوق
الإجمالي149.00 ر.س
31/12/2026
ادفع الآن
String file · en-US → ar-SA
Keyen-USar-SA
cart.title
Your cart
سلة التسوق
cart.total
Total
الإجمالي
cart.cta
Pay now
ادفع الآن
Extracted and mirroredAutomated In-context reviewLinguist Build-ready

What helps us start fast

Send what you have. None of it is mandatory, but each item removes guesswork and saves a round of fixes later.

01

String files with IDs

Exported from your engine or platform, with a note on where each string appears.

02

Screenshots or a build

Context turns a guess into the right word, especially in short interface strings.

03

Character sheets

Age, gender, personality and the way each character speaks.

04

Lore and glossary

Names of places, items and abilities, and which of them stay in English.

05

Length limits

Maximum characters or pixels for buttons, menus and notifications.

06

Release plan

Platforms, launch dates and update rhythm, so we staff the project correctly.

Linguistic QA

Tested inside the build, not just in a spreadsheet

A string can be perfectly translated and still break the game: cut off on a small screen, overlapping an icon, or using the wrong gender for a character. Our testers play through the localized build and log every issue with a screenshot and a fix.

Your developers get a clean bug list they can act on, and the fixes go into your glossary so the same problem does not come back in the next update.

TruncationButton label cut off on 5-inch screens
FixedShorter label approved with the dev team
ContextVerb in the wrong gender for the hero
FixedCharacter sheet added to the glossary
LayoutHealth bar and counter mirrored for Arabic
Strings with rules

Plurals, variables and gender: where Arabic strings break

English needs two plural forms: 1 coin, 2 coins. Arabic needs six. The noun changes for zero, one, two, three to ten, eleven to ninety-nine, and a hundred, so a string built for English grammar shows players the wrong word most of the time.

We work with your plural rules and variables, not around them. We translate every plural form your engine supports, keep each placeholder such as {count} intact, and flag strings that are glued together in code, because Arabic word order and gender rarely survive that.

1عملة واحدة
2عملتان
3–105 عملات
11–9925 عملة
100+100 عملة
ENGLISH RULE25 عملات

Arabic, done right

Arabic is our home language, and it is where most localizations fail: interfaces that are not mirrored, letters that do not join, numbers and dates in the wrong format, and content that ignores local sensitivities.

We check all of it in context, inside the build, and choose between Modern Standard Arabic and a dialect depending on your players.

  • Right-to-left mirroring and Arabic fonts
  • Line breaks and text expansion
  • Cultural and content-rating review
Arabic players notice a broken right-to-left screen in the first second. So do we.
Arabic in the engine

Arabic text that renders correctly in your engine

Arabic letters change shape depending on their neighbours and are written from right to left. Engines and interface toolkits that do not handle this show players disconnected letters in reverse order, which is unreadable however good the translation is.

We test Arabic in your build early, before the full translation, and give your developers a precise list: which screens break, which fonts lack Arabic letters or diacritics, and where line wrapping, numbers or mixed English text need attention.

  • Letter joining and right-to-left order
  • Fonts with full Arabic coverage, diacritics included
  • Line wrapping, numbers and mixed text
NO SHAPINGة ب ع ل ل ا أ د ب ا
SHAPED, RIGHT TO LEFTابدأ اللعبة
MIXED TEXTالمستوى 12 · PvP
App store optimization

Store pages that get downloaded

Your store page is the first thing a player or user reads. We localize titles, subtitles, keywords, descriptions and screenshot captions using the words people actually search for in each market, not a literal translation of your English page.

We also translate release notes, in-app messages and reviews replies, so the conversation continues after the download.

App StoreGoogle PlaySteamPlayStationXboxNintendo SwitchEpic Games Store
Certified quality

Standards behind every project

Our processes follow international standards for translation services, machine translation post-editing, quality management and cyber security, so every project is handled with the same care, whatever its size.

Standards are not a certificate on the wall for us: they decide who works on your text, how it is checked and how your files are protected.

ISO 17100
Translation services
ISO 18587
Post-editing of machine translation
ISO 9001
Quality management
UK CYBER
Cyber Essentials

What happens next?

From your request to the delivered files, in four clear steps.

01

Request a quote

As soon as you submit your request, a specialist starts analyzing your needs.

02

A reply within 30 minutes

The work steps and our price for your language pair, within thirty minutes in office hours.

03

Project green light

Once approved, the team splits the work into phases and sends you status updates throughout.

04

Delivery and follow-up

We aim to deliver early so feedback can be applied right away; the invoice comes with the delivery unless agreed otherwise.

Our valuable clients

We are proud of our place among the leaders in translation, and our focus is, and always will be, on you.

MicrosoftAmazonGoogleMcKinsey & CompanyMastercardVisaWorld BankAlibabaFortinetCD PROJEKTBeltoneVirgin Megastore

Questions

Something else? A project manager replies within thirty minutes in office hours.

Which file formats do you support?

Common string formats such as JSON, XML, PO, XLIFF and CSV, and Android and iOS resource files.

Do you localize into Arabic with right-to-left layouts?

Yes. Arabic is our home language; we check mirroring, fonts and line breaks in context.

Can you keep up with frequent updates?

Yes. Translation memory lets us turn small updates around quickly and consistently.

Do you test inside the build?

Yes. Linguistic QA in the actual game or app catches truncation and context errors.

Do your linguists play the games?

Yes. We match each project with linguists who know the genre, and testing happens inside the actual build.

Can you localize our app store pages?

Yes: titles, descriptions, keywords and screenshot captions, researched for each market.

Do you also handle voice-over and subtitles for games?

Yes. Our voice-over and subtitling teams work from the same glossary and character sheets, so what players hear matches what they read.

How do you keep character names and terms consistent?

Before translation starts we build a game glossary and a character sheet with each character's age, gender and way of speaking, and every linguist on the project works from them.

Can you work inside our localization platform?

Yes. We can work directly in the localization platform or repository you already use, or with exported files if you prefer.

Can you advise on content for Middle East markets?

Yes. During culturalization we flag scenes, symbols or text that may cause problems with local audiences, store approval or age ratings, and suggest alternatives.