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Publishing on Google Play

Localizing a mobile game into 12 languages (and why translated screenshots matter)

By David3 min read
Word Search feature graphic

Every game I make now ships in twelve languages: English, Spanish, Portuguese, French, German, Italian, Dutch, Swedish, Danish, Norwegian, Finnish and Polish. On Google Play that becomes fifteen or sixteen store listings, because Spanish, Portuguese and French each have regional variants.

That's not an afterthought anymore, it's the default. Here's why, and what I've learned doing it.

Why bother

Each language is its own search market. A Brazilian player looking for a word search types caça-palavras, and an English-only app will never show up for that. The Word Search listings each lead with that language's genre word. It's the cheapest form of extra reach I know.

The best evidence, which came later, was Word Slide: within a day of its eleven new languages going live, an Italian-speaking player bought Remove Ads. Genesis had a similar story in Danish. Both are in the post about my first purchases.

One caution: languages multiply installs; they don't create them. A game in a genre nobody searches for gets nothing in twenty languages either. Translation works best on top of a genre people already search for.

What "translated" has to mean

My first pass translated the game text and the store description. That isn't enough, and it took me a while to see why.

Picture a German player on Google Play. The title is German, the description is German, and every screenshot shows the game in English with English captions. The feature graphic says "Offline Retro RPG". The listing tells them the game isn't really for them.

So the rule now: a listing in a language shows that language. Each locale gets:

This only works because the screenshots are made by scripts, not by hand. For Emberfall, a script loads saves at specific story moments, switches the language, frames each screenshot with a caption and writes seven per language. Twelve languages is 84 screenshots, regenerated whenever the game changes.

A check now runs before any listing is published. It fails any locale that has fewer than two screenshots or no feature graphic, or whose art is a byte-for-byte copy of the English art. A banner with no text, or a title that's the same in several languages (German, Finnish and Polish all say "Tycoon"), is declared explicitly as shared.

How the translation itself works

Mistakes that got through

Machine-assisted translation is good and not perfect. Things that only a human look caught:

I don't have native speakers reviewing every language, so I'm honest with myself about the risk. Store captions and rarer words (Australian fish names, for one) are probably imperfect. The common paths have been checked by eye in German and Finnish, the two languages most likely to break layouts.

Keyword titles have limits

Play titles are capped at 30 characters, and the keyword has to come first. "Sopa de Letras en Español" fits. Some translated titles are guesses at what people type, not verified search terms. That's on my list to measure properly.

If you're shipping a game on Google Play and it's English-only, translating the listing is the highest-leverage afternoon available to you. Just translate the pictures too.