A swarm of specialist agents translates your strings, adapts the culture, keeps every character in voice, and verifies each placeholder. You approve the calls that matter — and stay in full control.
The English idiom has no literal match in German. This adaptation keeps the playful, slightly mocking tone Bram uses elsewhere — instead of a flat word-for-word rendering.
Most indie studios are stuck between the two. Localore is the third option: agency-grade adaptation at machine speed and indie pricing.
Each agent does one job well, then hands off. The result is a translation that has already been reviewed before it ever reaches you.
First-pass translation with your glossary and per-string UI length limits baked in.
Catches what a machine can't — puns, idioms, tone — and proposes adaptations that land in the target market.
Keeps each character in the same register and form of address across every line of the game.
Rule-based, no tokens wasted: verifies placeholders, escape sequences and that text fits the UI.
Every translation ships next to a plain machine baseline. The contrast is the product — and it's visible in your dashboard, live.
Localore never silently overwrites your game. The agents do the heavy lifting and surface their reasoning — you tap Passt to accept, or send it back. That single human checkpoint is the difference between "AI slop" and a localization you'd sign your name to.
Clean technical strings auto-pass. Only the cultural calls land on your desk.
Reject a string and the swarm reworks it with your note as context.
Names, items and lore terms stay exactly as you defined them, everywhere.
Two alternatives that keep the ominous register — pick one or keep the current line:
Start free, upgrade when a game ships. Indicative tiers — the point is: no agency invoice, no per-seat tax.