Game localization that lives in your AI coding agent.
Developers localize from Claude Code or any MCP client. Producers review and approve in the browser. Nothing breaks when rows move.
> /loca-translate ja-JP
● 4 strings missing in ja-JP · glossary loaded (2 terms)
● Weather_Rain Rain 16°C → 雨 16°C
● Affix_CritDmg Critical damage +{0} → 会心ダメージ +{0}
● Equip_1101 Power Executioner → パワー・エクスキューショナー
● Hero_Aria Aria → Aria do-not-translate
✓ 4 written · placeholders preserved · ja-JP sent for review| Key | en-GB | ja-JP ✓ |
|---|---|---|
Weather_Rain | Rain 16°C | 雨 16°C |
Affix_CritDmg | Critical damage +{0} | 会心ダメージ +{0} |
Equip_1101 | Power Executioner | パワー・エクスキューショナー |
Hero_Aria | Aria | Aria |
The problem
Spreadsheets weren't built for localization.
Insert a row, break the import
Spreadsheets identify rows by position. Insert, delete or reorder one, and the next import silently writes to the wrong keys.
Placeholders vanish
A translation drops {0} and nobody notices until QA — or until players do.
Terminology drifts
The same item gets three names across three languages because nothing enforces the glossary.
How it works
Developers in their agent. Producers in the browser.
- 1
Developer
Localize from your agent
Run /loca-init, /loca-sync and /loca-translate in Claude Code — or call the same tools from any MCP client.
- 2
LocaGlint
Store, validate, remember
Every string gets a permanent ID. Placeholders and glossary terms are checked on every write.
- 3
Producer
Review in the browser
Search, edit in place, and — if you turn on approval — sign off one language at a time.
- 4
Game
Ship approved text
Run /loca-render to write translations back as Unity per-language JSON.
For developers
Seven commands. Zero context switching.
The slash commands ship for Claude Code. The same tools work from any MCP client — Cursor, Codex, Windsurf and more.
Bring your own AI
LocaGlint never calls an AI provider. Translation runs in your own agent, with the model you already use.
/loca-status- Check the connection and your project context.
/loca-init- Parse your source-language file (Unity per-language JSON or CSV) and create every key.
/loca-glossary- Push proper nouns and never-translate terms.
/loca-sync- Pull back existing hand-made translations. Fills gaps only.
/loca-translate- Translate missing strings, glossary-aware.
/loca-render- Write translations back as Unity per-language JSON.
/loca-feedback- Report a bug or rough edge straight from your agent.
| Key | en-GB | ja-JP ✓ | de-DE |
|---|---|---|---|
Weather_Rain | Rain 16°C | 雨 16°C | Regen 16 °C |
Affix_CritDmg | Critical damage +{0} | 会心ダメージ +{0} | Kritischer Schaden +{0} |
Equip_1101 | Power Executioner | パワー・エクスキューショナー | Power Executioner |
Hero_Aria | Aria | Aria | Aria |
For producers
Review, fix, approve — in the browser.
Spreadsheet ergonomics, none of the spreadsheet bugs
Search thousands of rows, edit in place, sort by last modified.
Approve one language at a time
Turn on approval and producers sign off each language before it ships. Developers can't approve their own output, and only approved languages are exported.
An Excel round-trip that stays aligned
Export CSV, edit in Excel, import back. Rows match on permanent IDs, so inserting or reordering rows is harmless as long as the ID column stays.
Guardrails
Nothing rots quietly.
Row-stable IDs
Every string has a permanent ID that is never reused. Rename, insert or delete — it still lands right.
Placeholders enforced
Drop a {0} and the write is refused on the spot, not weeks later in QA.
Glossary enforced
Do-not-translate terms must survive verbatim, or the write is rejected.
Approvals that mean something
Editing an approved language sends it back to review automatically.
Nothing is really deleted
Deletes are soft and can be restored, and every change is kept in a full revision history.
Snapshots per version
Freeze the whole table for each game version you ship.
Running in production on live mobile games.
Formats
Fits the pipeline you already have.
Unity per-language JSON
Supported out of the box.
CSV/Excel round-trip
For everything else, with rows matched on permanent IDs.
Your format
We build custom format profiles during the Beta.
Unity per-language JSON out of the box · CSV/Excel round-trip for everything else · custom format profiles during the Beta.
Founding studios
Free for 12 months. Half price in year two.
The first 20 studios accepted into the Beta get LocaGlint free for 12 months from activation, then 50% off list price for the second year.
Fair use applies. We'll never charge you without your explicit agreement.
FAQ
Questions, answered.
Which AI tools does it work with?
Claude Code is supported first-class, including the /loca-* slash commands. Any client that supports stdio MCP servers — such as Cursor, Codex or Windsurf — can call the same tools.
Does LocaGlint send my strings to an AI provider?
No. LocaGlint itself never calls an AI provider. Translation happens in your own agent, under the terms of the AI provider you already use.
Which engines and file formats are supported?
Unity per-language JSON out of the box, CSV/Excel round-trip for everything else, and custom format profiles built with you during the Beta.
How do I join the Beta?
Email us with your studio, engine, target languages and team size. We activate accounts by hand and help you connect your first project.
What does it cost?
The first 20 studios accepted into the Beta get 12 months free from activation, then 50% off list price for the second year. Fair use applies, and we never charge without your explicit agreement. See the Beta terms.
Public Beta
Bring LocaGlint to your studio.
Tell us about your studio, engine, target languages and team size. We'll get back to you to set things up.
Request Beta access