Preach!
Localization isn't guaranteed to pay off, BUT: if your goal is broad commercial appeal and financial return on investment, you want to be thinking hard about loc.
Folks might check out @sergeiklimov for more interesting insights and shared data on the topic.https://twitter.com/thatJaneNg/status/982149428000641024 …
if only I was making games with less words... when you have on average over 150,000 words of story, it's impossible to translate with indie budgets :(
-
-
No guarantee of this paying off either and YMMV, but things to consider: 1. At least localizing the store page and menu/UI to make the game more accessible 2. Enabling Steam Workshop support to let your own community submit and share localized text
-
On our first game, we do not support Workshop loca. A few times players offered to translate into languages like Turkish - regretfully, we couldn't. With the next game, we support this. My guess is that in regions passionate about your game, you'll see community loca efforts.
End of conversation
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.