For many indie developers, the dream is global domination: seeing players from Tokyo to Berlin enjoying their game. But then reality hits—specifically, the quote from the translation agency.
The Pain Point: You know that limiting your game to English leaves money on the table (often 40-50% of potential revenue), but your budget is already stretched thin on art, code, and coffee.
The good news? You don't need a AAA budget to reach a global audience. You just need a strategy that prioritizes Return on Investment (ROI) over coverage. Here is your guide to smart, cost-effective localization.

1. The Strategy: Prioritize High-ROI Languages
Don't try to translate into 20 languages at once. Instead, focus on the "Must-Haves" that generate the most sales for the lowest relative cost.
The "LFIGS" Standard
If you can only afford a few languages, start here. These markets are accustomed to paying premium prices for games.
L - French (France)
F - Italian (Note: Often debated, but still a standard for console releases)
I - German (Germany has a huge PC gaming market)
G - Spanish (Spain)
S - Spanish (Latin America) — Crucial distinction: LATAM Spanish opens up nearly an entire continent.
The Asian Giants (High Reward, Higher Effort)
Simplified Chinese, Japanese, and Korean (CJK).
Note: These are vital for Steam growth. Simplified Chinese is often the #1 or #2 language on Steam by user count. However, these are "double-byte" languages and usually cost more per character to translate due to complexity.
The "Budget Champions" (High Volume, Lower Revenue Per Unit)
If you want a massive player base and high engagement, look at:
Brazilian Portuguese: A massive, passionate indie gaming community.
Russian: Huge PC market, though pricing must be regionalized significantly lower.
2. Cost-Effective Solutions: How to Lower the Bill
If professional agencies (charging $0.10 - $0.15 per word) are out of reach, consider these hybrid approaches.
The Hybrid Model: Community Translation + Pro Proofreading
This is the "Goldilocks" solution for indies with a dedicated discord or fanbase.
The Crowd: Use tools like Crowdin or Localizely to let your community translate the bulk of the text. Fans understand your lore better than a stranger.
The Pro: Hire one professional editor per language to review the community's work. They fix grammar, consistency, and tone.
Result: You get the passion of fans but the polish of a pro, often cutting costs by 60-70%.
AI Translation + Human Post-Editing (MTPE)
Pure AI (Google/DeepL) is risky—it misses context and nuance. However, MTPE is viable for low-budget projects.
Process: Run text through a high-end AI engine.
Review: Hire a freelancer specifically for "Post-Editing" (fixing the AI's mistakes). This is cheaper than translating from scratch.
Warning: Do not use this for creative writing, jokes, or UI text with strict character limits. AI struggles with "wit."
3. Budget Planning: The Numbers
To create a realistic budget, you need to know your word count. As a rough estimate for indie developers:
| Tier | Method | Approx. Cost (Per Word) | Pros | Cons |
| Premium | Specialized Game Agency | $0.12 - $0.20 | High quality, managed process. | Expensive. |
| Standard | Freelance Pros (Upwork/ProZ) | $0.06 - $0.10 | Direct communication, decent cost. | Management overhead is on you. |
| Budget | Hybrid (Community + Edit) | $0.02 - $0.04 | Engages community, very cheap. | High management effort, variable speed. |
| Zero | Pure Community/AI | $0.00 | Free. | High risk of bad reviews due to errors. |
How to Calculate Your Budget
$$\text{Total Cost} = \text{Word Count} \times \text{Rate Per Word} \times \text{Number of Languages}$$
Example:
A game with 5,000 words translated into German, French, and S. Chinese (3 languages).
Agency: $5,000 \times 0.14 \times 3 = \$2,100$
Freelancer: $5,000 \times 0.08 \times 3 = \$1,200$
Hybrid: $5,000 \times 0.03 \text{ (proofreading)} \times 3 = \$450$
4. Technical Tips to Save Money Before You Start
Localization becomes expensive when you have to fix code later. Follow these rules to keep technical debt low:
Don't Hardcode Strings: Never write text directly into your code (e.g.,
print("Game Over")). Use external files (JSON, XML, CSV).Isolate Text Early: Knowing your exact word count helps you negotiate better rates.
Context is King: When sending files to translators, provide screenshots or keys. Translating the word "File" is impossible without knowing if it's a noun (a paper file) or a verb (to file a document).
Summary
You don't need to launch in 15 languages on Day 1. Start with English, then use your initial revenue to fund Simplified Chinese and German (often the highest ROI for indies). Utilize your community to do the heavy lifting, but always invest in a final polish to ensure your game is respected in global markets.
Going global isn't about having the biggest budget; it's about spending the budget you have on the right markets.
Would you like me to...
Create a spreadsheet template to help you calculate your estimated localization costs based on your word count?
Draft a recruitment post for your Discord to find volunteer community translators?
