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Challenges of Translating Indie Games - Is The Genre Dying?

May 2, 2025 by
Lewis Calvert

Indie games used to be fresh and full of bold ideas. Many were made by small teams or even one person. Some became hits without big money behind them. But things are changing. Players expect more, and small studios must work harder to reach them.

One big step is sharing the game with players in other languages. That’s where a game localization agency comes in. They help adjust the game for different regions. But this job is not simple anymore, and some indie devs now avoid it.

Why? Let’s take a closer look.

More Text, Less Time

Older indie games had little text. A few menus. A short plot. Now, many have long stories and rich dialogue. Some even have voiced characters and branching paths. This means more to translate, and fast. Players want updates quickly. If one language gets a patch late, users complain. Some even leave bad reviews. So small studios feel stuck. They must write more and also translate fast. But time and money are limited. Delays hurt the game’s image. Rushing can break it.

Too Many Markets, Too Few Tools

A decade ago, indie devs aimed for just English and maybe one or two other languages. Now, to succeed, you often need 10 or more. French. German. Chinese. Japanese. Korean. Spanish. Arabic. Russian. Turkish. And more. Each language has its own rules. Fonts, spacing, tone, slang. What sounds cool in English may sound rude elsewhere. There are tools that help, like text strings or auto-sync features. But many of these need setup. And many indie teams don’t have the know-how. Or the time. It gets worse when you add updates or patches. Even small fixes mean touching the text again. Some studios skip fixes to avoid redoing the whole process.

Voice and Tone Don’t Always Travel

Jokes. Sarcasm. Wordplay. These are tough to get right in any language. In indie games, they’re often part of the charm. Players love a character with dry humor or strange speech. But how do you keep that style in Chinese or Portuguese? Literal translations don’t work. Some jokes have no match in other places. So the translator must rewrite the idea while keeping the feel. That takes deep skill.

This is hard for indie studios. They often can’t pay for top writers in every language. Some try fan translations, but quality may drop. That’s when mistakes happen. A serious line becomes silly. A funny joke turns confusing. And players lose the vibe the dev worked so hard to build.

UI and Space Limits Get in the Way

Games don’t work like books. Space is limited. A button can only hold a few words. A screen has room for just one line of text. Some languages are longer than others. German, for example, often needs 30% more space than English. Japanese may need less, but uses different characters. So what fits in English might break the layout in French or Korean.

Fixing that means editing the design. Or changing the text again. That costs time. And money. If ignored, it hurts the look of the game. And players may not understand what to do. That leads to low ratings, even if the game itself is great.

Cultural Symbols Can Hurt Sales

Some indie games use images, names, or jokes that are fine in one place, but offensive elsewhere. A cartoon devil. A hand sign. A pun that touches a sensitive topic. Big studios check for these things. Indie devs often don’t know. Or don’t have someone who does. So a launch in another country goes wrong. Reviewers complain. Stores may ban the game. Social media picks it up, and the damage is done. This makes small teams scared to enter new markets. Some avoid it altogether. But that limits how far the game can go.

Quality Takes Time (And Budget)

Hiring experts isn’t cheap. Good translators charge more for games than for general work. They must know slang, tech terms, and game flow. Some also test the game while they work. This ensures text fits the action. But it takes time, and more cost.

A game translation agency can manage all this. They plan timelines, handle different languages, and test the product. But many indie studios can’t afford one, or they fear losing creative control. As a result, some try to do it in-house or with tools. This can work, but often doesn’t. The result feels “off” to native players. When a game’s story feels wrong or clunky, players stop playing. Worse, they may leave bad feedback.

Fan Translations Are a Gamble

Some devs open their text files to fans. This seems helpful. It saves money. Fans are eager. Some are skilled. But it’s risky. There’s no set standard. No full testing. Fans may stop halfway or go off-script. Even when done well, fan text may not match the update schedule. And who owns that work? What if a fan wants credit or pay later? This method can work for small, free games. But for anything serious, it’s a gamble.

Are Indie Games Losing Their Spot?

Today’s store pages are full of games. Many are from small teams. But more and more come from big names or mid-size publishers. They have money. Staff. Reach. And full translation teams. So it’s harder for a small game to stand out, unless it shines right away in many languages.

But many indie devs don’t have the support for that. They try to hit English first and wait. But if the game flops early, it never gets a second chance. Players move on. Stores drop the title. And the dev is left wondering what went wrong.

What Can Be Done Differently?

Not all hope is lost. Some indie teams now plan for other languages from day one. They write simpler text. Use fewer puns. Leave room in the UI. Pick global symbols. They also use early testers from other countries. This gives live feedback before launch. Some join co-op groups. They share tools and tips with other devs. Others team up with small agencies that offer fair deals.

Some even raise funds for translation. They tell their fans, “Help us bring this game to more players.” And the fans step in. These steps don’t solve all problems. But they help. They make the game stronger, faster, and better for more people.

Final Words!

Indie games are not dying. But the way they’re made is changing fast. Reaching players in new lands now needs more thought than before. Language, tone, tools, and timing all play a big part. Indie devs must be smart, plan early, and choose help wisely. With the right steps, their stories can still cross borders, and win hearts.