u/Vegetable_Echo3093

I built a small SaaS for indie devs who hate dealing with localization files

I kept seeing the same problem with game localization.

You can use AI to translate the actual text pretty easily, but the annoying part is everything around it. Variables get changed, tags get broken, some strings get skipped, JSON gets messed up, and suddenly you're debugging a translation file instead of working on the game.

So I built LocaFile AI around that specific problem.

The basic idea is pretty simple:

Upload your localization file → lock the variables and code-sensitive parts → translate the strings → verify the structure afterward → get the translated files back.

It currently handles things like {player_name}, %s, rich text tags, Smart Strings and other variable formats. It also supports formats used by Godot, Unity, Unreal, JSON, iOS, Android, Laravel and others.

I'm deliberately keeping it focused rather than trying to become another giant localization platform.

I'm curious about the business side of this though.

If you were building a small SaaS for indie game developers, would you rather pay per localization job like this, or would a monthly subscription make more sense?

And if you've shipped a game with localization before, what's been the most frustrating part of the process?

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u/Vegetable_Echo3093 — 3 days ago