r/localization

Image 1 — [Release] RenDoki v1.0 — Automated utility for Ren'Py localization
Image 2 — [Release] RenDoki v1.0 — Automated utility for Ren'Py localization
Image 3 — [Release] RenDoki v1.0 — Automated utility for Ren'Py localization
Image 4 — [Release] RenDoki v1.0 — Automated utility for Ren'Py localization
▲ 10 r/localization+1 crossposts

[Release] RenDoki v1.0 — Automated utility for Ren'Py localization

Hey everyone,

Today I'm releasing RenDoki v1.0 — a utility designed to simplify and speed up the localization process for Ren'Py projects, including DDLC mods.

Core Features:

  • RPA Handling — automatic extraction and management of game archives
  • Smart Text Patching — easy replacement of GUI text, character names, and dialogue through a single rules.yaml file
  • Input Support — proper text input for localized languages
  • Smart UI Scanner — automatically finds untranslated strings and saves them to the untranslated folder
  • Clean Build — optional automatic cleanup of cache and temporary files
  • Detailed Logs — every build creates a log in the logs/ folder

Asset Localization — seamless support for replacing splash screens (logo.png), end-game screens (end.png)

How to use:

  1. Edit setup/rules.yaml (examples are included)
  2. Run RenDoki.exe
  3. Select your game/mod folder
  4. Choose the modules you need and click Start

The tool applies all changes directly to your game folder.

Download:
https://rootwin-project.itch.io/rendoki

Inside the archive you will find a short manual (in Russian and English) that explains all the main functions and settings in simple language.

This is the first public release (v1.0). It’s stable for most basic use cases, but as it's still relatively new, I welcome any feedback, bug reports, and suggestions for future improvements.

Let me know how it works for you!

u/rwm0 — 2 days ago

Language team is currently being split into two teams. Any opinions?

Our language team is currently being split into two teams:

  • UX & Language Systems
  • Content & Communication

The idea is roughly:

  • Team 1 = language in the product (UX copy, product text localisation, AI/LLM systems, terminology, TMS, automation, Product SEO, etc.)
  • Team 2 = editorial content, campaigns, communication, brand voice, Content SEO, PR, etc.

One challenge we're discussing internally:
there are many cross-functional responsibilities that don't fit neatly into either team, for example:

  • LLM/MT coordination
  • TMS/tooling ownership
  • terminology governance
  • workflow/process automation
  • localisation operations
  • AI quality governance
  • coordination between product, editorial and language systems

In practice, these topics are centralised around only one person and a deputy.

How are other companies structuring these "shared capabilities" in modern localisation/content organisations?

Do you formalise roles like:

  • Localization Operations
  • Language Systems
  • AI/LLM Governance
  • Localization Engineering
  • Language Technology

Or are these responsibilities embedded inside the teams themselves?

Would love to hear how this works in other organisations, especially in tech/product-driven environments.

reddit.com
u/prugna21 — 9 days ago

I know this is a bit specific, but for the Greek gamers in the Black Myth: Wukong community, I made a full Greek localization mod!

The mod translates the game into Greek across the board: menus, UI, subtitles, and in-game text. My goal was to make the experience feel more natural and accessible for Greek-speaking players who want to enjoy the game in their own language.

It took a lot of work, but I’m happy to finally share it with anyone who might find it useful.

If you’re Greek, know someone who plays in Greek, or just want to support community-made localization projects, feel free to check it out and let me know what you think!

Here is the link : https://www.nexusmods.com/blackmythwukong/mods/1388

reddit.com
u/PersonalImportance22 — 14 days ago