Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Ooh, wait, I'm pretty sure it's the french translation! The spells are identified by name, so if you translate the name, it breaks them! Oh dear. All the translations will be affected. (I can probably fix this with some ugly effort.)

Deleted 65 days ago

If possible, I'm providing my save file here could you modify it for me, please?

Ignore the mess on the floor, haha. I put a bag in my inventory containing all the potions I found

I don't think any of them work, except for the poison one (the red one) that I left on the ground.

So, I don't know if you can debug that?

Also if possible I killed the troll who wants earthworm stew... 

I messed up but is it possible to add some scales to my inventory?

So so so so many thx <3


https://www.filemail.com/d/lqvnermybtwplhc

Hi Horroreur, the v3.1 fix was only part of it: a saved game still remembered enchantments by their translated name, so potions could still do nothing. I fixed this in UUBuild29Sep2026: enchantments no longer depend on their English names, so potions, wands and rings work with the French STRINGS.PAK. Your current save should work too, because the game now reads the enchantment from the item's data and not from its name.

Hi Kweepa,

would you consider adding some changes to the game that would make translations/localizations easier to create and maintain?

For example, the game could load display text from external TXT, JSON, CSV, or similar files that are easy to edit. STRINGS.PAK could remain structurally identical to the original - the same blocks and indices - while the translated text itself could be stored in a plain text-based format.

The other texts that are currently stored in Unity assets - cutscenes, character descriptions, and so on - as well as UI and other strings embedded directly in Assembly-Csharp.dll,  could also be moved into external language files, so the game would load the appropriate version depending on the selected language.

Up to now, for the Polish translation I have been replacing STRINGS.PAK with a translated version and editing dll and some Unity assets to translate the strings contained there. However, your explanation about the engine relying on the English spell names shows that directly translating some of these internal strings can cause unexpected gameplay bugs.

Ideally, the original English strings and identifiers used internally by the game could remain completely unchanged, while translated versions would only be used for text shown to the player.

I think this would make translations much safer and would also make them much easier to update after new game releases.

Best regards

Yes, that all makes sense. Another possibility would be to have specific streaming folders for languages that could be swapped in the game menu using the folder name as the language name. Then I could ship a build with translations built in. I don't know when I'm going to have the time for this though.

As far as using the strings in gameplay, I think that's all fixed up.

(+1)

Hi fledermoiz, first step done: in UUBuild29Sep2026 enchantments no longer depend on their English names. I'll look into what's missing so you can start translating the built-in strings, if you like.