Public Beta

Game localization that lives in your AI coding agent.

Developers localize from Claude Code or any MCP client. Producers review and approve in the browser. Nothing breaks when rows move.

The problem

Spreadsheets weren't built for localization.

Insert a row, break the import

Spreadsheets identify rows by position. Insert, delete or reorder one, and the next import silently writes to the wrong keys.

Placeholders vanish

A translation drops {0} and nobody notices until QA — or until players do.

Terminology drifts

The same item gets three names across three languages because nothing enforces the glossary.

How it works

Developers in their agent. Producers in the browser.

  1. 1

    Developer

    Localize from your agent

    Run /loca-init, /loca-sync and /loca-translate in Claude Code — or call the same tools from any MCP client.

  2. 2

    LocaGlint

    Store, validate, remember

    Every string gets a permanent ID. Placeholders and glossary terms are checked on every write.

  3. 3

    Producer

    Review in the browser

    Search, edit in place, and — if you turn on approval — sign off one language at a time.

  4. 4

    Game

    Ship approved text

    Run /loca-render to write translations back as Unity per-language JSON.

For developers

Seven commands. Zero context switching.

The slash commands ship for Claude Code. The same tools work from any MCP client — Cursor, Codex, Windsurf and more.

Bring your own AI

LocaGlint never calls an AI provider. Translation runs in your own agent, with the model you already use.

/loca-status
Check the connection and your project context.
/loca-init
Parse your source-language file (Unity per-language JSON or CSV) and create every key.
/loca-glossary
Push proper nouns and never-translate terms.
/loca-sync
Pull back existing hand-made translations. Fills gaps only.
/loca-translate
Translate missing strings, glossary-aware.
/loca-render
Write translations back as Unity per-language JSON.
/loca-feedback
Report a bug or rough edge straight from your agent.

For producers

Review, fix, approve — in the browser.

  • Spreadsheet ergonomics, none of the spreadsheet bugs

    Search thousands of rows, edit in place, sort by last modified.

  • Approve one language at a time

    Turn on approval and producers sign off each language before it ships. Developers can't approve their own output, and only approved languages are exported.

  • An Excel round-trip that stays aligned

    Export CSV, edit in Excel, import back. Rows match on permanent IDs, so inserting or reordering rows is harmless as long as the ID column stays.

Guardrails

Nothing rots quietly.

Row-stable IDs

Every string has a permanent ID that is never reused. Rename, insert or delete — it still lands right.

Placeholders enforced

Drop a {0} and the write is refused on the spot, not weeks later in QA.

Glossary enforced

Do-not-translate terms must survive verbatim, or the write is rejected.

Approvals that mean something

Editing an approved language sends it back to review automatically.

Nothing is really deleted

Deletes are soft and can be restored, and every change is kept in a full revision history.

Snapshots per version

Freeze the whole table for each game version you ship.

Running in production on live mobile games.

Formats

Fits the pipeline you already have.

Unity per-language JSON

Supported out of the box.

CSV/Excel round-trip

For everything else, with rows matched on permanent IDs.

Your format

We build custom format profiles during the Beta.

Unity per-language JSON out of the box · CSV/Excel round-trip for everything else · custom format profiles during the Beta.

Founding studios

Free for 12 months. Half price in year two.

The first 20 studios accepted into the Beta get LocaGlint free for 12 months from activation, then 50% off list price for the second year.

Fair use applies. We'll never charge you without your explicit agreement.

FAQ

Questions, answered.

Which AI tools does it work with?

Claude Code is supported first-class, including the /loca-* slash commands. Any client that supports stdio MCP servers — such as Cursor, Codex or Windsurf — can call the same tools.

Does LocaGlint send my strings to an AI provider?

No. LocaGlint itself never calls an AI provider. Translation happens in your own agent, under the terms of the AI provider you already use.

Which engines and file formats are supported?

Unity per-language JSON out of the box, CSV/Excel round-trip for everything else, and custom format profiles built with you during the Beta.

How do I join the Beta?

Email us with your studio, engine, target languages and team size. We activate accounts by hand and help you connect your first project.

What does it cost?

The first 20 studios accepted into the Beta get 12 months free from activation, then 50% off list price for the second year. Fair use applies, and we never charge without your explicit agreement. See the Beta terms.

Public Beta

Bring LocaGlint to your studio.

Tell us about your studio, engine, target languages and team size. We'll get back to you to set things up.

Request Beta access