IndieDevTool / Steam Localization Planner
Steam Localization Planner
Live · free, no signupA free language ROI tool for indie Steam games. Drop in your closest competitors and we'll show you which languages are worth a full translation, which are store-page localization only, and which to skip, all based on the real review data your future audience is generating right now.
Drop in 5 to 10 competitor Steam URLs
More competitors = more confident verdictMost indie games fall between 5,000 and 30,000 source words (UI + dialogue + store page). Visual novels and narrative-heavy titles can exceed 50,000.
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Why localization is hard to decide alone
The default advice is "translate into Chinese, Russian, and German first." It's directionally fine, and it's also wrong for at least a third of the indies who follow it. A roguelike's Russian audience is huge. A narrative cozy game's barely exists. A pixel-art platformer's Japanese audience is meaningful. A simulation game's might not be. The right languages for your game live in the data your competitors have already produced.
And the trickier middle ground: there are languages where players exist but English is so ubiquitous that paying to translate the in-game text doesn't move the needle. For those audiences, a localized store page is usually enough to convert wishlist into sale. Most planners ignore this distinction and lump everything into "translate or don't." Steam Localization Planner separates these tiers explicitly so your translation budget goes to the languages that actually need it.
Frequently asked questions
Why does localization matter so much on Steam in 2026?
Steam's discovery algorithm has been progressively weighting local signals since 2023. When a player in country X searches for games or browses Discovery Queue or "For You" recommendations, Steam now factors in whether the game has localization for that user's chosen language. Games translated into a player's native language consistently rank higher in their personal feeds than identical games that aren't, even at lower review counts. For markets like China, Russia, Brazil, and increasingly Japan, localization is closer to a prerequisite than a multiplier.
Can my indie game succeed launching in English only?
It can, but you're betting on luck. Some genres (narrative-heavy English-language games, very specific aesthetic niches, games riding a viral creator moment) have launched in English only and done well. But across the broader indie field, single-language English launches consistently underperform their localized siblings by 2-4x in lifetime sales. The reason is partly Steam's algorithm pushing localized games more in non-English markets, and partly that Russian, Chinese, Brazilian, German, and increasingly Japanese players just won't take a chance on an untranslated game when there are localized alternatives.
I can only afford to translate into one or two languages. Which should I pick?
That's exactly what this tool is for. The right "first language to translate" depends entirely on your genre and audience. For most indies the highest-value first language is Simplified Chinese or Russian, but a cozy farming sim might find Korean or Brazilian Portuguese more valuable, while a hardcore strategy game might lean German. Run the planner with your closest competitors to see which language carries the most underserved audience for your specific case.
What is the difference between full translation and store-page localization?
Full translation means translating the in-game text, UI, and sometimes voice acting. Store-page localization means translating only the Steam store description, screenshots, and capsule text. For markets like the Nordics, the Netherlands, and parts of Eastern Europe, players have high English fluency and often prefer playing in English, but appreciate seeing the marketing in their language. Store-page-only is a much cheaper way to reach those buyers without funding a full localization pass.
Can a store-translate language be upgraded to full translation later?
Yes, and that's part of why we treat store-page-only as a distinct tier instead of a soft "skip." After launch your Steam page tells you which language pages are actually converting, your wishlist additions tell you where demand is growing, and your reviews tell you when players are explicitly asking for an in-game translation. Any of those signals, strong wishlist tilt from a region, repeated "please add [language]" reviews, store-page conversion above your global average, is a defensible reason to commission a full pass for that language post-launch.
The store-page tier is a low-cost foothold that keeps the upgrade path open. It buys you data to decide with, instead of having to commit to full translation cost on a guess at launch.
How is the recommendation calculated?
For every language we look at three signals: demand share (median percentage of competitor reviews written in this language), translation lift (when there's enough data, the ratio of language share between competitors that translated versus didn't), and cost (your word count multiplied by industry-standard per-word translation rates). All three combine into a single 🟢/🟡/🔴 verdict. The math runs entirely in your browser, so you can audit it in DevTools.
Where do the cost estimates come from?
Per-word rates are mid-range USD figures for professional Translation + Editing + Proofreading tier service, compiled from public rate cards published by Allcorrect Games, LocalizeDirect, Transphere, Artlangs, and aggregate translation industry data 2025-2026. Real agency quotes vary roughly ±30% depending on volume, quality tier, and timing. The numbers we show are indicative, not a quote.
Does this tool tell me to translate everything?
No. We genuinely flag languages where the cost doesn't recover. Most audits return between 2 and 5 green-light languages and a handful of yellow ones. Translating into 15 languages on day one is rarely worth it. Translating into 3-4 is often transformative.
Is Steam Localization Planner free?
Yes. The planner is free, with no signup. We're considering an optional paid tier later for tracking how your localization decisions perform over time and for running larger competitor cohorts. The core language planner will stay free for indie devs.
How we calculate this
Three signals combine into each verdict. All math runs in your browser, so you can audit it in DevTools while you use the tool.
1. Demand share
For each language, we compute the median percentage of competitor reviews written in that language. Median (not average) is used so a single outlier game doesn't skew the read.
2. Translation lift
When at least 2 competitors translated to language L and 2 didn't, we compare the median language share between the two groups. A 2.5× lift means translated games attract roughly 2.5× the audience in that language.
3. Cost
Your word count multiplied by mid-range USD per-word rates for professional Translation + Editing + Proofreading service. Rates compiled from public rate cards (Allcorrect Games, LocalizeDirect, Transphere, Artlangs) and aggregate translation industry data 2025-2026. Real agency quotes vary roughly ±30%.
Verdict thresholds
We bias toward recommending translation, because Steam's algorithm has been weighting localized titles harder year-over-year and single-language launches consistently underperform.
- 🟢 Full translation when demand is above 5%, or between 1.5%-5% with low/mid English fluency, or with strong translation lift (≥1.5×).
- 🟡 Store page only when demand is between 1.5%-5% in markets with high English fluency and weak lift, or 0.5%-1.5% with low fluency.
- 🔴 Skip when demand is below 0.5%, or 0.5%-1.5% in markets with high English fluency.