Localisation
Simplified Chinese Localisation for Steam Games: Scope, Cost and Testing
Simplified Chinese is the largest primary language on Steam on Valve’s 2024 annual data, and a localised store page is the cheapest single thing a Western studio can do for Chinese demand. A full localisation is a different decision: it costs from about USD 0.06 to EUR 0.12 a word, a co-publisher will often fund it and recoup it, and some publishers pass on games that already shipped a Chinese version because the launch moment is gone. This guide covers when to localise, what to put in scope, what it costs, the register problem that sinks accurate translations, the font and layout checks, and how to test before Chinese reviewers do it for you.
- Author
- EightSix Games
- Revised
- Reading time
- 8 min read
In short
- Localise the store page first, in full, with a native-speaker review. It is cheap, it is what Chinese players see before they buy, and it tells you whether the demand is real before you commit to the game text.
- Decide the scope line by line: store copy, interface, tutorials, subtitles, dialogue, support messages. A 50,000-word game at EUR 0.10 a word is about EUR 5,000 before testing.
- Register matters as much as accuracy. Hollow Knight: Silksong and Avowed were marked down for correct translations in the wrong register; a loved fan translation is worth adopting or hiring.
- Ship a Mainland font licensed for commercial use (Source Han Sans is free), check line wrapping and menu widths, and make sure the font fallback order does not substitute Japanese glyphs.
- If a co-publisher is likely, ask before you localise: many fund it, recoup it from revenue and want to run the launch moment themselves.
In this guide
01
Whether to localise, and when
- of Steam users set Simplified Chinese
- 33.7%
- median Chinese review share with Simplified Chinese support
- 7%
- China share of players, published cases
- 4.6% to 64%
Largest primary language on 2024 annual data (Valve, GDC 2025)
Against 1% without it, recent releases (China Steam Signals)
Genre fit explains more of the spread than localisation
Three signals say a game is worth localising: Simplified Chinese reviews already arriving on an English-only build, a wishlist skew towards China in the Steamworks regional report, and players asking for the language in reviews or discussions. If you have none of the three, localise the store page and watch; if you have all three, the question is who pays for the rest.
Timing within your own schedule: Chinese players buy around Steam events and around Spring Festival, when the monthly count of Chinese Steam users roughly doubles. A localisation that lands a week after a sale has missed the moment it was for.
02
What to put in scope
Localisation is six separate decisions, not one. Price and sequence them.
| Item | Why it comes where it does | Typical size |
|---|---|---|
| Store page: name, short and long description, feature list, screenshots’ captions, system requirements | What every Chinese buyer reads; cheapest; tests demand | 500 to 1,500 words |
| Interface and menus | Short strings with the hardest layout problems (widths, wrapping) | Hundreds of strings |
| Tutorials and onboarding | Where a player decides whether the game makes sense without the English beside it | Thousands of words |
| Subtitles and dialogue | The bulk of the word count in a narrative game | Tens to hundreds of thousands of words |
| Support, patch notes and community messages | Where sincerity is judged; a fast reply in Chinese is worth more than a polished trailer | Ongoing |
| Audio | Rarely expected for a Western indie game; subtitles are the norm | Optional |
Steam supports listing interface, audio and subtitles separately per language on the store page (Steamworks localisation documentation). List exactly what you have done: a game marked as fully localised that has English tutorials will be reviewed for it. Keep terminology, screenshots and context in the handover so the translator can see how a line appears in play.
03
What it costs and who to use
Vendor price lists put Simplified Chinese translation at EUR 0.09 to 0.12 a word with linguistic QA at about EUR 34 an hour (Allcorrect); Chinese vendors quote from USD 0.06, and post-editing of machine output has been offered at USD 0.03 (r/gamedev, July 2026). One indie post-mortem put its whole localisation at about USD 6,000 and the developer was unsure he would do it again, because China was 45% of players but 27% of revenue (Gods vs Horrors).
Whatever the source, the two people you cannot skip are a native speaker who plays your genre, to review the register, and someone who can answer Chinese reviews in Chinese after launch. The full cost picture is in what publishing in China costs.
04
The register problem
Most Chinese review drops over localisation are about register, not accuracy. Hollow Knight: Silksong’s “half-classical” Chinese and Avowed’s translation were both correct and both marked down; a 2024 Stardew Valley update that silently changed a translation players already knew drew the same reaction. The pattern is that Chinese players have a settled sense of how a genre should sound in Chinese, and a translation that reads as literary, machine-flat or simply different from the fan version they grew up with is treated as a lack of sincerity (诚意).
- Have a native speaker who plays your genre read the first hour and the store page before anything else is approved.
- If a fan translation exists and is liked, read it before briefing a vendor; adopt it, hire the group, or match its terminology.
- Fix the terminology first (character names, item names, mechanics) and give the translator a glossary; inconsistency is read as carelessness.
- Never change an existing translation silently. Say what changed and why, in Chinese, in the patch notes.
- Keep humour, puns and references for a human; machine output is where the “flat” complaint comes from.
05
Fonts, layout and the technical checks
Chinese text breaks layouts built for English. Characters are wider and fewer, so strings get shorter in character count and taller in line height; menus built to a fixed width clip; and a font that lacks the glyph falls back to whatever is next in the chain, which in many engines is a Japanese font with visibly different glyphs for the same character.
| Check | What to do |
|---|---|
| Font | Ship a Mainland Simplified Chinese font licensed for commercial use. Source Han Sans (思源黑体) is open source and free; commercial Chinese fonts can cost over USD 10,000. |
| Fallback order | Put the Chinese font before any Japanese or Korean font in the fallback chain, or shared CJK code points render with Japanese glyphs. |
| Wrapping | Chinese has no spaces; enable character-level line breaking and avoid breaking before closing punctuation. |
| Widths | Test every menu and button at the longest Chinese string, not the longest English one. |
| Input | If the game has text entry (names, chat), test with a Chinese input method; some engines swallow the composition window. |
| Steam settings | List interface, subtitles and audio support separately and accurately on the store page. |
06
Testing before Chinese reviewers do it for you
Review a sample in the build, not in a spreadsheet
Approve the store page and the first hour in play before the rest is translated. Font coverage, wrapping, menu widths and whether the tutorial makes sense without the English version beside it only show up in the build.
Run linguistic QA with a native speaker who plays the genre
Vendor LQA at about EUR 34 an hour catches context errors; a genre player catches register. You need both, and the second is often a community member who will do it for a key and a credit.
Open a small Chinese test group
A QQ group or a Heybox post with a handful of keys gives you Chinese feedback before launch and somewhere other than the review box for complaints afterwards. Reply in Chinese, quickly.
Watch the language-specific score after launch
Once a game has 2,000 reviews overall and 200 in Chinese, Steam shows a separate Chinese score (Valve, August 2025). Read the gap against comparable titles, not against your English score; Chinese scores run lower across the board.
How to read the demand signals and the review gap in detail is in how to measure Chinese demand for your game.
07
Simplified or Traditional, and the rest of the region
Simplified Chinese is the written form in mainland China and the one Valve’s language survey measures. Traditional Chinese is used in Taiwan, Hong Kong and Macau, differs in vocabulary as well as characters, and is a separate localisation that a Simplified translation converted by script will not pass. Do Simplified first unless your demand signals say otherwise; add Traditional when the Taiwanese or Hong Kong reviews ask for it. The localisation oversight page describes how we scope a publisher-funded localisation into a contract and check the result.
Q
Common questions
- Should I localise my Steam game into Chinese before launch?
- Localise the store page before launch in every case; it is cheap and it is what Chinese buyers read. Localise the game text before launch if Chinese demand is already visible (Chinese reviews, a wishlist skew, language requests) and no co-publisher is likely. If a partner is likely, ask first: most fund the localisation, recoup it and want to run the launch in China themselves.
- How much does Simplified Chinese localisation cost?
- From about USD 0.06 to EUR 0.12 a word for translation plus about EUR 34 an hour for linguistic QA, on vendor price lists. A 50,000-word game is roughly EUR 5,000 to 8,000 all in. A fan group that already made a loved translation can be cheaper and better received.
- Why was my Chinese translation criticised when it was accurate?
- Register. Chinese players have a settled sense of how a genre should sound in Chinese, and a correct translation that reads as literary, machine-flat or different from a fan version is read as a lack of sincerity. Hollow Knight: Silksong and Avowed were both marked down for correct translations; adopting or matching the fan version fixed it for Silksong.
- Do I need Traditional Chinese as well?
- Not at first. Simplified Chinese covers mainland China, which is where the Steam demand is; Traditional is a separate localisation for Taiwan, Hong Kong and Macau with different vocabulary, not a script conversion. Add it when reviews from those regions ask for it.
S
Sources
Figures and rules in this guide come from the following. Where a figure is a practitioner estimate rather than a published rule, the text says so.
- Valve, language statistics presented at GDC, via Mighil, March 2025
- Steamworks documentation, localisation and language support, checked October 2026
- Valve, language-specific review scores, via GamingOnLinux, August 2025
- Allcorrect, localisation pricing, 2026
- Chinese localisation advice thread, r/gamedev, July 2026
- Gods vs Horrors post-mortem, r/gamedev, September 2025
- Book of Hours statement, Weather Factory, r/weatherfactory, August 2024
- 触乐 on Chinese review scores, July 2024
- China Steam Signals, EightSix Games, monthly