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Building your own translation starts by adding the game so Tranzio can read its text. A guided wizard does the technical parts; you make a couple of choices.

Adding a game

Building your own translation starts by adding the game so Tranzio can read its text. A guided wizard does the technical parts; you make a couple of choices.

Every translation in the catalog started exactly here: someone pointed Tranzio at a game and said "let's translate this." Add game is a guided wizard, so you're never staring at an empty screen wondering what's expected. It walks you through a handful of small steps, each one either automatic or a single decision, and at the end the game sits in your library with all its text extracted and ready to translate.

BuildThe game joins your library with its text extracted.

The wizard's step bar, walking its own nine steps. Completed steps get a tick and stay clickable, so you can go back and change an answer; steps you haven't reached yet stay locked until the ones before them are done.

Open beta engine support. Right now Tranzio can read games built on Unreal Engine 4 and 5. That's a large share of modern PC games, but not all of them. Support for more engines is actively in the works, so if your game isn't supported yet, request it and check back soon.

The walkthrough

  1. Open Add game and pick a method

    In the Main section of the sidebar, choose Add game (the + button). The first screen offers two methods: Manual setup, which walks you through everything, and an AI agent that does it in one pass. The agent is switched off during the open beta, so Manual setup is the one to take.

  2. Point to the game folder

    Tranzio detects installed games automatically, the same way the installer does. Pick your game from the detected list, or browse to the folder that contains the game's program file if it lives somewhere unusual.

  3. Identify the game

    Tranzio looks the game up in its Steam-backed catalog. Pick the match and the name, artwork, developer, release date and genres all arrive with it, so there's nothing to type. If nothing matches (a demo build, something that never shipped on Steam), use Don't see it? Create a new game and carry on with just the name and the folder.

  4. Install the engine tools

    Reading an Unreal game needs a couple of small command-line tools. This step installs them for you and shows what it's doing. If everything is already installed the wizard skips this step entirely, which is why your run may have eight steps rather than nine.

  5. Let the scan run

    Now Tranzio reads through the game's archives and pulls out everything translatable. This is the step where the engine matters: the scanner knows how Unreal games store their text and where to look. The log tells you what it found as it goes.

    Text entries
    12,483
    Fonts
    9
    Audio
    2,841
    scan.logdone
    00:00scaninit · scanning Silksong
    00:02enginesignature match: Unreal Engine 5
    00:03cryptoreading archive footers
    00:06archives14 archives detected
    00:11text12,483 text entries (.locres)
    00:14fonts9 font files
    00:19audio2,841 audio files
    00:21scancomplete · manifest written
    A scan working through a game. The engine is identified from its file signatures, the archives are opened, and the counters climb as text, fonts and voice lines are found.

    When it finishes you get the inventory. These numbers are your project's size at a glance:

    Text strings
    12,483
    Voice lines
    2,841
    Size
    284MB
    What a scan found: how many text strings, how many voice lines, and how big the extracted content is.

    Some games ship their archives encrypted. Tranzio spots that before scanning and asks for the game's AES key, trying a key saved on this machine and a shared one from Tranzio first. Without a key those archives are skipped rather than read as empty, and the log says so.

  6. Choose your languages

    Set the language the game is written in (Tranzio guesses it from the files it found) and the language you're translating into. The target becomes your first adaptation's language; you can add more languages later as separate adaptations.

    Japanese

    Popular

    Europe

    Caucasus & Central Asia

    Asia Pacific

    The language picker. Search or browse by region, and remove a pick by clicking its pill.
  7. Choose what gets imported

    The Assets step is the one place the wizard hands you real control. It lists what the scan found in three groups and lets you tick exactly what comes in. The defaults are sensible, so most people click straight past it.

    Game files are ticked for you. Engine built-ins are left out.

    • Silksong/Content/Localization/Game/en
    • Silksong/Content/UI/Menus.locres
    • Engine/Content/Localization/Engine
    The three asset lists. Text and fonts default to the game's own files, with the engine's built-ins left out. Voice languages are worth a look: importing five of them multiplies your audio list by five for no benefit if you only dub one.
  8. Confirm and finish

    The final screen shows everything the wizard gathered, in four cards. If something looks off, click Edit on that card (or the step in the bar) to fix it before finishing.

    Game
    NameHollow Knight: Silksong
    DeveloperTeam Cherry
    EngineUnreal Engine 5
    Folder/Games/Silksong
    Languages
    Sources (1)English
    Targets (1)Japanese
    Voice (1)English
    Processing
    Text files62
    Font files9
    Audio clips1,402 of 2,841
    Setup
    MethodManual
    Archives14
    ToolsAll available

    Everything looks good.Hit Create game to finish setup and jump into the game page. You can change any of this later.

    The confirmation summary. One last look before the game joins your library.

What the scan is actually doing

The scan is the only genuinely technical part of the wizard, and it helps to know what it's up to while the log scrolls. It runs in order, and each stage can stop the one after it:

StageWhat happens
Engine detectionTranzio reads the folder's file signatures to work out which engine built the game. Anything that isn't Unreal stops here during the open beta, before any heavy work runs.
Archive checkGame archives are opened and their footers read. An encrypted one needs its AES key before anything inside it can be listed, so this happens before the scan proper.
The scanEvery archive is walked and a manifest written of what's inside. This is the part the progress bar tracks.
Asset listingsText, fonts and audio are listed separately, along with the locales the game already ships, which is where the language step gets its guesses.

What happens next

The game appears in your Games library with its own progress bar sitting at zero, and the Workspace section of the sidebar lights up for it. From here your path runs through the Workspace screens in whatever order suits you, though most people go: Translate for the text, Fonts so the alphabet displays, optionally Audio Lab for voices, and finally Build to turn it all into a patch.

You don't have to finish anything before it's useful. Translate the menus tonight, build, and test in-game tomorrow. Small loops keep the project fun; the coverage numbers keep score for you.