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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.
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
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.
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.
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.
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.
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 entries12,483Fonts9Audio2,841scan.logdone00:00scaninit · scanning Silksong00:02enginesignature match: Unreal Engine 500:03cryptoreading archive footers00:06archives14 archives detected00:11text12,483 text entries (.locres)00:14fonts9 font files00:19audio2,841 audio files00:21scancomplete · manifest writtenA 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 strings12,483Voice lines2,841Size284MBWhat 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.
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.
JapanesePopular
Europe
Caucasus & Central Asia
Asia Pacific
The language picker. Search or browse by region, and remove a pick by clicking its pill. 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. 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.
GameNameHollow Knight: SilksongDeveloperTeam CherryEngineUnreal Engine 5Folder/Games/SilksongLanguagesSources (1)EnglishTargets (1)JapaneseVoice (1)EnglishProcessingText files62Font files9Audio clips1,402 of 2,841SetupMethodManualArchives14ToolsAll availableEverything 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:
| Stage | What happens |
|---|---|
| Engine detection | Tranzio 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 check | Game 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 scan | Every archive is walked and a manifest written of what's inside. This is the part the progress bar tracks. |
| Asset listings | Text, 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.