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Per-game and per-adaptation settings: the engine, the adaptation's name and coverage, who's on the team, who can see it, and the danger zone. Know which of the two levels you're on and the rest is easy.

Game settings

Per-game and per-adaptation settings: the engine, the adaptation's name and coverage, who's on the team, who can see it, and the danger zone. Know which of the two levels you're on and the rest is easy.

Two kinds of settings live here, and the distinction is worth ten seconds: settings for the game (one per game, shared by all its adaptations) and settings for the adaptation (one per translation project inside that game). If you're translating one game into one language you'll barely notice the difference; the moment you run two adaptations of the same game, it starts to matter.

The two levels, and the sidebar

The sidebar on the left is the map. Every pane is labelled with the level it belongs to, so you can tell what a change will affect before you make it. A Game pane changes something every adaptation of that game shares, such as which folder it lives in or which engine it uses. An Adaptation pane changes only the translation project you are currently in, such as its name, its team, or who can see it.

This is why the same game can have a Japanese adaptation that is public and a Portuguese one that is still invite-only, while both point at the same installed copy of the game.

Game

General

Engine and version, the active adaptation, the game's languages, and its Steam details.

The sidebar says which level you're on before you read a word: a Game eyebrow or an Adaptation one at the top of every pane. The danger zone sits on its own at the bottom, away from everyday settings.

Settings for the game

These apply to the game as a whole. The game's own presentation (name, artwork, description, genres) comes from the Steam catalog and is read-only, so what you manage here is the translation setup around it. It is one pane, General, with four cards.

WhereWhat it does
EngineThe engine and its version, which drive how text is read and how the patch is built. Steam doesn't provide these, so the Add game wizard detects them and you'd only touch this if detection got something wrong. During the open beta that means Unreal Engine 4 or 5, the engines Tranzio can read.
Active adaptationWhich translation your work currently lands in, with its coverage ring and status. Game settings and adaptation settings are separate sections, so this card exists to stop you editing one game while your strings quietly go into another.
LanguagesThe source languages found in the game's files (read-only, they're the developer's) and the target languages your adaptations translate into. Targets are created by the New adaptation flow rather than added here, so this is a read-out plus a delete.
Game detailsDeveloper, publisher, release date, genre, tags and the engine, pulled from the store catalog with a note saying when they last synced.

Changes on this pane are not written as you type. The header carries a Save changes button and a pill telling you whether there's anything pending, which is the same pill the Translate page uses.

Settings for an adaptation

A game can hold several adaptations (say, your Japanese translation and a Portuguese one you started later). These panes apply only to the adaptation you're currently working on, and there are three of them.

  1. Overview

    Everything about the active adaptation on one screen: a coverage ring and stat tiles, the release history, the state of its cloud copy, and the name.

  2. Team

    The people working on this translation with you, what each of them is allowed to do, and how many seats your plan covers.

  3. Audience

    Who can find the translation on Tranzio once it exists on the cloud.

The one field on Overview that deserves care is the name. It is what players read in the install picker and the public catalog, so it is the thing that tells someone choosing between two Japanese translations which is which. "Main translation" tells them nothing; "Community edition by the Lantern crew" tells them everything. A preview under the field shows the row players will actually see while you type it, and the name is saved on purpose with a button rather than on blur, because clicking away from a half-typed name should not publish it.

On the OverviewWhat it tells you
Status pillPlanned, In progress, In review, Released, Paused or Abandoned. It moves to Released by itself when you publish, so it's a report rather than a switch.
Where it lives"Local, not uploaded", "Uploaded, not published", or "Published". Uploading puts the files on your account; publishing is what lets anyone else install them.
CoverageText strings translated out of the total for this adaptation's language, plus how many audio lines exist. Live from your own database, not a stored guess.
Target languageOne language per adaptation. It locks once you've uploaded, since players have already installed against it.

Team and what each person can do

Collaboration happens through the cloud copy, so the Team pane only has anything to offer once you've pushed a build. After that you can search for someone by name or handle, pick a role, and add them. They get a notification and an email with a link straight to the translation.

A role is not a special kind of account. It is a preset over seven switches, and you can flip any of them individually afterwards; the row then simply reads Custom instead of claiming a preset it no longer matches.

John Doe@johndoeTranslator

Writes and edits the text.

Translate textDub audioStudio editorUpload buildsPublish releasesInvite peopleManage access
The three presets and the switches behind them. A Translator writes text and nothing else. A Voice actor records and works in Studio. A Manager can do everything you can, including inviting other people.

People take up seats, and a meter at the top of the pane shows how many your plan includes, how many you've bought, and how many are in use. A seat applies to every adaptation you own rather than being spent on one, and if a seat goes away the person it covered is paused rather than removed. The owner is never listed and always has everything.

Audience

Uploading a build never makes it public by itself. The Audience pane is what decides who can find the translation, and it has three answers. Choosing anything other than Everyone is a paid capability, so free accounts publish to everyone, which is also what the catalog assumes for an adaptation nobody has narrowed.

EveryoneAnyone browsing Tranzio can find and install it.
People who follow youPaid planOnly your followers see it. They get a notification and an email on every release.
Only people you pickPaid planNobody else sees it. The people you add get a notification and an email on every release.

People you invited

John Doe

Jane Doe

Picking an audience, and the way the third choice changes the page. Only “Only people you pick” adds a list, because only that answer needs one. Followers and invited people both get a notification and an email on every release.

The full publishing flow, including channels and release versions, is in Publishing & My adaptations.

The danger zone

Two irreversible actions live at the bottom of the sidebar, on their own, deliberately far from everything you touch daily. Both ask you to confirm in a dialog that spells out exactly what disappears.

Delete adaptation

Remove one translation and its work. A game always keeps at least one adaptation.

Delete “Japanese by the Lantern crew”
Removes it here and takes its published copy off the cloud.

Delete game

These actions cannot be undone.

Delete this game
Removes the local game folder and every adaptation under it, and withdraws any published translations from the cloud.
Deleting an adaptation removes its work and takes its published copy off the cloud. Deleting the game takes the local folder, every adaptation under it, and withdraws every published translation.

Two guardrails to know. A game always keeps at least one adaptation, so the delete button is disabled when there's only one left; add another first if you really want that one gone. And deleting removes the cloud copy before the local one, on purpose: failing up there after the local folder was gone would leave a published translation listed with no copy left to withdraw it. Your Steam copy of the game is never touched, and patches players already installed stay on their machines, but updates stop.