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Share your finished patch with the world, choose who can see it, and manage everything you've made from one shelf.

Publishing & My adaptations

Share your finished patch with the world, choose who can see it, and manage everything you've made from one shelf.

Publishing is the small step with the big consequence: your adaptation goes from a project on your computer to a listing in the catalog that any player in the world can install. It's also entirely under your control. You choose when, you choose who can see it, and you can keep improving it forever afterward through updates.

What you publish is your version, not the official one. A game can already have an adaptation in your language, or ship in your language from the publisher, and yours can still sit beside it. It does not have to be a straight translation either: change the tone, write your own jokes, rename the cast, record new voices. Players see every version side by side and install whichever they fancy, so a second take on a game is never wasted work.

Uploading and publishing

Both start the same way: finish a build, then press Upload to Tranzio (from the build's success card, or from any successful row in the build history). A window opens and walks through four steps: what the translation is called, who gets it, what changed, and then what is about to happen, before anything leaves the machine.

The name players read

The first step is the name, because it is what players read beside your translation on the game's page and in the list they pick a translation from. Every translation starts with a name Tranzio made up when it was created, like Nino Beridze's adaptation, and nobody looks at it again unless something asks. Type a better one, or press one of the ideas under the field. The two previews show it exactly where players will see it, and warn when a name is too long to fit on the game's page.

25/60

This is the name Tranzio gave it when it was made. A name that says what it is helps players choose.

Ideas

Say the language and what it covers: the whole game, the menus, the voices.

How players see it

On the game's page

AdaptationNino Beridze's adaptationGeorgian · v1.2.0

In the list of translations

KANino Beridze's adaptationv1.2.0Beta Nino Beridze· Georgian· 64% translated Listed

Players will recognise this one.

The Name step, live. A good name says the language and what the translation covers. The game's name is already on the page, so it does not need repeating. Renaming here also renames it in the game's settings.

The second question is the one with the consequence, so it is asked on its own screen and answered by picking one of two cards.

The first screen. One of these is private to your account and one puts the translation in front of strangers, so they are two cards with the difference written on them rather than two buttons side by side.
Who gets itWhat happens
Just meStores the release on your account. Only you can see it, and you can install it on your own machines. This is the safe way to move a translation between your desktop and your laptop, or to keep a backup off the machine it was made on.
EveryoneDoes the same, then lists it on Tranzio so other people can find and install it. A game only appears in the catalog at all once one of its adaptations has been shared this way.

Whichever you choose, the last screen repeats it as a sentence, lists what is about to be uploaded with its size, and carries a single button that names the outcome: Publish v1.2.0 for everyone, or Save v1.2.0 to my account. The numbered steps at the top of the window go back, so changing your mind costs one click at any point before that button.

What travels is only what you made: your latest edits (so the copy people clone matches the release), any fonts you uploaded, your translations, the patch file the game loads, and any dubbed audio or subtitle files the game keeps outside its packed files. While it goes, the window shows how much has been sent, the speed, the time left and the file going now, and it stays open at the end so you can see that every part arrived.

If your latest edits cannot be sent, the release still goes out and the row for them says why. Press Push on the game's page to send them again.

100%27.4 MB of 27.4 MBAll 17 files sent
  • Your latest edits1,240 changes
  • Fonts you uploaded1 file · 302.7 KB
  • Your translations1 file · 3.9 MB
  • Game patch files1 file · 17.7 MB
  • Dubbed audio12 files · 5.5 MB
  • Subtitle files2 files · 3.9 KB
An upload in progress, as the window shows it. Big uploads of your edits go in parts, so none is too large for the server, and each part of the release ticks off as it arrives.

The game's own files are never uploaded, and neither are the publisher's original strings or anything about where the game sits on your disk. What ships is a scrubbed copy of your adaptation, built for the purpose.

The version and the channel

Every release carries a version number, and the dialog picks one for you from how far the translation moved since your last release. It never asks you to think in patch, minor, and major: you say what the release is, and it shows you the number that makes.

Version

now v0.1.0

Release as

For testers: untranslated lines and rough edges are expected.
The version picker, live. The recommended option carries the reason it was recommended. You can also type a number yourself, as long as it's ahead of the one you published last.

Beside the version sits the channel, and it's a promise to players rather than a technical setting:

ChannelWhat you're saying
BetaFor testers. Untranslated lines and rough edges are expected. This is the right choice for a first release, and the app never picks stable on your behalf.
StableFinished enough to play through. Players get this one by default, and publishing a stable release is what moves your adaptation to Published on the Adaptations page.

A sensible path for a first release: publish as Beta, share it with a few players of your language, fold in what they find, then publish again as Stable. Published adaptations appear in the catalog under Community, and what earns a player's trust from there is the rating and the install count, so early feedback is worth more than a fast release.

Who can see it

Publishing lists a translation, and the Audience setting decides who that listing is for. It lives in an adaptation's settings and applies to the catalog and anywhere else translations are shown.

EveryoneAnyone browsing Tranzio can find and install it.Listed in the catalog
People who follow youPaid planOnly your followers see it. They get a notification and an email on every release.128 people follow you right now
Only people you pickPaid planNobody else sees it. The people you add get a notification and an email on every release.4 invited people
The three audiences. Everyone is the default, and it's what every account can publish to. Narrowing the audience to your followers or to a hand-picked list is a Pro and Studio feature.

The people in a narrowed audience are not passive: followers and invited people both get a notification and an email every time you publish a release. That makes an invited audience a genuinely good way to run a closed test round rather than just a way to hide something.

The Adaptations page

Adaptations in the sidebar is your shelf: everything you author sits on top, everything you've installed from others sits below. Each of your own shows a lifecycle chip so the state of every project is visible at a glance:

Complete
42%
Paused
Draft
The lifecycle chips: finished, mid-work with its percentage, paused, and still a draft. You'll see these across the Adaptations page and your library.
ActionWhat it does
ViewOpens the adaptation's page, the same one players see, so you can read your own listing the way they read it.
RenameChanges the adaptation's display name in the picker and catalog. The new name rides along on your next upload.
DeleteRemoves it. If it was published, players keep what they installed but stop receiving updates.
StatusMeaning
PublishedA stable release is live in the catalog.
DraftNot published yet, or published only as a beta so far.

Deleting a published release is permanent. If it was the newest one, players fall back to your previous release; if it was the only one, they stop receiving updates entirely. If you just want to change something, rename or publish a new version instead; if you're stepping away, leaving it published costs nothing and keeps helping players.

A third list, On the cloud, is the safety net. Every push sends your work to the cloud copy under your account, so a new computer, a reinstalled system or a deleted folder loses nothing that was pushed. This list shows the translations your account has on the cloud that this computer does not hold: your own, and the team translations you were invited to and pulled once from the invitation. It is empty on the computer you work on every day, and it fills up on the one you just set up.

CO

Georgian, faithful

Yours
Call of CthulhuGeorgian0.4.2updated 2026-08-3038 pushed change sets
LO

Polish dub project

Team
Layers of Fear 2Polish1.1.0by Marta W.updated 2026-09-12112 pushed change sets
A translation on the cloud with no copy on this computer. Restore adds it beside the adaptations you have and pulls every pushed change set; nothing local is overwritten. When the game is not in the library yet, the button reads Set up and walks through the short scan first.
ButtonWhat it does
RestoreThe game is already in your library. The translation is added to it as yours (or as the team's, if you were invited) and everything pushed so far comes down.
Set upThe game is not in your library. Pick its folder, let the short scan run, and the translation is linked and pulled at the end, the same way an invitation is.

Only what you pushed is on the cloud. If the list says nothing pushed yet, the translation exists there by name only, so push from the computer that holds the work while you still have it.

After publishing, reviews start arriving, and they're worth reading: Ratings & reviews explains how players rate your work and how to turn harsh reviews into a better next version.