EN → ID indie game localization studio

Indonesian gamers will still laugh at the same joke.

Your game's lore, UI, and dialogue are doing the heavy lifting. We localize English games into Indonesian and make sure that it doesn't lose their meaning or charm.

Start with a $120 pilot
Experience
~12 years of EN → ID game localization
Selected work
Counter-Strike 2 & Dota 2 contributed to both titles as a localization vendor
Words shipped
500k+ words of game text localized EN → ID (dialogue, UI, patch notes, store pages)

The pilot

Start with the first 1,500 words + Steam page.

Standard rate of $0.08 per word applies if you decide to go forward after the sample. $120 is all it takes to know whether localizing to Indonesian is the right call.

$120 fixed

First 1,500 words of your game, localized EN → ID at the standard rate — Steam page localization included.

What you receive

  • Localized sample with annotations — We will give you a list of notes in English showing the work: lore/character/UI differences, string-length handling, what was transliterated vs. translated and why.
  • A loc-readiness note — We will also give you a few notes of other noticeable issues spotted in your files such as string overflow or placeholder risks, if any.
  • An upfront quote - We scope the full project cost from your actual word count, with the USD120 already credited and an estimated production start date (after invoice clears).

One revision round included.

Start with a USD120 pilot

Have a bigger project? Get a full quote →

What we localize

The games where the writing is the point.

English in, Indonesian out. That is the entire service — deliberately narrow, because staying narrow is the only way the craft gets deep.

  • RPGs

    Two hundred thousand words, one glossary, and a party that still has to sound like itself in Act 3. Skill trees, item lore, status effects — named once, named consistently, and named in Indonesian a player would actually say out loud.

  • Narrative & story-rich

    Story games break in translation exactly where your writing works hardest: the callback, the register shift, the line that has to mean two things at once. Those are the lines I spend the afternoon on.

  • Life-sims & cozy games

    Warmth is a translation problem. Festival names, gift reactions, the small talk that repeats across four in-game years — kept charming in Indonesian instead of politely literal.

How it works

Five steps, no mystery.

Same five steps for a solo dev, a publisher and any studio in between. The only difference is the word count.

  1. Brief

    You send the build, the script, and the context: genre, tone, who is speaking to whom, and what not to translate.

  2. Glossary & translation memory

    Things like character voices, key terms, and naming rules are first agreed upon. Every string localized afterwards go by what's been decided.

  3. Translation

    The words are localized against the agreed glossary, with the decisions noted down as we progress, so you can see why, not just what.

  4. QA

    We do checks and passes on string lengths, UI fit, honorifics, consistency, and whether the jokes still work.

  5. Delivery

    Files sent back in your format, plus the glossary and translation memory. Both are yours to keep, including if you take future updates to someone else.

Contact

Tell us about your game.

We'd like to know a few important things about your game — word count, timeline, platforms, and anything else you're concerned about. We will respond to you within two business days.

Prefer email? hello@tahootee.com