ManuceTranslate a fileTranslate a Unity or Godot game into German

Translate a Unity or Godot game into German

Upload the string table your Unity or Godot project exports as CSV: Manuce fills or adds the German column and returns the same file, ready to reimport. Keys, placeholders and tags stay untouched. What remains for you is checking in-game how much space the much longer German labels take.

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What it costs

For the language files of a Unity or Godot game totalling about 4,000 words, into German:

Essentiel
€24

To understand, internal use.

Professional
€72

Ready to send, by the technical specialist.

Premium
€140

Cross-checked. For documents that commit you.

Price for one language, original layout included. VAT not applicable — article 293 B of the French General Tax Code (CGI). The exact quote, based on your file's word count, is shown before you pay.

What German does to a game interface

German typically runs 20 to 35 % longer than English, and the growth hits short UI words hardest. Settings becomes Einstellungen, Load becomes Spielstand laden, and Music volume can become Hintergrundmusiklautstärke, a single compound with no natural break point. A button sized for English can see its label double in width.

  • Capitals: every noun is capitalised (das Schwert, die Truhe). Labels forced to upper case by your renderer are unaffected; anything in normal case is.
  • Characters: ä, ö, ü, ß and their capitals must exist in your fonts. A TextMeshPro atlas in Unity or a Godot font limited to ASCII will show empty boxes.
  • Quotation marks: German uses „…“, so quoted speech inside dialogue changes its marks.

Plurals, du versus Sie, and moving placeholders

German has only two CLDR plural categories, one and other, and one applies to exactly 1. Zero takes the plural: 0 Münzen, not 0 Münze. If your code was written around a language that treats 0 as singular, such as French, check the condition before shipping German.

Register matters too. Most games address the player informally with du (Drücke E, um die Tür zu öffnen), while business software uses Sie. A game that switches between the two from one screen to the next looks careless: check the form chosen in the free sample, then its consistency across the translation.

Word order shifts as well, with the verb often moving to the end. {player} found {item} becomes {player} hat {item} gefunden. Placeholders move; they must not vanish or be translated, which is exactly what Manuce checks.

What Manuce returns, and what it does not do

Manuce works on the string table exported as CSV: one key column, one column per language. The de column is filled if present, added if not. You get the same file back: indentation, key order, quotes, comments, line endings, encoding and BOM are preserved; only the values change.

  • Every translated value is compared with the source: {0}, %d, Godot BBCode such as [b]…[/b] or TextMeshPro tags such as <color=#FFCC00> must all still be there. If a mismatch persists, the source value is kept and the report says so.
  • Not translated: keys, empty values, URLs, email addresses, numbers, colours, date formats, identifiers, and anything marked as non-translatable.
  • The report lists translated strings, strings left as they were, and why.

Manuce never sees your game running: it does not resize buttons, add glyphs to fonts, or handle textures with baked-in text or voice-over. Nor does it produce sworn or certified translations, should a legal text ship with the game.

Preparing the CSV and checking after reimport

Before uploading:

  • Export the full table with an up-to-date source column. An empty source string stays empty.
  • Make sure names you want kept as they are (the game title, a faction) are marked non-translatable; otherwise check them in the free sample and in the delivered file.
  • If one word serves two contexts (Fire as an action and as an element), two separate keys translate better than one shared key.

After reimporting:

  • Walk through the menus in German looking for overflow in buttons, tabs, tooltips and subtitles.
  • Display a string containing ß and Ü to test the font atlas.
  • Test a counter at 0, 1 and 2.
  • Review the strings the report left in the source language and fix their markup if needed.

In practice

  1. Export your game's string table as CSV from Unity or Godot.
  2. Upload it, choose German and read the free sample (du or Sie, proper names).
  3. Download the same CSV with the de column filled, plus the report.
  4. Reimport it and test long labels, fonts and plurals in-game.

Frequently asked questions

My Godot CSV already has en and fr columns. What happens to it?

A German column is added, or filled if it already exists empty. The other columns, key order and encoding stay as they were, so you can reimport the file directly.

Will the game use du or Sie?

Games usually address the player with du, but it depends on the tone of your source text. Check the form in the free sample before paying, then verify it stays consistent in the delivered file.

Umlauts show up as boxes. Is the translation at fault?

No: the file keeps its encoding, so the issue is the font. Your character atlas (TextMeshPro or Godot font) must include ä, ö, ü, ß and their capitals.

What if a placeholder like {0} goes missing?

Each translated value is checked against the source. If the mismatch persists, the source value is kept and the report flags it, so you know which string to revisit.

Are keys counted in the price?

No. The price is based on the words in the values; keys and tags are excluded. The quote appears as soon as you upload the file.

The specialist in charge

This subject goes to Dédale, the technical specialist. See how it works.

Try it on your own file, free

A sample of your file translated at the level you choose, before any payment. You judge, then you decide.

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