Mobile gaming has long ceased to be just entertainment; today it is a huge industry where content is consumed daily by millions of users. However, many talented developers from different parts of the world release their masterpieces exclusively in their native language, depriving the rest of the community of the opportunity to enjoy the story or mechanics. This is where the question arises of how to translate Android games to make them accessible to a Russian-speaking audience.

The localization process can range from simple substitution of text files to complex engineering work with binary resources and recompilation of the entire application package. You don't have to be a professional programmer to get started, but a basic understanding of Android file structure and patience are a must. In this article we will analyze all the stages: from preparing tools to final assembly and testing of the translated project.

Preparing the working environment and choosing tools

Before you start decompiling an APK file, you need to provide yourself with reliable software. The market offers many utilities, but not all of them are equally effective for working with game resources. The main industry standard is APKTool a console utility that allows you to disassemble and assemble application packages without losing the integrity of resource signatures. For those who prefer a graphical interface, an excellent choice would be MT Manager or NP Manager, running directly on the device.

In addition to the decompiler, you will need a high-quality text editor with support for UTF-8 encoding in order to correctly display the Cyrillic alphabet and special characters. Regular Notepad will not work here, as it can distort the structure of XML files. It is recommended to use Notepad++, VS Code or specialized editors inside file managers. It is also worth installing an emulator in advance or preparing a test device to check the functionality of the modified game.

⚠️ Attention: Using someone else's intellectual properties without the permission of the copyright holder may violate license agreements. Translate games only for personal use or with the official consent of the project authors.

It is important to understand that different engines require different approaches. Games on Unity often store strings in separate assets, while native projects can hide text deep in system resources. Therefore, there is no universal solution, and the set of tools can expand as you work. The main thing is to have a backup copy of the original file before starting any manipulations.

☑️ Preparation for localization

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Analysis of the APK structure and search for text resources

After installing the necessary software, the first step is decompiling the target file. When you start the unpacking process, a directory is created containing all the application resources: images, sounds, code and, most importantly, localization files. The structure usually follows the standard Android project template, where the texts are concentrated in a folder res/values. This is where files are stored strings.xmlcontaining arrays of strings for the interface.

However, in modern games the situation is often more complicated. Developers can export texts to separate files of the format .json, .lua or even encrypt them inside the engine binaries. If you don't find the usual XML files, you should pay attention to the folder assets. There are often configuration files that are loaded dynamically when the application is launched. Searching for keywords in the original language using the “Find in Files” function will significantly speed up the localization process.

When analyzing the structure, it is important to pay attention to resource qualifiers. Folders with names like values-ru, values-es or values-zh indicate the presence of built-in support for other languages. In this case, your task is simplified: just copy the existing file, rename it to values-ru and replace the contents. If there is no such folder, the system will have to be “deceived” by replacing the values ​​in the default file values/strings.xml.

What to do if the texts are not in XML?

If you did not find the texts in res/values, most likely they are packaged in Unity resources (resources.assets) or stored in a binary format. In this case, you will need to use specialized utilities like UABEA or AssetStudio to extract and edit engine assets.

The translation process and working with variables

Direct translation requires not only knowledge of the language, but also an understanding of the technical context. Localization files often contain special tags and variables that cannot be removed or changed arbitrarily. For example, a construction like %1$s or {player_name} serves as a place to substitute dynamic data: player name, number of points or level. Violation of the syntax of such inserts will result in the application crashing or displaying “krakozyabr” instead of text.

The length of the line also plays a critical role. Russian often requires more characters to express the same idea than English. The button labeled “Start” easily turns into “Start Game,” which may not fit into the allotted rectangle of the interface. When translating, try to remain concise or be prepared to adjust the sizes of interface elements in markup files .xmlif the game allows this at the resource level.

To speed up the process, you can use machine translation, but its result necessarily requires manual proofreading. Automatic systems often make mistakes in the context of game terms, confusing "mana" with "sleeves" or "loot" with "loss". The expert approach involves creating a glossary of key game terms at the start of work to ensure consistent translation throughout the project. This is especially important for RPGs and strategies with a large amount of text.

Resource type Location Editing features
Interface lines res/values/strings.xml Contains variables %s, %d; require maintaining the tag structure
Dialogues and plot assets/ or .json Often divided into chapters; the context of the story is important
Textures with text res/drawable/ Require a graphic editor (Photoshop); complex process
📊 Which translation method do you prefer?
Manual translation in a notepad
Using MT Manager on the phone
Automatic translation with subsequent editing
Editing via Unity Asset Editor

Specifics of translating games on the Unity engine

A significant part of mobile games are created on the engine Unity, which has its own unique data storage architecture. In such projects, texts are often not located in open XML files, but are packed into sharedassets or resources.assetsfiles. To work with them, the standard APKTool is powerless, and requires the connection of heavy artillery pieces in the form UABEA (Unity Asset Bundle Extractor) or AssetStudio.

The process is as follows: you extract the desired asset bundle from the APK, open it in a specialized editor, find the string table (often it has the type TextAsset or MonoBehaviour) and export the data to a convenient format, such as CSV or JSON. After translation, the data is imported back and the file is saved. This method is more complex, but it gives access to 99% of the game's text content, including item descriptions and NPC dialogue.

Sometimes developers use third-party localization systems such as I2 Localization. In this case, the data may be stored encrypted or split into many small files. In such situations, it is useful to look for references to localization keys in the game code. Analyzing the file classes.dex using a disassembler can tell you where exactly the engine is accessing the lines, which will narrow down the search.

⚠️ Attention: When editing Unity assets, it is critical to maintain the original file size and structure. Changing the size of the binary block may cause the game to stop loading altogether.

Assembling, signing and installing the modified APK

When all the texts have been translated and saved, the reverse assembly stage begins. If you worked on a PC via the console, the command will look like apktool b folder_name. In the case of mobile managers, the process is automated: just click the “Save” or “Collect” button. At this stage, the compiler checks the XML syntax and resources, reporting errors if you have violated the file structure somewhere.

The assembled file cannot be simply installed on the phone. Android requires all apps to be digitally signed by the developer. Since you don't have the original key, the APK needs to be re-signed with your test key. Most modern tools, such as MT Manager or ApkSignerdo this automatically when you save the project. Ignoring this step will result in an installation error with code INSTALL_PARSE_FAILED_NO_CERTIFICATES.

Before installation, remove the original version of the game from your device, as the signatures will not match and the system will block the update. Install your modified file and start testing. Check all menu screens, dialogs and pop-up notifications. Pay special attention to the fonts: if the Russian text is displayed in squares, it means that the game uses a font without support for the Cyrillic alphabet, and it will have to be replaced with a compatible analogue (for example, Roboto or Noto Sans).

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If after installation the game crashes at startup, try clearing the application data in the Android settings or reinstalling it by first deleting old files. Often the conflict arises due to the cache original version.

Solving common problems and debugging

Even experienced localizers encounter difficulties. One of the most common problems is “broken” lines, when text overlaps each other or extends beyond the screen. This can be solved by editing attributes layout_width and layout_height in layout files, or by shortening the translation text. Sometimes you have to sacrifice the accuracy of the translation in order for the inscription to fit on the button.

Another common mistake is the lack of encoding. If you see strange characters instead of letters, check that the file is saved strictly in encoding UTF-8 without BOM. Android parsers can perceive it as part of the first line, breaking the entire file. Notepad++ This is checked through the "Encodings" menu.

It is also worth considering that some games load texts from the server. In this case, localization at the APK file level is impossible, since the client downloads the actual lines from the network each time. by launching the game: if there is no text at all or it is standard (stubs), then server localization is used. The only way around this is by intercepting traffic and substituting server responses, which requires advanced networking skills.

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Successful localization is not just replacing words, but a comprehensive adaptation of the interface, fonts and technical parameters to the target language.

Is it possible to translate an online game with server verification?

It is extremely difficult to fully translate such a game. If the texts are stored on the server, you will either have to put up with the original language, or use tools to modify network traffic (for example, proxies), which often leads to an account being banned by anti-cheat systems.

Why does the game crash on the splash screen after translation?

Most likely, you violated the structure of the XML file (forgot the closing tag or quote) or changed the size of a critical resource. Check the error logs via logcat or try rolling back the latest changes.

Do I need to rename the values ​​folder to values-ru?

Not necessary. If you replace text in the default file values/strings.xml, the game will use it by default. Creating a folder values-ru is necessary if you want to leave the original language as a fallback option or support multilingualism.

Which font is best to use for replacement?

The universal choice is font family Noto Sans or standard Roboto, since they have excellent support for the Cyrillic alphabet and are readable on screens of any resolution.