Existing Fan Translations (so far!):
- French by Ruihai Youngblood
- French by ZoidbergForPresident
- French by Christophe Pallarès
- Italian by Matteo Cambedda
- German by Dave Keller
- German by Björn Bieck
- Spanish by Juan José Stanizzo
- Czech by Vojtěch Čejka
- Russian by UDTeam
- Portuguese (Brazilian) by André Campos, Eduardo Fonseca & Bruno Izidro
- Portuguese (European) by José Santos
- Korean by Yoo WooSung
- Korean by Song HoJeon
- Esperanto by Ben Speakmon
- Chinese recovered by zScythe
- Chinese Traditional for Taiwan region by Laishaoyi
- Turkish by Türkçe-Çeviri Localization Group
- Hungarian by indies4indie
- Norwegian by Herman S. Lilleng
- Japanese by 伊東 龍 (Ryu Ito) and 武藤陽生 (Yosei Muto)
- Greek by Alexia P.
- Dutch by Tim Hengeveld
If you’ve completed a fan translation, please comment or email us!
HOW_TO: Localize Gone Home
Hi! If you’re interested in translating Gone Home into your native language, or 1337-speak or Esperanto or just rewriting the story as a parody, this document will help you do that!
Before we get into the nitty-gritty aspects, though, a warning: Almost all of the story-relevant content in our game is in the text files. Translating it will expose you to all of the story and secrets of the Greenbriars’ lives. For a better experience, I highly recommend playing the game through and discovering all you can before digging in to the text.
Now that that’s out of the way, here’s the important information you need!
For writing content with non-English characters, you will need a text editor that can save UTF-8 encoded text files. I use Notepad++ for Windows, which works very well. Make sure the encoding in whatever editor you choose is set to UTF-8 so that you can save out non-ASCII characters.
Here is a breakdown of the basic information for localizers. After this is a walkthrough of the beginning of a localization that will be helpful to follow as you begin your efforts.
Creating a new language is as simple as copying the English.txt file into a new file and saving it as .txt. This language name will be displayed in the Languages menu drop-down.
You can then translate each line of the new file, keeping the English text on the left-hand side of the = sign and replacing the text on the right-hand side with your translation. Do not insert extra line breaks; if you need to insert breaks in your text, use the \n newline code.
You can follow the same practice with the files in Subtitles/ and Journals/, saving them with _.txt (or .xml) instead of _English.txt
If you wish to change the font your language uses, you will want to find the lines PrimaryFont = PrimaryFont and SecondaryFont = SecondaryFont in the .txt file and replace the right-hand side with the appropriate font name.
When you run the game, it will export all of the text files to your user data directory. The location of this varies by platform:
Windows 7 and later: /Users/[Username]/AppData/LocalLow/The Fullbright Company/Gone Home/Text/Localized/
Windows XP: /Documents and Settings/[Username]/Local Settings/Application Data/The Fullbright Company/Gone Home/Text/Localized/
Mac OSX: ~/Library/Caches/The Fullbright Company/Gone Home/Text/Localized/
Linux: ~/.config/unity3d/The Fullbright Company/Gone Home/Text/Localized/
(All of these paths contain hidden directories; you will need to change your settings to view hidden files to navigate to these paths)
In this directory you will find two directories and one file. The contents of these are as follows:
English.txt: contains all of the UI text in the game, including overlay text for objects and in-world readables (like the note on the front door). Also has entries for the font to use.
Journals/: contains one file for each page of written material in the game that is read through the reader interface – so notebook pages, pamphlets, photographs, and similar.
Subtitles/: contains one file for each audio diary in the game, containing subtitle timing information and text.
Gone Home ships with several alphabets for use in localization. The default fonts for the game support the English, French, Italian, German, Spanish and Scandinavian alphabets, and should have most special characters available for European translations. The default fonts are named PrimaryFont and SecondaryFont.
There are also additional fonts available for other alphabets:
Chinese (simplified): ChinesePrimaryFont and ChineseSecondaryFont
Cyrillic: RussianPrimaryFont and RussianSecondaryFont
Greek: GreekPrimaryFont and GreekSecondaryFont
Korean: KoreanPrimaryFont and KoreanSecondaryFont
Japanese: JapanesePrimaryFont and JapaneseSecondaryFont
If you are looking for other characters not covered here, or if you are having problems such as the Cyrillic font being too large for your use, please try using the GreekPrimaryFont, as it includes Cyrillic and a multitude of other character sets.
Text areas don’t resize to fit other languages. If you are translating to a language that takes more space than the given English text, you may have to summarize or edit your text to fit the space available in the game.
There are a few pieces of text that can’t be localized. These include the control prompts after starting a new game, the “Loading” text on the cassette on the load screen, the “Gone Home” on the title screen, the end credits, and the time and date in the intro sequence. In addition, many non-story-critical objects don’t display text overlays – things like soda cans, pizza boxes, books on bookshelves, and so forth.
There may be other bugs as the game hasn’t yet been tested with full translations. Let us know what bugs you find and hopefully we’ll be able to fix them!
Example Localization Walkthrough
The first file you will want to deal with is called English.txt. If we open this file in your text editor, we will see that it is in the form = . These strings are all of the UI text in the game, including overlay text for objects and in-world readables (like the note on the front door). We want to select all the text in this document, and copy it to a new document. Save this new document as “.txt”, e.g. Klingon.txt. Now a new language “Klingon” will show up in the drop-down menu in the Languages options menu, but no text will change when we select it.
In order to change the text that is displayed, we need to go through and translate from English to Klingon. Let’s look at a few lines from the file:
Regional Track and Field Finals\nGirls Long Jump Event\nKaitlin Greenbriar\nFirst Place = Regional Track and Field Finals\nGirls Long Jump Event\nKaitlin Greenbriar\nFirst Place
Restore Defaults = Restore Defaults
Resume = Resume
Breaking out our handy Klingon dictionary gets the following (my dictionary is somewhat incomplete):
Regional Track and Field Finals\nGirls Long Jump Event\nKaitlin Greenbriar\nFirst Place = Regional ghoch je yotlh Qav\nbe’Hom nI’ Sup wanI’\nKaitlin Greenbriar\nwa’DIch Daq
Restore Defaults = Defaults SabHa’
Resume = Qa’
Now if we were to load up the game and select “Klingon” from the menu, we would see these three pieces of text replaced with their Klingon equivalents.
Before translating the rest of the file, though, we want Klingon to show up with the proper alphabet – it’s no fun if we can’t see those letters! So we’ll find the two lines in the file:
PrimaryFont = PrimaryFont
SecondaryFont = SecondaryFont
And replace them:
PrimaryFont = KlingonPrimaryFont
SecondaryFont = KlingonSecondaryFont
..and now when we switch back to the game, all English characters will have been replaced by Klingon characters!
(A note for less-frivolous translations: the rest of our fonts do not replace English characters; they all have the English alphabets included. So you will see the presentation of the letters change when you switch fonts, rather than the letters being replaced with different glyphs.)
After we have translated all ~600 lines of the text file, we will need to translate our subtitles. For this, we can open a file such as “At the New House_English.xml”, copy its contents to a new file, and save it alongside the original as “At the New House_Klingon.xml”. Subtitle files look a bit more complicated than the base language files; they include timing information for displaying each line. The process is much the same, though. We take a line such as :
We moved into this house. I’m at a new school. And my big sister being gone for a year doesn’t make it any easier.
and change it to:
vIH vaj tuq. jIH legh DuSaQ chu’. ‘ej ‘oH doesn’t tIn be’nI’wI’ chay’pen DIS vay’ Dov’agh.
You probably won’t need to alter the timing information, but if you have lines that take significantly longer to read than the original English, you can adjust the StartTime value of the next line, or even add extra lines.
After completing all of the Subtitles, the last part of a translation is the Journal files. These are very simple, just a plain text file. We can open something such as “Sam_BirthdayCard_Interior_English.txt”, copy the text, and save the new file as “Sam_BirthdayCard_Interior_Klingon.txt”.
Then once again we take the text inside the file:
Happy Birthday, Sam
and translate it:
and then, less than 200 files later, we will be done with our Klingon translation of Gone Home! Now for the Pirate-speak version…
For translators dealing with non-fictional languages with non-English alphabets, here’s an example of how a translation line might look (automated translation, probably not accurate):
Restore Defaults = 还原为默认值
(if you can’t see the characters on the right in the line above, your text editor doesn’t support UTF-8 encodings, and you will need to use a different one for localization!)
Best of luck in your translations. We look forward to seeing all of the languages players are able to enjoy the game in!
The Fullbright Company