Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hi, I really like the game and appreciate the new update.

I noticed that after the latest 1.1.2 version, the text/font rendering seems to have changed. In the older version, community translation tools and Chinese font fallback worked properly, but in the new version, these characters show up as square boxes might because the game’s current TextMeshPro font does not include CJK characters.

Would it be possible to restore the previous font/text support, or add fallback font support for Chinese/Japanese/Korean characters? This would make community translations much easier to use.

Thank you for your work on the game!

Hello!
To my knowledge, I have not made changes to the TextMeshPro font/text support, it should have remained the same between builds. I am sure I did not change or remove any fonts, but I can look into it one more time. Maybe the translation needs an update? (A few lines have been added to the game). I'd love to get more insight into what goes into a community translation too, as I am not the one making those. :)

Thanks!

(+1)

Hello!

Thanks for the reply. The issue has been solved now. It looks like it was not caused by a change in the game’s TextMeshPro fonts.

I should also clarify that I’m just a fan of the game, not the developer of the translation tools or the community translation method. From what I understand, the current community translation mainly uses BepInEx with XUnity Auto Translator.

XUnity Auto Translator works by detecting/capturing text when it appears in the game, translating or matching it, and then replacing the displayed text with the translated version. The translated lines are usually stored in text files under:

BepInEx/Translation/zh/Text/

The format is usually like:

English text=Chinese text

For my own setup, I also used regex replacement rules for repeated dynamic text, such as day numbers, item counts, fish weight, food amount, bait amount, and similar UI text. This helps avoid having many repeated entries like “Day 1”, “Day 2”, “Food: 3”, “Food: 4”, etc.

I also used asset/file extraction tools to find journals.txt and dialogues.txt, then added those lines directly into the translation files. This makes longer journal and dialogue text easier to translate properly, instead of waiting for every line to appear in-game first.

In my case, the font issue was solved by not forcing an external TMP font bundle through XUnity. Leaving the TextMeshPro override/fallback font options empty worked better with the current Unity 6000 build.

Thanks again for checking, and I really appreciate your work on the game!