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I totally agree with you about the friction in Gameplay. It's always a problem when trying to take a genre in a new direction. But it's still wort it and hopefully players will find the good things. 

When it comes to localization. I find that word count often isn't a great measurement of how much work is required. I usually check how many instances of text there are. Are the text stored in the folder with json files? I can take a look and estimate how much time it would take. When it comes to puns etc I have a lot of experience. In addition to films I have adapted lyrics and other texts (fiction and non fiction) as a part of my linguistics education. And localizing things like idioms are half the fun. 

But the most important question is how much effort it takes to adapt the code. And if you say the code isn't really made for multiple languages at the backend. Because if it's to much of a hassle for you guys it's not worth the effort. I have a limited knowledge when it comes to programming so that is not something I can determine. 


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I have a pretty clear picture of the ins and outs (both from a programming perspective and a localisation perspective), and as I say, it's just not something I have the resources for.

Some of the game's strings are within its json files, but there are plenty that are not. Even if I ignore the cost of other people's time localising strings, the work of externalising those strings and implementing a system for tracking and substituting per locale is beyond what I can allocate to Hive Time - it's been a stretch to put together even the superficial patch that shipped today (which definitely wouldn't have been possible if I had the extra overhead of maintaining additional languages).

Edit: I also forgot to mention that since Hive Time's UI doesn't scale and isn't flexible, that represents another non-trivial amount of work that would be needed before I could consider localisation (in other games I've worked on, German and Russian localisations have required changes to layout handling).