Windows 10 / 11 · 64-bit
Unsigned today — Windows SmartScreen may warn on first install.
Running Linux? RuneTranslate works under Wine and Proton, including on the Steam Deck.
New releases go to Supporter+ members first. Everyone else gets them free 5 days later.
v0.52.4 becomes free for everyone on 2026-08-21.
Get the current free version (v0.52.1)Export no longer fails on older Wolf games. Games built with Wolf RPG Editor 2.x could
fail to export with UberWolfCli repack exited with code 3221226356. The bundled repacking
tool cannot rebuild that archive format at all — and worse, it damaged the archive on the way
out. RuneTranslate now detects this, restores the archive, and ships the translation as loose
files instead, which the game reads in preference to its archive. The original archive is kept
beside them as .wolf.rt-original, and a note in the export folder explains how to undo it.
Confirmed playable end to end on a real 2.x title.
Strings the engine looks up by name are no longer offered for translation. Wolf resolves
database type, data and field names by their exact text. Translating one didn't produce a bad
translation — it stopped the game starting, with errors like【DB操作】以下のタイプ名は存在しません. These are now recognised structurally and shown as
red opt-in rows. If you already translated some, just re-export: the protection applies when
writing the game files, so an existing project is repaired without recreating it.
Roughly half the rows in a Wolf project were never translatable text. Developer comment
blocks (including the ■■■ separator bars that showed up as rectangles) were not being
detected at all. Neither were numeric fields, which appeared as meaningless one-character rows
like A — and translating those corrupted the exported file. On the test game this removed
about 10,000 rows that should never have been billed to a translator.
Dialogue that was previously unreachable now appears. Some lines were swallowed inside
mis-read data and could not be translated at all; 129 Japanese lines were recovered on the test
game, including ordinary character dialogue.
The Image Studio now works for Electron games. Their artwork lives inside app.asar, so
the gallery used to come up empty. Images are now listed straight out of the archive — 528
images in well under a second on a 2 GB game — and Cocos Creator titles show each picture under
the name the developer gave it (Texture/mainUi/btn_3) rather than a random id. Edited images
are written back into the archive.
Asset ids are no longer offered as translatable text. Cocos games load audio and artwork by
string, and those strings are often written in Japanese (voice/イベント_006), so they looked
like ordinary text. Translating one breaks loading. They are now shown as red opt-in rows
instead — 564 of them on the test game, with no dialogue affected.
Games often bake the same caption into many pictures. You can now select one or more text
boxes, press Ctrl+C, open another image, and press Ctrl+V — or use the new Copy and
Paste buttons beside Delete. The translation, font, colour, size and rotation all come across,
so a repeated caption only has to be typeset once. Boxes pasted onto a smaller image are kept
inside the canvas.
Settings → workspace size. It could previously grow without ever being cleaned up.
finishing with a silent "Done".
SHA-512: PkNCTKdAyfkyQQsgFfoAjeQlr1b8Q1wCmAzPbDu38IyYWVWgbpY6+3ERCB/QK/rWH13b9kKg5zkywL1AJinyVA==
Older installer binaries are pruned to save disk. Release notes stay here for history; active users auto-update.
\GO(...) now arrive as red opt-in rows too. Existing YU-RIS projects keep the old rows, so re-create the project to get the clean list.Assembly-CSharp.dll, where no asset extractor could reach it — 820 strings on the game this was built against, including on-screen prompts, loading-screen tips, class descriptions and item messages. Strings the game feeds to animator parameters, tag comparisons or scene loads arrive as opt-in rows, so translating one cannot silently break the game.Open any engine to see exactly what changed for it, and in which version.
<Keyboard>/w, Vector2, GUIDs), TextMeshPro font/sprite/style assets and tag/id fields now arrive as opt-in rows instead of live text — 627 of 1,701 rows on one game — and C# code templates that some asset packs ship as TextAssets are no longer sliced into hundreds of rows.System.json at all. Verified on a game with 1,004 encrypted images, and baked images are written back in the game's own format.Kirikiri: games that keep their data inside the .exe (no .xp3 on disk) are now detected and translated.
Unity:
Support tickets: you can now keep 3 open at once instead of 1, and resolved tickets no longer count against the limit.
Tickets are also kept longer — 20 days without a reply instead of 10, and 90 days after a ticket is marked resolved.
Godot: fixed an error that could stop a C# game from opening ("could not recover this Godot game — FileWrite error"). C# games now unpack in a single pass.
Godot: games written in C# extract their dialogue. Previously only a handful of menu strings came through — the script lives in the game's compiled assembly, which is now read, and translations are delivered through the game's own translation file.
Godot: fixed a freeze when opening a game whose pack is encrypted. The app stays responsive and finds what it needs in milliseconds instead of stalling for minutes.
Godot: far less noise on English-language games. Animation names, bone paths, mesh data and other engine internals are no longer offered as translatable lines.
Godot: fixed a freeze when opening a game whose pack is encrypted. The app stays responsive throughout and now finds what it needs in milliseconds instead of stalling for minutes.
Godot: games written in C# now extract their dialogue. Previously only a handful of menu strings came through — the script lives in the game's compiled assembly, which is now read, and translations are delivered through the game's own translation file.
Godot: far less noise on English-language games. Animation names, bone paths, mesh data and other engine internals are no longer offered as translatable lines.
Kirikiri: Thai vowel and tone marks now sit on their letter instead of taking a space of their own.
Security and stability improvements.
Fixes
Ren'Py — Image Studio support. Title screens, menu art and buttons can now be
translated in Ren'Py games, both the ones that ship their art loose under game/
and the ones that pack everything into .rpa archives. Images inside an archive
are read straight out of it, and the translated version is written back so the
game loads it without any repacking. Verified on a fully-packed Ren'Py 8 title:
954 images found in under a second.
Previously the Studio simply found nothing in a Ren'Py game and said so.
Everywhere else in the Studio
of images opens and scrolls as fast as one with ten.
gui/ and images/ folders.
Also fixed
İ or Japanese text produced a game that closed instantly on launch, with no error.
The export now warns before it starts, and points you at a plain A–Z folder
name. (Accented Latin characters were never affected.)
The old Images tab was a one-shot automation — draw a box, and at export the app
erased it and stamped one line of system text. When it got something wrong, there
was nothing you could do.
The new Studio tab replaces it with the workflow comic translators use:
detect → clean → typeset → bake, every step yours to correct.
and rotate boxes freely, with undo throughout.
so your translation sits on the real background instead of a coloured patch.
outline, shadow and colour per box. Seven bundled fonts cover Latin, Cyrillic,
Greek, Japanese, Chinese, Korean, Thai and Arabic; vertical Japanese included.
An eyedropper picks colours straight off the artwork, and the canvas shows
exactly what the export will produce.
Engines: RPG Maker MV / MZ (including games that ship encrypted images),
Kirikiri / KAG (XP3 archives, TLG included), NScripter / ONScripter (.nsa), and
any other engine that keeps its images in ordinary folders.
Plans: Free opens the Studio and reads your existing work — this does replace
the old free flat-fill image export. Supporter unlocks the whole editor. Pro adds
a much larger daily image allowance for whole-game jobs.
Image translation is new and has not been through a full playthrough on every
engine yet. If a baked image looks wrong in game, a support ticket from inside the
app is the fastest way to get it fixed.
Godot: games whose data is encrypted can now be translated. These failed at project creation with "Cannot open encrypted pck". Very large games are supported too — packs over 2 GB used to stop the export.
LiveMaker: games that keep their data in a separate index file (game.ext next to game.dat) can now be exported, not just read.
RPG Maker XP/VX/Ace: fixes missing images after export in games with Japanese file names, and the editor is far more responsive on large games.
Ren'Py: menu buttons, phone and SMS text, character bios and gallery hints are now picked up.
Security and reliability hardening around sign-in and account checks. Recommended for everyone.
Developer tier: the interchange tab now needs to be opened once while online before it will work offline.
Ren'Py: a lot more of the game now comes through. Menu and interface buttons written directly into a screen (Back, Auto, Skip, Log, Q. Save and friends), phone and SMS text along with its reply choices, character bios and journal entries, and gallery unlock hints were all left in the original language because they aren't written as ordinary dialogue lines.
Ren'Py: text containing a literal square bracket, such as a perk or item name like [Social Chameleon], no longer breaks. It was translated but reached the game with a bracket missing, so the line rendered wrong.
Re-scan an existing project, or create a new one, to pick up the extra lines.
Unreal Engine: accented characters now display correctly in game. Translations into Spanish, French, German, Portuguese, Italian and the Nordic languages were shipping letters like á, ó, ñ, é, ü and ß as a question mark — "poción mágica" reached the player as "poci?n m?gica".
Re-export an existing project to fix it. Your translated text was never damaged, so there is no need to translate anything again.
Unity: games with an English or other Latin-script source language now extract their in-game text. Titles that used to detect the engine but find no lines at all — dialogue, menus and UI — now come through.
Unity: button, animator and event wiring is filtered out, so the editor lists real text instead of thousands of internal names. What was skipped is shown in the extraction report.
Unity: more third-party plugin lookup keys are protected from translation, so exported builds keep working.
Smoother on very large projects — a few actions that could stall the app on huge games no longer do.
Find a file by typing. Projects with a lot of files now have a filter box above the file list in the editor — type part of a name to narrow it down. Handy on games that ship hundreds of script files.
The RT Coins shop is now in the app. Settings → RT Coins shows your balance and streak, sells gift codes and cosmetics, and redeems a code — no need to open the website. Everything RT Coins introduced in 0.49.0 is unchanged.
RT Coins. Every month you stay subscribed earns coins, and an unbroken run earns more. Spend them on a month of RuneTranslate for someone else — you get a code to hand to anyone — or on cosmetics. Balance and streak are on your account page.
Gettext (.po / .mo) — new engine, the 19th. Python and pygame games, Solarus, SDL and GTK games, and anything localized with Poedit, Weblate or Crowdin. Export writes the compiled .mo the game actually loads, protects %s and {count} placeholders, and fits plural forms to your language.
Two new themes. Aurora and Ember, unlocked with RT Coins.
Four engines get text they were missing entirely, plus a font fix for accented languages and several editor conveniences.
Ren'Py: accented languages no longer show boxes. Hungarian, Polish, Czech, Slovak, Romanian, Turkish, Baltic, Vietnamese, Greek and Cyrillic translations came back as □ because many game fonts simply don't contain those letters — on one game, nine of its seventeen fonts couldn't render Hungarian. A suitable font is now bundled automatically for those languages. Re-export an existing translation to pick it up.
Ren'Py: choices, prompts and asset names. Choices that only appear under certain conditions (a perk, an earlier decision) were invisible to the scan — 239 of them on one reported game. Those are picked up now, along with the prompt a game shows when you type your character's name. Sound and image file names are no longer offered to you as text to translate.
Artemis: scenario files that came back empty. Some script files produced nothing at all and looked as though they'd been skipped on purpose. They hadn't — a single line of a certain kind made the whole file unreadable, silently. One reported game gained 27 scenario files and roughly 6,800 lines.
RPG Maker: .xos scenario scripts. Some games keep their entire character dialogue in scenario files beside the game data rather than inside it, so only menus were being translated. On the reported game that was 33,574 lines that had never been visible. Speaker names, choices and the stage directions around them are kept apart, so only what the player reads is translated.
Godot: separate .pck files, and Dialogic. Games that keep their content in a .pck beside the .exe can now be exported — previously the export stopped with an error. And visual novels built with the Dialogic add-on now get their dialogue, which for one game meant going from 822 lines to over 10,000.
Kirikiri: somewhere to enter an encryption key. If a game's archive needs a master key, there's now a field for it when you create the project, right where the error appears.
Export warns before it can overwrite saves. If you export again over a folder you've been playing in, you'll be told how many save files are there and whether any are actually at risk, so you can back them up first.
Editor conveniences. Drag a box over the lines to select them — no need to turn on a mode first, and the Select button is gone. The refiner now remembers a model for each engine separately, so switching between a local model and an API model no longer clears what you typed. And reopening a project returns you to the file and line you were last working on instead of resetting to All.
Godot games that keep their data next to the .exe can now be exported, Godot visual novels built with Dialogic get their script translated, and Ren'Py picks up choices, prompts and asset paths it was getting wrong.
Godot: games with a separate .pck file now export. Some Godot games keep their content in a .pck file beside the .exe instead of inside it. Those could be opened and translated but not exported — the export stopped with "supports games with the .pck embedded in the .exe". They now export normally, and the game's .exe is left exactly as it was.
Godot: visual novels made with Dialogic now get their dialogue. If a Godot game is built on the Dialogic addon, its whole script can live in timeline files that nothing was reading — so the game would come back with its menus translated and its story untouched. Those are now included. On one reported game that took it from 822 lines to over 10,000. Speaker names, choices and the stage directions around them are kept apart, so only what the player reads is translated.
A translated line can no longer break a Dialogic game's speaker labels. Certain punctuation in a translation was being read by the engine as "this is a character name", which could make it invent a character mid-scene. If you already exported a Dialogic game and your translation contains colons, re-export to pick this up.
Ren'Py: choices that only appear under certain conditions were being missed. Many games only offer a choice when something is true — a perk, an earlier decision, an item. Those options were invisible to the scan and came back untranslated. On one reported game that was 239 choices. All of them are picked up now.
Ren'Py: sound and image file names are no longer offered as translatable. Entries like sound effects/click.wav or week 2/w2_1947.png were being listed as text to translate whenever the folder name contained a space. On one game that was roughly 2,800 rows of noise you were paying to translate. They are now marked as excluded, like every other asset path.
Ren'Py: name-entry prompts are translated. The question a game asks when you type your character's name — "Now, what is your family name?" — was never collected, and stayed in the original language even in a finished translation.
To pick the Ren'Py and Godot changes up on an existing project, use "Re-scan source" in the ⋯ More menu, or create the project again.
The AI refiner can now double-check a translation against the original, Wolf RPG games get a lot more of their text, and two refiner bugs are fixed.
Refine has two modes. The refiner used to only improve the wording of the translation you already had. It can now also check against the source: it translates each line from the original itself, compares that with your current translation, and keeps whichever is more faithful. Reach for it when a line was translated wrongly rather than just awkwardly — polishing tends to keep a confident mistake if it reads well. Set a default in Settings → Translation, or change it for a single run in the Refine dialog. The default is the old behaviour, so nothing about your existing results changes unless you switch.
If you use your own refiner prompt, the mode now works alongside it — your prompt still decides tone and terminology, and the source-check instruction is added on top. (In the previous build the mode picker was greyed out for you. Sorry about that.)
Fixed: "Reset to pending" could stop working on a refined line. If you reset a refined line to pending and then used "Reset refined translations", the old translation came back and the line got stuck — its reset option greyed out. Clearing a translation now clears its pre-refine copy too, so the two resets no longer fight. Affected projects heal themselves the next time you use either reset.
Wolf RPG: three separate causes of missing text.
.txt files under Data/ that a plugin reads at runtime instead of in the event data. Those are picked up now, and each line's speaker prefix and directives are preserved exactly — only the spoken text is translated, so a line can't lose the marker that makes the game display it. One reported game gained ~310 lines this way.To pick the Wolf changes up on an existing project, use "Re-scan source" in the ⋯ More menu, or create the project again.
Wolf RPG games get a lot more of their text, and Refine can now double-check a translation against the original.
Refine has two modes. Until now the AI refiner improved the wording of the translation you already had. It can now also check against the source: it translates each line from the original itself, compares that with your current translation, and keeps whichever is more faithful. Use it when a line was translated wrongly rather than just awkwardly — the polish mode tends to keep a confident mistake if it reads well. Pick a default in Settings → Translation, or change it for a single run in the Refine dialog. The default is unchanged, so nothing about your existing results moves unless you switch.
Wolf RPG: three separate causes of missing text, all fixed.
.txt files under Data/ that a plugin reads at runtime, rather than in the event data. Those are now picked up, and each line's speaker prefix and directives (0/, #bgs20, \150, @6, %003) are preserved exactly — only the spoken text is translated, so a line can't lose the marker that makes the game display it. One reported game gained ~310 lines this way.To pick these up on an existing Wolf project, use "Re-scan source" in the ⋯ More menu, or create the project again.
Support tickets, a fix for missing character portraits in RPG Maker MZ, and better Kirikiri detection.
Support is now a conversation. There's a new Support screen in the app: your bug reports and feature requests become tickets you can reply to, and the developer can reply back. You get a badge in the app and an email whenever there's an answer, so a report is no longer something you send into the void. Available in all 18 app languages.
RPG Maker MZ: fixes character portraits disappearing after translation in games that use a standing-portrait plugin (such as TRP_SkitMZ). These plugins find a portrait by matching the speaker's name, so translating the name stopped the match — the game kept running, the portraits just silently never showed. Both sides are now kept in sync on export, and the portrait images themselves are untouched. Re-export an affected project to pick this up.
Kirikiri: detects more games. Titles whose folders don't carry the usual engine markers are now recognised by the shape of their archives instead, so games that previously weren't detected as Kirikiri at all should now open.
Wolf RPG: asset paths are no longer offered as translatable text.
Also includes smaller export and translation-memory fixes.
Kirikiri: fixes several crashes that could happen after translating a game.
Note: to pick these up on an existing Kirikiri project, use "Re-scan source" in the ... More menu, or create the project again.
If a Patreon payment fails (for example an expired card), you now keep your paid features for a few days with a reminder to update your card — instead of losing access right away.
When a pledge unlocks a new tier, RuneTranslate now shows you exactly which features just became available.
Also includes the near-real-time collaborative projects from 0.47.5 (a teammate's edits and cursor now show up live).
Collaborative projects are now near-real-time: a teammate's edits and their live cursor/selection show up the instant they happen, instead of after a short sync delay. If the live connection is interrupted it automatically falls back to the previous background sync, so collaboration keeps working either way.
Also includes the fixes from 0.47.4 (better Wolf RPG file/asset-path exclusion, the refined-text export fix, and removal of the manual "Scan for issues" option).