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Historial de versiones

Registro de cambios

Cada versión y qué cambió en ella. Motores compatibles, proveedores de traducción, el Estudio de imágenes y las correcciones detrás — de la más reciente a la más antigua.

Descargar la última versión

Las notas de versión están escritas en inglés y no se traducen.

  1. v1.2.8#

    última2026-10-04
    Engines
    • Artemis: Games that ship their script in several languages now show the lines in the language you pick as the source. Some of these games fill the Japanese slot of every line with a placeholder and keep the real text in the English and Chinese slots, so a project with English or Chinese as its source listed the same placeholder tens of thousands of times and none of the game's lines. The export of such a game also writes its scripts back in a form the game can load; before, every script of one of these games would have come out unreadable.
    • Unity: "Use my own font" now changes text drawn with TextMeshPro. In games whose text uses TextMeshPro, the export kept the game's original font whatever font you picked, because every modern TextMeshPro font was skipped and only the game's plain Unity fonts were replaced.
    • Wolf RPG: Games that keep all of their data as loose files, without any .wolf archive, no longer get a note saying the translation ships as loose files and the game might not start. Those exports were already complete and now finish without the warning, and an export that could stop with an error on such a game finishes normally.

    To get the font change, export the game again with your font set in Settings > Engines. For the Artemis change, create a new project of the game: Re-scan source for new lines keeps the lines an existing project already has.

  2. v1.2.7#

    2026-10-04
    Engines
    • Ren'Py: Lines that were missing from the editor are now found. Some games write a line with no space between the speaker and the text, let a line run on over two lines of the script, or write a monologue in triple quotes, and those lines were never offered for translation. On one game that was 756 of about 22,600 lines. Speaker names written in quotes are now translatable too, so the name box no longer stays in the original language.
    • Unity: Games that keep their script in a language pack beside the game data, such as a Languages/English.zip full of dialogue files and text tables, now have that text found and translated. A project of such a game used to hold only its menus; on one game the pack held about 28,000 lines of dialogue, choices, captions and item text. The export writes the translated pack back in place and leaves the commands, file names and effects in those files untouched.

    New projects get these lines right away. In an existing project, use Re-scan source for new lines to add them; your lines and translations stay as they are.

  3. v1.2.6#

    2026-10-04
    Translation
    • Newer Claude models work with the Anthropic provider. Translating with a model such as Claude Sonnet 5.5 stopped at the first batch with "temperature is deprecated for this model". RuneTranslate no longer sets a temperature for any Claude model, so each one uses its own default.
    Engines
    • Unity: Naninovel games built with Unity versions older than 2021.2 now have their story found. A new project of such a game used to hold only the menus, with every line of the story missing, and many menu labels and options stored beside the story were skipped too.
    • Unity: RuneTranslate now reads and writes Unity games with its own built-in engine instead of a separate helper script. Projects and exports come out exactly as before, byte for byte, on every Unity game and test case we checked.

    The Naninovel change reaches new projects. An existing project keeps its lines as they are.

  4. v1.2.5#

    2026-10-02
    Engines
    • Unity: New projects of games built with PlayMaker leave out the names the game uses internally, also when the developer wrote them in Chinese, Japanese or Korean. On one game that took a project from about 1.37 million lines to about 16,000 with all of its on-screen text kept, and translating those names could stop the game from working.
    • Ren'Py: When a game ships its own translation into your project's source language, the editor now shows the game's text in that language. In games written in two languages, some lines used to be offered in the wrong language or not at all, and collaboration exports now handle them too.
    • Godot: Games that list the same file more than once in their data export again. The export used to stop with an error about the pack's file list.
    App
    • Wording across the app no longer assumes your game is in Japanese.

    The Unity and Ren'Py changes reach new projects. An existing project keeps its lines as they are.

  5. v1.2.4#

    2026-09-30
    Plans
    • Ultimate is the new top plan, $9.99 a month on Patreon. It has everything in Pro plus the largest RuneLingua allowance (6,000,000 characters a month), the biggest image translation allowance, the Developer tab for importing your own CSV, JSON, PO and XLIFF strings, and up to 100 projects.
    • The Account tab now shows Ultimate beside Free, Supporter and Pro, with an upgrade button for Supporter and Pro members.
    • When a Pro member runs out of RuneLingua characters for the month, the message now says how far Ultimate raises the quota.
    • Every screen that lists which plans include RuneLingua now names Ultimate too, and the thank-you popup that appears right after an upgrade is translated into every app language instead of showing in English.

    Nothing changes for Supporter and Pro members, and existing projects are untouched.

  6. v1.2.3#

    2026-09-29
    Engines
    • Ren'Py: Dialogue and choices written in some less common, fully valid ways are now found and translated: choices with a tooltip or other settings in brackets, lines with settings written right after the closing quote, speakers written as name.say, lines that remove a character's expression (-smile), and lines in single quotes. In a game that writes a character's lines as name.say "…", every line of that character used to stay in the source language, which looked like the translation had skipped lines at random.
    • Ren'Py: A line with two spaces in a row now shows its translation in the game. It used to stay in the source language even with a translation.
    • Ren'Py: In games that ship their own translations, all the text those translations cover is now in the editor, including quest objectives, place names and item text the game loads from its data files.
    • Unity: Games that keep their dialogue in their own data files next to the game, instead of inside Unity's assets, now have that text found and translated: dialogue, speaker names, gallery captions, and item names and descriptions. On such a game the editor used to show almost none of the story.
    • Unity: New projects no longer offer a font's list of characters as text to translate. Some games paste their whole script into that list so the font covers every letter; it could make up most of a project, and translating it changed nothing in the game.

    To pick up the newly found lines in an existing project, use Re-scan source for new lines once. Everything you translated before shows exactly as it did.

  7. v1.2.2#

    2026-09-26
    Image Studio
    • Make text transparent. Clean now has three modes. Auto, the default, erases the text to transparency where it sits on a transparent background (a menu button, a logo, an icon with a word beside it) and rebuilds the art behind it everywhere else, as before. Make transparent always erases and Rebuild art always rebuilds. Erasing runs on your computer and does not use the daily cleanup allowance. On a transparent image, Clean used to paste an opaque patch over the text or leave it where it was.
    • Faster masks. Select all masks the whole picture; with Make transparent it clears a text-only image and keeps its size. Mask text boxes masks just the letters inside your text boxes and leaves an icon next to them alone. The Magic wand masks every pixel of the colour you click, with Tolerance, Grow and Connected only; Ctrl+click takes pixels back out.
    • An image whose text you erased is exported even with no text on it, so you can letter it in your own editor.
    • Images the game stores as JPEG or BMP cannot hold transparency. Auto rebuilds them, and Make transparent warns that the erased area will be white in the game.
    • The eyedropper no longer picks black from a transparent pixel.
    Engines
    • Unity: Games whose scripts are named in Chinese, Japanese or another non-Latin script now have all their text found. Text kept in those scripts' own objects, such as item and card descriptions, encyclopedia entries and lines characters shout, never showed up in the editor. Names the game uses internally, such as the tags it looks units up by, are found too but marked as excluded, so translating them cannot break the game.
  8. v1.2.1#

    2026-09-26
    Interface
    • Smoother motion, in every theme. Switching tabs now cross-fades, the new page settles into place and the highlight slides to the tab you picked. Dialogs, menus, dropdowns and tooltips ease in, and dialogs and menus fade out when they close instead of vanishing. Toasts slide in and out, and the rest of the stack glides into place. Opening a project and moving between Settings and its help pages cross-fade too, and every page now opens at the top. The glass themes had lost their dialog and card animations; they have them back. With reduced motion turned on in Windows, all of it stays off.
    • The app opens in your theme. A Pro or coin theme no longer shows the light theme for a moment at startup.
    • Exclude a line by hand. Right-click a line in the editor and choose Exclude this line, or select several lines and exclude them all at once. Excluded lines are skipped by translation runs and keep their original text in the game. If a line already has a translation, the app asks first, since excluding it removes that translation. Include this line undoes it.
    • The refiner prompt's Translate only button is now Cancel. It works as before: the translation still runs, without the refiner.
    Engines
    • Ren'Py: Stat and status lines a game builds while it runs, such as a skill name shown in colour, now appear translated. They stayed in the source language even with every line translated, because the finished line never matched a translated one. The exported game now fills in your translated line the way the game does and translates the words shown in it. In an existing project, use Re-scan source for new lines once to pick up the values a game sets in its code. Everything translated before shows exactly as it did.
    • Godot: Games whose translation tables are Zstd-compressed, as Godot 4 exports them, now come out translated. The export used to skip those tables without a warning, so the game showed none of the translation.
    • Godot: An exported game no longer fails to start on Windows with "not a valid application" when its rebuilt game data comes out smaller than the original.
  9. v1.2.0#

    2026-09-25
    Interface
    • A tour of the Projects page. The first time you open the app after this update, it offers a short tour of the screen it opens on: what each button does, and a walk through the New project form, from picking the game folder and the languages to creating the project. Nothing is created along the way. It is offered once, and the new Tour button next to the page title replays it whenever you like. The tour is available in all 19 interface languages.
    • Traditional Chinese. The interface is now available in Traditional Chinese (Taiwan), with the help pages and the project tour. Computers set to Taiwan, Hong Kong or Macau get it automatically; if you already use Simplified Chinese on such a computer, the app offers the switch once.
    • New Pro scene themes. Saltwind, Hex Veil and Wayfarer's Wild have been redrawn as living scenes: a ship riding the swell at dawn, a warding sigil that builds itself, and a lantern-lit pine wood with fireflies and falling leaves. Panels turn to frosted glass over them, and the theme picker plays each scene live. On a computer without graphics acceleration, or with reduced motion turned on in Windows, the scenes show a still picture instead.
    • One checkbox everywhere. Checkboxes across the app share a single, clearer design with a visible focus ring and a mixed state where a group is partly selected.
    Engines
    • Unity games made with PlayMaker, translated from English or another Latin-script language, no longer come out with millions of lines. PlayMaker keeps a game's logic as state machines, and their internal names (states, events, actions, variables) were extracted as lines to translate. On a large game that made the project too big to open, so the window turned black, and translating those names could break the game. They are left out now; text an action shows on screen is still extracted. Games translated from Japanese are unchanged.
    • A project too large to open now says so. Instead of a black window, the app explains and offers to delete the project so it can be created again. A project already hit by the problem above can be removed this way and then created again.
    Compatibility
    • Wine and Proton (Linux, Steam Deck): dropdown lists such as the language selector now open inside the app window. Before, they opened as a separate popup that Proton could draw black and that seemed to freeze the app until it closed. Dialogs and the "Checking your plan" screen no longer freeze there for half a minute: their frosted background is drawn plain under Wine and Proton, where the blur was drawn on the processor. Scene themes show their still picture there. Nothing changes on Windows.
  10. v1.1.9#

    2026-09-24
    Compatibility
    • No more "System ICU load failed" errors on computers without Windows' ICU component, such as Windows 10 before version 1703, or running through Wine. Opening some games, browsing some image galleries, sorting files after an export and saving a problem report could stop with that error there. They now work. Nothing changes on current Windows 10 and 11.
  11. v1.1.8#

    2026-09-24
    Engines
    • Ren'Py: Short labels a game keeps in its own data are now picked up: objective titles, item names and contact names. Text the game puts together while it runs, like a shop line with an item name and a price, or an "added to inventory" notice, is now one line to translate, and the exported game fills in the names and numbers, translated too. Use "Re-scan source for new lines" on an existing Ren'Py project to add them.
    • Unity: RuneSight now sets aside the sprite sheet and animation data some Unity games ship as text: layout lines such as offsets:38,107,1555,520, color codes and numbered part names. New projects no longer list them as lines to translate.
    Interface
    • Import your own fonts in the Image Studio. Add TTF or OTF files from the Font picker and typeset with them in any project on this computer.
    • The project tour shows how to export. After the step on starting a translation, the tour points at the Export button and explains where the translated game goes.
  12. v1.1.7#

    2026-09-24
    Engines
    • Ren'Py: Text a game shows from its own code is now picked up: button and map descriptions, notifications, and lines the game speaks from its scripts or random line pools. Before, only regular dialogue, choices and screen text were found, so searching a project for something you saw in the game could come up empty. Use "Re-scan source for new lines" on an existing Ren'Py project to add them.
    Interface
    • Usage on the Account tab. The Account tab now shows your RuneLingua quota for the month, your RT Coins and how many translation runs you have left today, next to a side-by-side look at what Free, Supporter and Pro include.
    RuneLingua
    • Small runs no longer wake it. When RuneLingua is asleep, it only starts for runs of at least 500 characters. A smaller run says so before anything is sent, so you can pick another provider or add more lines. When RuneLingua is already awake, any run starts right away.
  13. v1.1.6#

    2026-09-23
    Engines
    • Unity: Games that pack all their data into one compressed data.unity3d file now translate fully. On those games most of the story could be missing from the editor, an export into a language the game's fonts lack could crash at launch, and an age-confirmation screen could stop responding to the mouse, keyboard and gamepad. Unity now reads dialogue kept in a UTF-16 text file, builds the fallback font inside the right file and writes each translated line back into the object it came from. Rescan an existing Unity project to pick up the missing lines. Unity exports also check every rewritten game file before saving it, and a file that would not load is left as it was, with a note in the export. Unity asset bundles built without a version number are now read instead of skipped. Every other Unity game exports exactly as before.
    • RPG Maker: Switching a cheat off now undoes it. Walk through walls and No random encounters kept working after being switched off or removed, and a save made while they were on kept them for good. Switching either one off now puts the game back the way it was, and a save made while a cheat is on no longer carries it. A save from an earlier version is repaired by ticking the cheat on and off once.
  14. v1.1.5#

    2026-09-22
    Engines
    • Unity: use your own font. Settings > Engines has a new "Use my own font" card. Pick one TTF or OTF file and every Unity export draws your translation in it, so a game with a hand-drawn or otherwise distinctive look keeps that look in your language. Games that draw their text with a font have that font replaced, with the game's original letters kept behind yours, so anything left untranslated still reads normally instead of turning into boxes. Games whose letters are hand-drawn pictures keep their own artwork, and only the characters they have no picture for are drawn in your font. The card previews the font in its own face, lists the scripts it has letters for, and says why if a file cannot be used. Line spacing can come out a little different from the game's own font, so check a few screens after exporting, and only pick a font whose licence allows it to be copied into a game. Unity only for now, and nothing changes unless you choose a font: with no font set, exports are exactly what they were.
    Interface
    • Exact match in Find. The Find bar in the editor has a new "Exact match" option. With it on, a search finds only lines that read exactly what you typed, capital letters included: "safe" finds a line that says "safe", but not "Safe", "Safeguard" or "It's safe". It works for whole sentences too. Spaces at the start or end of a line are ignored, and Replace leaves them as they were. Works with Regex, and is available in all 18 app languages.
    • Match case and whole word in the search box. The search box above the lines now has the same two toggles as VS Code, on its right edge. Match case (Alt+C) keeps only lines with the same capital letters, and Match whole word (Alt+W) finds "safe" but not "unsafe" or "Safeguard". Use either one or both together. They search the source, the translation and the context line, in any language.
  15. v1.1.4#

    2026-09-22
    Interface
    • A quick tour after you create a project. After you create or join a project, RuneTranslate offers a short guided tour of the editor. It points at real lines from your game, shows how to read the grey line under each one (the file it came from), and explains which lines are safe to translate and which ones can break the game if you force them with "translate anyway". Kirikiri, TyranoBuilder, Unity, Unreal Engine and Godot get their own lessons; every other engine gets a general one. Tick "Do not show me again" to stop the offer, turn it back on in Settings, or replay it any time with the Tour button. Available in all 18 app languages.
  16. v1.1.3#

    2026-09-22
    Engines
    • Ren'Py: Lines a game shows through a variable are now translated. Some games keep a line in a variable and display it with a placeholder such as [prompt] - typically the caption above a choice menu - so those lines were translated in the editor but still appeared in English in the game. The exported translation now has Ren'Py look them up. Games without such lines export exactly as before.
    • Kirikiri: Games protected with Wamsoft's newer "Hx" encryption, common on recent FANZA/DMM releases, can now be translated end to end. The archives are decrypted, their hidden file names recovered and the story extracted into the editor, and the export ships your translation as a patch archive the game loads after its own files, so no original file is changed. Thai exports also install a Thai font for the message text. Built-in keys cover 31 titles. Every other Kirikiri game reads and exports exactly as before.
    Interface
    • RuneSight speaks your language. The RuneSight badge, its info panel, the note after an extraction and the mark on set-aside rows were English only. They are now translated into all 18 app languages.
    Image Studio
    • Translated images are baked after a restart. Exporting right after starting the app skipped "Baking translated images…" unless the Studio tab had been opened first, so the game shipped its original artwork with nothing said. Images are now baked whether or not the Studio was opened, and if your plan can't be confirmed, the export panel tells you instead of staying silent.
    RuneLingua
    • See what a run will cost before it starts. Before a RuneLingua run of more than 100 lines, a short dialog shows about how many characters it will use, what you have left this month and what will remain after it. If a run won't fit in what's left - whatever its size - you're told before a character is spent, and can translate anyway, see plans or cancel.
    • The monthly quota reads as text. The line under the run counter is now just the sentence, without the bar.
  17. v1.1.2#

    2026-09-20
    Engines
    • RPG Maker MV/MZ: Text kept inside a plugin's settings is now translated line by line. Many games store shop dialogue, quest hints and menu wording there as one long block, which reached the editor as a single unreadable row and was skipped. Each line in such a setting is now its own row, and everything around it is written back exactly as the game had it. Games without those plugins are unaffected.
    RuneLingua
    • Faster runs. Each request now carries twice as many lines, and a batch of unusually long lines is split automatically instead of coming back as an error. Long projects finish in noticeably fewer rounds.
    • The quota sits with the run counter. This month's characters used, the cap and the reset date now appear in full under "translation runs left today.", and refresh on their own while the app is open — including while a run is spending them.
    • Better translations, already live. The engine behind RuneLingua was upgraded on our side: fewer dropped lines, wording that keeps the tone of the scene, and no stray Japanese punctuation in Latin-script languages. This one needed no update — it has been live for everyone since last week.
  18. v1.1.1#

    2026-09-19
    Engines
    • Unity: Games built with Addressables and a catalog.json now ship their translations. Those catalogs record each bundle's checksum in a form the exporter could not read, so it treated every bundle as one it must not touch: the export finished with a green tick, the font was installed, and not a single translated line reached the game. The exporter now reads the catalog the way the game does, rewrites the translated bundles, and clears their checksums so the game loads them. Games with a binary catalog, which already worked, are written exactly as before.
    • RPG Maker MV/MZ: Games that keep their dialogue in the ExternMessage plugin's CSV file are now translated. Such games store every line the player reads in data/ExternMessage.csv and only a short call to it in their events, so a project made from one extracted the menus and none of the story. The file is now read with the plugin's own rules and written back with only the translated lines changed, and the plugin's file name, encoding and column settings are honoured. Games without the plugin are unaffected.
  19. v1.1.0#

    2026-09-19
    RuneLingua
    • Your quota is in the editor now. With RuneLingua selected, a small meter beside the provider picker shows this month's characters used, the cap and the reset date. It turns amber near the limit, red when the quota is spent, updates after every run, and opens the Settings card when clicked.
    • A clear message instead of failed rows. Starting a run on an empty quota now shows a dialog with your numbers, the reset date and, on Supporter, the Pro option, and the run does not start. A run that reaches the limit part way stops right there with the same dialog; the lines it never got to stay pending for later, instead of every remaining line being marked failed one by one. The same applies when the shared server capacity is used up.
    • More patience while the engine wakes. A run that finds the engine cold now waits through a full start instead of giving up after a few tries, so the first run after a quiet spell no longer needs a second attempt.
  20. v1.0.9#

    2026-09-19
    Engines
    • Unity: Thai and other non-Latin text no longer shows as boxes in games that keep their TextMeshPro settings apart from their fonts. Some Unity builds store the TMP Settings object in one file and every font asset in another. The fallback font was silently never wired for them, the export still reported success, and every translated character rendered as TextMeshPro's missing-glyph box. The export now builds the fallback font beside the game's own fonts and points the settings at it across files. Games that kept everything in one file are written exactly as before.
    • App: Translation works again on Windows 10 builds older than version 1703 and on Windows Server 2016. Those systems ship without the system text library the app uses for local date and time formatting, and since 1.0 every translate command on them failed with "System ICU load failed". The app now falls back to a plain UTC time stamp in run messages on such machines and translates normally.
    • Electron: Exports no longer fail on a protected app.asar. Some Electron games ship an archive whose file list is padded with decoy entries claiming gigabytes that do not exist, which the game itself never reads. Unpacking used to stop on the first of them with "Unable to extract some files" and the exported folder carried no translation. Those entries are now skipped and noted in the log; every real file is unpacked, patched and repacked as usual, and the exported game starts and plays with its translations in place.
  21. v1.0.8#

    2026-09-19
    RuneLingua — RuneTranslate's own translation engine
    • A new translation provider that needs no key and no setup. RuneLingua runs on a GPU we host, so there is nothing to sign up for elsewhere and nothing to pay per use. Pick it at the top of the provider list in the project editor, or under the new Account group in Settings → Providers, and translate. It is included with Supporter and Pro (and Developer); Free accounts see what it offers and an upgrade button.
    • Metered by a monthly character quota. Supporter gets 2,000,000 source characters a month — about one full game — and Pro 6,000,000. The Settings card shows what you have used, when it resets (the first of every month), and, for Supporters, what Pro would raise it to. Only characters actually sent to the engine count; lines answered from Translation Memory and excluded lines are free.
    • 21 languages. English, Japanese, Korean, Chinese (Simplified and Traditional), Vietnamese, Thai, Indonesian, Arabic, Turkish, Russian, Ukrainian, Polish, Czech, Dutch, German, French, Spanish, Italian and Portuguese (both variants). The 14 languages it does not offer are listed on the card and flagged before a run, the same way the DeepL gaps are.
    • Plain machine translation, on purpose. RuneLingua is a translation-only engine: it never appears as an AI refiner and takes no custom prompt. Placeholders and engine control codes are protected the same way as with every other provider.
    • Starts on demand. The engine shuts down when nobody is translating and wakes for the first batch of a run. When that happens the progress line reads "engine starting" and the run continues by itself a few seconds later; nothing is charged for the wait. Because every wake costs GPU time, the card has no Test button and opening Settings never starts the engine.
    • Never proxied. RuneLingua talks to your RuneTranslate account directly, so the proxy pool is neither used nor armed for it, and it does not appear in the Proxy tab.
    • The shared pool is visible. Under your own quota the card also shows how much of the month's shared server capacity has been used, for every account including Free, so a "capacity reached" message never comes as a surprise.
    Account and website
    • Your quota on the website. The account page shows the same RuneLingua meter as the app.
  22. v1.0.7#

    2026-09-18
    Settings
    • Settings are reorganised. Per-engine export options (RPG Maker and Wolf RPG dialogue wrap, menu text auto-fit, Unity glyph baking) now live in their own Engines tab. The App tab keeps the app's own preferences, grouped: general, defaults for new projects, notifications, disk and sharing. The Theme tab is now Appearance.
    • Choose the app's font and text size. Appearance has a new card: pick the system font, one of the fonts bundled with the app, a common Windows font, or type the name of any font installed on your PC, and scale the whole app between 80% and 140%. Free on every plan. It changes only RuneTranslate itself, never a game.
    Translation
    • A line answered in the wrong alphabet is no longer marked done. Google Translate bridges some language pairs through English and sometimes leaves the English in place, so a Thai, Korean, Chinese, Russian or Arabic project could receive Latin text marked as translated. Such lines now fail with a clear note, appear in the failed filter, and can be sent through DeepL or an AI provider instead.
    Engines
    • Wolf RPG: Vietnamese keeps its tone marks. Older Wolf games store text as Shift-JIS, which cannot hold accented letters, so a Vietnamese export used to lose every mark ("không thể" shipped as "khong the"). The export now writes those letters through a font it ships with the game, the same way Thai already works. Other languages and newer Wolf games are written exactly as before.
  23. v1.0.6#

    2026-09-18
    RuneSight
    • Meet RuneSight, RuneTranslate's own AI. A small neural network now reads every line the app pulls out of your game and decides whether it is something a player actually sees, or a file path, a script command, a control code, a variable or an internal name. Those lines are set aside before they can waste your translation budget or break the game.
    • Trained on real games, not guesswork. RuneSight learned from roughly 900,000 lines: real projects across ten engines (RPG Maker, Ren'Py, Kirikiri, WOLF RPG, Godot, Unity, Unreal, Bakin and more), sentence corpora in sixteen languages, and the engines' own control-code references. It catches what hand-written rules kept missing: Japanese folder names inside paths, file names with spaces, WOLF string commands, Bakin layout tags, Unity and Live2D internals, and asset ids that look like words.
    • It runs on your PC, in microseconds. Nothing about your game is sent anywhere. The model is about 400 KB, sits inside the app, and scores a line in a few millionths of a second, so extraction feels exactly as fast as before.
    • You keep the final say. Every line RuneSight sets aside stays visible as a red row with a small RuneSight mark, and one click translates it anyway. Lines that mix codes with real words are left translatable. Your own exclusion filters and language rules apply as before.
    • Look for the RuneSight badge in the bottom-right corner: it shows whether the model is active and, after each extraction, how many lines it read and set aside. Open it to see what the engine does.
    • RuneSight activates once you are signed in; after that it works offline as well.
    Editor
    • Excluded rows now show why they were set aside on two clear lines instead of one that could overflow narrow columns.
  24. v1.0.5#

    2026-09-17
    Translation
    • AI translations stay on the right lines. With OpenAI, Anthropic, DeepSeek and local models, a sentence the game splits over two lines could come back merged, pushing every following translation onto the wrong line. Each line is now matched back by id, and anything that does not line up is retried instead of guessed.
    Engines
    • Unity: Visual novels built with Naninovel now have their whole story extracted, and the game settings that broke scenes when translated are protected.
    • Wolf RPG: Fixed a crash after export in games that arrive partly unpacked, and Thai now shows up in Pro edition games.
    • Bakin: Item, skill, character and quest names are now found in games made with older Bakin versions.
    • Ren'Py: Fixed a crash when a translated character falls outside the fonts the game set up for itself.
  25. v1.0.4#

    2026-09-17
    Account and themes
    • Themes bought with RT Coins now load when the app starts. On a slow connection the app could open before your account details arrived and then never pick them up, so a coin theme fell back to the default for hours. Your theme now appears as soon as your account answers.
    • Plan changes show up when you come back to the app. Switching back to RuneTranslate refreshes your account, so a new pledge, a renewal or a gifted month appears within moments instead of after a restart.
    Image Studio
    • The Studio recognises your plan without a restart. If you upgraded, signed in or came back online while it was open, it could stay read-only until you restarted the app. It now checks again when you return to the window, and right after you visit the plans page.
    • Members no longer see a "needs a Supporter plan" message flash by while the Studio is still checking.
    • Signing out now closes the Studio workspace straight away.
    Patches and projects
    • Importing a shared patch matches more lines. Text with accented letters saved in a different Unicode form, common in files edited on a Mac and in Vietnamese, used to be reported as unmatched. It now matches.
    • Shared projects use less network and battery while the app is in the background.
    • A custom server address pasted with an invisible leading character now lists its models correctly.
  26. v1.0.3#

    2026-09-15
    Performance
    • The app is faster across the board. The desktop build is now compiled for speed instead of size and uses a faster memory allocator. Every text-processing step — control codes, encodings, language detection, translation memory — runs about a third faster, several steps more than twice as fast. Output is unchanged: every result was checked byte for byte against the previous version.
    • Large glossaries no longer slow a run down. A glossary with thousands of terms used to cost seconds of extra work per pass on a big project. That step is now over 100× faster, so it costs a fraction of a second.
    • The home page and switching projects are snappier when you have several projects. The app remembers what each project file contains instead of re-reading all of them on every action.
    • Exports to older game encodings (Shift-JIS and similar) prepare their text about 40 % faster, and font-safe text cleanup is about 3× faster.
    Size
    • The installer is about 3 MB larger. That is the cost of the speed-first build, and it is the only trade-off in this release.
  27. v1.0.2#

    2026-09-14
    Image editor
    • Typeset every selected box at once. Select any number of text boxes and the inspector now drives all of them — alignment, font, size, colour, outline, spacing. Settings the boxes disagree on show as Mixed until you set one. It is a single undo.
    • Dragging a slider across several boxes is now one undo step instead of one per tick, so a long drag no longer swallows the rest of your history.
    • Picking an outline colour keeps each box's own outline width, instead of copying one box's width onto the rest.
    Editor
    • Reset translations across several files at once. Right-click a file, or use Tools, and pick exactly which files to clear — everything starts ticked, so "reset all but one" is a single uncheck. The confirmation tells you how many lines and how many files before anything is discarded.
    Translation cost
    • Identical lines are now sent once per batch, not once per copy. A project that repeats one line across many map events was paying to translate it every time. The saving scales with how repetitive the script is; RPG Maker projects gain most.
    • Fewer duplicates also means fewer batches coming back mismatched, which is what triggered the slow line-by-line retries.
    • The log now records the tokens each request spent, so an expensive run can be diagnosed from the log rather than a provider dashboard.
  28. v1.0.1#

    2026-09-14
    Fixes
    • Unity games could not be read. 1.0.0 looked for the bundled Unity reader one folder too deep and reported it missing — it ships with the app and was never actually absent. Every Unity title was affected.
    • Resetting a line did not stick. Reset a translation, close the project, reopen it, and the old text was back. The reset never reached the file.
    • Some projects got stuck. A side effect of that same bug left lines permanently un-translatable: "Translate using" would do nothing at all, with no message, and deleting and recreating the project was the only way out. Affected projects now repair themselves when you open them.
    New
    • RT Coins in the title bar. Your balance sits next to your tier badge and takes you straight to the shop. It appears once you have earned your first coin.
    • The shop has icons, and coin themes show their real colours instead of a line of text.
    Image Studio
    • Undo and redo now cover brush and eraser strokes. The shortcuts were always there — the strokes simply never entered the history. Clearing the mask can be undone too.
    • Cleaned areas blend into the artwork rather than leaving a visible rectangle.
    • Brush size is remembered between sessions.
  29. v1.0.0#

    2026-09-14
    A new core — RuneTranslate now runs on Rust

    This release replaces the engine room. The app used to be a web page running inside its own private copy of a browser. It is now a native Windows program written in Rust, drawing its interface with the web view Windows already provides.

    What you will notice is a much smaller download, and no browser engine to unpack before the app starts.

    What you should not notice is anything else, and that is the point. Your sign-in, your settings, your API keys and your projects all carry over untouched. The previous version is removed for you during the install, and nothing in your app data is touched.

    Every part of the app was rebuilt and then held against the old one: before each release both versions are run side by side over the same recorded work, and their output is compared character for character. Every engine came across, none were dropped.

    Fixes from your reports
    • Unreal Engine: Fonts stored inside some .pak files could not be read, so the export had nothing to replace them with and translated text stayed invisible. The archive reader was mis-reading a field that Unreal only writes in certain builds, silently skipping a tenth of the files in the archive — the fonts among them. This is what stopped Thai in Unreal titles, and it affects any language a game's own fonts cannot draw.
    • Proxies: A translation run used only a couple of connections no matter how many proxies you had saved, so a large pool ran no faster than a small one. The work is now split so it genuinely spreads across the proxies you have, while staying well inside what is safe for any single address.
    • Deleting a project is immediate. It used to sit for several seconds the first time, clearing per-engine working folders one after another before the window caught up.
    Smaller things
    • The engine list shows Chrome's own mark for the on-device translator, so it is clear which browser it needs.
    • The remaining-runs line is legible before you run out rather than after.
    • The browser's right-click menu and reload shortcut are gone. Reloading mid-translation looked like a crash. Text fields keep their normal cut, copy and paste menu.
  30. v0.58.3#

    2026-09-06
    Fixes from your reports
    • Unreal Engine: text that was translated but did not appear in the game at all. Every font the reported game draws with covers Latin only, so the Russian was written into the game correctly and then rendered as nothing at all. The export now measures the game's own fonts against your translation and ships one that can draw it, leaves each font alone where it already covers the text, and tells you which fonts it replaced. This affects any language past Western European — Russian, Ukrainian, Polish, Czech, Turkish, Greek, Vietnamese and more.
  31. v0.58.2#

    2026-09-06
    Fixes from your reports
    • Godot: games built with Godot 4.7 export again. The pack format changed in 4.7 and the export refused it with "unsupported GDPC format version 4", so a fully translated project could not be shipped at all — extraction had worked, which is why it only showed up at the very end. Encrypted 4.7 packs and Godot 4.7 C#/Mono games are read correctly too, and the rebuilt pack is now checked before it replaces the game's own.
    • Unity: a line compiled into a game's C# that the game uses both as text and as engine wiring — a character name that is also an animation trigger — is no longer all or nothing. Tick "translate anyway" and the translation is written where the line is text while the game's own word is kept where it is wiring, so animations and asset lookups keep working. On the reported game that is 1,552 speech-bubble name labels that previously had to stay in English.
    • Rows for text compiled into a game's C# now show how many places in the game use the same line, so one row covering several places no longer looks like a missed line.
  32. v0.58.1#

    2026-09-06
    Fixes from your reports
    • RPG Maker MV: picture captions drawn by the DTextPicture plugin are translatable at last. On the reported game that is 665 lines — the memories list, the item gallery and the stats notepad — which used to sit hidden as opt-in rows with the font size stuck on the end of the text.
    • Ren'Py: three separate reasons a line could look translated in the editor and still show up in the source language in game. A variable used inside a line ([email_data['title']]) is now handled correctly; a translation that came back with a stray bracket is repaired instead of being dropped in silence; and text that only reaches the screen through a variable is translated too. The export now tells you when it had to repair or skip a line.
    • TyranoBuilder: games packed entirely inside their .exe (node-webkit) are detected and exported. Choice labels written with   now read as ordinary words in the editor and are written back the way the engine needs them. Script lines inside [iscript] blocks are no longer offered as translatable text.
    • OpenAI: far fewer HTTP 429 rate-limit errors. All parallel requests now share one cooldown instead of each backing off alone, the server's own retry timing is honoured, and the default parallelism is a little lower.
    • Screenshots saved as .jfif can be attached to a report and imported into the Image Studio.
  33. v0.58.0#

    2026-09-02
    Squares instead of letters
    • Ren'Py: the installed font now falls back to the game's own font for characters it cannot draw, so untranslated lines stay readable instead of turning into boxes.
    • Ren'Py: dialogue from characters whose name is written in the game's own script (Japanese, Cyrillic, accented Latin) is now extracted. On the reported game that was 1,212 of 4,748 lines.
    • Ren'Py: a character's on-screen display name is translated too.
    • RPG Maker XP / VX: a game written in English or another Latin-script language is now read as UTF-8 instead of Shift-JIS, so accented letters survive and stop rendering as boxes.
    • RPG Maker XP / VX: when your translation uses letters the game's own fonts cannot draw, a font that can is added and the game is pointed at it. Your original fonts are kept.
    Exports
    • RPG Maker MZ: exporting a game whose files carry the Windows "hidden" or "read-only" attribute now completes instead of failing partway with a permission error.
    • RPG Maker MV: the same fix applies.
    Thai
    • Thai tone marks written before their vowel are corrected, so stacked marks no longer overlap. Affects every engine. Re-translate a line to correct existing text.
  34. v0.57.7#

    2026-09-01
    • Ren'Py: games that keep their whole script inside a .rpa archive now extract instead of coming up empty.
    • RPG Maker MV: text shown by plugin commands, such as side panels and log windows, is now extracted and translated.
  35. v0.57.5#

    2026-09-01
    Unity — Utage (宴) games now extract their script

    Unity games built on the Utage engine kept their whole scenario in a container the reader could not open, so only menus came out. Fixed: 443 → 1,654 strings on the test game, with the dialogue, choices and per-scene voice lines all reachable. The same repair helps any Unity game whose text lives in a list-of-strings field, not just Utage.

    Utage sheets are converted spreadsheets, and most of what is in them is not dialogue — background, music and sound names, character keys. Those are now marked as excluded so a translation cannot break the game's artwork or audio, and a speaker name that doubles as a character lookup is translated through the display-name column instead.

    Unity — Chinese, Japanese and Korean on games that draw text as pictures

    A few Unity games draw every letter as a small hand-drawn image instead of using a font. On those, a CJK translation showed as blank space no matter which font was embedded, because there is no font to swap. RuneTranslate now draws the missing characters itself and bakes them into the game, so the translation actually appears. Confirmed working in game.

    This is on by default, but it only ever runs on a game detected as drawing text this way — every other game is untouched. It can be switched off in Settings → App.

    Unity — fonts for games without TextMeshPro

    Unity games that use the older text system got no fallback font at all, so a translation into Thai, Arabic or CJK could render as boxes. They now get one.

    And when a game genuinely cannot show your target language, the export says so plainly and tells you how much of the translation is affected, instead of reporting success.

    Glossary — short terms no longer break longer words

    A glossary entry of one or two characters could match inside a longer word and cut it in half, so レベル came back as a mix of the original and the translation. Lines looked half-untranslated as a result. Short entries are now only used where they are a word on their own; everything else is unchanged.

    Also
    • Utage inline tags such as <param=…> are protected from the translator.
  36. v0.57.3#

    2026-08-31

    Minor bug fixes and improvements.

    • General stability and maintenance improvements under the hood.
  37. v0.57.2#

    2026-08-30
    Wolf RPG — optional dialogue word wrap

    Wolf RPG never wraps text itself, so a long translated line keeps drawing past the message box and off the screen.

    • Settings → App → Wolf RPG dialogue wrap — off by default; turn it on and pick a width.
    • The width is in display columns, the unit Wolf itself counts in: half-width = 1, full-width Japanese = 2.
    • Wolf face tokens, speaker-name lines and in-text control codes are never split across a line.
    • The export tells you what it wrapped, what it left alone, and how wide the game's own lines are.
  38. v0.57.1#

    2026-08-29
    TyranoBuilder — games shipped unpacked are detected again

    Some TyranoBuilder games arrive with their files in a plain folder instead of packed into an archive, which is also what a fan-translation patcher leaves behind after it applies a patch. RuneTranslate did not recognise that layout at all, so those games reported no supported engine and could not be opened.

    • TyranoBuilder now detects the unpacked layout as well as the packed and browser ones, and the New Project dialog names which of the three it found.
    • Exports write back into the right place for that layout.
    • The editor sidebar now lists TyranoBuilder games one group per scenario file. Every line used to land in a single group, so a game with eighty scripts offered one entry to navigate by.
    Electron VN — games that keep a launcher and the game in separate archives

    A game can ship a small launcher that starts the real game from a second archive beside it. RuneTranslate only ever read the first one, correctly found no dialogue in it, and reported that the game had no translatable text.

    • Every archive in the game folder is now read, and the New Project dialog lists each one with its own count so you can see where the text actually is.
    • Text stored as data tables inside a script bundle is now split into individual lines. On the game this was reported against that is the difference between a handful of unusable multi-megabyte rows and about fifty thousand ordinary lines of dialogue.
    • Where a game ships its script in more than one language, lines written in a language other than your source language are marked as skipped rather than filling the editor with a copy you did not ask for.
    • Exports into a second archive now warn you that a game with a self-updating launcher may replace that file, so you know to keep the exported copy.
    The source language is now used when a game is inspected

    The "Translatable strings" line in the New Project dialog was counted as though every game were Japanese, whatever you had chosen. An English game therefore reported "None found — no Japanese text detected" and looked unsupported.

    • Choosing a source language now re-checks the game and reports the count for that language.
    • When nothing is found, the message names the language it looked for and the archive it looked in.
  39. v0.57.0#

    2026-08-29
    Accented letters no longer disappear from translations

    Games that keep their text in Japanese Shift-JIS cannot hold letters like é, ã, ç, ł or ế. They are now folded to the closest letter the game can display, so the line stays readable instead of losing characters. This was never one language: 22 of the 24 Latin-script targets were affected, with Polish, Czech, Turkish and Vietnamese hit hardest.

    • LiveMaker no longer deletes accented letters — "possível" used to ship as "possvel".
    • AliceSoft and YU-RIS no longer write "?" in place of an accented letter.
    • RPG Maker XP/VX no longer swaps in a different letter, which turned Polish ł into a literal B.
    • Wolf RPG, NScripter and Artemis gained the same repair.
    • Exports now tell you which characters had to be changed, instead of changing them quietly.
    Export panel
    • "Export finished with a note" is now a button underneath Open game folder, rather than a popup standing in front of it.
  40. v0.56.8#

    2026-08-28
    RPG Maker MV/MZ — games that keep their text in csv/

    Some RPG Maker games load their whole script from CSV files beside the game exe, and the map data holds only the call that fetches each line — so a project found the menus and none of the story. Those tables are now read, translated and written back.

    • Where a sheet already ships the developer's own translation for your target language, it is adopted instead of being sent to your provider.
    • CSV lines get their own groups in the editor sidebar, beside the map ones.
    Image Studio
    • New Re-translate button beside a text box's Translation field, for replacing a translation you are not happy with.
    • Pressing Translate with boxes selected now re-does those boxes, instead of appearing to do nothing when they already had a translation.
  41. v0.56.7#

    2026-08-28

    Unity — games that hide their script in encrypted StreamingAssets archives.
    Some Unity games are only a shell around an in-house visual-novel engine, and keep

    every line of dialogue in custom encrypted .bin/.idx archives that no Unity

    reader can open. RuneTranslate now reads those archives, and rebuilds them on

    export. On the game this was built against that is **33,505 lines of dialogue and

    1,250 choices** where the app previously found almost nothing. Character names that

    the game uses as internal lookup keys are left alone, so artwork keeps loading.

    Verified in game.

    Image Studio — Up and Down arrow keys step through your images.
    They now open the previous and next picture instead of just scrolling the list, so

    you can flip through a gallery without clicking every row. With a text box selected

    the arrows still nudge it — press Escape to go back to browsing.

  42. v0.56.6#

    2026-08-27

    Wolf RPG: fixed games that keep their archives in the Data folder being rebuilt in the wrong format, so the exported game refused to start with a Japanese "unknown encrypted data version" error — the format is now read from the game's own archives.
    Wolf RPG: an export that rebuilds archives the game cannot read is now caught and shipped as loose files instead of a build that will not launch.

    Wolf RPG: Diagnose export now sees archives inside the Data folder, so it reports on these games instead of finding nothing.

  43. v0.56.5#

    2026-08-27

    Fixes a startup crash reported against 0.56.4.

    • Wolf RPG: changing the game's font no longer breaks a file the engine reads before the window opens.
  44. v0.56.4#

    2026-08-27

    Fixes for two problems reported against 0.56.3.

    • Wolf RPG: Thai now actually renders instead of question marks, on both Shift-JIS and UTF-8 games.
    • Wolf RPG: the main dialogue file is translated again instead of being left in the original language.
    • Wolf RPG: a game whose font has no Thai glyphs now gets one shipped with the export and selected for it.
  45. v0.56.3#

    2026-08-27
    • Wolf RPG: Thai now renders in Shift-JIS games, using a font the export ships alongside your build.
    • Wolf RPG: an export that would crash the game at launch is now caught, and that file is left untranslated.
    • Wolf RPG: Japanese in loose script files is no longer damaged on games that are not UTF-8.
    • Wolf RPG: script comments and command lines are no longer offered as translatable text.
    • Unity: localization keys, table GUIDs and locale codes are no longer offered for translation.
    • Unity: debug messages compiled into a game's own code are no longer offered for translation.
    • Unity: project creation now recovers on its own if the asset reader crashes partway through.
  46. v0.56.1#

    2026-08-25
    Two fixes
    • The editor no longer gets stuck on a translation that never started. When a run failed to

    begin — a provider that could not be reached, a game folder that had been moved or renamed — the
    editor could be left showing a progress bar for a run that did not exist. Translate stayed

    disabled, Cancel did nothing, and the only way out was to close the app and open it again.

    Starting a translation from the file list, from a right-click, or from the selection bar could

    also fail with nothing on screen at all. All five ways of starting a translation now say what

    went wrong and hand the editor straight back to you.

    • Image Studio's new sorting and filtering controls are translated. The Sort by and

    Show controls added in 0.56.0 appeared in English in every language except English — as did
    the rest of the text that shipped with them. They now read correctly in all eighteen languages,

    and a few other screens picked up wording fixes along the way.

    Nothing you have already translated is affected, and there is nothing to redo.

    ---

    Coming from an older version? Everything between your build and this one is listed at
    runetranslate.com/changelog.

  47. v0.56.0#

    2026-08-25

    Image Studio

    • The page list now shows each image's file size, and can be sorted by name or size.
    • The list can be filtered to the images you have already edited or replaced, or to the ones you have not touched yet. "Export every listed image" follows the filter, so Edited plus an export saves exactly your own work.
    • An image you replaced with a picture edited outside the app now appears in the list even when it carries no text.
    • Tooltips no longer open past the edge of the window with their first words cut off.

    Engines

    • NScripter: a line that prints text and then runs a command on the same line works again. The command used to be translated along with the dialogue and drawn on screen instead of running, which left the message window a row short and stopped the game on the next ordinary page — on a line that was never at fault.
    • NScripter: translated lines are wrapped to the game's own message window, and a page that would grow past it gets the engine's own page break.
    • NScripter: a translated line that keeps a Japanese speaker bracket but is otherwise written in the Latin alphabet no longer loses its page break.
    • NScripter: the bundled Thai font now matches the metrics the engine expects, so its layout matches the text it draws.
    • NScripter: exporting no longer reports a problem that was not there — lines deliberately written in half-width mode were being counted as broken.
  48. v0.55.8#

    2026-08-25
    Thai support
    • NScripter: Thai now renders in Shift-JIS games, and the font it needs installs itself — nothing for you to set up.
    • NScripter: a translation the game's code page cannot hold is no longer written as question marks, which this engine reads as a variable and refuses to run.
    • NScripter: reads nscript.zat, which the engine loads in preference to nscript.dat.

    An export that has to keep a few of the game's own lines now tells you, instead of finishing silently.

  49. v0.55.7#

    2026-08-25
    • Games whose English is stored as wide, full-width letters now translate. A fan translation patched into a Japanese engine — NScripter and any other that can only display Shift-JIS — has to store its English as wide characters, so a line reads That's right. rather than That's right. Translation providers cannot read that: they returned it unchanged, or worse, garbled it into a mix of the original and an unrelated word. On one 60,000-line game that was 53,844 lines, none of which could be translated. Those lines are now converted to normal letters on the way to the provider. Your project and the game's own files are left exactly as they are, so nothing needs re-scanning or re-creating — open an existing project and translate.
    • Google (free): long stalls during an export are gone. A run could pause for close to half an hour while the connection was, in fact, still working perfectly. It now waits only when it genuinely has to, and the message tells you which is happening — the app pacing itself, or Google actually limiting the connection.
  50. v0.55.6#

    2026-08-25
    Free Google translation — much faster, and far fewer stalls
    • Whole-game runs are dramatically quicker. Lines are now sent in batches instead of one request at a time. A 1,500-line job went from around 1,500 requests down to 27.
    • Fixed runs stalling on a limit that wasn't there. A translation could sit for minutes saying the free quota was spent while the service was answering normally. It no longer pauses unless it has actually been turned away.
    • Being rate-limited no longer ends a run. It moves on and keeps going instead of failing partway through an export, and picks up on its own rather than needing a restart.
    • Clearer status while waiting, so a short pause no longer looks like a freeze.
  51. v0.55.5#

    2026-08-24
    • Artemis: Thai now renders in games whose scripts are Shift-JIS only. That code page has no Thai at all, so the translation used to ship as ?????. The text is now written using spare character codes the game never uses, and a matching font is included with the export.
    • Artemis: raw Lua from the game's own engine scripts is no longer offered as translatable text.
    • Artemis: an export that skipped a script or could not write its patch archive now says which file and why, instead of finishing with a green tick.
    • Kirikiri: patch archives the game itself ships, such as patch_append10.xp3, are no longer skipped as if they were our own output — their text and images are now translated.
    • Image Studio: every image in the game is listed now, with likely menu, title and button art ranked to the top.
    • Dialogs no longer close when you click outside them, so a stray click cannot discard what you typed.
  52. v0.55.4#

    2026-08-24

    Gemini Nano — free translation that runs on your own PC. A new provider under Settings → Providers → Free. No API key, no account and no monthly quota: it drives Google Chrome's built-in on-device translator, so nothing you translate leaves your machine. Chrome has to be installed — start it once in Settings and it appears in the project's engine dropdown.

    Thai text no longer overlaps. Thai stacks a vowel and a tone mark above the same letter, and the two were being drawn in the same place. RPG Maker word-wrap no longer splits a letter away from the marks that belong to it. Kirikiri now raises each tone mark by the height of the vowel underneath it instead of by a fixed amount. Unity no longer lets an injected font inherit glyph spacing from an unrelated typeface. The Image Studio lays Thai out correctly when baking text into artwork.

    Image Studio: "Detect and translate all text boxes". One button that finds every text area on the image, reads it and translates it in one go, instead of drawing each box by hand.

  53. v0.55.3#

    2026-08-23
    Two fixes you reported
    • The export notice fits on the screen again. When an export finished with a long list of

    notes, the dialog grew taller than the window — the heading sat above the top of the screen and
    the OK button below the bottom of it, so the only way out was the Enter key. The notice now

    scrolls, and its button always stays in view. Every other dialog in the app got the same floor

    under it.

    • Image Studio: an outline width of 0 now means no outline. Setting the outline width to 0 drew

    a thicker outline than 1, always in black, and forgot the colour you had picked on the way
    past. 0 now draws nothing, 1 really is the thinnest line, and your outline colour is kept for

    when you turn the outline back on. Images you had already set to 0 come back correct on their

    own — there is nothing to redo.

    Thanks to the two people who reported these, both with screenshots.

    ---

    Coming from an older version? Everything between your build and this one is listed at
    runetranslate.com/changelog.

  54. v0.55.2#

    2026-08-23
    Free Google translation works again

    The free Google provider had stopped returning anything for a lot of people, and on some runs
    it silently produced blank lines instead of an error.

    RuneTranslate had always identified itself to Google the same way — the same single value every
    tool and tutorial uses — and Google's limits are applied to that value as well as to your

    connection. Being one of the many made us one of the first to be cut off.

    The app now identifies itself differently from run to run, and switches again if it's turned
    away mid-job. Alongside that:

    • A refusal is retried instead of failing the whole batch. When Google blocked us, every

    line in the batch failed instantly on its first attempt. Now it backs off, tries another way
    in, and only gives up when there's genuinely nothing left to try.

    • A blank answer is now an error, not a success. An empty reply used to be recorded as a

    finished translation, so the line shipped into your game empty. That can no longer happen.

    • A clear message when you really are limited. Instead of Google HTTP 429 on every row,

    you get one sentence telling you to wait a few minutes or switch provider — free DeepL is
    right there in the list.

    If a job has been sitting on failed rows, select them and translate again; nothing needs to be
    re-extracted.

    Messages from us, inside the app

    There's now a small notice bar for the rare occasions when something needs saying while you're
    working — a provider having a bad day, planned server downtime, a bad build to avoid.

    It's a thin strip at the top of the window, never a popup, and you can close it. It appears only
    when there's genuinely something to tell you, which will not be often.

    ---

    Coming from an older version? Everything between your build and this one is listed at

  55. v0.55.1#

    2026-08-21
    Ren'Py — translate into the game's own tl/ files

    If you're preparing a translation to send back to a game's developers, RuneTranslate can now
    fill in the game's own translation files instead of building a patch.

    Pick it in the New Project dialog — it appears only when the game already ships
    launcher-generated translation folders:

    • A playable translated copy of the game — the default, and unchanged.
    • Fill in the game's own translation files — writes into game/tl/<language>/, one file

    per script, keeping every translation identifier exactly as the Ren'Py launcher wrote it.

    In this mode RuneTranslate reads the untranslated lines straight out of those files, writes your
    translations back into the same place, and adds nothing else — no runtime files, and no change to

    the game's language. The game's own language menu keeps working, so you can switch between

    languages to proof-read. The result is the folder you hand to the developers.

    A translation folder that's already partly done is picked up as-is: finished lines come in
    already translated, so nothing gets re-translated or overwritten.

    Existing projects are completely unaffected — they keep producing the same playable patch as
    before.

  56. v0.55.0#

    2026-08-21

    Infrastructure and reliability, mostly behind the scenes.

    Cloud translation memory is faster and steadier. Compacting a large memory used to slow to a crawl once a library got big, and now finishes quickly whatever its size. If your connection drops mid-run, the app backs off and retries gently instead of immediately — and it keeps its pending queue bounded, so a long outage can no longer quietly build up memory while you keep working.

    Server endpoints have been strengthened and rate-limited on our side.

    Everything else is internal maintenance. Existing projects, translations and settings are unaffected — nothing to do on your end.

  57. v0.54.1#

    2026-08-20

    Fixed: some Wolf RPG games crashed at launch after export. A few bytes of a game's own script data could be mistaken for text and translated, which desynced the script and ended in a crash before the title screen. Those lines are now refused and marked in red so you can see what was skipped. Re-export from this version for a working build.

    Find & replace

    • Replace no longer skips every other match. Pressing it repeatedly works down the list one line at a time, and the counter counts down instead of running away.
    • Typing $ or a similar pattern with Regex on could freeze the window. Fixed.
    • Replacing with In source ticked now warns first — source text is how translations are matched back onto the game at export, and changing it cannot be undone.
    • Replace all now reports what it actually changed.
    • On refined lines, matches are highlighted in the column Replace actually edits.

    Also

    • Wolf RPG: invisible zero-width characters no longer reach the game as a stray ?.
    • Pasting a screenshot into a bug report shows a preview again.
  58. v0.54.0#

    2026-08-20

    Regex exclusions now live with your account, not just one project. Save a pattern once and re-apply it to your next project in a click — useful when a game updates and you start over. Supporters sync them across every PC they sign in on, and can manage them at runetranslate.com/account/regex-rules.

    No window closes on a stray click any more. Every dialog keeps what you typed; Escape still closes, and asks first if you have unsaved edits.

    New in the RT Coins shop — Moondew, a quiet night-sky theme with a slow shooting star. Built to a supporter's brief: easy on the eyes over long sessions.

    Fixes

    • Re-scan source now re-applies your regex filters to newly found lines.
    • Cloud translation memory was locked out for members on a gifted month.
  59. v0.53.6#

    2026-08-20
    Fixed: a reopened project could export the game untranslated

    If you closed RuneTranslate, reopened a project you had already translated, and exported it, the exported build could come out with none of your translations in it — and on some games with translated lines written into the wrong place instead. The export still reported success, which is why it looked like the game simply wasn't supported.

    Your translations were never lost. They were only mis-addressed on the way out, so re-exporting with this version is all that is needed to get a correct build.

    Which projects were affected

    • Any project whose Source language is not Japanese — an English-source game was the worst case, and would export with nothing translated at all.
    • A Japanese-source project could also be hit, but only if you had created or re-scanned another project with a different source language earlier in the same session.
    • Creating a project, translating it and exporting it without closing the app was always correct — which is why this went unnoticed for so long.

    Which engines were affected

    Unity, Godot, Electron visual novels and TyranoBuilder. Every other engine addressed its translations differently and was never affected.

    If you have an exported build that never picked up your Thai, Chinese, Korean or any other translation, export it again from this version.

  60. v0.53.5#

    2026-08-19
    • Renaming or moving a game folder no longer breaks the project. RuneTranslate now follows the folder to its new location on its own; when it can't, it names the missing folder and offers a "Locate game folder…" button instead of reporting missing game data. The folder is checked when a project opens and before an export starts, and your translations are kept either way.
    • Exported patches are named after the project again. A game with a Japanese title always came out as "patch-<language>", so several projects produced files with the same name. Applies to the Excel and Developer-tab exports too.
  61. v0.53.4#

    2026-08-18
    • Wolf RPG: games whose .wolf archive ships unencrypted exported a translation the game never showed. The archive is now rebuilt with the translated data instead of being left untouched beside it, so the text actually appears in game. If it can't be rebuilt the export falls back to loose files and tells you.
    • DeepSeek: thinking mode is now off. Both V4 models had it on by default and returned nothing until the reasoning finished, so larger batches ran past the request timeout and looked like requests hanging. Temperature applies again as a result.
    • A batch that comes back empty or malformed now retries a bounded number of times and shows what it's doing, instead of quietly working through it line by line for minutes; a request that times out is retried once rather than failing the whole batch.
  62. v0.53.3#

    2026-08-18
    • Unity: games that scramble their AssetBundle headers now open. On one title this was the difference between 3 extracted lines and the whole script — dialogue, character names, shop and quest text, 25 data tables.
    • Unity: a JSON data table stored without a file extension is now translated value by value instead of line by line, so a translation can no longer damage the file's structure. That damage stopped one game from loading after export.
    • Unity: fixed the fallback font never being embedded on a range of TextMeshPro versions, which made Thai, Arabic and CJK translations render as empty boxes. If a font still cannot be embedded, the export now tells you instead of finishing quietly.
    • XUnity.AutoTranslator: line breaks inside an entry survive translation, and a translation containing a backslash — a Windows path, say — is left exactly as written.
    • Fixed the top bar and the editor's toolbars being cut off when the window is narrow; they now wrap instead of running off the edge.
  63. v0.53.2#

    2026-08-17
    • Unity: a line break inside an XUnity.AutoTranslator entry now travels as the plugin's own \n escape, so translating that line can't reflow it, drop it, or ship a literal "\n" to the player. Lines translated before this are repaired on export.
    • Fixed the top bar and the editor's toolbars being cut off on a narrow window — they wrap now instead of running off the right edge.
  64. v0.53.1#

    2026-08-17
    Fixed
    • Unity: an exported build could hang on a black screen with no error message. Text that lives inside an Addressables bundle requires rewriting that bundle, and the game then refused to load it. The content catalog is now kept in step — and a bundle that can't be updated is left alone and reported, instead of shipping a build that won't start.
    • Unity: export now tells you when it couldn't write a file, instead of finishing with a green tick.
    Added
    • Paste a screenshot straight into a support ticket or a reply with Ctrl+V — no need to save it to a file first.
    • AI Connections: a new free "diagnose export" tool, so a connected assistant can work out why an exported build won't start — what the export changed, and what the game itself logged.
  65. v0.53.0#

    2026-08-17

    Edit game artwork outside RuneTranslate

    The Image Studio can typeset a translation over a picture, but it cannot redraw one — a logo with the lettering built into the artwork, a button that has to change shape, a background no automatic cleanup can rebuild. Now it does not have to.

    Export hands you the picture as an ordinary PNG. Edit it in Photoshop, Krita, GIMP, anything. Import puts it back: it replaces the game's artwork, and your text boxes stay exactly where they are and are drawn on top of it.

    • Export the open image, or every image the page list is showing — either as plain artwork to paint over, or as it will look in game with your translations already on it.
    • Import one file onto the open image, or a whole folder at once, matched back to your images by file name.
    • Kirikiri: .tlg artwork exports as a normal PNG and is re-encoded as TLG on the way back into the game, so a format no image editor can open is now editable like any other.
    • RPG Maker: encrypted .png_ and .rpgmvp artwork exports as a plain PNG and is re-encrypted with the game's own scheme when you export the game.
    • Images that come back a different size are scaled to the original, so every text box stays over the artwork it belongs to.
    • An imported picture is a normal edit: Ctrl+Z undoes it, and "Use the game's original" puts the game's own artwork back whenever you want it.

    Editing images is part of the Image Studio and needs a Supporter plan; reading your translations does not.

  66. v0.52.4#

    2026-08-16
    Wolf RPG — exports that failed now work, and far less junk to translate

    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

  67. v0.52.3#

    2026-08-16
    • YU-RIS: the editor no longer fills with unreadable rows. Numeric and bytecode script arguments were being offered as translatable text — on one game that was 78% of everything you could see. Script jump commands like \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.
    • Image Studio: cleaning text off a transparent background no longer turns it black. Transparency is preserved, and a cleaned area over transparent artwork stays transparent. Images you already cleaned need cleaning again.
    • Image Studio: the colour picker is no longer cut off by the bottom of the window when the app isn't maximised.
  68. v0.52.2#

    2026-08-16
    • Unity: text compiled into a game's C# is now translatable (Mono builds). Small games hardcode a lot of their script in 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.
    • Unity: engine wiring no longer clutters the editor on English-source games. Input System bindings (<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.
    • RPG Maker MV/MZ: encrypted images now open in the Image Studio even when the game uses an encryption plugin. The cipher is detected from the image itself instead of assuming RPG Maker's own scheme, so plugin-encrypted games work — including games whose key is not in 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.
    • Housekeeping: the installer no longer carries a duplicate copy of the MCP workbench UI.
  69. v0.52.1#

    2026-08-11

    Kirikiri: games that keep their data inside the .exe (no .xp3 on disk) are now detected and translated.

    Unity:

    • Fixed "UnityPy could not read this game's assets" — a single binary asset could abort an entire extraction.
    • Reads text from AssetBundles that have no file extension, so games shipping their script that way are no longer empty.
    • Multi-language tables (ID,CAT,EN,FR,DE,…) now show only your source language instead of every language at once.
    • Reads game-root language folders (e.g. Mod/Localize) and writes the translation into every language the game ships.
    • Reads and replaces XUnity.AutoTranslator's _AutoGeneratedTranslations.txt.
    • Far fewer junk rows: GUIDs, asset paths, font character sets, rich-text fragments, stack traces and input bindings now arrive as red opt-in rows.
  70. v0.52.0#

    2026-08-11

    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.

  71. v0.51.6#

    2026-08-11

    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.

  72. v0.51.5#

    2026-08-10

    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.

  73. v0.51.4#

    2026-08-09

    Kirikiri: Thai vowel and tone marks now sit on their letter instead of taking a space of their own.

  74. v0.51.3#

    2026-08-09

    Security and stability improvements.

  75. v0.51.2#

    2026-08-09

    Fixes

    • RPG Maker XP/VX/Ace — Japanese text no longer extracts as garbled characters. This affected games whose data is stored as UTF-8; open an existing project and re-scan the source to pick up the corrected text.
    • Kirikiri / KAG — translations into Thai, Vietnamese, Korean, Chinese and Arabic now render in-game instead of showing empty boxes. Other target languages are unchanged.
    • Electron visual novels — modern bundled games (React/Vite) now extract their full script instead of a single line, and exporting one no longer stops the game from starting.
    • Stability — fixed an "encodings" module error some users saw when opening a project.
  76. v0.51.1#

    2026-08-09

    Ren'Py: image translation

    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

    • The page list is now virtualized and has a filter box, so a game with thousands

    of images opens and scrolls as fast as one with ten.

    • Ren'Py projects get a "Show all images" toggle, for art kept outside the usual

    gui/ and images/ folders.

    Also fixed

    • Ren'Py: exporting into a folder whose name contains characters like 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.)

  77. v0.51.0#

    2026-08-08

    Image translation, rebuilt as a real editor

    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.

    • Detect every text area on a page, or read just one box. Draw, move, resize

    and rotate boxes freely, with undo throughout.

    • Clean by painting over the original text — the artwork underneath is rebuilt,

    so your translation sits on the real background instead of a coloured patch.

    • Typeset with font, size or auto-fit, alignment, line height, letter spacing,

    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.

  78. v0.50.2#

    2026-08-07
    • Attach files to a support ticket — screenshots, a .rtpatch or a spreadsheet, up to 15 MB each. You can attach when you file a report and when you reply, and save anything we send back.
    • The "Report a problem" window no longer closes when you click outside it, and your text is kept if you close it by accident.
    • You can now delete your own support ticket.
  79. v0.50.1#

    2026-08-06
    • Fixed importing a translated Excel spreadsheet failing with a "cannot find module" error.
    • Kirikiri/KAG: translations now apply on games that load their scripts straight from the game archive — previously the export finished but the game still ran untranslated.
  80. v0.50.0#

    2026-08-05

    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.

  81. v0.49.7#

    2026-08-05

    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.

  82. v0.49.6#

    2026-08-05

    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.

  83. v0.49.4#

    2026-08-05

    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.

  84. v0.49.3#

    2026-08-04

    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.

  85. v0.49.2#

    2026-08-04

    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.

  86. v0.49.1#

    2026-08-04

    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.

  87. v0.49.0#

    2026-08-04

    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.

  88. v0.48.3#

    2026-08-03

    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.

  89. v0.48.2#

    2026-08-02

    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.

  90. v0.48.0#

    2026-08-01

    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.

    • Dialogue passed through a common-event call is now translated. Many games route their messages through a shared "show message" event, and everything sent that way was skipped before. On one reported game that alone was 95 lines, including the entire opening.
    • Maps that failed to load now load. Older map files were read with the wrong layout and failed immediately, so every line in that map was lost while the rest of the game worked — which made it look like one corrupt file.
    • External script files are now translated. Some games keep dialogue in plain .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.
  91. v0.47.11#

    2026-08-01

    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.

    • Dialogue passed through a common-event call is now translated. Many games route their messages through a shared "show message" event, and everything sent that way was previously skipped. On one reported game this alone was 95 lines, including the entire opening.
    • Maps that failed to load now load. Older map files (version 0x65) were read with the wrong layout and failed immediately, so every line in that map was lost while the rest of the game worked normally — which made it look like a single corrupt file.
    • External script files are now translated. Some games keep dialogue in plain .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.

  92. v0.47.9#

    2026-08-01

    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.

  93. v0.47.7#

    2026-07-30

    Kirikiri: fixes several crashes that could happen after translating a game.

    • Plugin/engine script blocks are no longer treated as dialogue, so a translated game no longer aborts with a script error naming a file like gvolume.ks. This code now shows as red opt-in rows in the editor instead.
    • Filenames and jump targets inside complex tags (for example a button's image and its target label) are properly protected, fixing the "no file with a suitable extension found" error on startup.
    • Text like 【…】 is no longer turned into a tag by the translator, fixing errors such as "tag/macro 'voice' does not exist".
    • A translation can no longer accidentally become a label, comment or command, split one line into two, or break the tag it sits in.

    Note: to pick these up on an existing Kirikiri project, use "Re-scan source" in the ... More menu, or create the project again.

  94. v0.47.6#

    2026-07-29

    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).

  95. v0.47.5#

    2026-07-29

    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).

  96. v0.47.4#

    2026-07-29

    Wolf RPG — image and audio file paths (e.g. Anime/…png, sound files) are no longer sent for translation.
    Refiner — fixed refined translations sometimes reverting to their original version on export.

    Removed the "Scan for issues" tool — with broader exclusion coverage it was no longer needed, and could occasionally flag correct translations.

    Translation memory — no longer caches excluded / non-content lines.

  97. v0.47.3#

    2026-07-28

    Unreal Engine — Games that protect their data files with signature checks can now be translated. On these titles the translation patch was built correctly but the game silently refused to load it — no error, the game just stayed in its original language. RuneTranslate now also delivers the translation as loose localization files, which load without that restriction. Coverage is best for in-game dialogue and menu text.

  98. v0.47.2#

    2026-07-28

    Kirikiri — Games that keep their scenarios under a different file extension now extract properly. Scenario files are found by their content instead of their filename, so a game storing its story as script/*.src rather than the usual .ks no longer comes up empty — one such title went from 0 to over 9,000 translatable lines. Games that already worked are unaffected.

    Kirikiri — Preprocessor #command lines are no longer offered for translation. Their arguments are internal identifiers, such as character variables and track names, and translating them broke the game's lookups. They still appear as opt-in rows if you need to translate one.

    App — Release notes now display their formatting (bold, headings, lists) instead of showing the raw markup.

  99. v0.47.1#

    2026-07-28

    Bakin — Dialogue now applies on games that ship their own localization data. On those titles the menus translated but every line of dialogue stayed in the original language, with no error shown. Verified in-game on a real title: all 20,096 dialogue lines now display translated.

    Bakin — Exports of games whose source language isn't Japanese now apply correctly. Previously the export could come out untranslated.

    Unity — Games with Thai, Arabic, Ukrainian, Greek or Traditional Chinese source text no longer extract as empty. Their text files were being skipped entirely.

  100. v0.47.0#

    2026-07-28
    Fixed
    • Artemis games whose scripts use their own tag names now extract. Some games label dialogue with the character's name in Japanese rather than a standard tag, and RuneTranslate skipped those scripts while still reading the game's menu files — which looked like it had read the wrong folder. Script detection no longer depends on a fixed list of tag names. On the game this was reported with, that's a 623 KB scenario file, ~26,000 lines, that previously produced nothing.
    • Kirikiri games that store their scripts in Shift-JIS now extract dialogue. Their scripts are lightly scrambled, and RuneTranslate could only unscramble the Unicode variety — so on affected games it read the archive, found the script folder, and came back empty. On the reported game this recovers all 25 scenario files (126 of 126 scripts now readable).
    Added
    • "Skipped files" hint on the project list. Hover a project to see how many files were found but not used, and why. It only appears when a lot was skipped — or when a project extracted nothing at all, which is exactly when you want to know whether the dialogue is sitting in a file we didn't recognise.
    • Mongolian as a source and target language. Google Translate and the AI providers support it; DeepL has no Mongolian, so RuneTranslate will tell you before a run rather than returning the wrong language.
    Note
    • These apply at extraction time. For an existing project use Re-scan source (⋯ More), or create it again, to pick them up.
  101. v0.46.9#

    2026-07-27
    Fixed
    • Wolf RPG: some games aborted at startup after export. Games whose data archives ship unencrypted were being repacked encrypted, so the game refused to load them ("the following encrypted data cannot be loaded because of unknown versions"). Those archives are now left as they are, and the translation is applied alongside them. Encrypted games are unaffected.
    • Wolf RPG: exports no longer create dozens of stray archives. Folders the game originally shipped loose (DLC art, extra data) were being turned into new .wolf files that shadowed them. On one game that meant 43 stray archives and an export that ballooned from 528 MB to 4.2 GB.
    • Unity games in English (or any Latin-script language) now extract their script. Text stored in the game's own data files was being skipped entirely for these games, so many extracted only a handful of menu strings. On the game this was reported with, extraction went from 201 lines to about 8,900.
    Note
    • These apply at extraction/export time. For an existing project use Re-scan source (⋯ More), or re-export, to pick them up.
  102. v0.46.8#

    2026-07-27
    Added
    • Unity games that use Ink now extract their dialogue. Ink is one of the most common ways Unity games script conversations, and RuneTranslate previously found nothing in those games — the script is stored in a form the extractor had no route for. On the game this was reported with, extraction went from 0 to 8,561 lines. Speaker names, runtime variables and scene commands inside the text are protected so translating can't break them.
    Fixed
    • Wolf RPG: file paths containing Japanese are no longer translated. Paths like Text_Script/プロローグ/01.txt or tatie/アン/AN_A服 were treated as dialogue because they contain Japanese. Wolf looks these up by exact name, so translating them broke the lookup. Paths with Japanese folder or file names are now excluded automatically, while choice lists like はい/いいえ stay translatable.
    Note
    • Both fixes apply at extraction time, so an existing project needs Re-scan source (⋯ More) to pick them up. New projects get them automatically.
  103. v0.46.7#

    2026-07-27
    Fixed
    • Excluded lines no longer turn into "will translate". Right-clicking a file and choosing Translate using → switched every excluded line in that file to "will translate" — overriding both RuneTranslate's own exclusions (code, asset paths, IDs) and your own regex filters, and the change stuck. Translating a whole file now always respects exclusions.
    • Selecting several rows and translating them now asks before including the excluded ones, instead of quietly opting them all in. Translating one row on purpose still includes it.
    • Translate this unit now works on an excluded row instead of doing nothing.
    • "Translating N units in this file" no longer counts lines it was about to skip.
    • Already affected? Open Filters and press Apply — that clears the leftover "will translate" marks from lines your filters match.
    Added
    • Brazilian Portuguese is now a language of its own. Pick Portuguese (Brazil) or Portuguese (Portugal) as a source or target and every engine gets the right variant. Before this, a single "Portuguese" meant European on DeepL but Brazilian on Google Translate, so the same project could come back either way.
    • RuneTranslate now warns you before a run when the engine you picked has no target for your project's language, instead of failing partway through it.
    Note
    • A project switched between the two Portuguese variants starts with no translation-memory hits for the new one — the two are stored separately, the same way Chinese (Simplified) and Chinese (Traditional) are.
  104. v0.46.6#

    2026-07-25

    Godot: translate games that use Godot's built-in localization system. On these games the dialogue lives in compiled translation tables rather than in the scripts and scenes, so earlier versions couldn't see it at all — on a real game this added about 5,000 lines that were previously invisible. Extracted, translated and written back into the exported build; verified in-game.

    Godot: scene-node names, node paths (../../Something, Name:property) and res:// resource references are no longer offered for translation, so a translation can't break a scene lookup or an animation.

    RPG Maker XP / VX / Ace: notetags in a database Note field (<Key: value>) are now excluded. Plugins match those strings literally, so translating them used to break the plugin. A note that mixes tags with real prose stays fully translatable.

    AliceSoft: the code-string pool is now filtered with the full rule set, and developer log lines and printf-style format strings are excluded.

    Unreal Engine: object paths (/Game/...) and developer log lines that were gathered into the .locres alongside real UI text are excluded.

    SRPG Studio: values under customParameters are excluded — scripts match those by value.

    TyranoBuilder: jump labels (*start), variable references (&f.page), bare tags ([r]) and script filenames are excluded from tag attributes, lang.js and Config.tjs. Scenario dialogue is unaffected.

    Ren'Py: say lines that contain nothing but markup or a substitution ({w}{nw}, [player_name]) are excluded.

    Everything newly excluded stays visible in the editor as an opt-in row — if you want one translated, switch it on and it behaves exactly as before. Nothing is hidden or deleted.

  105. v0.46.5#

    2026-07-24

    Unity: fixed rare freezes during extraction on some games, and added support for translating games built with Unity Localization — including games whose source text isn't Japanese. Bakin: removed non-text data (binary blobs, control codes) from the translatable list so you only see real text.

  106. v0.46.4#

    2026-07-24

    Wolf RPG: numeric/flag data (e.g. tile rows) no longer appears as translatable text — it's now an opt-in row. And the editor groups extracted text by source file (CommonEvent.dat, DataBase.dat, each map) instead of one long list.

  107. v0.46.3#

    2026-07-23

    Wolf RPG: some games whose data archives are unencrypted (no decryption needed) extracted no text at all — they now extract and translate correctly. Also includes the new localized in-app help pages.

  108. v0.46.2#

    2026-07-23

    New in-app help: a help button on every Settings tab and inside the project editor opens a plain-language guide to every option, including what each paid feature does. Fully localized into all 18 app languages.

  109. v0.46.1#

    2026-07-23

    Proxy pool: reliability fixes for large proxy lists. A proxy can no longer be pushed past its safe per-IP request rate when other proxies get rate-limited mid-run, so heavy runs are less likely to trip a proxy's limits. Testing all proxies no longer keeps extra connections open afterward.

  110. v0.46.0#

    2026-07-23

    Proxies (Pro): send translation requests through your own proxies so per-IP rate limits on the free translators (Google, DeepL) no longer cap a run. Add and test them in Settings → Proxies, and watch a live indicator while a project translates — requests spread across your proxies automatically and a rate-limited one steps aside on its own. Also: smoother free DeepL (Classic / Next-gen) behaviour when routed through proxies, plus reliability fixes.

  111. v0.45.3#

    2026-07-22

    Unreal Engine: fixed two separate problems that could crash an exported UE5 game on launch.

    The translation container is now built for the game's actual Unreal Engine version and is verified against the game before it ships, instead of being assumed. This mainly affects UE 5.4, 5.5, 5.6 and 5.7 games, which previously received a container built for the wrong engine version.

    Text detection is also stricter: some binary game data could be mistaken for text, offered for translation, and then written back over real asset data. Those are now rejected, both when scanning a game and when exporting — so an older project can no longer produce a broken build either.

  112. v0.45.1#

    2026-07-21

    Bakin: fixed an export failure on games whose engine build doesn't ship Bakin's localization plugin — those games now export through direct text replacement instead of stopping with an error. Games on the other Bakin build are unaffected and export exactly as before.

    Also corrected how Bakin support is described in-app: an exported Bakin build always opens already translated — the language is applied for you, not offered as an in-game choice.

  113. v0.45.0#

    2026-07-20

    Unreal Engine: fixed games where menus translated but in-game dialogue stayed in the original language - dialogue text baked into cooked assets (widget Blueprints) is now translated too. Extraction also stays responsive while scanning large Unreal games (no more freeze).

  114. v0.44.11#

    2026-07-19

    Unity: fixed games with array-based dialogue where only one line per section translated - now every line translates. Added automatic non-Latin font embedding for Unity (TextMeshPro) games, so Thai, Arabic, Chinese, Japanese and Korean render instead of empty boxes.

  115. v0.44.10#

    2026-07-19

    Reliability: translation requests now use sensible timeouts, so a slow or unresponsive model fails fast instead of hanging or looping. New controls in Settings > Translation let you set the request timeout and how many retry passes to make. DeepL: Arabic is now supported on all engines; Thai works with a paid DeepL API key.

  116. v0.44.9#

    2026-07-18

    Godot: fixed exporting translations for Godot 4.4+ games (new GDPC v3 pack format). Godot 4.0-4.3 games are unaffected.

  117. v0.44.8#

    2026-07-17

    • Kirikiri / KAG visual novels: fixed exported translations not appearing in-game on titles that use a non-standard override hook (some games rename the loading hook). The translation now loads correctly on these games.

  118. v0.44.7#

    2026-07-17

    • Unreal Engine: much better AES-key auto-detection — recovers keys that games build from split 32-bit constants in the executable (previously undetectable), so more encrypted UE4/UE5 games open without pasting a key.
    • As an optional last resort, if the key is nowhere in the game files, RuneTranslate can (only with your explicit permission) launch your game once and read the key from its memory — it never modifies the game and leaves it running.

  119. v0.44.6#

    2026-07-16

    • Developer tier: new "Dump & localize your own game" tool — extract every translatable string from your own game (any supported engine) to CSV/JSON/PO/XLIFF, translate, and rebuild the localized game. Now supports multiple target languages in one pass.
    • Unreal Engine: broader export compatibility — more games now export their translated text even when the game's package container can't be rebuilt.

  120. v0.44.4#

    2026-07-16
    Native-encrypted RPG Maker MZ support

    This one fought us every step of the way—and became one of the hardest RPG Maker compatibility fixes we have shipped. The game's modified nw.dll encrypted all 73 data/*.json files, rejected normal Node/Electron hooks, depended on preserved NTFS metadata and even short path lengths, and produced misleading Failed to load Actors.json / Animations.json errors when approached conventionally.

    RuneTranslate now recognizes this protection automatically, visibly launches the game to capture the plaintext JSON at runtime, reports progress to the user, hash-restores every temporary manifest/plugin change, and exports through a transient safe overlay without ever overwriting the encrypted originals.

    Real-game verified: all 73 JSON files were recovered, and the translated [RuneTranslate Test] House build launched and ran without errors.

  121. v0.44.3#

    2026-07-16

    Fixed Korean text rendering as boxes in Ren'Py character logs by adding additive font fallback aliases for custom UI fonts. Existing Latin/Cyrillic export behavior is unchanged.

  122. v0.44.2#

    2026-07-16

    Ren'Py: menus, screens, item descriptions and character logs now translate on games that ship their own languages — and a lot more on-screen text is picked up. Non-Latin translations (Korean, Japanese, Chinese, Thai, Arabic) now render on every screen instead of showing boxes. Developer projects: smoother importing of CSV, JSON (including flat key/value files), PO and XLIFF, and exports now preserve your file's original structure. Various fixes and polish.

  123. v0.44.0#

    2026-07-16

    Developer projects — bring your own strings. The Developer tab is reworked: import your own CSV / JSON / PO / XLIFF strings, pick a source language and one or more target languages, and RuneTranslate creates a project per language and translates them automatically with your chosen provider. Each opens in the normal editor and exports back to the same format — for any engine, on your own text. Also fixes the tier badge for Developer accounts.

  124. v0.43.0#

    2026-07-16

    New: Developer tier — adds a Developer tab that exports any project's text to CSV, JSON, PO (gettext), or XLIFF for every supported engine, so you can work with translators, CAT tools (Poedit, memoQ, Trados, Weblate), or your own pipeline — then re-import the edited file straight back into your project. Includes everything in Pro.

  125. v0.42.7#

    2026-07-15

    Save Editor now supports RPG Maker XP / VX / VX Ace (.rvdata2 etc.) and RPG Maker 2000/2003 (.lsd) saves — edit gold, variables, and switches.

  126. v0.42.6#

    2026-07-15

    Early-access release dates now show in your local timezone with a small countdown (e.g. 2 days 15 hours).

  127. v0.42.5#

    2026-07-15

    RPG Maker: games with encrypted data files now show a clear explanation instead of a confusing error when creating a project.

  128. v0.42.4#

    2026-07-14

    RPG Maker (MV/MZ): event comments now appear as opt-in rows so nothing is hidden, and choice-branch text is fully translated for more complete map coverage.

  129. v0.42.3#

    2026-07-14

    New Project is smoother: every engine now shows a live progress bar while it reads a game's text, and the app stays responsive during extraction (no more freezing on large games).

  130. v0.42.2#

    2026-07-13
    • Collaborative projects: clearer message when you try to join a project you already host
  131. v0.42.1#

    2026-07-13
    • Unreal Engine: fixes some IoStore games failing to export (auto-detects the right engine version to repack)
    • Collaborative projects: a stale shared project can always be deleted; you can no longer join a project you host
  132. v0.42.0#

    2026-07-13
    • New: DeepL Classic / Next-gen translation option — free, no API key, with an explicit Classic vs Next-gen model choice
    • Provider picker now shows brand logos and is sorted alphabetically
  133. v0.41.1#

    2026-07-13
    • The upgrade, early-access and update screens are now translated into all supported languages (they previously showed in English)
    • Korean FAQ text fix on the website
  134. v0.41.0#

    2026-07-12
    • New RuneTranslate logo across the app — window, taskbar, and installer
    • Cleaner header spacing
  135. v0.40.0#

    2026-07-12

    Unreal Engine — major improvements:
    • Translates UE games that keep their text inside cooked assets / Blueprints (no .locres needed) — applied at runtime so the game stays stable.

    • Much broader automatic AES-key detection for encrypted UE games (scans all game files + more key formats), now with a progress bar and no UI freeze.

    Plus stability fixes across engines.

  136. v0.37.17#

    2026-07-12

    Unreal Engine games now open correctly.

    Creating a project from a modern Unreal Engine game (UE 4.23 and newer, including UE5) failed with an error claiming no localization files could be found. The archive reader was misreading the game's file table, so it never got as far as the text. That's fixed — Unreal games are now read properly.

    Clearer answers when a game can't be translated

    Some Unreal games don't store their text as localization files at all — it's compiled into the game's assets. RuneTranslate now tells you that plainly, instead of giving a confusing error. If your game's text is there and we fail to read it, the app now says so and offers to send a report.

    Also

    • Error messages across the whole app no longer show the raw "Error invoking remote method..." prefix.
  137. v0.37.16#

    2026-07-11

    Bug fix.

    The note shown on the export-complete screen was only appearing once a day instead of on every export. It now shows every time you finish exporting a translated game.

    The Open game folder button is unchanged — it stays the main action and always takes you straight to your game.

  138. v0.37.15#

    2026-07-11

    Readability fix for the Light theme.

    Several pieces of text were rendered in a shade meant for dark backgrounds, which made them very hard to read on the Light theme. Fixed throughout:

    • The run summary shown after every translation.
    • The free-tier and support notices.
    • The refiner progress badge.
    • The account page.

    All of them now adapt properly to whichever theme you're using.

  139. v0.37.14#

    2026-07-11

    Your game is translated — now go play it.

    Exporting a finished translation used to end with a small toast showing a file path. It now ends with a proper completion panel: how many lines shipped, which images were re-baked, and a one-click Open game folder button so you can launch straight into the game you just made playable.

    Also in this release

    • Faster Google Translate throughput on full-speed (Supporter / Pro) runs.
    • Fewer rate-limit failures when translating with DeepL (Free, unofficial).
    • Clearer, friendlier wording throughout the app — refreshed in all 18 languages.
  140. v0.37.13#

    2026-07-11

    OpenAI-Compatible API: custom request parameters. The OpenAI-Compatible provider now has a Request parameters section in Settings → Providers — a temperature field and an Advanced parameters (JSON) box that gets merged into every request.

    This lets you send whatever your provider or self-hosted server needs, for example:

    { "topp": 0.9, "maxtokens": 512,
    "chattemplatekwargs": { "enable_thinking": false } }

    That last one is useful for reasoning models — turning thinking off keeps their internal monologue out of the translation (and makes them a lot faster). The required fields (model, messages) are always protected, so nothing you put here can break a request.

    Nothing changes unless you fill these in — every other provider, including Local Model, behaves exactly as before.

  141. v0.37.12#

    2026-07-10

    Artemis engine: multilingual games now fully translate. Games that ship several languages side by side (for example NinNinDays 2) previously extracted only a handful of lines. RuneTranslate now reads their dialogue, speaker names and choices in full. Your translation replaces the Japanese text, so run the exported game with Japanese selected — any official English/Chinese text the game ships is left untouched.

    Artemis patch archives are now handled correctly. Numbered archives (.pfs.000, .pfs.040, …) are read in the engine's own priority order, so text that a game's patch archive adds or replaces gets translated too — and the exported patch is numbered to load after every archive the game ships.

    Note for existing Artemis projects: create a NEW project for these games rather than using 'Re-scan source for new lines'. The newly-found lines are inserted mid-file, which a re-scan cannot align.

  142. v0.37.11#

    2026-07-09

    Wolf RPG 3.x support — RuneTranslate now translates newer Wolf RPG Editor games (3.0+, UTF-8): dialogue, choices, character names, and database text that earlier builds couldn't read.

    Already have a Wolf project? Open it and use the More menu (⋯) → 'Re-scan source for new lines' to pull in the newly-supported text.

  143. v0.37.10#

    2026-07-07
    RPG Maker games with encrypted images

    The image translator now handles RPG Maker MV/MZ games that ship encrypted images (.png_ / .rpgmvp). These games previously showed "no candidate images" in the Images tab — now their menus, titles, and buttons appear in the gallery and can be translated and re-baked like any other image.

  144. v0.37.9#

    2026-07-07
    Batch queue polish (Supporter+)
    • The Queue button is now disabled while a batch is already running, so you can't accidentally start a second queue on top of one that's already in progress.
    • Projects that are already in the running queue — or that are currently translating on their own — are now clearly marked in the queue dialog and can't be added again.
    • Minor label and wording fixes in the queue setup dialog.
  145. v0.37.8#

    2026-07-06

    Artemis engine: translations now apply in-game. Fixed the export so translated scripts actually load into the game, and the text extractor now captures bracketed dialogue lines and speaker names that were previously missed. Tip: re-scan an existing Artemis project (⋯ More → Re-scan source for new lines) to pick up the newly-detected dialogue.

  146. v0.37.7#

    2026-07-05

    Fixes the finished-translation-queue banner reappearing after you dismiss it and switch tabs.

  147. v0.37.6#

    2026-07-05

    Fixes Ren'Py games (especially newer Ren'Py 8 titles) extracting only a fraction of their dialogue — lines carrying an internal id are now captured. Re-extract the project to pull in the full script.

  148. v0.37.5#

    2026-07-05

    Translated Ren'Py games now display correctly in Japanese, Chinese (Simplified & Traditional), Korean, Thai, and Arabic — the export bundles a matching font so text no longer shows as empty boxes. Re-export your project to apply it.

  149. v0.37.4#

    2026-07-05

    Fixes Korean text in translated Ren'Py games showing as empty boxes — the export now bundles a Korean font so the translation displays correctly. (Re-export your project to apply it.)

  150. v0.37.3#

    2026-07-05

    The newer features (translation queue, project pinning, and more) are now fully translated in all 17 supported languages.

  151. v0.37.2#

    2026-07-05

    Fixes the translation queue so every provider you've set up (OpenAI, Claude, DeepSeek, DeepL, and more) shows up right away — no need to open Settings first.

  152. v0.37.1#

    2026-07-05

    The translation queue now scales with your plan — Supporter can queue up to 10 games at once, Pro up to 30. Plus small refinements.

  153. v0.37.0#

    2026-07-05

    New: Translation queue — line up several games and translate them back-to-back, unattended (Supporter feature). Your PC stays awake for the batch and you get a notification when it finishes. Plus stability improvements.

  154. v0.36.4#

    2026-07-04

    You can now pin projects on the projects list — pinned projects stay at the top and stand out. The project editor's 'Filters' tool is renamed 'Regex exclusions' for clarity. Plus stability improvements.

  155. v0.36.3#

    2026-07-04

    You can now choose which translation engines add to your Translation Memory (Settings → Translation). The free unofficial Google/DeepL scrapers are off by default so their quick guesses aren't cached and reused. Plus stability improvements.

  156. v0.36.2#

    2026-07-04

    LiveMaker translation now also covers on-screen UI captions (button and label text such as OK / Cancel / Mute), in addition to dialogue and menu choices. Plus stability improvements.

  157. v0.36.1#

    2026-07-04

    Fixes LiveMaker export for games that ship their data as a split (multi-file) archive. Plus stability improvements.

  158. v0.36.0#

    2026-07-04

    Adds LiveMaker / LiveNovel visual novel support — detect, translate, and export a runnable translated build. Plus stability improvements and bug fixes.

  159. v0.35.4#

    2026-07-03

    Bug fixes and general improvements to stability and reliability.

  160. v0.35.3#

    2026-07-02
    • Added DeepSeek as a translation provider (Settings → Providers · Cloud · API key).
  161. v0.35.2#

    2026-07-02
    • Fixed a crash that could occur when importing a shared translation patch.
    • Improved translation export for newer RPG Developer Bakin engine games.
  162. v0.35.1#

    2026-07-01

    Unreal Engine improvements (still experimental)

    • Much faster localization extraction from large UE5 "IoStore" games — RuneTranslate now pulls just the text files instead of processing the whole (often 100GB+) game.
    • Clearer feedback when a game stores its text in a format RuneTranslate cannot read: some titles compile all of their text into cooked assets rather than standard .locres localization files, and RuneTranslate now explains that directly instead of showing a vague error.

    Unreal Engine support remains experimental / best-effort — please verify translated builds in-game before sharing.

  163. v0.35.0#

    2026-07-01

    New: Unreal Engine (UE4 / UE5) support — experimental

    RuneTranslate can now translate Unreal Engine games. It pulls the on-screen text (menus, system messages, item and skill names, subtitles) from the .locres files inside the game's .pak archives — automatically recovering the AES key for encrypted games — and from UE5 IoStore containers. On export it builds a small patch pak you drop into the game's Content/Paks folder: no full repack and no re-signing.

    ⚠️ Experimental / best-effort. This engine is brand new and has not yet been verified in-game on a real Unreal title — extraction and export are proven on test data only. Please try it on a copy of your game first and let us know how it goes. Text baked into the engine's data tables or compiled assets isn't covered yet.

    Also includes general stability and polish improvements.

  164. v0.34.0#

    2026-06-30

    0.34.0 — the AI Connections Workbench

    New: RuneTranslate Workbench — an interactive panel that opens right inside Claude Desktop. Browse your projects and progress, view & edit translation lines, manage your glossary, build exclusion filters, run the translation engine, and export your build — all visually, without leaving the chat. Enable it in Settings → AI Connections, then ask Claude to open my RuneTranslate workbench.

    New: Auto-skip game-code lines — Claude can now detect and exclude non-dialogue lines (asset paths, ID & system codes) from translation through AI Connections, so you don't spend translations on engine codes.

    Plus stability and reliability improvements.

    Browsing is free for everyone; editing, glossary, filters, running the engine, and export are Supporter & Pro.

  165. v0.33.2#

    2026-06-30

    Stability and quality-of-life improvements, plus minor fixes and polish.

  166. v0.33.1#

    2026-06-30

    Stability and bug-fix update. This release focuses on under-the-hood reliability improvements and minor fixes.

  167. v0.33.0#

    2026-06-29

    New: Premium scene themes (Pro)

    Three animated, hand-crafted theme backdrops, exclusive to Pro:

    • Saltwind — a dawn ocean with drifting waves and a distant ship on the horizon.
    • Hex Veil — a cursed-violet void with a slowly rotating sigil and rising embers.
    • Wayfarer's Wild — a misty pine forest at dusk, with a lantern glow and falling leaves.

    Pick them in Settings → Theme. They're purely cosmetic — translation works exactly the same on every tier — and respect your system "reduce motion" setting.

  168. v0.32.2#

    2026-06-29

    Fixes

    • Image-text translation: translating text on a transparent-background image (a label or button with no artwork behind it) now keeps its transparency, instead of baking an opaque background behind the text. Already-baked images can be re-baked to apply the fix (the original is kept as bk_<name>).
  169. v0.32.1#

    2026-06-29

    Improvements

    • Easier AI Connections setup: the Install Desktop Extension button now opens Claude Desktop directly instead of asking you to choose an app. If Claude Desktop isn't found, RuneTranslate shows you the extension file so you can add it from Claude's Settings → Extensions.
  170. v0.32.0#

    2026-06-29

    AI Connections (Beta)

    Connect an AI assistant like Claude Desktop to RuneTranslate. Once you enable it in Settings under "AI Connections", it can browse and search your translation projects. With a paid plan it can also translate lines, build and edit glossaries, run the translation engine, and export your build. One-click setup via a Desktop Extension, and it stays off until you turn it on.

    Improvements

    • Smoother scrolling in large projects.
    • The AI Connections panel is fully localized in all 18 languages.
  171. v0.31.1#

    2026-06-27

    Discord Rich Presence polish: your activity now shows a per-engine thumbnail and a quick "Join our Discord" button.

  172. v0.31.0#

    2026-06-26

    Stability and reliability improvements.

  173. v0.30.5#

    2026-06-26

    YU-RIS: cleaner extraction. Older two-segment YU-RIS games were surfacing thousands of bytecode/numeric "junk" rows that buried the dialogue. Fixed — only real text is shown now. (Tip: for an English game, set the project source language to English so the dialogue shows as translatable.)

  174. v0.30.4#

    2026-06-26

    YU-RIS: now reads older games (Eroge! and similar). Some YU-RIS games use an older compiled-script format (the two-segment YSTB) that previously showed "0 translatable strings." Fixed — the dialogue now extracts. (Newer YU-RIS games are unaffected.)

  175. v0.30.3#

    2026-06-26

    Artemis: now reads games that ship scripts as .iet text. Some Artemis games pack their scenario as line-oriented script text under the .iet extension (not compiled) — these previously showed "no scripts found / 0 strings." Fixed; the dialogue now extracts. (Compiled-.iet games are unaffected.)

  176. v0.30.2#

    2026-06-26

    AliceSoft: now detects newer games (Rance 9 / Evenicle era). Games that ship a per-game .ain + .afa (and no System40.exe / .ald) were reported as "no supported engine found" — fixed; detection is now content-based, so Rance 9 and similar load correctly. Also: the New Project "Create" button now waits for engine inspection to finish before it can be clicked.

  177. v0.30.1#

    2026-06-26

    Fixes AliceSoft extraction. The new AliceSoft System engine returned 0 translatable lines in 0.30.0 — fixed. Re-open your Rance / AliceSoft project (or create it again) and the messages now load for both System 3.x and System 4 games.

  178. v0.30.0#

    2026-06-26

    New engine — AliceSoft System. RuneTranslate now translates AliceSoft's System 3.x and System 4 games — the Rance series, Evenicle, Daiakuji and many more. It reads the game's message data directly and exports a fully translated copy you can play. Brand-new engine: translate a few lines and test the exported build before sharing a full patch.

  179. v0.26.0#

    2026-06-26

    Internal reliability and build-hardening improvements.

  180. v0.25.36#

    2026-06-26

    Translation memory correctness: fixed a case where a cached translation that was missing an engine control code could be reused and corrupt the exported game text. Such partially-translated lines are no longer cached or served from memory, and the duplicate-line memory path now applies the same control-code safety check as the main path.

  181. v0.25.35#

    2026-06-26

    Resizable editor layout: drag the divider beside the Files sidebar to widen or narrow it, and drag the column edges in the table header to resize the Source / Translation / Refined columns. Your sizes are saved and apply to every project.

  182. v0.25.34#

    2026-06-26

    Two editor changes: (1) The AI refiner is now opt-in — turn it on in Settings → Translation (the Refine button is off until you do). (2) Translation memory: you're asked once per project whether to use your memory or translate fresh, and that choice is now respected by the per-file and 'Translate using…' actions too (they previously always used memory).

  183. v0.25.33#

    2026-06-26

    Local model translation reliability: the local provider now keeps small batches and runs one at a time, instead of being pushed to larger batches that small local models miscount — which could trigger a slow line-by-line fallback and make batches take minutes.

  184. v0.25.32#

    2026-06-26

    Smoother editor scrolling on large projects, especially while a translation is running — UI updates during a run are now coalesced so the unit list no longer stutters.

  185. v0.25.31#

    2026-06-26

    Translation progress now shows which file is being worked on and flags slow or retrying batches, so a slow run no longer looks frozen. Added detailed translation logs to help diagnose stalls.

  186. v0.25.30#

    2026-06-25

    Fixed the AI refiner prompt reappearing on every translation after you chose "Always refine — don't ask every run"; it now refines automatically with your chosen model.

  187. v0.25.29#

    2026-06-25

    Stability and reliability improvements

  188. v0.25.28#

    2026-06-25

    Two fixes: (1) the editor's Source column now shows your project's actual source language (e.g. Source (ZH) / Source (KO)) instead of always 'Source (JP)'. (2) Security hardening — bundled engine tools (sidecars) are now integrity-checked: a modified/replaced tool is refused at run time, with the check sealed so it can't be quietly bypassed. No effect on a normal install; every engine works as before.

  189. v0.25.27#

    2026-06-25

    Cleaner Providers settings: the Settings → Providers screen is redesigned as a tidy master–detail layout — a grouped list of every provider on the left (with a status dot and a ★ for your default), and the selected provider's settings on the right. Set a default/favourite provider with the ★ and new projects start on it. Works across all 12 themes. Everything else (keys, models, presets, Test, local-model params) is unchanged.

  190. v0.25.26#

    2026-06-25

    YU-RIS fix: 0.25.25 extracted no dialogue from real YU-RIS games — the scenario text is stored as raw Shift-JIS (a form the parser skipped) and a too-strict check was discarding the scenario scripts entirely. Now the dialogue extracts correctly (verified on a real game: 5,350+ lines), and translated scripts re-encode + round-trip safely. If you translate a YU-RIS game, export and tell us whether the exported build runs in-game — that's the last thing we still need to confirm.

  191. v0.25.25#

    2026-06-25

    New engine: YU-RIS (raiL-soft) visual novels. RuneTranslate now opens .ypf packages and the compiled YSTB scripts inside ysbin.ypf, auto-recovers each script's XOR key, extracts the Japanese dialogue, and exports translated scripts by loose-file override (no repack). Newly added and best-effort — verify on your own YU-RIS game and report any that don't open on our Discord.

  192. v0.25.24#

    2026-06-25

    Fixes the crash when exporting a translation patch as Excel (.xlsx). The Excel export/import added in the last update now works in the installed app.

  193. v0.25.23#

    2026-06-25

    Translation patches can now be Excel files. When you Export patch, a popup lets you pick .rtpatch (for RuneTranslate users) or Excel (.xlsx) — edit the translations in Excel or Google Sheets, or hand the sheet to a translator, then re-import. Import patch now accepts .xlsx too (one picker, either format). The .rtpatch format is unchanged.

  194. v0.25.22#

    2026-06-23

    UI fixes: the Patch / More (⋯) toolbar dropdowns now open neatly under their button instead of jamming against the right edge; and the Excluded filter gained per-reason checkboxes so you can hide noise (e.g. ascii-only, plugin-key) and focus on the lines worth opting in.

  195. v0.25.21#

    2026-06-23

    Artemis engine: now translates the compiled binary scenario format (ASB) that many Artemis games ship instead of plain .ast/.txt — including titles that rename it to a custom extension such as .iet. RuneTranslate detects the compiled scenario by its signature, extracts the dialogue and choices, and exports it loose with no repack. (Earlier builds found no text on these games.) Still new — please report any Artemis game that does not open or load.

  196. v0.25.20#

    2026-06-23

    Added support for the Artemis engine — a Lua-based visual-novel engine used by ~730 titles on VNDB. RuneTranslate now reads Artemis .pfs archives (including encrypted PF8) and translates .ast / .txt scripts — dialogue, character names, and choices — exporting via loose-file override (no repack). Artemis support is brand-new and not yet verified on many real games; please report any issues on our Discord.

  197. v0.25.19#

    2026-06-22

    New: an animated tier badge in the top bar - a charming gold (Pro) / violet (Supporter) treatment for members, and a subtle shimmer for free. Plus minor UI polish.

  198. v0.25.18#

    2026-06-22

    Export now shows a real-time progress bar - current file, phase/step, counts and ETA - instead of a static spinner. A big help on large games (Unity, Bakin, etc.) where export takes minutes.

  199. v0.25.17#

    2026-06-22

    Unity (IL2CPP) games now translate text stored in MonoBehaviour components - e.g. Adventure Creator and Fungus visual novels that previously showed zero translatable lines. Best-effort; verify per game.

  200. v0.25.16#

    2026-06-22

    Smoother, more polished UI: subtle animations across dialogs, menus, navigation, and lists, plus button press feedback. Honors your system's reduce-motion setting.

  201. v0.25.15#

    2026-06-21

    The 'auto-fit overflowing menu/UI text' setting now applies to RPG Maker MV/MZ only (the Bakin menu-sizing attempt was removed — it wasn't reliable). Plus fixes and improvements.

  202. v0.25.14#

    2026-06-21

    RPG Developer Bakin: menu / UI labels too long after translation now grow their box (and wrap) so the text fits, instead of spilling out. Toggle in Settings → App. Plus fixes and improvements.

  203. v0.25.13#

    2026-06-21

    Auto-fit overflowing menu / UI text is now a general setting and works for RPG Maker MV/MZ too (lowers the UI font a notch on export), in addition to RPG Developer Bakin. Toggle in Settings → App. Plus fixes and improvements.

  204. v0.25.12#

    2026-06-21

    RPG Developer Bakin: menu / UI labels that are too long after translation now auto-shrink to fit their box (toggle in Settings → App). Plus fixes and improvements.

  205. v0.25.11#

    2026-06-21

    RPG Developer Bakin: speaker / character name translation now works across any game whose name-plate code matches your translated cast, not just one code style. Plus fixes and improvements.

  206. v0.25.10#

    2026-06-21

    RPG Developer Bakin: character / speaker names now translate (the \NPL[] name-plate codes). Existing Bakin projects just need a re-export — no need to re-translate. Plus fixes and improvements.

  207. v0.25.8#

    2026-06-21

    General bug fixes and improvements.

  208. v0.25.7#

    2026-06-17

    General bug fixes and improvements.

  209. v0.25.6#

    2026-06-17

    General bug fixes and improvements.

  210. v0.25.5#

    2026-06-17
    • Fix: Godot games failed to open in 0.25.4 with a GDRE launch error (a required DLL wasn't bundled) — now fixed. Godot extraction + export work.
  211. v0.25.4#

    2026-06-17
    • Godot Engine support (3.x/4.x): translate Godot games — extracts GDScript dialogue + scene/UI text (unpacks the .pck even when embedded in the .exe, decompiling compiled scripts/scenes) and re-packs translations back into the game.
  212. v0.25.3#

    2026-06-17
    • Ren'Py: correctly translate games whose displayed language is shipped as a tl/<lang> translation (e.g. an English-base game with a Japanese tl) — extraction now reads the source language the player actually sees, and export renders it in your target.
  213. v0.25.2#

    2026-06-17
    • RPG Developer Bakin: support newer engine builds (2.4.x) that previously failed to extract.
    • Unity (IL2CPP): translate games whose Addressable asset bundles are encrypted — text is auto-decrypted on import and re-encrypted on export.
  214. v0.25.0#

    2026-06-16

    New engine: NScripter / ONScripter. RuneTranslate now translates NScripter and ONScripter visual novels - both the on-screen script text and baked-in image text (titles, menus, buttons) - into your language. Heads-up: this engine is brand new and has not been tested on many real games yet. If you have an NScripter/ONScripter game that does not load or translate correctly, please report it so we can harden support quickly. All other engines are unchanged.

  215. v0.24.7#

    2026-06-14

    Kirikiri visual novels: translated text and images now load in-game on encrypted titles that previously showed the original — the override is encrypted to match the game's own scheme, and is no longer skipped on signed builds that don't actually enforce signatures. Other engines unchanged.

  216. v0.24.6#

    2026-06-14

    Image translation UX: small & transparent images. Tiny button/label images now zoom up so there's room to draw a selection box, and the box no longer disappears when the cursor leaves the canvas. OCR on transparent button text (e.g. title-screen labels) is much more reliable — the crop is flattened onto a contrast background and contrast-stretched before recognition, and small crops are upscaled. Opaque images are unchanged.

  217. v0.24.5#

    2026-06-14

    Kirikiri: translate scrambled scripts. Many Kirikiri / KAG games store their scenario scripts in the standard scrambled form (FE FE <mode> FF FE) — these previously came through as garbled or near-empty. RuneTranslate now descrambles them on import and re-scrambles your translation on export so the game loads it exactly like an original. One real game went from 33 to ~6,900 translatable lines. Plain-text scripts are unaffected.

  218. v0.24.4#

    2026-06-14

    Kirikiri fix: games whose scenario scripts are stored in a COMPILED / binary KAG format (rather than plain text) no longer extract as garbled lines — those compiled scripts are detected and skipped, so projects stay clean. The project-inspection screen now warns when a game's scenario is compiled (only its plain-text scripts will translate). Note: some titles ship deliberately protected/compiled scenarios that can't be extracted.

  219. v0.24.3#

    2026-06-14

    Kirikiri image translation. The Images tab now works for Kirikiri / KAG visual novels — translate the text baked into images packed inside XP3 archives, including Kirikiri's native TLG format (TLG5/TLG6). Box the text, recognize, translate, and export injects the translated images back so the game loads them (loose files + patch2.xp3, signed-build aware). Recognition + clean inpainted backgrounds remain Supporter; free gets the local erase.

  220. v0.24.2#

    2026-06-14

    Image translation: clean backgrounds. Baked-in image text (menu/title/CG art) now has the text removed and the artwork behind it rebuilt before your translation is drawn on top — no more solid-color patch (Supporter+; free users get the local flat-fill erase). Also: clearer "no text detected" feedback on Recognize, and exported images keep their original format (PNG stays lossless).

  221. v0.24.1#

    2026-06-14

    Image-text OCR fixes (from the 0.24.0 feature):

    • Fixed intermittent "Recognize" failures — the recognizer now handles back-to-back requests reliably.
    • Clearer loading: the buttons now show "Recognizing…" / "Translating…", and clicking Recognize before an image finishes loading gives a hint instead of doing nothing.
    • Export re-bake now blends the translated text into the surrounding background instead of stamping a solid patch.
  222. v0.24.0#

    2026-06-14

    New: translate text baked into game images (menu buttons, titles, HUD).

    • A new Images tab in the project editor: open a game image, draw a box over the text yourself (as many as you need per image), and it's recognized on our servers. Edit the recognized text, then Translate with your chosen engine, and export re-bakes the translation into the image — keeping the original filename (the untouched original is saved as bk_<name>).
    • Works with whatever source/target languages your project uses.
    • Drawing boxes, typing text, and translating with your own provider are free; the hosted auto-recognition is a Supporter feature.
  223. v0.23.9#

    2026-06-13

    Kirikiri: support for signature-protected (signed) builds.

    • Signed Kirikiri games — those with per-archive .xp3.sig signatures (enforced by sigcheck.dll) — now export correctly. The translation loads via loose files + AfterInit2.tjs instead of a patch archive the game would reject, fixing the "patch.xp3.sig not found" error that opened a dialog and then closed the game.
    • Non-signed Kirikiri games are unchanged.
    • Includes the 0.23.8 stability hardening (crash/hang/data-loss fixes).
  224. v0.23.8#

    2026-06-13

    Stability & reliability release.

    • Hardened the app against crashes, freezes, and data loss across the board.
    • Translation, cloud-sync, and collaboration network calls now time out and recover cleanly instead of hanging.
    • The app always closes promptly — fixed a rare case where it could get stuck on exit.
    • Bundled tools (Unity, Wolf, Ren'Py, Bakin, EVB, SRPG Studio) can no longer lock the app if they stall, and are cleaned up on quit.
    • Settings, API keys, and login are now written atomically, so a crash mid-save can't corrupt them.
    • Added a recovery screen (with Reload) instead of a blank window if the UI ever hits an unexpected error.
  225. v0.23.7#

    2026-06-13

    New: 'Re-scan source for new lines' (in the More menu) re-checks your game folder and adds any newly-detected text to your project without touching your existing translations — handy after an app update improves extraction. Also improves RPG Maker MZ coverage by extracting displayed text from plugin commands (while safely leaving plugin config untouched). No action needed.

  226. v0.23.6#

    2026-06-13

    Fixes a bug where re-translating a project (for example after switching translation providers) could discard your AI-refined lines. Refined lines are now protected from re-translation by default — you'll be asked to confirm before any refinement is overwritten. No action needed.

  227. v0.23.5#

    2026-06-13

    Security and anti-tamper hardening: the app now verifies the integrity of its bundled components at startup and reports tampering for review, with stronger account and device protection. Includes reliability improvements. No action needed - just keep translating.

  228. v0.23.4#

    2026-06-13

    No se publicaron notas para esta versión.

  229. v0.23.3#

    2026-06-11

    Disable Lilac (api.getlilac.com) default 'thinking'/reasoning mode for OpenAI-Compatible translations — faster batches, lower token cost, and no chain-of-thought leaking into the output (Kimi K2.6 / GLM 5.1).

  230. v0.23.2#

    2026-06-10

    Fix Discord activity grammar: 'an RPG Maker game' (was 'a').

  231. v0.23.1#

    2026-06-10

    Discord activity now reads 'Translating a game' when no project is open.

  232. v0.23.0#

    2026-06-10

    Discord Rich Presence: while RuneTranslate is open it can show as a Discord activity (engine type only — never the game name). Toggle in Settings → App. Plus wider project cards.

  233. v0.22.1#

    2026-06-10

    Wider project cards on the home screen.

  234. v0.22.0#

    2026-06-10

    Collaborative projects now show a countdown of time left, and are auto-archived after 15 days with no edits (each edit resets the clock).

  235. v0.21.0#

    2026-06-10

    RuneTranslate is now fully localized — 18 interface languages.

    • Added 8 new UI languages: Japanese, Korean, Polish, Dutch, Arabic (right-to-left), Ukrainian, Indonesian, and Thai.
    • The whole app is now translated — not just Settings, but every dialog, toast, the Project Editor, the Save Editor, all Settings tabs, and the About page.
    • First launch now offers to use your computer's language if it's supported (shown once; change it anytime in Settings → App).
  236. v0.20.1#

    2026-06-10

    Updated the in-app About page to reflect the new RPG Maker XP / VX / VX Ace engine, the AI refiner, and live collaborative projects (no functional change).

  237. v0.20.0#

    2026-06-10

    New engine: RPG Maker XP / VX / VX Ace

    RuneTranslate now translates the older Ruby-based RPG Makers — XP, VX, and VX Ace — not just MV/MZ.

    • Reads their Marshal-encoded Data files and auto-decrypts encrypted RGSSAD archives (.rgssad / .rgss2a / .rgss3a) — just point it at the game folder.
    • Translates dialogue (events), the full database (actors, items, skills, etc.), and System terms; control codes and choices are preserved, dialogue auto-wraps on export.
    • Export produces a runnable copy with the translations applied.

    Notes: VX Ace outputs full Unicode; XP and VX render Shift-JIS, so they're best for English / romaji targets. Ruby Script (UI) strings aren't extracted yet — dialogue and the database are. Best-effort on encrypted games — please report any that don't decrypt.

  238. v0.19.2#

    2026-06-10

    Collaboration fixes + improvements:

    • Members no longer flicker offline — presence timing was tightened so a teammate stays shown as online reliably.
    • Joining is more reliable — fixed a race where you sometimes had to enter the invite code twice.
    • Deleting now propagates — when the host deletes a collaborative project it's removed for everyone (members are disconnected and it leaves their list); non-owners get a 'Leave' option instead.
    • New: see who translated each line — collaborative projects now show a small 'by <name>' attribution under each translated line, colored per teammate.
  239. v0.19.1#

    2026-06-10

    Fix: opening a collaborative project could crash with "Cannot read properties of undefined" once another member's presence arrived. The live member roster is now passed through correctly, and the presence avatars are crash-proof. (Collaborative projects shipped in 0.19.0.)

  240. v0.19.0#

    2026-06-10

    🤝 Collaborative projects — translate together, live

    • New: live collaborative projects. Supporters can host a project on RuneTranslate and share an invite code; anyone (free included) joins and translates together in real time — like Google Sheets for game translation.
    • Live presence: see who's editing which line and what rows each person has selected, updating every couple of seconds.
    • Any member with their own copy of the game can export the finished build locally.
    • New: drag-to-select ("blue box") in the editor — turn on Select mode and drag a box over rows to select many at once, like Windows Explorer (works on every project).

    Hosting a collab project needs the Supporter tier; joining is free.

  241. v0.18.17#

    2026-06-10
    • New: Reset refined translations in the project toolbar's More menu — undo the AI refiner pass and revert refined lines to their original (pre-refine) translation. Your first-pass translations are kept; you can refine again afterwards.
    • Only enabled when the project actually has refined lines.
  242. v0.18.16#

    2026-06-10
    • New: a manual Refine button in the project toolbar — run the AI second-pass polish whenever you want, not only from the after-translation prompt.
    • Tidier toolbar: Auto-glossary, Filters, Scan, and Reset are now grouped under a single More menu.
    • Translate and Refine stay mutually exclusive — you can't start one while the other is running, and Cancel stops whichever is active.
  243. v0.18.15#

    2026-06-09

    RuneTranslate now translates into 32 target languages. Added Arabic, Thai, Traditional Chinese, Ukrainian, Indonesian, Bulgarian, Czech, Danish, Greek, Estonian, Finnish, Hungarian, Lithuanian, Latvian, Norwegian, Romanian, Slovak, Slovenian, and Swedish — pick any of them as your target. (DeepL covers all but Arabic and Thai; use OpenAI, Anthropic, or Google for those.)

  244. v0.18.14#

    2026-06-09

    Fixes the AI refiner appearing to stall at 0: the progress bar now tracks lines processed (advancing per batch even when the model keeps a line unchanged), and if the refine model errors (e.g. a wrong model name or rate limit) the run now stops and shows the error instead of sitting silently at 0.

  245. v0.18.13#

    2026-06-09

    Fewer rate-limit (429) errors on the OpenAI-compatible provider: paid concurrency lowered from 6 to 5 parallel requests so OpenRouter / NanoGPT / Groq and self-hosted gateways are less likely to throttle.

  246. v0.18.12#

    2026-06-09

    The AI refiner now runs as an optional pass AFTER translation finishes, not during it — so translation completes fast and you can export and start playing right away, then refine separately in the background. When a translation completes you'll be offered to refine; refined lines show in a 'Refined Translation' column next to the original.

  247. v0.18.11#

    2026-06-09

    New 'Refined Translation' column: when you run the AI refiner, each line now shows its original translation next to the refined version, so you can see exactly what the refiner changed or kept. Larger AI batch sizes (OpenAI / Anthropic / OpenAI-compatible) for faster translation with fewer requests.

  248. v0.18.10#

    2026-06-09

    AI refiner: dedicated concurrency so it no longer trips provider rate limits, plus the refiner progress bar now stays accurate through the end of a run. Patch export: the all-lines export now also includes excluded (non-translatable) lines.

  249. v0.18.9#

    2026-06-09

    Faster AI translation: increased parallel-batch concurrency for the AI providers (OpenAI, Anthropic, OpenAI-compatible) on both free and paid tiers.

  250. v0.18.8#

    2026-06-09

    Refiner progress - when the AI refiner is running, it now shows its own progress bar (and the model it's using) right below the translation bar, so you can see it working. The run summary also reports how many lines were refined.

  251. v0.18.7#

    2026-06-09

    AI translation refiner - when a translation starts, opt in to have a second AI pass proof-check and improve every line using the surrounding lines as context. Pick any LLM engine and type the model. Free on every tier (it runs on your own API key). Tune its instructions in Settings > Translation > AI refiner prompt.

    Export patch (include untranslated) - the Patch menu can now export a full-line-set snapshot that also carries your untranslated lines; importing it never overwrites the recipient's own translations.

  252. v0.18.6#

    2026-06-08

    General improvements and bug fixes.

  253. v0.18.5#

    2026-06-08

    General improvements and bug fixes.

  254. v0.18.4#

    2026-06-07

    Polish and under-the-hood improvements.

  255. v0.18.3#

    2026-06-06

    The 'use your translation memory?' prompt now predicts how many lines will actually be served from memory (matching the run summary), instead of under-counting distinct cached phrases.

  256. v0.18.2#

    2026-06-06

    Clicking Translate now shows a 'Checking your translation memory…' spinner while it looks up your cloud TM, instead of the button appearing unresponsive for a moment.

  257. v0.18.1#

    2026-06-06

    Translation Memory improvements: it's now always on for Supporters (no toggle to forget), and translating asks whether to reuse your saved translations or translate everything fresh — so memory is never applied blindly. Manage your memory (browse, search, delete) from runetranslate.com → Account → Translation Memory; the local import/export/clear buttons are retired in favor of the web panel.

  258. v0.18.0#

    2026-06-06

    Cloud Translation Memory: your TM now lives in your RuneTranslate account — it syncs across every device you sign in on and survives reinstalls (a paid feature). Manage it on runetranslate.com → Account → Translation Memory (browse, search, and delete saved lines). Your existing local TM is uploaded to the cloud automatically on first launch. Works offline too — translation still runs, just without cloud cache hits until you're back online.

  259. v0.17.3#

    2026-06-06

    Unity/Fungus fix (3rd follow-up): the intro/prologue no longer stalls on Live2D games — Fungus StringVariable values (state tokens like a language flag or scene name) are now left untranslated so the game's If/comparison logic still matches. Completes the Unity Fungus hardening (flow operands + scene/message names + Cubism model names + variable values).

  260. v0.17.2#

    2026-06-06

    Unity/Fungus fix (follow-up to 0.17.1): menu buttons and character interactions no longer break after translating Live2D games — Live2D Cubism model part names (Name/DisplayName) are now left untranslated. Also adds a translation-memory guard that re-translates any cached entry which had dropped a {$name} placeholder, so the player name no longer goes missing on re-export.

  261. v0.17.1#

    2026-06-06

    Fix: Unity (Fungus-engine) games no longer freeze on the loading screen after translation. The translator now preserves Fungus variable keys, message and scene names, event-callback methods, and If/SetVariable comparison values, and keeps {$name}-style placeholders intact so the player name renders correctly.

  262. v0.17.0#

    2026-06-05

    New: Cheat Mode — a dedicated Cheats tab. Point it at any RPG Maker (MV/MZ) or Ren'Py game folder and inject a live, in-game cheat menu (offline single-player only); a one-click Remove cleanly undoes it.

    RPG Maker: a hotkey-toggled overlay with Add 1000 gold, godmode, full heal, one-hit kill, no random encounters and walk-through-walls — plus Variables and Switches tabs that list and edit every game variable/switch live. Ren'Py: the built-in developer console (Shift+O) and a live variable editor.

    Free for everyone; a few advanced cheats are part of a paid plan.

  263. v0.16.30#

    2026-06-03

    Editor: removed the "Untranslated" filter and added a "Show excluded" toggle (on by default) — turn it off to hide engine-excluded rows from every view: the unit table, search, and find & replace.

  264. v0.16.29#

    2026-06-02
    Performance
    • Smoother scrolling through the translation list on large projects — the visible rows no longer re-render on every scroll step (memoized rows + stable handlers), so the main editor list stays fluid even at 20k+ lines.
    • Builds on 0.16.28's during-run batching and faster search.
  265. v0.16.28#

    2026-06-02
    Performance
    • Large projects (20k+ lines) now stay smooth while a translation run is streaming — live row updates are batched into the editor instead of re-rendering on every provider batch.
    • Searching and filtering big files is noticeably more responsive (deferred filtering + a precomputed search index).
    • Faster file/group operations (file picker, right-click menus) on large projects.
  266. v0.16.27#

    2026-06-01

    Hardening + Bug Fixes

  267. v0.16.26#

    2026-06-01

    Removed the over-eager 'code-referenced' exclusion that was leaving common names (HP/MP, status effects, equipment/menu terms) untranslated. Newly-created projects translate these normally again. The genuinely-useful fixes from that work stay: previously-missing RPG Maker plugin text is still extracted.

  268. v0.16.25#

    2026-06-01

    Excluded (opt-in) strings now show in orange instead of red, so they read as a heads-up rather than an error and stand apart from failed rows. The exclusion explanations are softer too — a flagged name 'may break' game logic rather than 'will'.

  269. v0.16.24#

    2026-06-01

    Editor: clicking Translate now opens a pop-up to pick which files to translate (with select-all and per-file string counts). New 'Untranslated' filter (pending + failed). The button shows 'Resume' on a partly-translated project. Searches with no matches now show '0 results found for …'.

  270. v0.16.23#

    2026-06-01

    Editor fix: translation rows no longer overlap each other when a project has many excluded (red) rows — the table now measures variable row heights correctly while scrolling.

  271. v0.16.22#

    2026-06-01

    Smarter translation filter (RPG Maker): automatically skips database names — skills, states, items, equipment/menu terms — that a game's own scripts look up by name, so translating them can't break game logic. They appear as opt-in rows you can still translate. Also: RPG Maker plugin text that previously never showed up for translation is now extracted; custom Electron VNs no longer leak code constants as translatable text; unified the per-engine exclusion logic under the hood.

  272. v0.16.21#

    2026-05-31

    Fix: the free (no-key) DeepL provider was translating everything to English regardless of the target language — it now correctly translates to all supported languages (Spanish, French, German, Portuguese, Russian, Chinese, Italian, Korean, Dutch, Polish, Turkish, Vietnamese).

  273. v0.16.20#

    2026-05-31

    Translation fix: internal placeholders (e.g. [[G4]]) can no longer leak into translated text, and RPG Maker %1/%2 name substitutions are now preserved correctly. Note: lines already translated before updating may still need a re-translate.

  274. v0.16.19#

    2026-05-31

    Localization fix: the Account page, sign-in screen, auto-update messages and several Settings panels were still showing English in Spanish, French, German, Portuguese, Russian, Chinese, Italian and Turkish — they are now fully translated.

  275. v0.16.18#

    2026-05-31

    All 8 interface languages (Spanish, French, German, Portuguese, Russian, Chinese, Italian, Turkish) are now fully translated — every screen, dialog and menu, matching English 1:1.

  276. v0.16.17#

    2026-05-31

    Add Vietnamese (Tiếng Việt) as an app interface language and as a translation source and target language.

  277. v0.16.16#

    2026-05-30

    Wolf RPG: fixes a hard crash on some translated V3 games. Root-caused with a debugger — certain message lines embed window render parameters at the end of the string; translating/padding them shifted those bytes and made the game try to allocate gigabytes of memory (instant crash on a scene load). The exporter now leaves those special lines in the original language and self-heals the rest (smart-quote/dash normalization, line-count and control-structure validation), so translated Wolf games play through. A few heavily-coded lines stay untranslated rather than crash.

  278. v0.16.15#

    2026-05-30

    Wolf RPG: self-healing translation writeback. Fixes crashes on translated Wolf games (V3/DXArchive v8 included) caused by corrupted in-message command codes — each line is now auto-repaired, and any line whose binary structure an AI scrambled falls back to the original text instead of crashing the game. Also stops the exporter from creating stray archives (e.g. CG.wolf) that broke some games.

  279. v0.16.14#

    2026-05-30

    Wolf RPG V3 support overhaul: archives now repack into a correctly-encrypted, game-loadable Data.wolf (fixes the crash / broken export on V3.x games), and in-text command codes are fully protected during translation so they're no longer corrupted. For an affected game, re-create the project and re-translate to apply.

  280. v0.16.13#

    2026-05-30

    Supporters/Pro now get at least 8 lines per batch (faster local-model runs). Wolf RPG: developer comment lines are now auto-skipped instead of cluttering the project — re-create the project to apply.

  281. v0.16.12#

    2026-05-30

    Wolf RPG: in-text command codes (the □ rectangles and tokens like U@20) are now protected during translation instead of being mistranslated into junk. Re-translate affected lines after updating.

  282. v0.16.11#

    2026-05-30

    Wolf RPG: fixes garbled/mojibake text on newer (V3.x) games — the extractor now auto-detects UTF-8 vs Shift-JIS from the actual content instead of guessing from the version header. Re-create the project to re-extract.

  283. v0.16.10#

    2026-05-30

    Fixes Wolf RPG extraction failing in the installed app with a 'Cannot find module ../encodings' error — Shift-JIS save/game text now decodes correctly.

  284. v0.16.9#

    2026-05-30

    Save Editor: you can now click the drop area to open a file picker, not just drag-and-drop.

  285. v0.16.8#

    2026-05-30

    Bigger default window (more room in the editor) and an updated About page that credits the engine tooling we built in-house — including the custom RPG Developer Bakin sidecar.

  286. v0.16.7#

    2026-05-29

    Translation Memory no longer caches game-code strings (identifiers, asset paths, system labels) — and Compact TM now sweeps any that were saved before. The Account page now lists every Supporter/Pro feature, with locked items marked so free users can see what they're missing.

  287. v0.16.6#

    2026-05-29

    Fixes the app not closing when you're signed out — the quit confirmation now works on the sign-in screen.

  288. v0.16.5#

    2026-05-29

    Custom filters: after applying a filter, if some now-excluded lines were already translated, you're now asked whether to reset them to pending — so the original text exports instead of the old (now-unwanted) translation. Engine exclusions are untouched.

  289. v0.16.4#

    2026-05-29

    Unity fix: scene names and Animator state/trigger names are no longer translated (those are internal identifiers — translating them caused black screens / broken scene loads). On-screen text still translates. If a Unity game broke after translating, re-create the project and re-export.

  290. v0.16.3#

    2026-05-29

    Unity: big improvement for Mono-backend games — text stored in MonoBehaviour components (e.g. TextMeshPro UI/dialogue) is now extracted by generating type info from the game's own assemblies, so many Unity games that previously found nothing now translate. Internal/engine strings are auto-excluded.

  291. v0.16.2#

    2026-05-29

    New: per-project custom regex filters — define patterns (with live preview + a regex helper) to auto-exclude lines from translation, game by game. Fix: the OpenAI-Compatible API provider now saves its key and is usable in projects.

  292. v0.16.1#

    2026-05-29

    OpenAI-Compatible API: the model field now lets you type any model name freely with autocomplete from the provider's live list — no more forced dropdown. Minor fixes.

  293. v0.16.0#

    2026-05-29

    New provider: OpenAI-Compatible API. Use any hosted OpenAI-compatible service — OpenRouter, NanoGPT, and others — by entering your API key + base URL (one-click presets included) in Settings → Providers, then picking from the provider's live model list.

  294. v0.15.1#

    2026-05-29

    SRPG Studio: cleaner string extraction — internal/system tokens (event command types, config keys) are now auto-excluded so you only translate real in-game text. Bug fixes.

  295. v0.15.0#

    2026-05-29

    New engine: SRPG Studio support. RuneTranslate can now detect SRPG Studio games, unpack the data.dts, translate all in-game text (story, maps, database, items, events), and export a fully translated copy. Best-effort — please verify on your game and report issues on Discord.

  296. v0.14.17#

    2026-05-29

    Local model: you can now set the temperature and add advanced request parameters (topp, maxtokens, Ollama options, etc.) under Settings → Providers. Also tidied the project editor — Export/Import patch are now a single Patch menu.

  297. v0.14.16#

    2026-05-29

    Easier patch sharing: a new guided 'Import patch' button on the Projects tab. Pick a shared .rtpatch and it shows which game/engine/language it's for, asks you to point at your own copy of the game, then creates the project and applies the translations automatically. Plus reliability fixes for patch import.

  298. v0.14.15#

    2026-05-29

    New: share translations as a patch. Export your finished translations to a .rtpatch file (no game files included) that another owner of the same game can import and re-export — works across all engines. Free includes 1 export + 1 import; paid is unlimited.

  299. v0.14.14#

    2026-05-29

    Added a Discord community link in the top bar and on the About page — join to get help, request engines, and report bugs. Plus minor fixes and improvements.

  300. v0.14.13#

    2026-05-28

    Bug fixes and stability improvements.

  301. v0.14.12#

    2026-05-28

    New (Supporter) Auto-glossary: one click scans your whole game for recurring character names and terms, auto-suggests romanized translations, and adds the ones you approve to your glossary — so names and terminology stay consistent across the entire game. Find it as the ✨ Auto-glossary button in the project toolbar.

  302. v0.14.11#

    2026-05-28

    Failed lines now retry automatically. When a provider or local model can't translate a line on the first try (a transient/non-deterministic glitch), the app now re-attempts the still-failed lines up to 3 more times at the end of the run — no need to click Retry. It stops early once a pass stops making progress, so it won't waste time or API calls on genuinely untranslatable lines.

  303. v0.14.10#

    2026-05-28

    Translation-quality fix: code identifiers, engine variable references (e.g. TyranoScript f.page / f.selectedcgimage), asset paths and UI label tokens are now consistently excluded from translation across every engine (Tyrano, Kirikiri, Unity, Wolf, Bakin, RPG Maker, Ren'Py), so they no longer get mistranslated and break the game. Per-source-language exclusion behaviour is unchanged.

  304. v0.14.9#

    2026-05-27

    Maintenance update. Refreshes the in-app About page to document the new Kirikiri compiled-scenario (PSB .scn) support and the patch.xp3 export. No functional change to translation — primarily a release to confirm the more reliable full-file auto-update path introduced in 0.14.8.

  305. v0.14.8#

    2026-05-27

    Kirikiri compiled-scenario games + update reliability.

    • Kirikiri/KAG: translated PSB '.scn' scenario now loads in-game even on titles whose Initialize.tjs disables the AfterInit2 hook (e.g. Lose's Monobeno) — the export now also writes a patch.xp3, the engine's own override mechanism. Verified in-game.
    • Auto-update: downloads no longer stall partway (e.g. 'stuck at 68%') — the updater now fetches the full installer instead of a block-level diff, which is far more reliable.

    • The update 'Download' button now disables and shows 'Starting…' the moment you click it, instead of looking stale and accepting repeated clicks.

  306. v0.14.7#

    2026-05-27

    Kirikiri PSB scenario: smarter filtering. Scenario file references and asset/command ids inside compiled .scn games (e.g. bgm/cg names, scene-jump filenames like '…夏葉.txt') are now correctly skipped instead of offered for translation — so a 'translate everything' pass can't accidentally break music, CG, or scene jumps. Builds on 0.14.6's PSB scenario support.

  307. v0.14.6#

    2026-05-27

    Kirikiri/KAG: translate compiled PSB scenario. KirikiriZ games (e.g. Lose's Monobeno) that compile their dialogue into PSB '.scn' files are now fully translatable — RuneTranslate reads the text out of the PSB binary, translates it, and repacks it, leaving bgm/cg/voice asset references untouched. Combined with the recent fixes for plugin-subfolder detection and large compressed archives, these games now work end to end. (Encrypted/MDF PSB scenario is still skipped.)

  308. v0.14.4#

    2026-05-27

    Better Kirikiri / KAG game support: RuneTranslate now detects KirikiriZ games that keep their engine files (krmovie.dll, .tpm) in a plugin/ subfolder or ship signed builds (.exe.emb / .xp3.sig), and it can now open large Kirikiri archives whose file index is compressed — these previously failed to load. (Note: a few Kirikiri titles store their script in a compiled PSB '.scn' format that still isn't translatable yet.)

  309. v0.14.3#

    2026-05-26

    DeepL (Free) now handles rate limits gracefully: requests are paced to stay within DeepL's free quota, and if the limit is hit it tells you to wait or switch instead of stalling. Best for small jobs; use Google (free) or a DeepL key for whole games.

  310. v0.14.2#

    2026-05-26

    New free translation option: DeepL (Free) — DeepL-quality translation with no API key. Pick it under Settings - Providers.

  311. v0.14.1#

    2026-05-26

    Two new pastel themes: Sakura (soft cherry-blossom light) and Cotton Candy (pink & purple dark). Pick them under Settings - Appearance.

  312. v0.14.0#

    2026-05-26

    Update notifications got better: when a new version is available the banner is clearer and has a "What's new" link, and after updating, RuneTranslate now shows you what changed.

  313. v0.13.2#

    2026-05-26

    Fixed local-model translation with LM Studio: RuneTranslate now adapts to servers that reject the json_object response format, so LM Studio (and similar OpenAI-compatible servers) work for both the connection test and actual translation.

  314. v0.13.1#

    2026-05-26

    EVB-packed RPG Maker games now export a complete, ready-to-run translated copy into the folder you choose (run the game from there). Fixes translations not applying in-game for Enigma Virtual Box-packed titles.

  315. v0.13.0#

    2026-05-26

    Added support for RPG Maker MV/MZ games packed with Enigma Virtual Box. These games (common on DLsite) previously showed "no supported engine detected" — RuneTranslate now unpacks the embedded data, translates it, and applies the translation in place automatically.

  316. v0.12.7#

    2026-05-25

    Smarter exclusions: lone GUI/widget-label words (namebox, window, vertical, slot, radio, slider, help, confirm, etc.) are no longer offered as translatable lines when they appear by themselves — but the same word inside a sentence is still translated. Applies to all engines.

  317. v0.12.6#

    2026-05-25

    Ren'Py: translated exports now actually apply in-game. The exporter writes a content-matched translation layer (dialogue + menus) plus UI string translations, and activates them automatically — works on source, compiled, and archived (.rpa) games, without disturbing games that have their own language systems.

  318. v0.12.5#

    2026-05-25

    Ren'Py: asset and resource paths (e.g. gui/.../door_hover.png, audio/bgm.ogg) are no longer offered as translatable lines — they're auto-excluded along with code identifiers, while real dialogue stays translatable.

  319. v0.12.4#

    2026-05-25

    Fixes a bug where non-Japanese source projects (e.g. English -> Turkish on Ren'Py) marked every line as 'ASCII ONLY' — now only genuine code/keys stay flagged. The Projects screen, editor, and New Project dialog are also fully translated into all 9 UI languages.

  320. v0.12.3#

    2026-05-25

    Reliability & diagnostics: the app now records a log even if it crashes, and a game folder that can't be inspected shows a clear error instead of closing. New: About -> Troubleshooting has 'Open logs folder' and 'Copy diagnostics' buttons to make sending logs to support a one-click job.

  321. v0.12.2#

    2026-05-25

    Community translation counter: RuneTranslate now contributes the number of lines you translate to the public total on runetranslate.com. Only an anonymous count is sent (never any text or game data); you can opt out in Settings -> App.

  322. v0.12.1#

    2026-05-25

    Stability and packaging improvements.

  323. v0.12.0#

    2026-05-25

    Find / Replace overhaul: separate Find (Ctrl+F) with prev/next match navigation, in-view highlighting and an M/N counter, plus a dedicated Replace (Ctrl+H) mode with Replace and Replace All scoped to the current view.

  324. v0.11.1#

    2026-05-25

    Fix: Japanese is now selectable in the source-language dropdown (it was missing from the language list). Pick any of 13 source languages when creating a project; defaults to Japanese → English.

  325. v0.11.0#

    2026-05-25

    Configurable source language: pick the language a game is written in when creating a project (defaults to Japanese → English), savable as a default in Settings. Supports all 13 languages as source — translate Chinese, Korean, English (and more) games, not just Japanese. Providers, the AI prompt, and text extraction are all source-aware.

  326. v0.10.2#

    2026-05-25

    RPG Developer Bakin: full text coverage. Exported Bakin games now translate database names, story dialogs, AND the in-game menus / choices (はい/いいえ, ESC menu), and default to the translated language. If you translated a Bakin game on an earlier build, re-create the project (it now extracts menu + all dialog text) and re-export.

  327. v0.10.1#

    2026-05-25

    Fixes RPG Developer Bakin exported games launching to a black screen (the repacked data.rbpack now preserves the game's media section exactly). If you exported a Bakin game on 0.10.0, re-export it on 0.10.1. Bakin database + event text translation applies through Bakin's own localization as a selectable in-game language.

  328. v0.10.0#

    2026-05-24

    RPG Developer Bakin support — translate database text (items, skills, characters, classes, conditions) and event/scenario text from Bakin games. Translations ship through Bakin's own localization system as a new in-game language you select on the title screen. Best-effort; verify on your game. Also: broader exporter robustness.

  329. v0.9.3#

    2026-05-24

    v0.9.3 — fix: saved theme (and UI language) now apply at app startup, not only after opening Settings

  330. v0.9.2#

    2026-05-24

    v0.9.2 — Theme picker: dedicated Settings → Theme sub-tab with 10 selectable color themes (Dark default, Light, Dracula, Nord, Gruvbox, Solarized Dark, Tokyo Night, Rosé, Ocean, Forest)

  331. v0.9.1#

    2026-05-24

    v0.9.1 — About tab updated for Unity engine + Local Model provider (content-only refresh of v0.9.0's engine support)

  332. v0.9.0#

    2026-05-24

    v0.9.0 — Unity engine support (best-effort, externalized text), +11 Kirikiri encryption schemes + single-byte-XOR solver, RPA-4.0 / obfuscated Ren'Py archive support

  333. v0.8.1#

    2026-05-22

    v0.8.1

    Critical export fix

    • Fixed a bug where exporting a project into a folder inside the game folder could recursively copy the game into itself, filling the disk and freezing the app. Exporting is now loop-proof on every engine (RPG Maker, Kirikiri, Ren'Py, TyranoBuilder, Electron VN).
    • The app now warns you if you pick an output folder inside the game folder.
    • In-place export (exporting back into the game folder) still works as before.
  334. v0.8.0#

    2026-05-22

    v0.8.0

    New: in-app "Report a problem" button

    • A Report button in the top bar on every screen. Tell us about a bug or request a feature without leaving the app.
    • It auto-detects which part of the app you are on, lets you describe the issue, and can attach a recent app log to help with debugging. Sign-in required.

    Plus the v0.7.0 Local Model (Ollama / LM Studio) provider and translation reliability fixes.

  335. v0.7.0#

    2026-05-21

    v0.7.0

    New: Local Model translation (Ollama / LM Studio)

    • Translate with a model running on your own machine — private, free, and offline. Works with Ollama, LM Studio, or any OpenAI-compatible local server.
    • Settings → Providers → Local Model: set the server URL (one-click Ollama / LM Studio presets), pick a model from the live list, and Test.

    Reliability

    • Lines with engine control codes are no longer skipped when a provider drops a placeholder — the original codes are re-appended so the line still translates (all providers).
    • Local model: fixed a hang that could freeze long runs partway through, and added a per-line fallback so models that miscount a batch no longer produce "missing translation" errors.
  336. v0.6.6#

    2026-05-20

    v0.6.6 — Renderer-integrity check now actually runs. It was failing open with ENOENT because the engine adapters set process.noAsar=true at load (to read external game asars), which disabled Electron's asar-aware fs and broke reading our own renderer bundle inside app.asar. The check now toggles asar-aware fs on for its own read. No user-facing changes.

  337. v0.6.5#

    2026-05-20

    v0.6.5 — Hardening + hygiene. Renderer bundle is now actually obfuscated (string-array + mangled identifiers via a deterministic post-build pass; the old Vite-plugin approach was being undone by esbuild re-minify). Removed dev-only files that were leaking into app.asar (publish tooling, scratch SQL). No user-facing feature changes.

  338. v0.6.4#

    2026-05-20

    v0.6.4 — Full localization pass for the Save Editor: the Tyrano/Ren'Py/RPG Maker support strings (drop hints, supported-format messages, 'no editable variables' notice) are now translated across all 9 UI languages (en/es/fr/de/pt/ru/zh/it/tr), not just English. No functional changes.

  339. v0.6.3#

    2026-05-20

    v0.6.3 — Save Editor adds Ren'Py (.save) support: edits primitive store variables (gold, flags, stats) via the bundled Python sidecar, with the same auto-save + one-time .rt-backup + revert flow. Best-effort — complex objects round-trip untouched and the sidecar self-verifies the rewritten save re-loads before writing. Also renamed the 'Projects' tab to 'Translation Projects'. (Wolf RPG saves are a closed/undocumented binary format and are not yet supported.)

  340. v0.6.2#

    2026-05-20

    v0.6.2 — Save Editor now also reads TyranoBuilder / TyranoScript saves (.sav, percent-encoded JSON): edit game variables (f) and system variables (sf) with the same drag-drop, auto-save and one-time .rt-backup flow. RPG Maker MV/MZ support unchanged. (Ren'Py and Wolf RPG saves coming next.)

  341. v0.6.1#

    2026-05-20

    v0.6.1 — New: standalone Save Editor (RPG Maker MV .rpgsave + MZ .rmmzsave). Drag in a save file to edit gold, party HP/MP/level/exp, variables, switches and inventory; changes auto-save with a one-time .rt-backup you can revert. Variable/switch labels are auto-detected from the game's System.json when the save sits in the game folder, with a 'Translate labels' button to render them in your language (visual only). Fully localized across all 9 UI languages. Also includes the v0.5.x performance + cleanup pass (virtualized unit table, debounced project saves).

  342. v0.5.1#

    2026-05-19

    v0.5.1 — keep paid-feature toggles (TM, routing) where the user left them when tier drops to free. Server allowance is the real enforcement; auto-resetting their settings on every refund/lapse/admin-revoke was destroying config.

  343. v0.5.0#

    2026-05-19

    v0.5.0 — desktop perf + cleanup pass: virtualized unit table (no more 500-row cap), single-pass progress stats, debounced project saves, Settings/ProjectEditor split into focused files, EtaTracker + deriveGroupKey extracted.

  344. v0.4.12#

    2026-05-18

    Fixed leakage of multi-letter plugin control codes (FFF, FH, MMM, AA) into translated text — these used to show as garbage like "FF[20]", "H[ON]", "MM[no]" because only the first letter after the backslash was masked. Now the whole code (e.g. FFF[20], FH[ON]) is preserved through translation.

  345. v0.4.11#

    2026-05-18

    Toolbar provider dropdown now sticks across tab switches.

    Before: switching to Settings / Home / About and back to the project editor caused the provider dropdown to reset to the default (DeepL). Root cause was the project-editor remount cycle: ProjectEditor unmounts when navigating away, useState reinitializes provider="deepl" on remount, and the load-from-disk effect short-circuits because the project is already in the zustand store (no need to reload). The setProvider call never fires after remount.

    Fix: (1) added a sync effect that calls setProvider whenever currentProject.lastProvider changes — including on remount when the project is already in the store. (2) the dropdown onChange now also updates the zustand store, so the user choice survives the mount/unmount cycle even before they click Translate.

    No other functional changes from 0.4.10.

  346. v0.4.10#

    2026-05-18

    auth init now blocks on the first heartbeat (up to 2s).

    Before: AuthService.init returned immediately after firing the heartbeat as fire-and-forget, then the main process moved on to createWindow. The window opened with whatever tier was in the cached JWT (often stale), and the heartbeat updated the UI asynchronously when it eventually completed. Users saw a free → pro flash on every cold start.

    After: init awaits the heartbeat or a 2s timeout, whichever resolves first. With the admin-override fast-path on the website, real heartbeats are sub-300ms, so init completes well within the timeout and the window opens with the correct tier already baked in. If the network is slow or unreachable, the 2s timeout fires and init returns with cached tier — the heartbeat continues in the background and updates the UI when it completes (single tier transition instead of long-lived flash).

    Also: added [auth] /api/me HTTP <status> in <duration>ms timing line to main.log on every heartbeat. Diagnostic visibility for future tier-update issues.

  347. v0.4.9#

    2026-05-18

    Persist server-decided entitlement document across app restarts.

    The AuthService used to cache the server-decided tier (with 6h TTL) in MEMORY only. On every app restart, the cache was empty → tier() fell back to the JWT claim → JWT was minted at the last heartbeat → might be stale if the server later applied an admin override or Patreon detected a change. Users saw a "free → pro" flash for one heartbeat round-trip on launch.

    0.4.9 persists the entitlement to <userData>/entitlement.json on every successful heartbeat. On launch the AuthService loads it before emitting the first change event — UI renders the correct tier from the very first paint. Cleared on logout.

    This is the launch-flash fix that, combined with the admin-override fast-path in the website (deployed earlier this session, sub-200ms /api/me when an override is active), should fully eliminate the free→pro flicker on app startup for admin-overridden accounts.

    No other functional changes from 0.4.8.

  348. v0.4.8#

    2026-05-18

    Soft-match recovery for dropped glossary placeholders.

    Failure pattern in earlier versions: the LLM (typically gpt-4o-mini) translates correctly but forgets to include the [[G#]] placeholder in its output. For source 軽い[[G0]] with G0=Dagger, the LLM produces Light Dagger directly instead of Light [[G0]]. The translation is correct, but the placeholder bookkeeping was strict — unit got marked failed with Provider dropped 1 placeholder for term "短剣" ([[G0]]).

    In 0.4.8, when a placeholder is missing from the output BUT its target term appears as a whole word, the restorer accepts the translation. Detection is whole-word, case-insensitive, supports multi-word targets, and tracks per-target budget to handle the edge case where multiple placeholders share a target.

    6 new tests cover: simple soft-match, missing-when-target-absent, case-insensitivity, whole-word boundary, multi-word targets, budget tracking across same-target placeholders, budget interaction between restored AND soft-matched placeholders.

    Expected impact: significant reduction in the false-failure rate on gpt-4o-mini glossary-heavy projects. The Failed tab on existing projects can be re-translated with this version to recover units that the LLM actually translated correctly but the old strict check rejected.

  349. v0.4.7#

    2026-05-18

    Anti-duplication at glossary restore

    The "Light Armor Armor" / "Heavy Armor Armor" / "Hunter Hunter" bug pattern is now fixed at the restore step. When the LLM accidentally writes the glossary target word right next to the placeholder, the restorer drops the placeholder instead of duplicating the word.

    Examples now produce correct output:

    • Light Armor [[G0]] (G0=Armor) → "Light Armor" (was "Light Armor Armor")
    • Heavy Armor [[G0]] of doom → "Heavy Armor of doom"
    • [[G0]] Armor of doom → "Armor of doom"
    • Wearing Armor, [[G0]] strong → "Wearing Armor, strong"
    • Heavy Armor [[G0]]\nNext line → "Heavy Armor\nNext line" (newlines preserved)

    Far-away references are NOT dedup-collapsed. "The Armor protects you. [[G0]] reduces damage." correctly restores to "The Armor protects you. Armor reduces damage." — only IMMEDIATELY adjacent words trigger the dedup.

    Supports multi-word targets ("Goblin King"), is case-insensitive, and strips punctuation from the inspected adjacent word.

    Security: DevTools re-locked in production

    Reverted the 0.4.3 diagnostic-mode change. Ctrl+Shift+I no longer opens DevTools in packaged builds. The diagnostic infrastructure added in 0.4.3 (failure toasts, expanded main.log error coverage) stays in place — users get actionable error messages without the social-engineering attack surface of DevTools.

    9 new tests cover the anti-duplication edge cases (case-sensitivity, punctuation, multi-word targets, newline preservation, distant occurrences not triggering false-positive dedup).

  350. v0.4.6#

    2026-05-18

    Fix: "Cannot find module bindings" when enabling Translation Memory in 0.4.5.

    0.4.5 fixed the first half of the asar.unpacked redirect bug: require("better-sqlite3") works via explicit absolute-path require. But better-sqlite3 internally requires bindings (which locates the native .node binding), and bindings was still INSIDE the asar. Code running at app.asar.unpacked/.../better-sqlite3/lib/database.js walks the filesystem looking for bindings — never crosses back into the asar — fails.

    Fix: also unpack bindings and its transitive dep file-uri-to-path so they sit side-by-side with better-sqlite3 in app.asar.unpacked/node_modules/. Node finds them via normal filesystem traversal.

    No other functional changes from 0.4.5.

  351. v0.4.5#

    2026-05-18

    Fix: "Cannot find module better-sqlite3" when enabling Translation Memory in 0.4.0 / 0.4.1 / 0.4.2 / 0.4.3 / 0.4.4.

    Root cause: electron-builder auto-detects native modules and force-unpacks the WHOLE package (not just the .node binary) when ANY .node file is present in the module tree. The JS files (lib/index.js, package.json) get physically removed from the asar archive — the header keeps stub entries marked unpacked: true, expecting Electron is runtime to follow the redirect to app.asar.unpacked.

    In our specific config — bytenode-compiled main process + asar integrity validation fuse enabled — the redirect did not fire for Module._resolveFilename. Node returned Cannot find module better-sqlite3 even though both the asar listing and the on-disk unpacked dir had the files.

    Fix: in packaged builds, require better-sqlite3 by absolute path under process.resourcesPath/app.asar.unpacked/node_modules/better-sqlite3 instead of relying on Node module resolution. Sidesteps the broken redirect.

    Affected users: anyone on 0.4.0–0.4.4 who tried to enable Translation Memory and saw "Translation failed: Cannot find module" or stuck "..." in the Settings TM stats badge.

    No other functional changes from 0.4.4.

  352. v0.4.3#

    2026-05-18

    Diagnostic build:

    • DevTools re-enabled in production. Press Ctrl+Shift+I in any window to inspect renderer state, view console errors, and trace IPC failures.
    • Failed-translation toasts. When the runner crashes (SQLite binding issue, IPC error, allowance fetch failure), the renderer now shows a top-corner notification with the actual error message instead of a small "failed" chip you might miss.
    • More log entries in main.log. Every TM IPC handler (getTmStats, clearTm, compactTm, etc.) and the runner wrap their errors with stack traces sent to electron-log. Diagnostics file lives at %APPDATA%/RuneTranslate/logs/main.log.

    No other functional changes from 0.4.2.

  353. v0.4.2#

    2026-05-18

    Default LLM system prompt rewritten to be much more refusal-resistant on adult / eroge / doujin content. Frames the model as a professional translator working on an official adult localization, with explicit rules against substituting character names or short safe outputs for sentences the model would rather not engage with. Adds extra examples for non-verbal onomatopoeia (んごぉ → Ngooh, おぶっ → Ohf). Targets the gpt-4o-mini silent-refusal pattern that produced ~167 character-name hallucinations in real user data.

    No other changes — same 0.4.0/0.4.1 SQLite migration + contamination filter + project scan + Compact TM button.

    Users running 0.4.0 (which had a misplaced i18n key) or 0.4.1 should update — 0.4.2 carries 0.4.1\'s i18n fix forward.

  354. v0.4.1#

    2026-05-18

    Fix: the "Compact TM" button in Settings was showing the literal i18n key settings.translationMemory.compactCsv as its label. Root cause: when I added the new keys to the 9 locale JSON files, my Edit anchor (the exportedToast line) matched the GLOSSARY block first, not the translation-memory block — both had an exportedToast key. The compact keys ended up at settings.glossary.compactCsv, but the button looks them up under settings.translationMemory.compactCsv. Moved the keys to the correct block in all 9 locales.

    No other changes — same 0.4.0 SQLite migration + contamination filter + project scan features.

  355. v0.4.0#

    2026-05-18

    Translation memory migrated to SQLite

    • The translation memory now uses SQLite under the hood instead of a single JSON file. O(log n) lookups + writes, WAL concurrency, atomic transactions for batched writes. Scaling ceiling moves from ~100K to ~10M entries.
    • On first launch, your existing translation-memory.json is automatically imported into SQLite. The original JSON is renamed to translation-memory.json.migrated as a backup.
    • During the migration, a contamination filter scans every entry and skips ones matching known bad patterns: duplicated words (ArmorArmor), smushed compounds (StrongestEquipment), JSON metadata leaks, untranslated Japanese, and gpt-4o-mini truncated proper-noun outputs (sentences wrongly translated as Fujimaru/Mashu/Goblin etc.). Your contaminated TM entries from prior runs do NOT enter the new DB.

    New Compact TM action (Settings > Translation Memory)

    • The same contamination filter is available as an on-demand button. Use it if you continue running gpt-4o-mini and accumulate more bad entries post-migration.

    New Scan Suspicious action (project editor toolbar)

    • Scans the open project for translated units whose translatedText matches contamination patterns. Flags them as failed so they show up in the Failed tab for retry with a different provider. Reversible — manually toggle status to undo a flag.

    Tests

    • 272 tests pass (up from 247). Added TmContamination (~20 tests for the 5 detectors) and TmMigration (6 tests for the import round-trip + edge cases).

    Downgrade note

    • Once you upgrade to 0.4.0, the original JSON TM is renamed. Downgrading to 0.3.x would see an empty TM. The .migrated backup file can be manually renamed back to translation-memory.json to recover.
  356. v0.3.20#

    2026-05-18
    • Mid-run translation memory reuse. Duplicate JP source strings within the same project now hit the cache as soon as ANY sibling batch translates the first occurrence. On a typical RPG Maker project (~64% in-project duplicate ratio), this cuts provider calls and total run time by 30-60%. The end-of-run summary shows the saved calls + estimated USD as TM hits.
    • End-of-run slowdown fixed. Project file saves are now throttled (one save every 2s max, fire-and-forget) instead of saving after every batch. Disk I/O drops from ~3.7 GB to ~250 MB per typical run; the late-run UI freeze at 99% completion is gone. A final flush at run end guarantees the on-disk file matches the in-memory state.
    • Atomic project save. Project files now write to a .tmp sibling first, then rename. Crashes mid-save no longer corrupt your .rtproj.
    • 247 tests pass (added 1 new test for mid-run TM reuse).
  357. v0.3.19#

    2026-05-18
    • Glossary placeholder reliability fix. The [[G#]] restoration now uses a tolerant regex accepting bracket variants like [G0], [[ G 0 ]], [[[G0]]] — same tolerance engine tag [[T#]] restoration already had. Cuts the largest single source of failed translations under gpt-4o-mini.
    • System prompt now names [[G4]] alongside [[T0]] etc. as a placeholder the LLM must preserve. New rule: glossary placeholder represents a noun substituted post-translation; do not duplicate its meaning in surrounding context. New rule: insert a space between adjacent [[G#]] placeholders for space-using target languages.
    • Better error messages on failure. Now reads Provider dropped 1 placeholder for term "敵" ([[G0]]) instead of just (敵).
    • Defensive guard against ASCII glossary entries that could nest inside [[G#]] placeholders.
    • Cancel now reports as cancelled in the end-of-run summary instead of Translation failed.
    • 246 tests pass (added 4 new tolerance tests for the bracket variants).
  358. v0.3.18#

    2026-05-17
    • About tab refreshed: highlights now cover the glossary (force-substitution + CSV import/export), the end-of-run summary card, TM CSV sharing, and auto-update.
    • TyranoBuilder added to the engine list in the What it does paragraph (was already in the supported-engines section below — just missing from the prose).
  359. v0.3.17#

    2026-05-17
    • Translation memory CSV import/export — Settings → Translation tab → TM card now has Import / Export CSV buttons next to Clear memory. Columns: sourceText, translatedText, targetLang, provider, updatedAt. Import offers Merge or Replace.
    • Useful for sharing a curated TM with collaborators or backing up before clearing.
    • 13 new unit tests covering CSV round-trip, BOM stripping, garbage-timestamp handling, whitespace preservation, missing-column defaults.
  360. v0.3.16#

    2026-05-17
    • Paginated glossary — Settings → Glossary now paginates at 20 entries per page. Prev / Next buttons + a Showing X–Y of Z range indicator. Removing a row on a later page now hits the right entry (was broken on >20-entry glossaries before — index was page-local instead of absolute).
    • Page snaps back automatically when entries shrink past it (e.g. clear all → page 1).
  361. v0.3.15#

    2026-05-17
    • Glossary CSV import/export — Settings → Glossary has new Import/Export CSV buttons. RFC-4180 format with merge or replace modes on import. Useful for sharing glossaries between translators or backing up before big edits.
    • End-of-run translation summary — after every run a structured card breaks down where translations came from: TM cache hits (with USD saved), provider units (with USD spent per provider), and glossary substitutions. Lives above the progress bar; dismissible.
    • Smarter TM × glossary interaction — adding a glossary entry retroactively now bypasses stale cached translations whose target does not contain your glossary preferred rendering. The summary shows how many units were bypassed.
    • Translation Memory settings moved from App tab to Translation tab, grouped with Routing / Glossary / Custom prompt.
    • New blog post: Translation glossary 101.
  362. v0.3.14#

    2026-05-17

    Translation Glossary (Supporter+). Force-substitute source→target term pairs in every translation batch — character names, place names, signature attacks stay consistent across the whole game regardless of provider. Settings → Glossary. Works on DeepL, OpenAI, Anthropic, Google Translate via placeholder masking. Same gating as Translation Memory + Provider Routing.

  363. v0.3.13#

    2026-05-17

    When the server tells the desktop you are free tier (admin revoke, Patreon refund, sub lapse), the locally-stored paid-feature toggles now auto-reset to defaults. Translation Memory turns off, Provider Routing switches to "off". Settings UI matches actual entitlement instead of showing toggles that secretly do nothing. API keys, custom prompts, language prefs, project list — all untouched.

  364. v0.3.12#

    2026-05-17

    Faster tier propagation. The desktop now refreshes your account status from the server whenever you focus the app window (debounced to once per 60s). Previously a tier change — admin override, Patreon renewal, refund — could take up to 4h to take effect locally; now it propagates within seconds of you alt-tabbing back to the app. Manual refresh button in Settings → Account also continues to work.

  365. v0.3.11#

    2026-05-17

    Failed-row indicator on the filter chip. The "failed" filter button now shows a small red 1+ / 10+ / 100+ badge when the project has failed rows, so you can see at a glance that something needs attention without having to click into the tab. Tiered so the chip width stays predictable on big projects.

  366. v0.3.10#

    2026-05-17

    RPG Maker MV/MZ character name translation. Two fixes: (1) MZ "Show Text" event code 101 now extracts + writes back the speaker name in parameters[4] — that's the name shown above the dialogue box and was previously skipped entirely. (2) Tightened the plugin-key heuristic so dialogue with a trailing colon like "アリス:「やあ」" no longer gets silently marked excluded. Recreate the project to pick up the new units.

  367. v0.3.9#

    2026-05-17

    Progress-bar fix: excluded units no longer inflate the denominator. A project where every translatable unit is done now reaches 100% even when red rows exist. Sidebar group buttons + home-page project cards + in-flight live progress all use the same definition.

  368. v0.3.8#

    2026-05-17

    Excluded units are now always visible alongside regular units. The "excluded (N)" button sits inline with the other status filters (all / pending / translated / edited / failed) and shows just the excluded list when clicked. No hide toggle.

  • Pricing pages list the engine with each tier's monthly allowance, in all site languages.
  • Project editor
    • Search also matches the context line. The search box now finds the grey key or scene line under each source (for example Story[9].sentences[11].text), not only the source and translation text, so you can pull up every line of one scene, speaker or key at once. Same box, no extra field.
    Providers
    • RuneLingua is drawn with the RuneTranslate icon in the provider dropdown and the Settings rail, and sits at the top of the dropdown.
  • Unity render-pipeline and input-mapping names are no longer offered as translatable text.
  • Fewer junk rows to wade through

    Both Electron VN and TyranoBuilder projects included rows that are code rather than dialogue. These are now marked as skipped and shown as opt-in rows, so they no longer count towards your work or your translation costs — and if one is marked wrongly you can still translate it.

    • Electron VN: asset names built out of code, partial keys, file paths, media types, style and layout values, generated class names, inline markup with no words in it, developer log messages, and text stored as escape sequences.
    • TyranoBuilder: script statements inside iscript blocks, tag lines whose settings are file names, and lists of image file names.
    • Measured on the reported games this removes roughly one row in six for Electron VN, and the most frequently repeated rows are now dialogue.
    Also
    • The editor no longer slows to a crawl on very large Electron VN projects, which used to give every line its own sidebar group.
    • Picking a new game folder while the previous one was still being inspected could leave the dialog showing the wrong engine. Fixed.

    runetranslate.com/changelog.

    game, including ordinary character dialogue.
    Electron / Cocos Creator games — Image Studio support, and fewer wrong rows

    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.

    Image Studio — copy text boxes between images

    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.

    Also in this release
    • Deleting a project now clears its Image Studio cache, and that cache is finally counted in

    Settings → workspace size. It could previously grow without ever being cleaned up.

    • An export that has to ship in a different shape than requested now tells you so, instead of

    finishing with a silent "Done".

    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.

    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.

    To pick the Wolf changes up on an existing project, use "Re-scan source" in the ⋯ More menu, or create the project again.