| Parses the game's own data files, extracts every string into a project, and writes the translations back. | Reads text out of the running game via Sugoi Hook, off the screen via Sugoi Lens or Visual Novel OCR, or from the clipboard, then displays it. |
| A playable translated build you keep, plus a project file you can reopen and revise later. | For games, nothing persists — the translation exists only while the toolkit is running next to the game. |
| 17 named engines and formats. A finite list: a game outside it is not supported, and only some engines have a confirmed in-game-playable baseline. | No list at all. Anything that draws text on screen is reachable, including engines nobody has ever written an adapter for. |
| Read straight from the data JSON; MV and MZ are among the confirmed playable baselines. | nw.js RPG Maker is a long-documented weak spot for the Textractor hooking that Sugoi Hook wraps; the screen-OCR route is the practical fallback. |
| Three no-key providers (Google, plus two free DeepL endpoints) and a local model via Ollama or LM Studio. No model is bundled. | The bundled offline model runs on your own CPU — no key, no account, no quota, no per-line cost, and no text leaving the machine. |
| Pick per project: DeepL, OpenAI, Anthropic, DeepSeek or any OpenAI-compatible endpoint, with a glossary and an optional AI second pass. | Sentence-level neural MT, line by line with no document context — strong for a free local model, and newer versions can also route to Google, DeepL or Sugoi's own LLM and cloud options. |
| The project is the unit of work: filtering, find and replace, translation memory, glossary, and live collaborative editing with others. | Output arrives one line at a time with no persistent script behind it, so a correction cannot be made once and made to stick everywhere. |
| Image Studio detects it, inpaints it, typesets the translation and bakes it into the exported build. Supporter tier and up; this is the one place the free tier is read-only. | The OCR overlay can read artwork text on screen, but the game's images are unchanged. Its separate manga translator does write edited image files. |
| Nothing runs at play time — the exported build is the game. | A local translation server plus continuous hooking or OCR, with roughly 8 GB of RAM on top of the game and multi-second per-line latency on CPU without a CUDA card. |
| Games only, deliberately. | Manga, light novels and EPUB, audio and video, browser extensions, Sugoi Cloud and Sugoi Chat. |
| Uses its own provider list and does not currently speak Sugoi's server API. The Developer tier exports CSV, JSON, PO and XLIFF for work done elsewhere. | Widely used as a translation back-end by tools that do patch files — Translator++, XUnity.AutoTranslator and py3translationServer all speak its API. |
| Built for Japanese source; 35 target languages, with the interface in 18. | The offline model is Japanese to English. Other source languages and non-English targets are recent and vendor-stated, and their quality is not well documented. |
| The free tier is a throughput throttle rather than a feature paywall — every engine, every provider, the whole editor — but runs roughly half speed on AI providers with one project open, and a Patreon account and sign-in are required even then. Supporter $3/month, Pro $5/month. | Free, and usable with no account: the public download link is posted on the 15th and 16th of each month, while Patreon members ($6 and $10/month) get it immediately plus cloud access. The bundle is large — the V5 public archive alone was 2.7 GB. |
| Closed-source desktop app. Its output is a modified copy of the game you already have, for your own play. | Sugoi Hook is GPL-3.0, but the toolkit ships as a closed bundle and the original repository is gone. The offline model carries NTT's JParaCrawl research license, which restricts redistribution and commercial use. |