| Reads the game's own data files, writes the translations back, and exports a copy you play. | Injects texthook.dll into the running game, patches its text-output calls, and pipes each intercepted line to a separate window. |
| A standalone translated build on disk that you keep and replay. | Nothing — the overlay is per-session, and no game file is ever modified. |
| A finite list of 17 engines and formats; anything not on the list is unsupported. | Only whether a hook can be found — the string is read after the engine has already decrypted it, so obscure and archive-packed engines work. |
| Kirikiri/KAG, Artemis, YU-RIS, AliceSoft System, NScripter/ONScripter and LiveMaker have adapters; BGI, Majiro, SiglusEngine and RealLive do not. | Its home ground: Kirikiri/KAG, BGI/Ethornell, Majiro, SiglusEngine, RealLive, CatSystem2 and Artemis, plus AGTH-style /H hook codes. |
| Full support, including games whose images are stored encrypted, with in-game line wrapping applied on export. | Long-standing open issues (#889, #389, #614, #587) — the text is drawn to a Chromium canvas; the common community workaround is swapping the game's NW.js runtime. |
| Unity on Mono and IL2CPP, Unreal 4/5 .locres, Godot 3.x and 4.x — best-effort on some titles, with a playable baseline recorded per engine. | Weak: Unity issues #303 and #1086 report duplicate hooks and truncated phrases and are unanswered; Unreal and Godot are poor hook targets. |
| Longer — create a project, extract the script, run a translation pass, then export before you play. | About a minute: attach, pick a hook thread, read. There is no extraction or export step at all. |
| Batches of lines with their surrounding script, plus a glossary and translation memory. | One string at a time, as the engine draws it, usually with no speaker and no surrounding context. |
| Edit it in the project, or use find and replace and regex filters, then re-export — the fix is permanent. | No project file and no script view; a line is translated once, shown once, and gone. |
| The Image Studio detects, inpaints, typesets and bakes it into the exported build; free accounts can open and read it but not change it. | Out of reach — hooking reads engine text, not pixels, and nothing in this family can alter artwork. |
| 9 providers: Google, the DeepL free endpoint and DeepL Classic/Next-gen with no key at all, plus DeepL API, OpenAI, Anthropic, DeepSeek, any OpenAI-compatible endpoint, and a local model via Ollama or LM Studio. | Bundled extensions for Bing (the default), Google and DeepL including free-tier keys, plus Systran and Papago driven through Chrome DevTools. No first-party LLM support — requested in issue #1004, never shipped — although community extensions add it. |
| The build is already translated; cloud translation memory on Supporter and above also reuses lines across projects and PCs. | Every session re-hooks and re-translates, so lines you already spent API calls on are paid for again. |
| The free tier is a speed throttle rather than a feature lock, but it needs a Patreon account and sign-in; Supporter is $3/month and Pro $5/month. | Free, GPL-3.0, no account and no paid tier. The only cost is your own translation API key if you pick a paid backend. |
| Actively developed; 0.53.1 is current. | Last release 2022-01-31, last commit 2023-08-26, 635 open issues. The repository is not archived but is unmaintained in practice. |