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© 2026 RuneTranslate

Windows 10 / 11 · Linux · 64-bit

Download RuneTranslate

ยังไม่เซ็นในวันนี้ — Windows SmartScreen อาจเตือนตอนติดตั้งครั้งแรก

มีเวอร์ชันเนทีฟสำหรับ Linux และ Steam Deck ในรูปแบบ AppImage ด้วย หากเปิดไม่ได้บนระบบของคุณ เวอร์ชัน Windows ก็ยังใช้งานได้ผ่าน Wine และ Proton

รุ่นใหม่ไปที่สมาชิก Supporter+ ก่อน คนอื่นทั้งหมดได้ฟรีในอีก 7 วันต่อมา

v1.3.9ล่าสุด Supporter+
2026-10-19
รับรุ่นใหม่สุดด้วย Supporter+

v1.3.9 จะฟรีสำหรับทุกคนในวันที่ 2026-10-26

รับรุ่นฟรีปัจจุบัน (v1.3.2)
ดาวน์โหลดสำหรับ Linux (AppImage) (v1.3.2)

Linux และ Steam Deck (Desktop Mode): อนุญาตให้ AppImage ทำงานเป็นโปรแกรม (คลิกขวา > คุณสมบัติ > สิทธิ์ หรือใช้ chmod +x) แล้วเปิดใช้งาน แอปจะอัปเดตตัวเองโดยอัตโนมัติ

บันทึกรุ่น · SHA-512
Fixes
  • Unity: In some TextMeshPro games, translated text in a script the game's fonts don't have, such as Arabic, showed as blank spaces after export. The export now adds a bundled font for those letters where the game still looks for them, even when the game manages its own font fallbacks. Every other character keeps the font the game draws it with.
  • Ren'Py: Some menu buttons, HUD labels, notebook pages and Ren'Py's own prompts (such as the quit confirmation) stayed in the original language. They were never found, or the game builds or re-cases them while it shows them. They are now found and shown translated.
  • RPG Maker MV and MZ: Games that keep their whole script in one folder per language, loaded by a language plugin, now have those lines in the project.
  • RPG Maker MV and MZ: Hidden conditions inside choice texts, key names and other plugin settings that are a fixed choice, and settings of switched-off plugins, are no longer offered as text. If a translation lost or changed a choice condition, the export puts it back, in every project.
  • Godot: Games that tell their story with the Dialogue Manager plugin now have their conversations in the project, in the order they play.
  • Unreal: A game with a mod installed whose container uses another format could fail with "This game has a high compression level". The game is now read and exported, and a warning names the mod's container.
  • Unreal: Some games stopped on an empty screen after export, because the name of a scene they read back to decide what to show was translated. Those names are no longer offered as text.
  • Unreal: When another patch, such as a fan translation, changes the same text, your translation now wins.

Export the game again to get the fixes. In a project you already have, use More > Re-scan source for new lines to add the new Ren'Py, RPG Maker and Godot lines. The Unreal scene-name fix and the RPG Maker plugin-setting fix apply to projects you create from now on.

SHA-512: +YP8WNuiCt3/Rk6OHS3PYSZE6hz/Tmqb+ifw2bAKVMPR6NUsMXSg1bB1BMuVPbDnN+fiPLPyVKoY+kCVGAwlUw==

รุ่นก่อนหน้า

ไบนารีตัวติดตั้งเก่าถูกตัดออกเพื่อประหยัดดิสก์ บันทึกรุ่นยังอยู่ที่นี่เพื่อประวัติ ผู้ใช้ที่แอ็กทีฟอัปเดตอัตโนมัติ

ดูบันทึกการเปลี่ยนแปลงทั้งหมด
  • v1.3.8

    2026-10-16
    Supporter+ ตอนนี้ · ฟรี 2026-10-23
    New
    • Line numbers: Every line in the translation editor shows its number in its file, in a column on the left. The numbers stay the same when you filter or search.
    • Where you left off: The editor remembers, for each project, the file you had open, where you were in it, the line you last clicked, and your filters and search. Going to Settings, Help or Support and back, or closing the app and opening the project again, puts you right back there. Each file keeps its own place.
    • Go to line: Press Ctrl+G, or click Go to line above the table, and type a line number to jump to it in the current file. If a filter was hiding that line, the filters are cleared so you can see it.
    • Bookmarks: Press Ctrl+F2 to bookmark the line you are on (or every selected line), or click the mark beside its number. F2 and Shift+F2 jump to the next and previous bookmark, and Bookmarked in the Tags filter shows only bookmarked lines. Bookmarks never change what is exported, and in a shared project they are your own.
    • Save and move on: While you edit a line, Alt+Down saves it and opens the next line, and Alt+Up the previous one.
    • Excluded lines hidden by default: The show excluded checkbox now starts off, with the number of excluded lines beside it. Turn it on to see them; each project remembers your choice.
    Fixes
    • RPG Maker MV and MZ: After a full translation, some games with VisuStella plugins would not start, for example with "VisuMZ1MessageCore is out of date". A project made before 1.3.5 had plugin settings that hold code translated, and the export wrote them. The export now keeps those settings exactly as the game ships them, in every project, so the game starts again. You don't need to make a new project.
    • RPG Maker MV and MZ: Title menu commands, and item, weapon or class names shown through text codes, could read as a translated "Untitled" or "Undefined" instead of the real name. Some on/off plugin settings were offered for translation too, and a translated "false" can switch a setting on. These settings are now left out of the project and keep their own value at export.
    • RPG Maker MZ, Arabic: In games where a message plugin decides where lines start (such as message busts), Arabic message boxes were empty or their text was cut off at the left edge. Arabic exports now keep the lines inside the box, clear of the portraits, and draw Arabic letters in a bundled Arabic font. The setting is now called Arabic text for RPG Maker MV and MZ in Settings > Engines.
    • Ren'Py: Games that build a character's name from a variable stopped with "SyntaxError: invalid syntax" after export. Those names now work in the translated game.
    • Unity (PlayMaker): In games that run their story with PlayMaker, the dialogue was listed and translated but stayed in the original language in the game. The export now writes it. If those lines are still marked excluded in a project you already have, click translate anyway on them, or create the project again.
    • Editor: After you pressed Esc while editing a line, editing it again and clicking away did not save. It does now.

    Export the game again to get the fixes.

  • v1.3.7

    2026-10-16
    Supporter+ ตอนนี้ · ฟรี 2026-10-23
    New
    • RuneLingua: 13 more languages. Bulgarian, Danish, Estonian, Finnish, Greek, Hungarian, Latvian, Lithuanian, Norwegian, Romanian, Slovak, Slovenian and Swedish, so RuneLingua now covers every target language. On its makers' published benchmarks, the model behind it scores higher than GPT-5.6-Sol, Gemini 3.5 Flash Lite and DeepSeek-V4.1-Flash for translation accuracy and for following instructions.
    • RuneLingua: a stronger engine since October 16, in every app version. It won about two lines in three in blind tests against the old one and answers about three times faster.
    • RuneLingua: If it can't translate into a project's language right now, the run is stopped before it starts instead of failing batch by batch. Nothing is charged.
    Fixes
    • RuneLingua: Leftover Japanese 「」 quotation marks become the target language's own.
    • Unity: In games with Spine animated characters, the exported game could lose its character art. Spine animation files and their skin and animation names are no longer offered as text, and export leaves them as the game shipped them, even in a project that already translated them.
    • Unity (Naninovel): Some menu labels showed as raw keys after export, because the keys were translated too. Keys now stay as they are. In an existing project, exporting again shows those labels in the game's own language; to translate them, use More > Re-scan source for new lines.

    Export the game again to get the Unity fixes.

  • v1.3.6

    2026-10-15
    Supporter+ ตอนนี้ · ฟรี 2026-10-22
    Fixes
    • Linux: On recent distributions with a newer graphics stack, such as current Fedora, Nobara and Arch, the RuneTranslate window stayed blank and the app said it could not be drawn. It now starts normally.
    • Linux: On distributions whose color emoji font uses the newer COLRv1 format, such as current Fedora and Nobara, the window stopped drawing as soon as an emoji appeared, for example in a line of game text or in a field you typed in. Emoji now show in another installed font, often in black and white, and the window keeps working. Your games and other programs still use all your fonts.
  • v1.3.5

    2026-10-15
    Supporter+ ตอนนี้ · ฟรี 2026-10-22
    New
    • Select all matches: The Find bar has a Select all matches button, and Alt+Enter in the find box does the same. It selects every line the search counts, in the file or folder you are looking at, so you can right-click one of them and exclude, tag or translate them all at once. For example, search the source with a regex and exclude every line it matches in one go.
    Fixes
    • RPG Maker MZ: In games that use VisuStella plugins, the labels shown above events and the pop-up messages that appear when you walk near someone stayed in the source language after a full translation. They are now ordinary lines in your project and get translated with the rest. The tags around them stay untouched, so the game still shows them.
    • RPG Maker MZ: Side-chatter messages and on-screen text windows made with VisuStella plugin commands were missing from the project, so they could not be translated or even found with search. They are now lines in your project like any other.
    • RPG Maker MZ: Pieces of JavaScript from plugin settings were offered as lines to translate. They are now left out (you can still opt one in), so a translation run no longer sends code to your provider.
    • RuneSight: Better at telling code from text. Multi-line JavaScript and similar code are no longer offered for translation, and short lines it used to hide by mistake, such as stat readouts in dialogue and lines that start with message codes, are translatable again.
    • OpenAI: Reasoning models (the o-series, the GPT-5 family and newer models you type in by name) failed every batch with "Unsupported value: 'temperature'". They now translate normally.

    For the RPG Maker fixes in a project you made before this update: More > Re-scan source for new lines adds the side-chatter and text-window lines. Labels and pop-up messages are already in the project as excluded comment lines: click translate anyway on those lines (not on the <Label> and </Label> tag lines around them), or create the project again.

  • v1.3.4

    2026-10-14
    Supporter+ ตอนนี้ · ฟรี 2026-10-21
    New
    • Arabic in Unity games: Unity games draw text one letter at a time from left to right, so Arabic came out reversed with its letters apart. When you export a Unity game into Arabic, or another language written in Arabic script such as Persian or Urdu, RuneTranslate now writes the text with its letters joined and in right-to-left order. In games made with Naninovel, the dialogue box also switches to right to left, so each line starts on the right. Games that already handle Arabic themselves are left alone, and every other language exports exactly as before. You can turn it off in Settings > Engines > Arabic text for Unity.
    • Export folders: Export and Export patch now each remember their own folder, so the patch dialog no longer opens in your game export folder, or the other way round. Settings > App > Export folders shows both and lets you choose or forget either one.
    • Game cache on another drive: In Settings > App > Game cache you can now choose where RuneTranslate keeps the files it unpacks from your games, for example on a bigger drive. The app restarts and starts a fresh cache there. Your projects and translations stay, and each project unpacks its game again the next time you open it. If that drive is missing when the app starts, RuneTranslate uses the default folder for that session and tells you.
    Fixes
    • Unreal: In some encrypted Unreal Engine 5 games, an exported translation stopped the game at startup. A few dozen pieces of game data had been offered as text lines. They are now left out, and projects that already translated them export safely.
    • Unreal: Exports of most Unreal Engine 5 games are much faster: one large game went from 22 minutes to under half a minute. They also no longer lose part of the translation. In some games close to a fifth of the translated game files reached the game untranslated, and files whose names start with a dash were skipped.
    • Unreal: Unreal Engine 5.5 games are no longer taken for 5.4, so the export rebuilds their text in the right format the first time.
    • Unreal: When RuneTranslate starts an encrypted game to find its key, it now finds the key in more games.
  • v1.3.3

    2026-10-12
    Supporter+ ตอนนี้ · ฟรี 2026-10-19
    New
    • Folders in the file list: In the translation editor, the file list on the left now shows the game's folders as a tree. Each folder shows how much of it is translated. Click a folder to see every line inside it, or right-click it to translate, reset, tag or select everything in it at once. The button at the top of the list switches back to the flat list. Games whose files sit in no folders look exactly as before.
    • Color tags: Mark lines for yourself with color tags: Needs review, Approved, Question and Problem to start with. Right-click a line or a selection, use the Tags button above a selection, or press Alt+1 to Alt+9 to put a tag on a line or take it off. The Tags filter above the table shows only the lines with a tag, and Manage tags lets you rename, recolor, reorder, add or delete them. Tags never change what is translated or exported, and the same tags are there in every project. In a shared project, your tags are your own.
    • Unlock, keep translation: A line you edited is locked, so Re-translate all leaves it alone. Right-click it and choose Unlock (keep translation) to let it change again without losing your text; until now the only way was Reset, which deleted it. It works on a selection, a file or a folder too.
    • Disk space: RuneTranslate keeps the files it unpacks from a game for as long as you keep the project, so old projects add up. The Projects page now tells you when that game cache passes 5 GB, with a button to clear it; your projects and translations stay. You can also clear it any time in Settings > App > Disk.
    Fixes
    • Chinese games: RuneSight, the AI that holds back code so it is not translated, no longer mistakes Chinese interface text for code. Names, menu labels and skill or upgrade lines with numbers, such as "Gain 5% critical strike chance", are offered for translation again. A new project gets them right away; in a project you already have, those lines keep their old verdict, so click Translate anyway on them.
    • Godot: Games that keep their story in JSON data files now show those lines for translation, and the export writes them back. For an existing project, use in the More menu to add them.
  • v1.3.2

    2026-10-12
    ดาวน์โหลด (รุ่นเก่า)
    New
    • RuneTranslate for Linux: RuneTranslate now runs natively on Linux and the Steam Deck, as an AppImage you download from the website next to the Windows installer. Every engine is supported and an export writes the same files as on Windows. Games are Windows programs, so they start through Proton or Wine: pick which one in Settings > App, or leave it on Automatic to use the newest Proton Steam has installed. The AppImage keeps itself up to date.
    • Moving from the Windows version on Linux: If you ran the Windows version through Proton or Wine, the Projects page offers once to bring its projects over, with your own fonts, glossary and regex rules. Each project finds its game folder where it can. API keys stay with the Windows version, so enter them again in Settings > Providers.
    • More patch formats: In the editor, Patch > Export now also saves CSV and JSON next to .rtpatch and Excel, on every plan, and Patch > Import reads all four. The guided import on the startup screen reads RuneTranslate's JSON too.
    Fixes
    • Unreal: Some games never load the extra archive an export adds, so they showed no translation at all. For those games the export now also writes the translation where the engine looks first.
    • Unreal: When a game has to be started to prepare an export, it is now started once, instead of once for every archive it ships.
    • Patch import: An Excel patch that Excel had repaired on saving now applies in full. Before, lines with more than one row of text could stay untranslated.

    Export the game again to get the fixes.

  • v1.3.1

    2026-10-09
    ดาวน์โหลด (รุ่นเก่า)
    New
    • Batch API for Claude and ChatGPT: With Anthropic Claude or OpenAI (ChatGPT) chosen, Translate via Batch API sends the pending lines of the files you pick to the provider's Batch API, at about half the normal price. Results come back within 24 hours, often sooner, and you can close the app while you wait. When they are back and the project is open with no run going, they fill in on their own. Lines you edit in the meantime are never overwritten, and lines the provider could not translate are marked failed, so Retry failed picks them up. It works on every plan with your own API key.
    • Shift+click range select: In the translation editor, once a line is selected, Shift+click another line to select every line in between, like in Windows Explorer.
    • Speaker column for Ren'Py and RPG Maker MZ: A new Speaker column shows who says each line, so you can keep gender and formal or informal address consistent. Hover a name to see the speaker tag from the game's scripts. It is shown only in the editor and never sent to the AI. New projects get it on their own; for an existing project, use Re-scan source for new lines in the More menu.
    • Arabic in RPG Maker MV: An RPG Maker MV game exported into Arabic now draws its text right to left with the letters joined, in messages, choices, menus and the battle log. The export adds a small plugin of our own and an Arabic font to the game; text in other languages is drawn exactly as before. It is on by default and can be turned off in Settings > Engines. RPG Maker MZ already handles Arabic itself and is left as it is.
    Fixes
    • RPG Maker MV/MZ: Text from battle events (what enemies and allies say during a fight) is now offered for translation. For an existing project, use Re-scan source for new lines to add those lines.
    • RPG Maker MV/MZ: When a translation dropped a space the original line starts or ends with, the export puts it back, so the battle log and lines built from several pieces no longer show words glued together. Chinese and Japanese exports are left as they are.
    • Ren'Py: The same fix for lines that continue the previous one: a translated line that lost its space no longer runs into the line before it.
  • v1.3.0

    2026-10-08
    ดาวน์โหลด (รุ่นเก่า)
    New engine
    • GameMaker: Games made with GameMaker and GameMaker Studio can now be translated. RuneTranslate reads and writes the game's data file itself (data.win on Windows, game.unx on Linux, game.ios on macOS) and follows each line through the game's code, so the text players see is offered for translation while names and keys the game only uses internally stay untouched.
    • GameMaker: Language files the game keeps beside its data file (JSON, CSV, INI, Yarn and Chatterbox dialogue) are listed too.
    • GameMaker: When a translation needs letters the game's fonts lack, the export adds them to those fonts in a matching style: accented Latin, Cyrillic, Vietnamese, Chinese, Japanese, Korean and Thai. For Chinese, Japanese and Thai it breaks long lines where the game's text box width is known.
    • GameMaker: A game packed into a single executable is unpacked into the export folder, and a macOS or Linux build gets only the changed files, to copy over the install. Every export is read back and checked before it is kept.

    Verified in game on GameMaker Studio 1.4 and 2.3 and on GameMaker 2022 LTS, 2023 and 2024. Games compiled to native code (YYC) get their language files and fonts translated, but the text inside their code cannot be reached. Right-to-left languages are not supported yet.

    Fixes
    • Ren'Py: A translated line holding a percent sign no longer stops the game with an "unsupported format character" error or shows the wrong text. Export the game again to get the fix.
  • v1.2.8

    2026-10-04
    ดาวน์โหลด (รุ่นเก่า)
    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.

  • v1.2.7

    2026-10-04
    ดาวน์โหลด (รุ่นเก่า)
    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.

  • v1.2.6

    2026-10-04
    ดาวน์โหลด (รุ่นเก่า)
    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.

  • v1.2.5

    2026-10-02
    ไม่พร้อมใช้งานอีกต่อไป
    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.

  • v1.2.4

    2026-09-30
    ไม่พร้อมใช้งานอีกต่อไป
    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.

  • v1.2.3

    2026-09-29
    ไม่พร้อมใช้งานอีกต่อไป
    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.

  • v1.2.2

    2026-09-26
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.2.1

    2026-09-26
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.2.0

    2026-09-25
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.9

    2026-09-24
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.8

    2026-09-24
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.7

    2026-09-24
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.6

    2026-09-23
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.5

    2026-09-22
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.4

    2026-09-22
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.3

    2026-09-22
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.2

    2026-09-20
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.1

    2026-09-19
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.1.0

    2026-09-19
    ไม่พร้อมใช้งานอีกต่อไป
    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.
  • v1.0.9

    2026-09-19
    ไม่พร้อมใช้งานอีกต่อไป
    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.

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Export the game again to get the fixes.

  • RuneLingua: In some games, whole groups of lines failed with "RuneLingua HTTP 400: bad request". This was fixed for every app version on October 14. If you still have lines that failed this way, select them and translate them again.
  • Export the game again to get the fixes.

    Re-scan source for new lines
  • Godot: In games that encrypt every file in their archive, an export no longer damages the game's files, so the translated game starts and plays again.
  • Shared projects: Clicking Translate anyway on a line that was already translated no longer clears that line's translation for everyone in the project.
  • Editor: Leaving a project and coming back now returns you to the file you last had open, not an older one.
  • About: The credits say the app is built in Rust in every language, not only in English.
  • Export the game again to get the fixes.

    Export the game again to get the fixes.