
In short, the client was absolutely perfect, and it was really easy to work with him.
He sent us the lockit in .strings format, exported from Xcode for MacOs. We uploaded it to MemoQ and got mixed strings, which meant no spoilers, but also that it was difficult to understand anything.




Our goal was to translate our text game into English with the highest possible quality.
The most difficult phase on our part was preparing the lockit. After that, all we had to do was wait and answer any plot-related questions that came up.
Given the fact that this was our first time doing localization, the whole process initially seemed really mysterious to us. But it turned out to be quite simple, interesting, and enjoyable. Of course, thanks to the INLINGO team, who patiently answered all our (inexperienced customer) questions and delivered a high-quality translation on time, which players in English-speaking markets describe with phrases like: “the writing is the most solid thing in this game”.
This translation has given us a competitive advantage that we plan to use to our utmost advantage. Our thanks to the INLINGO team for a joyful first experience, and we’ll certainly look to you the next time we need localization!
Nocton Hill is available on iOS, so download it and try it out—not just to check out our localization, but also to enjoy the interesting storyline. If you’re interested in localization from INLINGO as well, send us an email at , and we’ll get back to you within 30 minutes.

