Should you translate your game into Japanese? How to decide
Japanese shows up early on almost every indie developer's list of languages to consider, usually for one of two reasons: players keep asking for it, or you noticed that games that look a bit like yours have it and did well. Neither is a decision. Both are worth taking seriously.
The honest position is that Japanese is one of the more attractive markets to add and one of the more demanding ones to add badly. It is a market where the text itself is judged, where a rushed translation is noticed and commented on publicly, and where the technical side of supporting the language asks slightly more of your build than adding another European language does.
This article is about how to decide, not about how to do it. What follows is the case for and against, the signals in data you already have, and a way to test the market before committing to a full translation.
Why the question is different for Japanese
For a lot of the languages you might add, there is a fallback: a meaningful share of players in those countries will play in English if they have to, sometimes by preference. That assumption travels badly to Japan. Reading long-form game text in English — dialogue, item descriptions, tutorials with mechanics buried inside them — is not something you can assume of a general Japanese audience the way you might elsewhere. For a text-light action game that matters less. For anything where understanding the words is how you play, it is close to a hard gate.
The practical consequence is that the language is not a nice-to-have that widens an audience you were already reaching; for many genres it is the difference between having a Japanese audience and not having one. That is what makes the decision feel bigger than adding, say, a second European language to a game that already ships in English.
If you want to look at the shape of the audience rather than take anyone's word for it, the platform's own published data is the place to go — the hardware and software survey on Steam reports the languages its users have their clients set to, and your own Steamworks back end reports where your wishlists and traffic come from. Both are more useful than a general claim about market size, because one is the whole platform and the other is specifically your game.
Which games travel, and which ones do not
The strongest predictor is not genre, it is how much of your game is carried by text and how much by systems. A game whose appeal is legible from a screenshot and a thirty-second clip — a tight action loop, a striking art style, a mechanic you can see working — arrives with a lot of its case already made, and translation removes the last obstacle rather than doing all the work.
At the other end, a game whose appeal is its writing has both the highest translation cost and, if it lands, the most devoted audience. Word-heavy games are expensive to translate and expensive to translate well, but text-driven genres have deep local traditions in Japan and an audience that reads carefully. That combination cuts both ways and is worth thinking about honestly rather than optimistically.
Two other things matter more than people expect. Games that share a visual or structural vocabulary with things Japanese players already play tend to need less explanation, whatever the genre label says. And humour, wordplay, and heavy cultural reference do not fail to travel — but they cannot be translated line by line, they have to be rewritten by someone who understands both the joke and the audience, which is a different and more expensive kind of work than translating a menu.
Read the signals you already have
You very likely have more evidence than you think, and it is better evidence than any general argument about market size, because it is about your game specifically.
- Wishlists and store traffic by country, in your platform's back end. Interest from Japan while your page is not even in Japanese is a strong signal, because it happened despite the obstacle rather than after you removed it
- The languages your existing reviews are written in, and whether any of them mention the language barrier
- Requests. Not just how many, but what kind — a specific, detailed request from someone who has clearly played the game reads differently from a one-word comment
- Streamers and video coverage in Japanese. Somebody choosing to play an untranslated game on camera for a Japanese-speaking audience is telling you that audience exists
- Comparable games. Not their sales, which you cannot see, but whether they support Japanese and what their Japanese-language reviews say about the quality of that support
None of these are proof. Together they usually point somewhere, and the direction they point is a better basis for spending money than the general observation that Japan has a lot of players in it.
What 'Japanese support' means to the person reading it
It helps to know what you are being judged against. In practice, Japanese-reading players treat in-game text as evidence about the whole product: text that reads as machine-produced or non-native gets read as a signal that the rest of the game was made carelessly too, whether or not that is fair. This is not a niche opinion held by a few purists — it shows up in reviews, in the specific form of players warning other players that the Japanese is bad.
There is also a technical floor that European languages do not impose. Japanese needs a font that actually contains the characters, which is a far larger glyph set than a Latin font carries, so 'we already have a font' is usually not true yet. Japanese text has no spaces between words, so a line-wrapping routine written for spaces will break lines in the wrong places unless it knows the rules about which characters may not begin or end a line. And Japanese lines are typically shorter in character count but each character is wider and taller, which changes how your UI boxes fill up in ways you have to look at rather than calculate.
The practical reading of all this: a half-committed Japanese version costs you more than no Japanese version. If you add the language, budget for a human pass over the whole thing and for somebody who reads Japanese to play the build before you ship it.
Test the market before you buy it
You do not have to decide between nothing and everything. There is a staged route that produces real data at each step, and each step is worth doing on its own.
Start with the store page. It is a few hundred words, it is the cheapest text in the entire project, and it is the only text most people will ever read. Publishing a Japanese store page while the game itself stays untranslated is a legitimate scope as long as you are accurate about what the game supports — and the wishlist and traffic response over the following weeks is direct demand data you did not have before.
If you have a demo, that is the next rung. A demo is a smaller, cheaper piece of text than the full game, and translating it tests both the demand and your own pipeline: whether your text exports cleanly, whether your UI holds, whether your font covers everything. Finding those problems in a demo is much better than finding them in a full release.
Only then does the full translation become a decision with evidence behind it. By that point you know roughly how many people are interested, you know your build can handle the language, and you know how much of your text is the expensive kind.
When the answer is no
Sometimes it is no, and saying so plainly is better than a bad Japanese version that you quietly regret. The cases worth naming: when your game is carried by dense writing, the signals are weak, and the translation cost would consume a budget that would do more good elsewhere. When you have no way to get a native speaker to check the result, so you would be shipping text you cannot evaluate. And when you have no capacity to handle what comes after — reviews, bug reports, and questions arriving in a language you cannot read.
If the answer is no for now, say so publicly and without apology. Players asking for a language generally respond well to 'not right now, and here is what would change that' and badly to silence followed by a machine-translated release. Keeping the request visible — a pinned note, a line in the store page, a place where people can register interest — also keeps the signal accumulating for the day the answer changes.