I thought localizing my pixel art game would be straightforward. Just translate the text, swap out some strings, ship it to four new markets. Three weeks later, I'm staring at my "perfectly crafted" UI completely destroyed by German compound words, and my main menu button reads "SPIELEINSTELLUNGEN" where "SETTINGS" used to fit perfectly.
Turns out I'm not alone. A recent thread on r/gamedev shows solo devs everywhere getting blindsided by localization nightmares, especially when German text expansion turns your elegant 16-pixel button into a sprawling mess.
Check out the video above for a visual walkthrough of localization in Pixel Game Maker MV — I'll break down the key steps below with extra tips from my own painful experience.
The Reality Check: Why Pixel Art Games Hate Localization

Most studios treat localization as a late-stage milestone, but by the time they realize the UI breaks in German or the font doesn't support Korean, they've already built the majority of their interface. In pixel art games, this problem gets amplified because every pixel matters.
The math is brutal. English "Play" becomes German "Spielen" — that's 233% longer. "Settings" becomes "Einstellungen" — 375% longer. When you're working with 16x16 pixel buttons and carefully crafted retro aesthetics, there's literally no room for this expansion.
Step 1: Plan Your Text Containers Early

Before you write a single line of dialogue or create your first menu, you need to think like a German compound word generator.
- Create text expansion rules: Multiply your English text length by 1.5x for most European languages, 2x for German
- Design flexible UI containers: Use dynamic sizing or create oversized containers from the start
- Choose your font wisely: Pixel fonts with international character support are rare — test early
Pro tip: I use a simple function to test text expansion: gettextspritewidth(lang, spriteid). For every UI element, I check the longest possible translation during development, not after.
Step 2: Set Up Your Localization System

Whether you're using Unity, Godot, or a specialized tool like Pixel Game Maker MV, the principles remain the same.
- Create a centralized text database: Never hardcode strings in your code
- Use key-based references:
ui.mainmenu.playinstead of "Play" - Implement language switching at runtime: Players should be able to change languages without restarting
function gettextspritewidth(lang, spriteid)
if sprite_id == "MainMenu-About" then
if lang == LANG_ENGLISH then return 26 end
if lang == LANG_SPANISH then return 50 end
if lang == LANG_GERMAN then return 78 end
end
end
Step 3: Handle Image-Based Text
This is where pixel art games get really messy. All those carefully crafted pixel art logos, signs, and UI elements with baked-in text? They all need localized versions.
- Separate text from art: Keep text on separate layers or as separate sprites
- Create template systems: Build reusable UI components that can swap text sprites
- Plan for font variations: Some languages need different pixel fonts entirely
Pro tip: Create a naming convention for localized sprites:buttonplayen.png,buttonplayde.png, etc. Your future self will thank you.
Step 4: Test Early and Often
- Use placeholder text: Fill your UI with the longest possible translations during development
- Test with real translators: Google Translate won't catch cultural context issues
- Check every screen: Menu navigation, dialogue boxes, inventory screens, pause menus — everything
Step 5: Choose Your Markets Wisely
Not every language is worth the effort. There has to be sufficient demand from a market to justify localization. Don't do it just for the sake of it.
- Start with EFIGS: English, French, Italian, German, Spanish — the traditional "big five"
- Consider your genre: RPGs need more localization than puzzle games
- Check Steam demographics: See where your wishlists are coming from
Common Mistakes (Learn from My Suffering)
Mistake #1: Hardcoding UI dimensions
I built every menu with fixed pixel dimensions. When German text expanded, buttons overlapped and text got cut off. Always use dynamic sizing or generous padding.
Mistake #2: Ignoring font licensing
That perfect pixel font you found on itch.io? It probably doesn't include accented characters for European languages or Cyrillic for Russian. Check character sets before you fall in love with a font.
Mistake #3: Translating too late
Localizing at the last second nearly broke me, as one Reddit developer put it. UI fixes, font changes, and sprite replacements take way longer than you think.
Mistake #4: Forgetting about text direction
If you're considering Arabic or Hebrew, remember they read right-to-left. Your entire UI layout needs to flip.
Mistake #5: Assuming shorter languages are easier
Chinese characters might be more compact, but they need completely different fonts and often larger sizes to remain readable at low resolutions.
The Payoff
Despite the pain, localization works. One developer shared their numbers after localizing to 11 languages — German sales alone justified the entire localization budget. The key is planning for it from day one, not treating it as an afterthought.
Start small, test early, and remember: German compound words are not your friend, but German gamers definitely can be. Plan your UI like every button needs to fit "SPIELEINSTELLUNGEN" and you'll save yourself weeks of painful redesign work.
For more detailed technical implementation, check out RhythmLynx's devlog on localizing Curious Fishing — they share actual code snippets and practical solutions for handling multiple languages in low-resolution games.
The pixel art community on Discord is also incredibly helpful for localization questions. Just search for "localization" in the Pixel Art Discord server — chances are someone's already solved your exact problem.