December 29, 2025

For a long time, the GEM Editor shipped with only one language. English was not just the default language; it was the only option. Interface text was embedded directly in the editor’s logic, so titles, menus, buttons, and context actions all lived inside the code.

The game already supports external localization packages, but the editor did not. There was no way to add a new language, adjust existing text, or distribute localization files. Localization was not simply missing. It had never been part of the editor’s design, so fixing it meant changing the underlying structure.

What Changed Internally

A lot of development happens before anything looks different. Systems get reworked, assumptions get removed, and issues appear only after earlier pieces are in place. That kind of work rarely draws attention, but it adds up.

To remove hardcoded text, language had to be separated from logic across the editor and its subsystems. It was less straightforward than it sounds. Many embedded strings were tied to behavior in ways that were not immediately visible, and some dependencies only surfaced after earlier refactors were already stable.

Rather than building an editor-only approach, the localization system was rebuilt around the same package structure used by the game. Language files are now external, loaded at runtime, and organized as proper localization packages. This keeps the editor aligned with the rest of the pipeline and avoids duplicating systems we already maintain.

Localization files can now be created, modified, and distributed independently by developers or by the community. Most of these changes are not obvious during everyday use, but the underlying limitations are gone. The editor can also support as many languages as needed, provided the text is translated and proofread.

First Visible Layer

On July 17, 2025, Best Way and Beiai Societies jointly announced a Chinese localization for the editor as part of the plans for 1937: Songhu Defence Line. It’s been some time since Beiai Societies began working on the Chinese localization, while we focused on prototyping additional languages to validate the technical side.

The rollout is gradual and begins with core editor UI elements, including titles, buttons, menus, context actions, and frequently used components such as Properties.

Machine translation is being used intentionally for now. It serves a technical purpose and helps validate real-world behavior such as layout, encoding, fonts, and consistency across the editor. For now, English remains the default while stability, coverage, and text quality improve.

The editor is now in a place where localization is possible, extensible, and maintainable. It may not change how the editor feels today, but it changes what can be done with it tomorrow.

Графічний інтерфейс комп'ютерної програми з зеленими і синіми рамками на чорному фоні.
Інтерфейс програми з вікном налаштувань, відображений на чорному фоні з 3D-сіткою.

Bear in mind, the screenshots shown at this stage reflect work in progress. They demonstrate the system operating, not a finalized interface or localization.

See you in 2026!
Best Way

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