Good points! I think I explained poorly. As a player, if I am Swedish and I play the English version of a Wanderword story, the likelihood for errors increase since I am speaking back to the game in my 2nd language (Swedish being my first). However, if the Wanderword story comes out in Swedish, I speak back in Swedish, it should reduce the risk for errors. Translation of one story The way I look at it, I use a combination of machine translation and a human translator per language (depending on their linguistic skills). The narrative structure, game logic stays untouched. “Localization” and translation of traditional video games is an established vendor industry. In my daytime job I work for the Microsoft Minecraft team and mostly all our posts, blogs and constant updates of the game, we rely on translation services that have short turn-around times to support at minimum EFIGS. I’m conscious about the ‘lost in translation’ risk which jeopardizes the narrative integrity and the authors intent/story but believe in the ability of our team, future Wanderword ‘storytellers’ and professional translation services to maintain the beauty in a story’s language and the intriguing and delightful journey the player will take on, regardless of language. If you are more than curious @Shawn_Patrick_Reed and would like to know more or if you write interactive fiction yourself, I’d be delighted to connect outside the forum to present more of Wanderword, under NDA. Thanks again!