Building Bridges Between Games and Players
We started Chicken Road Universe because we kept seeing the same problem. Great mobile games getting lost in translation. Not just the words—the feeling, the humor, the stuff that makes players care.
Back in 2019, we were working with a studio in Budapest that had this brilliant puzzle game. They tried translating it themselves. Players in different markets just... didn't get it. That's when we realized localization isn't about swapping words around.
How We Actually Got Here
Our first project was a mess, honestly. We thought we knew what we were doing. Turned out, localizing game dialogue is completely different from translating a website or user manual. Players expect natural conversation, inside jokes that land, and cultural references that make sense.
We spent three months redoing everything. Talked to players in six countries. Learned that what's funny in Hungarian might be confusing in Korean. That tutorial text needs to be 30% shorter in German markets because players there skip long explanations.
Now we handle around 40 game localization projects each year. Some are small indie releases. Others are big studio launches with millions of downloads. Each one teaches us something new about how people play and what they expect.
What We Focus On
Mobile games move fast. A patch goes out, new content drops, events change weekly. Your localization can't be a bottleneck. We built our whole process around keeping up with that pace without cutting corners on quality.
Cultural Context
We don't just translate. We adapt. That means understanding when a joke works and when it falls flat. When a character name sounds cool versus awkward. When UI text needs to be formal or casual based on how players in that market talk to each other.
Quick Turnaround
Most of our clients need localized content within 48-72 hours. We work with translators across multiple time zones who know gaming terminology and can match the tone of your original content without losing the feel.
Player Testing
Before anything goes live, we run it past actual players in target markets. They catch stuff we miss. Like when a tutorial step doesn't translate well, or when an achievement name sounds weird in context.
Who Does the Work
We're a small team. About twelve people total, split between Budapest and remote translators we've worked with for years. Everyone here either worked in game development before or has been playing mobile games since before it was the massive industry it is now.
Tibor Veszely
Localization Lead
Tibor spent six years as a game writer before switching to localization. He's the one who figures out if a pun can survive translation or needs a complete rewrite. Plays way too much gacha.
Reka Csordas
Quality Coordinator
Reka manages our testing process and works directly with player feedback. She's ridiculously organized and keeps projects on track even when clients change scope halfway through.
Starting New Projects in Late 2025
We're currently booking localization projects for October through December 2025. If you're planning a multi-market launch or need ongoing support for live game content, let's talk about what that looks like.
Get In Touch