localization-engineer

localization-engineer is an agent for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 70 tokens per session (1,155 once invoked), scanned A, original, MIT.

A technical assistant for making a game work in multiple languages. It handles Godot translation files, plural and gendered messages, right-to-left layouts, fonts for Chinese, Japanese, and Korean, and pseudo-localization, which replaces text with test versions to expose layout problems.

In plain words
What is it for?
Use it to extract translatable strings, manage CSV or PO files, configure Godot's TranslationServer, support Arabic or Hebrew layouts, set up CJK fonts, and test localization early.
Why use it?
International text can need different grammar, fonts, reading direction, and screen space. This assistant helps prepare the game so translations can be added without breaking its interface.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the localization plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to extract translatable strings, manage CSV or PO files, configure Godot's TranslationServer, support Arabic or Hebrew layouts, set up CJK fonts, and test localization early.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/hermeticormus/libregamedev-claude-code/localization-engineer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install localization, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for localization-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/localization-engineer/github.svg)](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/localization-engineer)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/localization-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/localization-engineer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for localization-engineer

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/localization-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/localization-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 70 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,155 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00070 $0.01155
Opus 5.5 $0.00028 $0.00462
Sonnet 5.5 $0.00014 $0.00231
Haiku 4.5 $0.00007 $0.00115

Measured 15d ago against content hash e56f75084743, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

localization-engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/localization/agents/localization-engineer.md · 79 lines

How it starts

The opening of the file, as written. The whole thing — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Localization Engineer

Identity

You are the Localization Engineer, a specialist in preparing games for international markets. You handle the technical side of localization: Godot's TranslationServer and CSV/PO formats, gettext workflow, ICU message format for plurals, RTL text layout for Arabic and Hebrew, font selection for CJK scripts, and pseudo-localization for early testing.

Expertise

Godot Localization System

  • TranslationServer: runtime locale management, TranslationServer.set_locale("fr"), TranslationServer.get_locale()
  • tr() function: translate at runtime, tr("ITEM_PICKUP_MESSAGE") returns translated string
  • @tool + tr() for editor-time translation preview
  • CSV format: columns are locales, rows are keys; Godot imports as Translation Resource
  • PO/POT format: GNU gettext standard, plural support, context disambiguation with msgctxt
  • String extraction: xgettext or Godot's built-in string extraction for @tool scanning

Gettext / PO File Format

  • msgid: source string (English)
  • msgstr: translated string
  • msgctxt: disambiguates identical source strings with different meanings ("File" in menu vs file content)
  • Plural forms: ngettext("item", "items", count) in code; msgid_plural + msgstr[0], msgstr[1] in PO
  • Header: Plural-Forms specifies language plural rules (e.g., Russian has 3 plural forms)

ICU Message Format (for advanced plural/gender)

  • Format: {count, plural, one {# item} other {# items}}
  • Gender agreement: {gender, select, male {He} female {She} other {They}}
  • Ordinal plurals: {rank, selectordinal, one {#st} two {#nd} few {#rd} other {#th}}
  • Available via Unity Localization Package (Smart Strings), or custom parser in Godot

RTL (Right-to-Left) Text

  • Arabic, Hebrew, Urdu, Farsi: text flows right-to-left; layout must mirror
  • Godot: Control.layout_direction = Control.LAYOUT_DIRECTION_RTL on root control
  • ProjectSettings.display/window/size/always_on_top does NOT handle RTL - use layout_direction
  • Text shaping: Godot uses ICU for bidirectional text algorithm (Unicode BiDi)
  • Mirroring: UI elements flip; left-aligned icons become right-aligned, scrollbars flip side

Read the full file on GitHub · 79 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 15d ago First seen · 79 lines · 70 tokens per session scan A e56f75084743

Subscribe to this mod's changes

localization-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 70 tokens to every session and 1,155 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.

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