localize

localize is a skill for Claude Code from striderZA/OpenCodeGameStudios. It costs 50 tokens per session (4,232 once invoked), scanned A, a copy of localize, MIT.

A workflow for preparing a game for multiple languages and regions. It covers finding in-game text, preparing translations, checking translated text, reviewing cultural issues, and testing language-specific layouts.

In plain words
What is it for?
Use it to manage translation tables, translator instructions, voice-over work, right-to-left language checks, text freezes, and localization testing.
Why use it?
It helps prevent missing text, broken placeholders, unsuitable translations, and layout problems that can block release in another region.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: agent in frontmatter; installed under .agents/ (shared by several agents).

Good fit Use it to manage translation tables, translator instructions, voice-over work, right-to-left language checks, text freezes, and localization testing.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/striderza/opencodegamestudios/localize
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.

Any agent
npx skills add striderZA/OpenCodeGameStudios --skill localize
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Claude Code.

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 localize

README.md
[![agentmods](https://agentmods.dev/badge/skills/striderza/opencodegamestudios/localize/github.svg)](https://agentmods.dev/skills/striderza/opencodegamestudios/localize)
Your own site
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/localize"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/localize/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 localize

Your own site · 80×15
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/localize"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/localize.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,232 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 97% copy Near-identical to another mod 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 $0.00050 $0.04232
Opus 5.5 $0.00020 $0.01693
Sonnet 5.5 $0.00010 $0.00846
Haiku 4.5 $0.00005 $0.00423

Measured 1mo ago against content hash 02793215f5da, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

localize 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 1mo 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.

Origin

This is a copy

97% identical to localize — 66 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/modules/localization/skills/localize/SKILL.md · 441 lines

How it starts

The opening of the file, as written. The whole thing — 441 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Localization Pipeline

Localization is not just translation — it is the full process of making a game feel native in every language and region. Poor localization breaks immersion, confuses players, and blocks platform certification. This skill covers the complete pipeline from string extraction through cultural review, VO recording, RTL layout testing, and localization QA sign-off.

Modes:

  • scan — Find hardcoded strings and localization anti-patterns (read-only)
  • extract — Extract strings and generate translation-ready tables
  • validate — Check translations for completeness, placeholders, and length
  • status — Coverage matrix across all locales
  • brief — Generate translator context briefing document for an external team
  • cultural-review — Flag culturally sensitive content, symbols, colours, idioms
  • vo-pipeline — Manage voice-over localization: scripts, recording specs, integration
  • rtl-check — Validate RTL language layout, mirroring, and font support
  • freeze — Enforce string freeze; lock source strings before translation begins
  • qa — Run the full localization QA cycle before release

If no subcommand is provided, output usage and stop. Verdict: FAIL — missing required subcommand.


Phase 2A: Scan Mode

Search src/ for hardcoded user-facing strings:

  • String literals in UI code not wrapped in a localization function (tr(), Tr(), NSLocalizedString, GetText, etc.)
  • Concatenated strings that should be parameterized
  • Strings with positional placeholders (%s, %d) instead of named ones ({playerName})
  • Format strings that mix locale-sensitive data (numbers, dates, currencies) without locale-aware formatting

Search for localization anti-patterns:

  • Date/time formatting not using locale-aware functions
  • Number formatting without locale awareness (1,000 vs 1.000)
  • Text embedded in images or textures (flag asset files in assets/)
  • Strings that assume left-to-right text direction (positional layout, string assembly order)
  • Gender/plurality assumptions baked into string logic (must use plural forms or gender tokens)
  • Hardcoded punctuation (e.g. "You won!" — exclamation styles vary by locale)

Read the full file on GitHub · 441 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. 1mo ago First seen · 441 lines · 50 tokens per session scan A 02793215f5da

Subscribe to this mod's changes

localize is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (99 stars, last pushed 13d ago), licensed MIT. It adds 50 tokens to every session and 4,232 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 97% identical to localize, differing in 66 lines, and is treated as a copy.

Related

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