Quick answer: It depends on your audience and budget, localization expands reach but costs money and ongoing maintenance. Use data on where your players are to prioritize languages with real demand. Start with the highest-ROI languages rather than localizing everything at once.
Localizing your game, translating it into other languages, can significantly expand your audience, but it costs money and creates ongoing maintenance. Whether you need it depends on your audience and budget. The answer is rarely "all or nothing"; it's about which languages are worth it for your specific game.
Localization Expands Reach, At a Cost
Many players strongly prefer or require games in their own language, so localization can open meaningful new markets, the upside is real audience growth. But it isn't free: translation costs money, and every text change afterward must be re-translated, creating ongoing maintenance. The decision weighs that reach against those costs.
So localization is a genuine investment trade-off, not an automatic yes. The question is whether the audience a given language unlocks justifies its translation and maintenance cost for your game.
Let Player Data Prioritize Languages
You don't have to guess which languages are worth it. Data on where your players (and wishlists, and similar games' audiences) actually are tells you which languages have real demand. Localizing into a language your players are clamoring for has clear ROI; localizing into one almost none use doesn't.
Bugnet's data on your player base, including where they are, helps inform which languages matter for your audience. Prioritizing by real demand turns localization from a costly guess into a targeted investment in the languages that'll actually pay off.
Start With the Highest-ROI Languages
You don't have to localize everything at once. Start with the few languages offering the best return for your game, often a handful covers a large share of the addressable audience, and expand later if they prove worthwhile. This staged approach limits upfront cost and risk while capturing most of the benefit.
And ensure your game is technically ready for localization (text not hardcoded, layouts that handle longer strings) so adding languages later is feasible. So: you don't necessarily need to localize, or to localize everything, use player data to prioritize the highest-ROI languages, start with those, and expand based on results rather than localizing into every language upfront.
It depends on audience and budget, localization expands reach but costs money and maintenance. Use player data to prioritize high-demand languages, and start with the highest-ROI ones.