Game Localization Companies: Ranking & Revenue | Allcorrect
10.09.2026

Gaming Localization Companies: Ranking and Revenue Estimates

14 minutes read

Who really earns money from game localization? We estimated the revenue of 47 companies and sized the game text localization market at $246 million. See who leads, where Allcorrect stands, and why experience doesn't always mean revenue.

This study was prepared and published by Allcorrect, which is also included in the dataset. Figures are modeled estimates for 2025.

Key takeaways

  • What we compared: 47 game localization providers, ranked by estimated 2025 revenue from game text localization.
  • Market size: we model the 2025 game text localization market at USD 246 million.
  • Concentration: within this dataset, Keywords Studios, Side (formerly PTW) and Lionbridge account for about 60% of the modeled market; the top 10 for about 77%.
  • Allcorrect: #6 by estimated text localization revenue (USD 7.2 million, about 3% of the market) and #2 by MobyGames credits (195 projects) in this dataset. Positions rest on modeled estimates and may shift with small revisions.
  • Main insight: game credits and revenue are related, but neither is a quality score. A larger provider is not necessarily a better fit for your game.

In this article

Few public rankings publish revenue estimates by game localization provider.

Therefore, we decided to run our own analysis of the game outsourcing market, with a particular focus on localization. We used publicly available sources and our own research model to estimate the market structure. In our series of studies, you’ll find data from 2023 to 2025, along with a forecast for 2026. We will keep updating the data.

First, we identified active game localization providers using MobyGames and other public sources. We then estimated each provider’s 2025 game text localization revenue and ranked them by that estimate. The standard set of services provided by localizers usually includes text localization, voice-over, and localization testing; for this ranking, we looked exclusively at text localization.

The USD 246 million market figure is a modeled anchor: individual company estimates were scaled so that their sum matches it. In this model, the market is defined by the 47 providers in the table. These are model-based estimates, not audited figures, and they were not confirmed by the companies.

Game Localizers Ranking Table

This is a map of who earns what — not a report card on who translates best. Allcorrect publishes this research and is included in the dataset. The ranking compares modeled revenue, not translation quality. A company at #35 isn't necessarily a worse partner than one at #5.

How to read. Ranked by modeled 2025 revenue from game text localization.
Projects — public MobyGames game credits. They show visibility and experience, but not project size or the number of languages delivered.
Revenue reported (USD M) — publicly reported company-wide revenue where available. It is not limited to games or text localization, and the reporting year and currency conversion vary by company.
Text loc. revenue (USD M) — our modeled estimate of 2025 revenue from game text localization, normalized to the USD 246 million anchor. Not audited.
— — no public data. It does not mean zero revenue.
◆ — modeled classification: more than 50% of the company's revenue likely comes from outside gaming.
15 of 47 companies shown
№ Company Projects localized, MobyGames Revenue reported USD M Text loc. revenue USD M
1Keywords Studios56585099.6
2Side (formerly PTW) ◆15034930
3Lionbridge ◆130513.918.6
4QLOC136—8.4
5TransPerfect ◆981,3208
6Allcorrect1958.17.2
7ACE Agency45—5.2
8Localsoft67—4.6
9Local Heroes Worldwide83—3.9
10Warlocs45—3.9
11Altagram Group47—3.5
12Roboto Global1544.53.4
134-Real Intermedia49—3.2
14Inlingo123.93.2
15Gameloc Localisation Services35—3
16GameScribes31—2.8
17Locadile18—2.7
18Universally Speaking58132.3
19LocalizeDirect902.82.3
20Logrus IT1497.62.1
21Riotloc1102.22
22The Most Games332.21.9
23Locpick Game Localization & Audio14—1.9
24Studio Umlaut15—1.8
25Level Up27—1.6
26Native Prime601.91.6
27Quoted Tradução e Localização18—1.6
28Aibell Game Localization28—1.5
29Levsha Games321.71.5
30Loki Games18—1.4
31Effective Media157—1.3
32Testronic Labs4126.61.1
33DICO Co23—1.1
34Kinsha Co14—1
35Quantic Lab3011.10.9
36Latis Global Communications ◆345.90.9
37EC Innovations Inc ◆21530.8
38Pink Noise20—0.7
39Intac Ltd16—0.6
40GlobalWay ◆16—0.6
41Globaloc16—0.6
42Wiitrans Network ◆13—0.4
43RoundTable Studio ◆13—0.4
44Alpha CRC ◆2231.10.3
45Loc & Load38—0.2
46S&H Entertainment Localization26—0.1
47DLM International21—0.1

Company experience doesn’t always correlate linearly with revenue. MobyGames credits are an important indicator of visibility and experience, but they don’t show project size, number of languages, word count, or the split between text localization and adjacent services. Large providers typically generate more revenue from text localization, but specialized studios can achieve meaningful revenue with fewer credits when their service mix is focused on text localization.

Shortlisting a partner? Share your target languages, content volume and release schedule. We'll discuss the scope, workflow and quality checks your project needs. You can also explore relevant game projects or see how our game localization service works.

Scatter plot: public MobyGames game credits versus modeled 2025 game text localization revenue for selected providers
Public MobyGames game credits versus modeled 2025 game text localization revenue. Both axes use logarithmic scales. Marker size is uniform; colors show the three provider groups in the legend. Credits are cumulative, while revenue is estimated for one year. The chart plots a selection of providers; the full dataset is in the table above. This comparison does not measure translation quality or provider efficiency.
Source: Allcorrect research model, 2025; MobyGames credits.

How to Shortlist a Game Localization Partner

A ranking tells you who is large. A shortlist should tell you who fits your game. Use revenue and public credits to find candidates, then check them against your project.

What to checkWhat to ask for
Genre and contentExamples close to your genre, tone and content type: UI, narrative, marketing or live ops
LanguagesExact source–target pairs, lead linguists per language and backup coverage
CapacityTeam availability for your dates, realistic throughput and an escalation plan
ContextHow linguists receive screenshots, string IDs, character notes, a glossary and a style guide
LQAScope, build access, severity definitions, bug workflow and acceptance criteria
Tools and formatsSupported formats, delta updates, placeholder validation and API or TMS integration
AI and securityWhich models are used, what data leaves your environment and who reviews the output
CostWhat the quote includes: translation, editing, PM, engineering, LQA and scope changes
Quality proofA paid pilot using the same sample and the same scoring rubric for each shortlisted vendor

Revenue shows a provider’s scale, not what you will pay. Note that the market figures in this article are in US dollars, while our pricing guide quotes per-word rates in euros: for common language pairs they range from about €0.06 to €0.17, depending on the language. The guide also explains how repeated text is priced. Word count, the number of languages and the amount of repeated text all move the final quote, so compare offers built on the same brief, not on company size.

How Big Is the Game Text Localization Market in 2025?

Our 2025 model covers eight game outsourcing segments totaling approximately USD 10.0 billion. Game text localization accounts for USD 246 million, or roughly 2.5% of that covered total. Here and below, the covered game outsourcing market is the scope of the Allcorrect model, not a measurement of the entire global gaming market.

Market zoom-in: game text localization as a share of the covered game outsourcing market in 2025
Market zoom-in from the covered game outsourcing market in 2025 (eight segments, approximately USD 10.0 billion in total) to the game text localization segment: USD 246 million, roughly 2.5% of the covered total.
Source: Allcorrect research model, covered game outsourcing segments, 2025. Figures in USD.

Revenue Mix by Company Type

Based on service mix and the degree of specialization in text localization, the companies in the study can be divided into four broad types: full-service game outsourcing platforms, global language service providers with a game vertical, specialized game localization studios, and QA/co-development-first companies with localization activity. Specialized localization studios typically derive most of their revenue, roughly 75% or more, from text localization, while for the other company types the text localization share is usually below about 30%.

A higher text-localization revenue share indicates a more concentrated service mix. It does not, by itself, demonstrate higher translation quality.

How did we build the ranking, and what is behind the market size? Read about the criteria and research methodology in 10 Most Experienced Localization Companies in 2025, and see the forecasts and market size in Game Text Localization Market 2025: Revenue Estimates and Key Trends.

Data, Methodology and Citation

Suggested citation

Allcorrect. Game Localization Companies: Ranking and Revenue Estimates. Dataset: Allcorrect research model, 47 providers, revenue reference year 2025. Accessed: (date of access). https://allcorrectgames.com/insights/gaming-localization-companies-ranking-and-revenue-estimates/

Short attribution: Source: Allcorrect's modeled 2025 game text localization revenue estimates.

Disclosure: These figures are model-based estimates unless explicitly identified as publicly reported data. Allcorrect publishes the study and is included in the dataset.

Corrections: Spotted an error or have newer public data? Send the company name, the affected figure, your source and the relevant reporting period.

FAQ

It ranks 47 providers by modeled revenue from game text localization in 2025. It does not rank translation quality, customer satisfaction or suitability for a particular game. Company-wide reported revenue is shown separately where public data is available.
By modeled 2025 revenue from game text localization, the leaders are Keywords Studios, Side (formerly PTW) and Lionbridge. Within this dataset of 47 companies, they account for approximately 60% of the USD 246 million market model. By public MobyGames game credits, the leaders are Keywords Studios (565 projects), Allcorrect (195) and Effective Media (157). These are two different measures, and they say nothing about translation quality or about how well a provider fits your game. Revenue figures are model-based estimates, not company-confirmed. To choose a partner, use the checklist in the How to Shortlist a Game Localization Partner section.
Within this dataset, Allcorrect ranks sixth by estimated game text localization revenue, at USD 7.2 million, and second by public MobyGames game credits, at 195. These positions describe different measures and should not be read as a translation-quality score. Because the revenue figures are modeled, small revisions can change positions.
They show publicly recorded participation in credited games. They do not show the amount of text translated, the number of languages delivered or whether the provider handled the entire localization. Public credits may also omit projects that were not recorded or could not be disclosed.
Allcorrect modeled 2025 game text localization revenue using public information and its own research model. Individual estimates were scaled to the USD 246 million market anchor. They are not audited figures. The methodology articles linked above explain the model's scope, sources and assumptions.
This metric covers modeled revenue from localization of game text. It excludes audio localization, localization testing and non-gaming translation. It should not be confused with a provider's total revenue or with broader estimates of the game localization services market.
No. Revenue describes scale, not how well a team will handle your game's tone, terminology, languages or deadlines. A provider at #35 may be a better fit than one at #5 if its team and workflow match your needs. Compare relevant examples and use a shared pilot before making a final decision.
Start with the same project brief for each candidate: target languages, content types, volume, context materials and release dates. Compare scope, staffing, tools, quality checks, security and communication, not just the per-word rate. Use the checklist in the How to Shortlist a Game Localization Partner section to prepare your questions.
Use a paid pilot with representative content and the same context for every candidate. Agree on a scoring rubric covering accuracy, terminology, style, placeholders and readability. Evaluate the delivered work alongside questions, communication and the handling of feedback.
Include your source and target languages, approximate word count, content types, formats and release schedule. State whether you need editing, engineering, audio or in-game LQA, and describe how context will be provided. If your content is confidential, agree on the appropriate NDA and file-sharing process before sending it. For typical rates, see our localization pricing guide.

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