Steam Page Localization: Should You Translate Your Store Page?
Over 60% of Steam users run the platform in a language other than English. That's not a guess. That's Valve's own number from their Steamworks documentation: "Over 60% of Steam users use it in a language other than English, so tailoring your experience for those users is important."
TL;DR: Translating your store page is cheap ($100-300 per language) and directly increases algorithmic visibility. Start with Simplified Chinese, Russian, German, Japanese, and Spanish. Store page localization is separate from game localization and has faster ROI.
Key Takeaways
- Steam deprioritizes games in recommendations for users whose language isn't supported.
- Store page localization is dramatically cheaper than full game localization.
- Priority languages: Simplified Chinese, Russian, German, Japanese, Spanish, then Portuguese (Brazilian), Korean.
- Use your regional wishlist data to guide priorities. Translate into languages where you're already seeing interest.
- Community translation programs can cut costs but need QA review by native speakers.
If your game only has an English store page and English-only in-game language support, Steam's recommendation algorithm is less likely to show your game to the majority of its user base. You're invisible to most of the platform before anyone even evaluates your capsule art or description. It's like building a shop and only unlocking one door out of five.
This guide covers when and how to localize your Steam store page, which languages give the best return, and how to think about store page translation versus full game localization. For the full picture on store page setup, read our Steam Page Optimization guide. For how localization connects to your wishlist strategy, we'll cover that too.
How Language Support Affects Steam Visibility
Steamworks documentation states: "Steam favors products that are localized. Language support is determined by the in-game language settings."
The visibility FAQ is more direct: Steam uses your declared language support to decide who sees your game in recommendations. If your game supports only English, Steam deprioritizes it in recommendations for players who set their Steam client to Simplified Chinese, Russian, German, or any other non-English language.
There are two separate language signals that Steam tracks:
In-game language support: The languages you declare on your Steamworks app configuration page (Subtitles, Interface, Full Audio). This is the primary signal Steam uses for language-based recommendation filtering.
Store page translation: The localized versions of your store page text, screenshots, and trailers. This is separate from in-game support. You can translate your store page into a language without translating your game, and vice versa.
Both matter, but in-game language support carries more weight for visibility. That said, translating your store page is dramatically cheaper and faster than translating your entire game, and it removes a friction point for international players evaluating your game.
Which Languages Matter Most
Not all languages deliver equal return. The answer depends on your game's genre, aesthetic, and where your existing audience is concentrated. But there are clear tiers based on Steam's user demographics and market data.

Tier 1: The Big Five (Highest Impact)
English The baseline. If you're reading this article, you probably already have this covered. English is the most widely supported language on Steam and serves as the fallback for many bilingual users.
Simplified Chinese China is the largest single-country Steam market by user count. The Steam Hardware Survey consistently shows Simplified Chinese as one of the top languages. Certain genres are especially popular with Chinese players: survival craft, city builders, strategy games, roguelikes, and management sims. If your game falls into any of these categories, Chinese localization is close to mandatory.
Russian Russia and the CIS countries represent a massive Steam audience. Russian-speaking players are especially active in survival, shooter, strategy, and RPG genres. Russian is also one of the less expensive languages to translate into, with a large pool of experienced game translators.
German Germany is the largest PC gaming market in Europe. German Steam users have strong purchasing power and are active across simulation, strategy, and RPG genres. German localization has good ROI for games in these categories.
Japanese Japan's PC gaming market has grown substantially in recent years, partly driven by the success of indie games on Steam. Japanese players tend to favor RPGs, visual novels, action games, and anything with strong art direction. Japanese localization is more expensive per word than most European languages, but the audience loyalty and conversion rates are often high.
Tier 2: Strong Secondary Markets
Spanish (Latin American and Spain) Large combined audience across multiple countries. Relatively affordable translation. Good for action, adventure, and multiplayer games.
Portuguese (Brazilian) Brazil is a significant Steam market. Brazilian Portuguese is affordable to translate and serves a large, enthusiastic audience.
Korean Growing PC gaming audience with strong interest in RPGs, roguelikes, and competitive games.
French Solid European market. France has a healthy PC gaming community, particularly for strategy, adventure, and indie-focused genres.
Polish, Turkish, Italian Smaller but active communities. Often worth including if you're already translating into several languages, since the marginal cost is low.
Using Your Own Data
Steamworks gives you regional wishlist data. In the Sales & Activation Reports portal, check "Regional sales report" for your game. If 15% of your wishlists are coming from China and you haven't translated anything into Chinese, that's a clear signal.
Valve's documentation suggests exactly this approach: "If you translate the content on your store page into languages that you are considering supporting, you can look at regional wishlists for your game to get a sense of where your game might be popular and which languages might warrant higher priority for translation."
Translate the store page first into your top wishlist regions, watch whether wishlist growth accelerates in those regions, and use that data to justify full game localization. Developers who follow this data-driven approach consistently report that store page translation ROI is measurable within weeks—you can see the regional wishlist numbers respond almost immediately.
Store Page Localization vs. Game Localization
These are two different things with very different costs.
Store Page Localization
What it covers:
- Short description (~300 characters)
- Long description ("About This Game," typically 500-1,500 words)
- Screenshot text (localized versions of screenshots that contain readable text)
- Trailer subtitles or localized trailer versions
- Localized application name (optional, set in Steamworks Settings)
- Community announcements
How to do it: In Steamworks, every text editor has a language dropdown in the top right corner. Click it, select the target language, and paste in your translated copy. For screenshots, drag and drop localized versions onto existing thumbnails. Valve's system uses filename suffixes (like foo_japanese.jpg) to hint at the language.
Estimated cost: For a typical indie game with a moderate-length description, expect $100-300 per language for store page translation from a professional translator. That's for the text only. Localized screenshot re-creation (if your screenshots have text overlays) adds to the cost but is usually minor.
Time to complete: A few days per language, assuming you have the copy finalized.
Full Game Localization
What it covers:
- All in-game UI text
- Dialogue and narrative text
- Tutorials and help text
- Item names, descriptions, tooltips
- Subtitles and/or full audio dubbing
Estimated cost: Wildly variable. A text-light game (platformer, puzzle game with minimal text) might cost $500-2,000 per language for interface localization. A text-heavy game (RPG, visual novel, story-driven adventure) can cost $5,000-20,000+ per language, depending on word count and complexity. Full audio dubbing multiplies costs further.
Time to complete: Weeks to months per language, depending on scope.
The Strategic Order
For most indie devs, the smart sequence is:
- Localize the store page into your top 3-5 target languages. Cheap, fast, immediate visibility impact.
- Monitor regional wishlist data to see which languages generate the most traction.
- Localize the game into the languages that show the strongest ROI signal from store page data.
- Announce each new language as a game update. Use a Community Announcement and consider activating an Update Visibility Round.
Valve's best practices doc recommends exactly this: "Release additional languages as an update. Use the Community Announcements and Update Visibility Round tools to let customers know about your new content."
Community Translation Programs
Some indie devs tap their communities for translation help. This can work, but it comes with risks.
How It Works
Set up a shared document or localization platform (Crowdin, Weblate, or even a Google Sheet). Invite multilingual community members to contribute translations. Review and QA the results before shipping.
Benefits
- Free (no direct translation costs)
- Community members understand your game's context and tone
- Builds community engagement and ownership
- Can cover many languages quickly
Risks
- Quality varies enormously. Enthusiastic fans aren't always accurate translators.
- No accountability. Volunteers can disappear mid-project.
- Cultural nuance may be missed. Machine-translated fragments sometimes sneak in.
- You still need QA. Even community translations need review by a native speaker.
Mitigation
If you go the community route, treat it like a draft process. Community members provide the first pass. You hire a professional translator (or a bilingual QA reviewer) to check the output for each language. This hybrid approach can cut costs significantly while maintaining quality.
Valve's documentation mentions this possibility: "If you have close communication with members of your community that speak other languages, you may be able to get feedback directly from your players. Think about whether you can set up a way for them to provide you that feedback once you start supporting other languages."
