Ivan AguiarEN → ES (LatAm)
In progressFan translation

Misao HD Remaster

Horror game set in a school that turns into another world. I'm translating it into Latin American Spanish and testing every line in the game.

About the game

Misao is a horror adventure by sen, published on Steam by PLAYISM. A student goes looking for Misao, a classmate who was bullied and then disappeared. The school turns into another world, full of traps, curses and spirits.

The 2024 HD Remaster updates the graphics and the interface and adds some content. The original Definitive Edition is still there, playable from inside the game. It ships in English, Japanese and Chinese. There is no Spanish version.

Where to buy

You need your own copy of the game. The translation has no game files in it.

Fan translation
EN → ES (LatAm)
Developer
sen
Publisher
PLAYISM
Engine
WOLF RPG Editor (Pro)
Genre
Psychological horror, adventure
On Steam since
October 2017
Official languages
English, Japanese, Chinese

Translation progress

37%

865 of 2,288 text entries translated

Counted in unique text entries, working from the English script. I did menus, system screens and the database first, to settle the terms before starting the dialogue, which is most of the game. Anything I haven't translated yet stays in English, so the game is playable at any point.

Common events · system screens237 / 237 · 100%
Database · items, menus, death list217 / 228 · 95%
Maps · story dialogue411 / 1,823 · 22%

Translation examples

Lines straight from the game files, and why they ended up like that.

Item description · Locker Key
Original · EN

Found in the locker Mr. Kurata was locked in. Did he drop it?

Translation · ES-LA

Estaba en el casillero donde encerraron al profesor Kurata. ¿Se le habrá caído?

Kurata is a teacher, so “Mr.” is “profesor” here. My first draft was 71 characters against 45 in English and spilled out of the item box. Starting with “Estaba” made it shorter and dropped the gender agreement with the item name.

Item description · Coin
Original · EN

A 100-yen coin fished out of a toilet. It stinks a little.

Translation · ES-LA

Una moneda de 100 yenes sacada del inodoro. Apesta un poco.

“Recogida” sounds like it was picked up off the floor. “Sacada” keeps the joke: somebody put their hand in there.

Item name · Emergency Exit Key
Original · EN

\i[002]\my[-9] Emergency Exit Key

Translation · ES-LA

\i[002]\my[-9] Llave de emergencia

“Llave de la salida de emergencia” is correct, but almost twice as long as the English in a menu slot that barely fits. The codes at the start set the icon and nudge the text up; they are engine commands, so they stay as they are.

Prologue · Yoshino
Original · EN

Hey, there's been some spoooooky paranormal business going on at this school... I'm getting a little freaked, myself...

Translation · ES-LA

Oye, han sucedido cosas paranormales espeluznaaantes en esta escuela... Yo también me estoy poniendo un poco nerviosa...

Nothing in the English says who is talking. The portrait the event shows is Yoshino's, so the line is “nerviosa”. I kept the stretched vowel, which is how she talks.

Otherworld manual · creature name
Original · EN

\c[2]Li'l Miscreant\c[0] is a small demon in the otherworldly school.

Translation · ES-LA

\c[2]Desalmadito\c[0] es un pequeño demonio de la escuela del otro mundo.

In Japanese it's Hitodenashi-kun: “heartless” with a friendly suffix, an insult in the diminutive. “Desalmadito” does the same thing in Spanish. A literal “pequeño malhechor” only sounds cute, and it loses the insult. The name shows up in five files, so it went into the glossary.

Death list entry
Original · EN

Left Exposed

Translation · ES-LA

Al descubierto

Here “left” means left behind, not the direction. My first draft read it as “a la izquierda”.

Item description · Emergency Exit Key
Original · EN

The key to the emergency exit, dropped into a vase. Could you leave the school with this?

Translation · ES-LA

La llave de la salida de emergencia. Estaba en un florero. ¿Podré salir de la escuela con esto?

Latin American words all through the game: “florero” and not “jarrón”, “escuela” and not “instituto”, “casillero” and not “taquilla”. I dropped “abandonar la escuela” because it sounds like quitting school for good.

Case studies

Menu labels that didn't fit

The options screen draws every label at size 20, and the volume bar always starts at the same spot. That leaves room for about six characters, which is what BGM, BGS and SE needed. My first try was Música de fondo, Sonidos de fondo and Efectos de sonido, and all three ran under the bars.

Shorter words alone weren't enough, and a font small enough for the long ones was hard to read. So I did both. The labels are short, and the translated string carries the engine's own codes: \f[14] makes the text a bit smaller, and \my[-8] pushes it back up to the middle of the bar, because the smaller size left it sitting low. I found that number by trying values in the game. It's in the glossary now, for the other menus.

First build: long labels run under the bars, and OPTIONS is still in English.
1First build: long labels run under the bars, and OPTIONS is still in English.
Short labels at a smaller size fit, but sit below the center of each bar.
2Short labels at a smaller size fit, but sit below the center of each bar.
Final: \f[14]\my[-8] re-centers each label on its bar.
3Final: \f[14]\my[-8] re-centers each label on its bar.

Working out who says each line

Spanish marks gender and English mostly doesn't. “I'm getting a little freaked” is nerviosa or nervioso depending on who says it, and the exported text doesn't tell you. A line only carries @1, which means “show a portrait”, not a name.

The game does know. Its database has a character table, each character owns their portraits, and every message picks a character by number. Once I had the numbers matched to names, I could go through the lines that carry gender and check them against the person saying them.

Yoshino, character 4, was calling herself “nervioso”. It says “nerviosa” now. Aki's lines were already fine, because the game stores two versions of everything the protagonist says, one for the girl and one for the boy.

Some lines show no portrait at all: the event asks for face -2, which means “leave the last one up”. In the altar scene, “I always wanted to be friends with you” is one of those. For those I read the event instead. It checks the variable that holds the player's gender and splits in two, and the first branch is always the girl. That line is in the first branch, so it reads “Siempre quise ser tu amiga”. The boy has his own version a bit further down, worded differently in English too.

Knowing who talks is also how you keep them from all sounding the same. Tohma is rude, Kudoh is formal, Ayaka exaggerates everything.

  • Aki ♀Aki ♀Character 0 — the protagonist as a girl, and the first branch of every gendered scene
  • Aki ♂Aki ♂Character 1 — the same lines, stored again for the boy
  • YoshinoYoshinoCharacter 4 — the line that was coming out masculine
  • TohmaTohmaCharacter 3 — blunt, crude
  • KudohKudohCharacter 5 — formal, polite
  • AyakaAyakaExaggerates everything

Dying at school

The game doesn't say GAME OVER. It says DROPPED OUT: the whole thing happens in a school, so dying means leaving school, and every death goes into the Dropout List.

Spanish has to keep that joke and stay neutral at the same time, because Aki can be a boy or a girl, so “expulsado” and “expulsada” are both out. Nouns like “EXPULSIÓN” are neutral but get long on the list screens. The answer was to use a verb: the screen says “DESERTASTE”, which is short, keeps the school idea and says nothing about gender, and the list is “Lista de deserciones”.

The same rule applies to the rest of the game: whenever a line talks about the player, I look for wording with no gender in it, like “Soy tu otro yo” instead of “Soy otra tú”, or a noun like “Resbalón” instead of “Resbalado”. Lines I translated before that rule existed are still being revised.

Text that lives inside the art

Part of what you read in the game never shows up in a translation file, because it's painted into the images: the content warning at startup, the word scrawled in blood on the canvas in the art room, the diagram that explains the controls. They're PNGs, so the only way to translate them is to redraw them.

I went through all 579 images to see how much work that actually was. Only three have text worth translating. Two are done. I used the game's own font so they sit where the English did, and the canvas keeps the crooked, rushed strokes, because somebody in the story painted that, it isn't a label.

The decisions I like better are the ones about leaving things alone. The logo is hand-drawn and stays in English, like most logos. The poster on the noticeboard keeps its A, B and C: those letters are the answer to a puzzle, and translating them would break it. The character art, the maps, the effects and the 43 gallery thumbnails have no text at all.

These images also live outside the build, since the patching only regenerates the data files and never touches the art. Each redrawn PNG is kept next to its original in the project, ready for the installer.

Startup content warning, as the game ships it.
1Startup content warning, as the game ships it.
Repainted in Spanish, same font, same layout.
2Repainted in Spanish, same font, same layout.
The art room canvas: HELP, painted in blood.
3The art room canvas: HELP, painted in blood.
AYUDA, kept crooked and hurried like the original.
4AYUDA, kept crooked and hurried like the original.
Left untouched on purpose: those letters are a puzzle solution.
5Left untouched on purpose: those letters are a puzzle solution.

Keeping 2,000 lines consistent

There's a short glossary next to the translation files: the Latin American words I settled on, the names that stay in Japanese (Misao, Aki, Tohma, Kurata), the rule about capitalizing only the first word of an item name, and the control codes that must never change. Item names get reused word for word anywhere else they come up, so the Sports Drink you find in one description is the same “Bebida deportiva” in your inventory.