We’ve Identified the Real Dialogue Problem — And We’re Fixing It From the Ground Up
Greetings, Seekers of Secrets,
We’ve got something really important to share—especially with those of you who care deeply about the story, writing, and characters in our games: World of Secrets, Lessons in Loyalty, and Rock the Rim.
Let’s be blunt: We now fully understand why the dialogue in English has sometimes felt off, unnatural, or even awkward—despite our best efforts.
❌ What went wrong?
All our games were originally written in our native language, where the dialogues flowed naturally, characters felt alive, and the emotional beats hit hard. Among native speakers, the writing was praised for being clever, immersive, and even funny in all the right places.
But once we began the translation process into English, things took a wrong turn.
Originally, we translated everything directly from our native language into English. Then those English lines went through rounds of editing—by proofreaders, editors, AI checks... and even more editing.
Sounds good, right?
But here’s the thing: The more those English lines were revised—in English—the more they drifted away from the original meaning.
Jokes lost their punch. Emotional moments lost their nuance. Characters started sounding generic, flat, or out of character.
And because English is not our native language, we often couldn’t tell just how bad some of these rewrites had become.
✅ What changed?
Recently, someone with a unique background joined us:
English is their first language,
but they also speak our native language fluently,
and they’re advanced in two additional languages.
This person tested all of our games from start to finish, compared our original dialogues with what ended up in English, and gave us very direct feedback.
They showed us exactly what native English-speaking players were actually hearing—how awkward or hollow certain lines had become.
They also explained, very clearly, what needed to change to make the dialogue truly work—not just grammatically, but emotionally and stylistically.
🔁 What are we doing now?
Thanks to that feedback, we’re now:
Translating all of our games back into our native language.
Why? Because we’ve realized that fixing bad English with more English revisions only makes things worse. We need to return to the source.
Once that’s done, on April 25th, we will begin retranslating the entire game from scratch into English—but this time the right way, with a direct line of supervision from native speakers who understand both languages deeply.
We’ve also given our new translator a full roadmap on what to avoid, how to preserve tone, and how to ensure every character sounds distinct and believable—just like they do in our original scripts.
💬 Why this matters
Our games are driven by story and personality. If the dialogue doesn't feel real, the whole experience falls apart.
We don’t want you to “understand what we meant.”
We want you to feel it—exactly as we intended.
From now on, we’re committed to making every line of dialogue authentic, alive, and true to the world of our games.
Whether you play World of Secrets, Lessons in Loyalty, or Rock the Rim—you deserve the best version of what we imagined.
Thank you for your patience, support, and trust.
We're not just making games. We're building worlds—and you're a part of them.
— RWA Studios
