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Amber Isle News

❗Update Required

We want to let you know about an important update.

A recently identified security vulnerability within Unity has been spotted, and while there is currently no evidence of impact on users, we’re taking all relevant steps to ensure you’re on the latest and safest version of the game.

To keep you safe, we’ve released a new patch that addresses the issue. Please update your game as soon as possible to stay protected.

You can read more about it here:

https://unity.com/security/sept-2025-01

As always, our priority will be on keeping our games safe and enjoyable for everyone.

https://store.steampowered.com/app/1663040/Amber_Isle/

Amber Isle | Adi Plush available to Pre-order today! 🧡🦖

[p]Hey folks! 👋

We've received many, many requests for Amber Isle plushies - and ... we agree! So, we're beyond thrilled to be teaming up with Youtooz to bring Plushie Adi to life! 🦖

[/p][h2]Pre-order our Adi plush today[/h2][p]Our Pre-orders for the Adi plush have just begun with Youtooz! 🧡 Key details can be found below:

🎉 Release: August 19th 📦 Departs: January 1 – January 31 🌎 Ships Worldwide! 📏 Height: 9” 🎨 Colorway: Workaholic Sitting at 9 inches tall with a pair of teeth hanging from the mouth of their cream and brown face, deep blue eyes look out from the sides of their wide orange head as short red horns poke out from the top. With a green scarf tied around his neck and wearing a pale blue shirt with white stripes on the sleeves, a thick and spotty tail pokes out from their back as clawed feet are kicked forward. This plush is packed to the seams with 100% PP cotton and is made of the softest minky material, absolutely perfect for cuddling or scrapbooking with! 📖 [/p][h3]Talking physical items... 👀[/h3][p]Pre-Orders for our Physical version on Nintendo Switch have just begun, which you can purchase at your favourite physical retailer! ❤️ [/p][p]Discover more about Amber Isle on Steam: 👇 [dynamiclink][/dynamiclink][/p]

Amber Isle has won 5 Awards at the Irish Game Awards! 🥳🦕

Hey folks!

We're thrilled to announce that Amber Isle has won FIVE Awards at this years Irish Game Awards! 🥳🦕

🎮 Best Game Design
🎨 Best Game Art
🎧 Best Game Audio
🦖 Best Debut Game
🏆 Game of the Year


We want to thank all who have explored the isle and met our Paleofolk friends! We are very grateful for all your incredible support towards Amber Isle ❤️


[h3]Learn more about Amber Isle on our Steam Page: 👇[/h3]

https://store.steampowered.com/app/1663040/Amber_Isle/

Devlog 2 | Q&A with Locadile, Amber Isle's Localization Partner

Hey folks! 👋🦕

We are back with more paleofolk localization tales from our partners at Locadile. If you missed the first part of this devlog you can find it below:

https://store.steampowered.com/news/app/1663040/view/506192738774942638

[h2]Localization Tales - Dev Log 2[/h2]
[h3]Q: How did you handle localizing the various dialects in Amber Isle?[/h3]
"How does one handle accents in the dialog of games that don’t contain voice-overs? Tastefully! Dialects usually pose one of the biggest challenges as they generally don't translate well, and could easily be either not understood at all, or read like a caricature - potentially even as offensive, discriminatory, or racist. In order to avoid any demeaning associations, we aimed to tastefully render the different dialects so that the regional diversity is presented by focusing on incorporating idioms, localisms (local cultural preferences), taglines, and catchphrases that would be familiar and relatable to local players, and could be identified as markers for the different backgrounds of the Paleofolks.

A character from a more urban setting might use more contemporary or colloquial expressions, while a more rural or rustic character could have phrases that feel older or more traditional. Another option is to "dirty up" the grammar a bit to give a character a certain personality. For instance, we transferred certain phrases in a "cowboy dialect" so that a "Yeee-up" became "Eeeh già" in Italian. For the "Australian accent", we just used local phrases that illustrate a laid-back attitude so that the "G'd evenin'!" became "B’soir !" in French."

[h3]Q: Which Paleofolk was the most challenging to localize, and why?[/h3]
"For a lot of languages - apart from French for obvious reasons - "Rusty Trompe-Le Flair" posed a bit of a challenge, because of his French accent and the fact that his lines are often playful, charming, and full of French cultural references. So the teams had to negotiate the question: "How much French is too much French?" And on occasion also find more commonly known French expressions for the individual languages that might differ from the original."


""Kipper Goodswoop" was also a bit more challenging. He was introduced as "Uses simple language and speaking patterns. However, he isn’t stupid. He just manages to boil things down to their simplest forms to communicate." The linguists had to be careful to balance "simple language" and "not stupid", so that this lovely character was not misunderstood. And for the Asian teams, the snobbish tone of "Jeophery Goldcrest" was the most brain-racking, as it was hard to find equivalents that would adequately carry over his dramatic lines, which create such a unique and linguistically rich character."


[h3]Q: How difficult (or easy!) was it to localize a Haiku?[/h3]
"To quote our fabulous Italian team here when posed with this question:
That? A piece of cake.
We are fond of, and good at,
these kind of word games.

In general, songs, poems and Haikus are a bit trickier to translate as they demand a certain syntactical structure. In the case of a Haiku, it needs to be three lines with syllable counts of 5-7-5. So, while they are fun to create, one also needs to keep the intended meaning, the form and emotion in mind. It is therefore never so much a strict recreation, but more a creative reinterpretation of the original - in other words: A very fun challenge that makes game localization so special and wonderful. Languages such as German and Spanish, which are famous for their long words, are of course given a little bit of an extra challenge, but nothing is impossible. While all the teams had a good time here, the creativity of the Chinese team was tested: In its original Japanese form, a Haiku is easy to transfer to Chinese, but because the source is in English, this is a whole different beast. So instead of going for a Haiku, the Chinese version presents "poems" that allowed for a more fun and engaging end result."

[h3]Q: Inclusivity in Amber Isle is a very important pillar, with LGBTQIA+ representation, options for gender neutrality, and queer themes. What challenges did this pose for localization?[/h3]
"From a linguistic point of view, this posed probably the biggest challenge, as the idea of respectful gender neutrality is not yet linguistically regulated in the languages that Amber Isle was localized into. Everything has a gender, which makes it harder to convey this important concept of inclusivity, especially when keeping the flow of the narrative and the uniqueness of the characters in mind. It required us to structure sentences in a certain way to avoid the use of gendered pronouns, or adapt phrases so that the gender of a character or the reference to the player are never assumed. As an example, non-binary characters and the player are always referenced by name. By adjusting phrases and choosing more inclusive options we hope the game feels welcoming to all players, regardless of their gender identity.

In addition, we asked the wonderful LQA team, who supported us tremendously during the localization, to pay close attention to this matter to make sure that the important ideas of inclusivity are well presented in the game."


[h3]Q: With nearly 50 Paleofolk, how challenging was it to localize everyone in a way that maintained their unique traits, quirks, and voice?[/h3]
"It was challenging, but also a wonderful example of the true joy of human-made game localization! The goal is always twofold here: Maintaining the essence of what makes the character who they are, by creating a "new" character through localization that the players will feel connected to. Here, the provided information helped a lot, because for each (!) of the 48 characters we were given their name, gender/pronouns, age, job, species, size, region/nationality, education level, personality, interests & hobbies, speaking style, and voice, as well as character references, narrative goal/themes, character type, in-game relationships, writing guidelines, player interactions, biography, backstory explanations, and story arc exploration.

It is not surprising that some teams worked with printed out cheat sheets or a mini-database to keep an easy overview. With all that in mind (or on paper), we modeled our localized Paleofriends accordingly, so that depending on the info provided for each of the characters, the more formal or archaic or casual or cheeky or sarcastic or whatever-you-can-think-of tones come off as authentic and natural in the localized languages. So through our choice of words, we hope the players can tell that Clawsworth is the grumpy sort, that Maple is kind to a fault, that Chip just has too much energy, or that Malik is kind of shady."


[h3]Q: Spoiler: Did the mysteries surrounding Mirage provide any unique challenges for localization?[/h3]
We are afraid that this is classified information…

But we will of course spill the tea a bit. For the gendered languages, Mirage was a bit more challenging to localize as they are a non-binary character. We therefore adopted a neutral tone throughout Mirage's dialogue by using inclusive language, adapting sentence structures, and opting for gender-neutral words wherever possible. This approach was essential not only to stay true to Mirage's character but also to ensure that players who identified as non-binary would feel seen and respected. And all the new revelations surrounding this character also kept us on the edge of our seat!"

Thanks for reading our localization devlog. Amber Isle’s localization was done by the Locadile team: Please see the game credits for a full overview of all the localization contributors.

[h2]🟠 Join our Discord![/h2]
Want to keep up to date with the latest news around Amber Isle, share your fan-art and interact with our dino-centric community? Join our Amber Isle Discord server here!

See you soon folks!👋
[h2]🦖 Keep up to date with Amber Isle![/h2]
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Devlog 1 | Q&A with Locadile, Amber Isle's Localization Partner

Hey folks! 👋🦕

Today, we have a special Devlog Q&A with the incredible team at Locadile, Amber Isle's localization partner. We hope you enjoy this Steam post and their insight into localizing our dino-centric shop management sim!

[h2]Localization Tales - Dev Log 1[/h2]

"We’re Locadile, the localization team that brought Amber Isle to life across six different languages.

The first rule of Amber Isle is: you don’t call them dinosaurs! With that in mind, we would love to give you a little insight into the amazing world of Amber Isle and our wonderful experience localizing this great game."

[h3]Q: What was the most fun part of Amber Isle to localize?[/h3]
"Slipping into the compelling narratives and the cast of charming characters, with all their different personalities, was by far the most fun part of the localization process. It was a longer process coming up with funny names that both maintained the charm and humor of the original, but also worked well in the target languages. The developers set a new gold standard when they provided our localization teams with so much information: we received entire backstories, lots of graphics, early access to the build, as well as lore for each of the 48 characters.


Naturally, we had to process all that info, but it was immensely helpful in our creative process. We really enjoyed the storytelling in the cutscene dialogs as well, since this allowed the characterizations of each of the Paleofolk to shine through without being constrained by the narrower nature of the shop responses."

[h3]Q: Can you discuss the creative process behind translating the names of each Paleofolk?[/h3]
"There are as many game localizers as there are creative ways to localize names in a game. In other words: this is a highly individual craft, though there are certain similarities.

It always starts with absorbing as much information as possible - and in the case of Amber Isle, luckily there was a lot of information available. For this game, most names were transcreated and given their very own flavor; some were "simply" transliterated, as sometimes this just yielded the best result. Each name required a different approach: sometimes they were built using popular and modern references, like idioms or real-life people; other times we used a phonetic approach. Our shared view was that the name should represent what the character is about, whether that be their looks, their name, their dialog, or what they do. Keeping or creating alliterations was a very common stylistic choice here. For the transcreation, some translators went about their day and were suddenly hit by a stroke of brilliant insight while brushing their teeth. Others carefully built a semantic web based on the character traits and inspirations behind the individual characters in order to arrive at a name that best represented that specific Paleofolk. Does the name relate to the same feature or pun as the original? Could new funny puns be created? These are questions that always play an important role when choosing a name.

Some examples: "Maple Swiftwing" became "Dahlia Flinkflügel" in German, because "Maple" delivers packages on the island and the name "Dahlia" is close to "DHL", a German delivery service. Or "Raven Readwell" in Spanish turns into "Prudencia Pancorbo", an intelligent and patient older specimen of Microraptor - a flying dinosaur with feathers - that works as a microbiologist. The name includes an alliteration and reflects both the character's personality and their species in a way that feels natural and fun in Spanish."


"And in French, the very snooty and snobby character "Elliot Silvertooth" turned into "Étienne d’Andarjan". "Étienne" is a very timeless French name, and the last name is a pun on the literal translation of silver tooth, "dent d’argent", just made to look like it belongs to former nobility."

Join us next week as we cover dialects, localization challenges and even haikus! Amber Isle’s localization was done by the Locadile team: Please see the game credits for a full overview of all the localization contributors.

[h2]🟠 Join our Discord![/h2]
Want to keep up to date with the latest news around Amber Isle, share your fan-art and interact with our dino-centric community? Join our Amber Isle Discord server here!

See you soon folks!👋
[h2]🦖 Keep up to date with Amber Isle![/h2]
Amber Isle on X Amber Isle on TikTok Join Amber Isle's Discord