opolyx in your language, properly this time
The site has been published in 12 languages for months — and in a dozen places it still answered in English. Mode names, page titles and the picture you share after a game are now written in the language you are actually reading.

In plain words
Being translated is not the same as being readable, and opolyx had been quietly failing the difference. You could set the site to Chinese and still be asked to choose between cards labelled "Blitz" and "Classic" — in Latin letters, sitting directly beside a filter chip that named those same modes in Chinese, on the same screen. Nine of the ten languages had some version of this.
All 4 modes are now named in your language everywhere they appear: on the cards you pick from when you create a room, on the badges in the lobby list, in the match history on your profile — and on the image that gets posted when you share a finished game.

The written pages caught up too. The rulebook and the guide now describe every mode in every language, rather than describing the older ones and leaving you to guess at the newest. Dozens of page titles that had been written in the wrong language — a Portuguese page introducing itself in English, an Indonesian one in Spanish — now match the page they belong to.
For the technically curious
The mode-name bug was the same mistake made four times: each surface rendered the raw internal value through a capitalize helper instead of looking the name up. That reads fine in English — "blitz" becomes "Blitz" — and is unreadable in every other language, which is exactly why it survived so long. The helper had to go with it: it upper-cases every word, so a two-word name like "Chớp nhoáng" came out as "Chớp Nhoáng".
The worst of the four was the one nobody looks at while playing. The route that renders the share image kept its own three-entry map of mode names, written before the newest mode existed, and fell back to the first entry whenever it missed — so every game of that mode produced a picture captioned with the wrong mode, in English, and that picture is the one players post. It now reads from the same list as everything else, with a test that the list covers every mode in the lobby.
Counting words turned out to be the hard part of the copy work. Sentences that tally the modes were scattered through ten translations, and about fifteen of them state a count only in Chinese and Arabic, where the English source names no number at all — so editing the English text would have missed every one. Arabic could not take a word swap either: its dual is a grammatical form rather than a word, so those sentences were rewritten whole rather than patched.
A guard now derives the answer instead of pinning it. It requires one rulebook bullet per playable mode per language, and forbids any string from stating a mode count other than the current one — so adding a mode fails the build until the copy that counts them is updated. The previous guard asserted a literal sentence, which is how it came to freeze the very mistake it was written to catch.
