With every passing day, video games are becoming increasingly popular, not only in Poland but also worldwide. As a consequence, a tendency has emerged among the biggest international companies to localize their digital products in an attempt to appeal to their target audience, and thus increase income. The following paper addresses the issue of equivalence in the English localization of the Polish video game "Wiedźmin 3: Dziki Gon". More specifically, the authors conduct a comparative analysis of the Polish jokes, puns, songs, customs and other cultural references identified in the corpus, and their target language localizations. Finally, the paper discusses to what extent, if at all, the source and target language versions are equivalent in terms of linguistic, humorous and cultural implications.