Keep your full history on a hosted server, so the worst day of your studio becomes a ten minute restore. Built on Lore, Epic Games' open source VCS. Forever free for indies.
What ships today
A 10 GB level moves with the same priority as a small script. Change a few bytes and only that fragment syncs. No LFS bolt-on.
Locks show on the web, in the desktop app, and inside Unreal, always with the holder's name. Admins can force break.
Pull request style reviews with per file change lists, approvals, and stale approval detection, on repos where most files are not text.
Open the files, history, branches, and locks of a multi terabyte repo in the browser. Locks and reviews stream in live, no reload.
Each repo lives in a region cell you choose at creation. Clone URLs are region addressed, for latency and data residency.
A web portal, a desktop app, and a native Unreal plugin. The same repo, wherever your team happens to work.
Check in from the editor's own submit dialog. Check out and lock assets from the Content Browser. See who holds what without leaving the editor. The desktop app runs alongside and does the heavy lifting, so the editor stays responsive.
The desktop app, web portal, and CLI version any project's files, whatever engine you build in. In-editor integration is first class for Unreal now, with more on the way.
Native Revision Control plugin for UE 5.5 and newer.
In-editor integration is on the way. Files version today through the app and CLI.
In-editor integration is on the way. Files version today through the app and CLI.
Open core
Lore is Epic's open source, binary first VCS: MIT licensed, open formats and protocols, and battle tested running UEFN in production. The engine your history lives in is not ours to hold.
Commit0 adds identity, browsing, review, and collaboration on top of the open engine. Hosting, so you never babysit a server.
Your data speaks an open protocol, and every revision is content addressed, so history cannot be quietly rewritten. The stock lore CLI pulls everything back out.
How it compares
For the same reason teams pay GitHub while Git is free. Lore is the engine, and it is excellent, but running it for a team is real work: a server to stand up, secure, back up, and scale, plus accounts, permissions, and everything collaboration needs. Commit0 does that job: hosted repos in the region you pick, orgs and roles, browsing and reviews in the browser, locks every tool can see, and a desktop app and Unreal plugin your team can actually adopt. If running Lore yourself fits better, do it. The stock CLI works against Commit0 either way, so you are never locked in.
Lore is Epic Games' open source, binary first version control engine, MIT licensed and battle tested running UEFN in production. Commit0 is an independent company that builds hosting and collaboration on top of it. We are not affiliated with Epic Games.
Big is the normal case. The engine treats a 10 GB asset like any other file, moves only the fragments that changed, and lets clients fetch only what they touch. In practice your tier's storage allowance is the limit, not the file size.
No. The desktop app covers the whole workflow: import, commit, push, sync, branches, merges, and locks. Unreal users can stay in the editor for daily work. The standard lore CLI is there for whoever wants it.
Yes. The platform versions any project's files today, whatever the engine. In-editor integration is live for Unreal, with Unity and Godot support coming soon.
You clone and go. Your data speaks the open Lore protocol and every revision is content addressed, so a standard lore CLI clone pulls your full history out with no export request and no proprietary format.
Create a repo, import your project, first push in minutes. Free for solo devs, no card required.