Your Unreal project deserves better than a folder named final_v3.

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.

Get started See the workflow
nightfall · mainus-west
Changes
History
Branches
Locks
Modified · 4 files
levels/cave_07.umapmaya1.2 GB
textures/moss_albedo.png128 MB
props/lantern.uassetyou46 MB
src/VolumetricFog.cpp14 KB
Rework cave lighting pass
Commit 4 files
Built on open foundations
Built on Lore
Epic's open source VCS, proven in production at UEFN scale.
MIT licensed engine
The core is open. Read it, fork it, run it.
Standard lore CLI
The stock client pushes straight to Commit0.

What ships today

A platform that already speaks binary.

Big-file native

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 done right

Locks show on the web, in the desktop app, and inside Unreal, always with the holder's name. Admins can force break.

Reviews for binaries

Pull request style reviews with per file change lists, approvals, and stale approval detection, on repos where most files are not text.

Browse without cloning

Open the files, history, branches, and locks of a multi terabyte repo in the browser. Locks and reviews stream in live, no reload.

Pick your region

Each repo lives in a region cell you choose at creation. Clone URLs are region addressed, for latency and data residency.

Three surfaces

A web portal, a desktop app, and a native Unreal plugin. The same repo, wherever your team happens to work.

Unreal Editor· Revision Control: Commit0
Viewport
Content Browser
cave_07
lantern
moss_a
fog

Version control that lives inside Unreal.

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.

Native Revision Control provider for UE 5.5 and newer
Live lock and status overlays in the Content Browser
Explore the Unreal workflow

Any engine today. In-editor where it counts.

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.

Unreal EngineIn-editor now

Native Revision Control plugin for UE 5.5 and newer.

UnityComing soon

In-editor integration is on the way. Files version today through the app and CLI.

GodotComing soon

In-editor integration is on the way. Files version today through the app and CLI.

Open core

Hosted, not held hostage.

Open engine

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.

Hosted platform

Commit0 adds identity, browsing, review, and collaboration on top of the open engine. Hosting, so you never babysit a server.

No lock-in

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.

Sounds like you?

New to version control
Your backups are duplicated folders and a zip on the desktop. Meet the first VCS that does not fight you about file size.
Outgrew Git and LFS
Quotas, pointer file confusion, locks as an afterthought, and clones that take an afternoon to finish.
Leaving Perforce
The power is real. So is the depot admin, the workspace mappings, and the one person who understands the server.

How it compares

Perforce power. Git ergonomics.

Commit0
Perforce
Git + LFS
Multi-GB binaries
Native
Native
LFS bolt-on
Branching
Instant
Heavyweight
Instant
File locking
Built in, everywhere (web/app/editor)
Built in
Add-on
Reviews on binary projects
Built in
Add-on (Swarm)
Text-centric
Browse without cloning
Built in
Limited
No
Visual asset diff
On the roadmap
Plugin
None
Setup time
Minutes
Days + admin
Minutes
Made for
Game & creative teams
Enterprise
Code

On the roadmap

not shipped yet, and we will say so until it is.
Visual asset diff, image and 3D
Asset previews for textures, models, and audio
Scene aware merge for engine files
Perforce and Git importers
MCP server, so AI agents can work your repos
In-editor plugin for Unity
In-editor plugin for Godot
Required reviews on protected branches
CI hooks and build triggers
Org usage and storage analytics
SSO
Self-hosted option
Public docs

Common questions.

Why pay for Commit0 when Lore is free and open source?

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.

What is Lore, and are you Epic?

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.

How big can my files get?

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.

Do artists have to learn a CLI?

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.

We use Unity or Godot. Is Commit0 useful today?

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.

What happens if we want to leave?

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.

Give your project a history it can trust.

Create a repo, import your project, first push in minutes. Free for solo devs, no card required.

Get started Talk to us