A game development company turned version control company, born in Los Angeles.
Sasha Medvedovsky shipped two AA titles before starting Diversion. The version control problem wasn't abstract for him — it was merge days that stretched past midnight, perforce locks that blocked the entire team on a Friday afternoon, and a Git LFS setup that corrupted six weeks of animation work in a single botched sync. He started Diversion because every solution he tried was either too slow, too brittle, or clearly built by someone who'd never shipped a game.
Diversion isn't a Git wrapper. It's not a Perforce fork. The architecture was designed from scratch with two equal priorities: code and art. Most version control tools were written by software engineers for software engineers, then retroactively patched to handle binary files. That patch thinking shows up everywhere — in the sync times, in the merge conflicts, in the way artists and programmers still use completely different workflows on the same project. We started from the game studio's actual workflow and built backward into the technology.
The team is based in Los Angeles, and most of us have shipped games. The engineers understand what a 200GB Unreal repo actually feels like to check out on a 9am deadline. We're venture-backed and focused on one thing: making the version control problem in game development disappear. We don't move fast and break things. We move carefully, because game studios can't afford downtime.
Every decision gets tested against real studio workflows, not theoretical use cases. If it doesn't work in a 200GB Unreal project with a 12-person team on a Friday, it doesn't ship.
Export your full history any time. We earn your stay by being the best option, not by making the exit painful. Your data is yours, and it'll stay that way.
Public roadmap. Transparent pricing. Honest changelogs that say what actually changed and why. No "stability improvements." If we broke something, we say so.
Early access is open. If your studio is fighting version control, let's talk.
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