Every asset. Every commit. Every branch.

Diversion is a version control platform designed from scratch for games — not retrofitted from software engineering workflows.

Large binary asset pipeline in Diversion dashboard
Binary Asset Pipeline

Large File Storage that actually works at scale

Game studios live and die by their asset pipeline. Diversion's binary storage handles delta syncs on 4K textures, audio files, and multi-gigabyte meshes. No 2GB push limits. No corrupted syncs on checkout. Just the file you need, when you need it.

Built on a purpose-designed LFS layer — not bolted on top of an existing Git implementation.

Diversion smart merge resolving Unity scene conflict
Smart Merge Engine

A conflict resolver that understands your scenes

Proprietary conflict resolution that understands scene graphs, blueprint hierarchies, and prefab structures. Diversion knows the difference between two artists touching different nodes in the same scene and two programmers editing the same state machine transition.

The result: fewer merge conflicts, and the ones that remain are surfaced clearly.

Branch review workflow with visual diff tools
Branch Review Workflows

Visual diffs. Reviewer assignment. Merge gates.

Visual diff tools let reviewers see what changed — not just which bytes differ. Assign reviewers by role, set merge gates for critical branches, and require sign-off before anything lands in main. Ship with confidence, not fingers crossed.

Designed for mixed teams: artists review art changes, programmers review code. No context switching required.

Works with your stack

Diversion plugs into the tools your team already uses.

Engine & Asset Support
Supported EnginesUnreal Engine 4 & 5, Unity 2022+, Godot 4
Asset TypesFBX, OBJ, WAV, PNG, PSD, uasset, prefab, scene
Max Repo SizeUnlimited (cloud-backed LFS)
Platform & Infrastructure
OS SupportWindows, macOS, Linux
AuthenticationSSO (Google, Azure AD), API tokens
HostingCloud-managed (US West, EU West data centers)
On-PremiseAvailable on Enterprise plan

From commit to deployed build

1
Studio Commits
Artist or programmer pushes changes from inside the engine plugin
2
Diversion Ingests
Binary and code separated, delta computed, LFS storage updated
3
Smart Delta Applied
Only changed bytes transferred — not entire assets
4
Reviewers Notified
Visual diff surfaced, reviewers assigned by role
5
Merge & Deploy
Approved changes trigger build pipeline automatically

Try it on your next sprint

Early access is open. Bring your Unreal or Unity project and see what a merge day looks like when the tool actually works.

Apply for Early Access