Diversion is a version control platform designed from scratch for games — not retrofitted from software engineering workflows.
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.
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.
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.
Diversion plugs into the tools your team already uses.
| Engine & Asset Support | |
|---|---|
| Supported Engines | Unreal Engine 4 & 5, Unity 2022+, Godot 4 |
| Asset Types | FBX, OBJ, WAV, PNG, PSD, uasset, prefab, scene |
| Max Repo Size | Unlimited (cloud-backed LFS) |
| Platform & Infrastructure | |
|---|---|
| OS Support | Windows, macOS, Linux |
| Authentication | SSO (Google, Azure AD), API tokens |
| Hosting | Cloud-managed (US West, EU West data centers) |
| On-Premise | Available on Enterprise plan |
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