One history for the whole game.
Lore versions code and binary assets in the same project. Find the versions that belong together.
A new level changes the code, models, textures and sound. Keep those versions together, give the team one place to review the change, and stop spending development time maintaining a version-control server. That’s the managed Lore workspace Halvor is building.
For studios of 2–10 people · In development · Pilot access coming
What changes with Lore? ↓Crane model and textures are ready.
Movement updated for the new dock. Let’s review it together.
Workflow illustration · not a product screenshot
A new mechanic needs code, a model, a material and a sound. They belong in the same history—with the discussion that explains the change.
Lore versions code and binary assets in the same project. Find the versions that belong together.
Halvor’s planned hub brings repositories, issues, reviews and releases into one shared workspace.
Managed Lore is the service we’re building: setup, upgrades and recovery, with clear usage limits.
Lore is Epic Games’ open-source version control for code and large assets. Think of Halvor as the GitHub-style home around it: hosted projects, shared context and a place for the team to work together.
Our starting point is 2–10-person studios evaluating Lore for a new prototype or a contained asset workflow. Bring real files and a teammate; compare the result with the tools you use today.
Before a paid plan, the pilot must demonstrate collaboration, recovery and a way to retrieve your work. Pricing and storage/transfer allowances will be agreed first. Public access is not open yet.
Lore is pre-stable 0.x. Its locks are currently advisory, and binary conflicts can need human decisions. Halvor’s hosted hub is in development. Start with an evaluation project before considering a production migration.
Lore’s current capabilities and limitations ↗Perforce has long treated game assets as first-class project content. Lore brings a new open-source foundation to that problem. If your team is feeling the friction of Git LFS, or considering running its own asset-focused server, Lore is worth evaluating on a contained project.
| Your starting point | What to weigh | Where Lore may fit |
|---|---|---|
| GitHub + Git LFS | Established code collaboration. Large-file tracking needs LFS configuration; changed LFS file versions are stored as whole objects. | Code and assets use Lore’s common workflow and fragment-based storage. Test whether that improves your actual asset iterations. |
| Perforce | A mature asset-oriented workflow, with established studio tooling and managed hosting options. | An MIT-licensed alternative to explore. Current Lore is early-stage; it does not yet offer the same maturity or every integration. |
| Self-hosted Lore | You own the server setup, access, upgrades and recovery process. | The same open foundation. Halvor’s proposed value is operating the service and making the team workflow dependable. |
GitHub LFS ↗LFS version storage ↗Managed Perforce ↗Lore maturity and limits ↗
Anchorpoint published these initial-import results for a 63.5 GB Unreal workload containing 392,559 files.
This is their benchmark, not Halvor’s. It used Lore 0.8.3, EBS storage and an EC2 c6i.2xlarge. Git ran on Gitea, not GitHub. It does not establish long-term performance or a speed guarantee for your project.
Read the setup and limitations ↗| Tool | Reported total |
|---|---|
| Lore | 316 seconds |
| Git + LFS | 3,986 seconds |
| Perforce | 4,984 seconds |
One workload, one setup. Run your own representative test before choosing a production workflow.
Join the early-access list for a Lore collaboration hub built around game teams. Help us test the complete journey: share a change, review the work and get the team ready for what comes next.
Start with the concepts and a disposable local practice project.