Version the whole game. Engine, art and all.
Put your Unreal or Unity project, source art, audio and cinematics under real version control, with locking so two artists never clobber one file, and streaming so nobody clones 400 GB. The check-out workflow you buy Perforce for, without the server.
Big-team version control shouldn't need a server room.
A version-control server runs your studio.
Helix Core is the standard for a reason, but you host it, admin it, back it up, and pay per seat. A remote artist waits on the VPN, and one dead server stops the whole team.
Binary merges don't exist.
Two people touch one .uasset or a source PSD and somebody loses work. You need real locks, and Git, built for line diffs, simply doesn't do them.
Syncing the depot takes a day.
A new hire, a contractor, or a build agent pulls hundreds of gigabytes of engine project and source art before touching a single file. Every machine keeps a full copy it mostly never reads.
Swarmfile keeps the locks and the history, and drops the server.
Built for how game teams actually build.
Lock any asset. No plugin, no server.
Cooperative locks are built into the drive and work the same on Windows, macOS and Linux. Lock or check out a .uasset and every machine sees it’s held, so two people never clobber one file. The locks are cooperative: they guard everyone working through Swarmfile, not a tool that ignores them. It’s the safety Perforce gives you, without a Perforce server to run.
The check-out workflow, fully managed.
Branch a feature, review a change, and roll back a bad commit across the whole project: engine, art and audio together. Version control your artists never have to think about. Swarmfile vs Perforce →
Stream the project. Don't sync it.
Open a 400 GB Unreal or Unity project in seconds and stream only what you touch, whether from the studio, from home, or across two continents. A build agent or an AI playtest bot gets a scoped slice, no full sync.
Every version, deduplicated.
Iterate on art and levels without paying to store every near-duplicate. Revision 40 doesn’t cost 40× revision 1, and the whole history is one click away.
Pre-release IP stays yours.
On paid plans, the drive encrypts files you save before they leave the machine; turn on the opt-in end-to-end tier and an unannounced title stays unreadable to us. Free and public projects are stored unencrypted, and direct git-LFS uploads skip app-layer encryption (details).
Already on Git and LFS? Start there.
Point .lfsconfig at Swarmfile and your .uassets and source art get real storage, dedup, and encryption (stock git-LFS pushes up to ~100 MB an object, and our transfer agent takes it to 256 GiB), with no lock-in: git lfs fetch --all pulls it all back with stock git-LFS any time. The on-ramp →
Publish releases in public.
Publish a mod, a demo, or an open asset pack as a public project with tagged releases. Anyone can browse and stream it without an account, and fork it into their own org. A headless runner can build on every commit or tag, and part of your subscription can go to the open tools your game is built on.
The Perforce workflow, minus the server.
Trial Swarmfile on one project with a 7-day Pro trial. Card on file, nothing charged until day 7. A trial covers up to 2 seats; add more once it converts. Bring your own storage or use ours; we’ll help with the migration.
Cancel anytime before day 7.