We built the tool we couldn't find.
USourceControl is cloud version control for Unreal Engine teams. It was created by Victor Chanet, founder of Victor Game Studio, as an internal tool, because Git, Perforce, and Anchorpoint couldn't handle our game files without a fight. Now it's available to every team.
Born from a real problem
When it was just me, I got by with cloud backups. But once the team started growing, nothing worked. Git broke on our large files. Perforce cost more than we could justify. Anchorpoint looked promising but still needed Git underneath, so we were back to the same problems.
I just wanted something where the whole team, artists included, could open an app, hit sync, and have everything work. No terminal, no server setup, no surprise merge conflicts on binary files.
Nothing like that existed, so we started building it ourselves. It worked well enough for our studio that we decided to open it up to other teams too.
Git + Git LFS
Fragile with large files, requires CLI proficiency
Anchorpoint
Still depends on Git/SVN, added cost on top
Google Drive
No version control, no commits, sync conflicts
USourceControl
Purpose-built, nothing to set up, works out of the box
How we got here
2020
Solo game dev
Victor Chanet starts building games solo. The setup is small: a local project, basic cloud backups, and no heavy tooling. But as projects grow in scope, the limitations start to show.
2025
Victor Game Studio is born
What started solo becomes a company. Victor Game Studio is founded, the team starts growing, and suddenly file management matters. Git can't handle the assets, Perforce is out of budget, and tools like Anchorpoint still depend on Git under the hood. Nothing fits.
2026
USourceControl launches
Built out of necessity for the studio, USourceControl goes public. Cloud version control with a purpose-built desktop app, plus source access for Enterprise customers who want it, for Unreal Engine teams of any size. The tool we couldn't find, now available to everyone.
Our values
Built by game developers
We ship games ourselves. Every decision is informed by what we actually need in production, not what looks good on a feature checklist.
Nothing to set up
If a task takes more than a few clicks, we haven't finished building it yet. Your artists open an app and hit sync.
Transparent and open
Enterprise customers get the desktop app source code, so you can audit exactly how your data is handled. No black boxes, no surprises.
Reliable above all
Every file is integrity-verified, every transfer is encrypted, and every version is kept until you delete it.
Follow our journey
Use the tool we built.
Sign up and make your first commit in 5 minutes.