USourceControl vs Azure DevOps
Azure DevOps was built for code and Git, so your multi-gigabyte .uasset files and .umap files mean LFS config, build agents, and a permission matrix before anyone commits. USourceControl is built for game assets, with nothing to set up: no server, no storage to wire up, no Git to learn.
At a glance
Why game teams prefer USourceControl
Built for game assets, not just code
Azure DevOps has to serve every engineering team on earth, so its source control assumes Git and text diffs. Unreal Engine projects are mostly large binaries. USourceControl is built for that one job: versioning huge assets and keeping the team in sync.
Works for non-engineers
Artists don't want to learn Azure Repos, PR reviews, or LFS config. They want to sync and commit. USourceControl's desktop app is designed for that. It's the same app engineers use.
Predictable bundled pricing
Azure DevOps charges separately for users, LFS storage, parallel jobs, and artifact feeds. USourceControl bundles source control, storage, and bandwidth into one per-user price.
Private by default, nothing lost
Your unreleased game stays yours. Projects live in private storage in EU data centers. Access is gated by org roles and per-project membership, and files are never public. Every version is saved and SHA-256 integrity-verified, recoverable with one click. Private, permanent, verifiable.
Set up in minutes, not sprints
No organization setup, no permission matrix to configure. Create a project, point the desktop app at your folder, you're done.
When Azure DevOps is still the right choice
Azure DevOps genuinely shines when:
- You need a single platform for boards, pipelines, and repos across multiple projects.
- Your team is Microsoft-shop deep and benefits from Azure / Entra identity integration.
- You're building primarily engine code (not content) and live in Git workflows.
A common split: keep engine code in Azure Repos, use USourceControl for content and builds.
Common questions
Can I keep Azure Pipelines and use USourceControl for source?
Yes. Most teams keep CI/CD in whatever they already use. USourceControl exposes an API for sync and download, so pipelines can pull current content as part of a build.
Does USourceControl replace Azure Boards / work items?
No. We don't do issue tracking, sprints, or PRs. If you use Boards today, keep it. USourceControl is focused on source control.
What about TFVC?
TFVC is effectively legacy in Azure DevOps (no new projects). If you're on TFVC today, migrating to USourceControl is often easier than migrating to Git LFS, with fewer concepts to re-learn.
Can Azure AD users sign in?
SSO / SAML integration is on the Enterprise plan. Contact us for details.
How do permissions compare?
Azure DevOps has granular permissions you can configure for hours. USourceControl has three org roles (owner, admin, member) plus per-project membership. Three roles instead of a permission matrix, which fits studios without a DevOps admin.
How private and safe is my project?
Your project lives in private storage in EU data centers. Your files are never public and never indexed. We don't sell them, advertise against them, or train any model on them, and we access file contents only to operate the service or when you ask us for support, with that access limited and logged. Access for your team is gated by org roles and per-project membership. Downloads use short-lived signed links scoped to the project, API keys are SHA-256-hashed and revocable, and traffic is encrypted in transit over TLS 1.2+. Every version is SHA-256 integrity-verified and recoverable, so work doesn't get silently lost. SOC 2 is on our roadmap; data residency guarantees are available on Enterprise.
Source control built for game assets
Private, permanent, verifiable. One app your artists actually use. From $25/user/mo. Add a team when you're ready.
Create your first project