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USourceControl vs Diversion

Diversion and USourceControl both target teams who've outgrown Git LFS and don't want to run Perforce. Here's an honest side-by-side so you can make the right call for your studio.

At a glance

Positioning
USourceControlGame studios first (Unreal, Unity, Godot)
DiversionBroad large-asset audience (game, video, 3D)
Desktop app
USourceControlOpen source (MIT), built for game workflows
DiversionProprietary, with CLI + GUI
Locking
USourceControlServer-authoritative, front-and-center in UI
DiversionSupported
Max file size
USourceControl10 GB per file
DiversionComparable — large files supported
Pricing transparency
USourceControlFlat per-user, all-inclusive, free solo tier
DiversionTier-based with usage limits; check current pricing page
Migration path
USourceControlSync current working copy as initial commit
DiversionSimilar — working-copy import

Why teams switch

Why teams pick USourceControl

Open-source desktop app

Our desktop client is MIT-licensed, so you can audit exactly how your data is handled, extend it if you need to, and never worry about vendor lock-in at the client layer.

Built around game-team workflows

USourceControl is opinionated about how game teams work — artists, designers, and engineers sharing one app; locking as a primary concept; per-engine exclusion defaults. It's a narrower focus by design.

All-inclusive per-user pricing

One flat monthly price per user that includes storage and bandwidth. Free solo tier with 50 GB. No surprise bandwidth packs, no metered commit charges.

Built by game devs, for game devs

We built USourceControl because we needed it for our own game projects. Every feature is shaped by that direct experience, not by generalizing a large-file tool.

When Diversion might be the better pick

Diversion is a solid product with its own strengths:

  • Your workload crosses into video production or general large-asset VFX.
  • You prefer a more Git-adjacent branching model with cloud branches.
  • You want a single tool that spans game and non-game asset teams.

FAQ

Common questions

Aren't Diversion and USourceControl basically the same product?

They solve similar problems but with different emphases. Diversion targets broad large-asset workflows across industries; USourceControl is narrower and game-specific. The desktop client, pricing model, and defaults reflect those different design centers.

Can I try both?

Yes — both have free tiers. We'd rather you pick what fits your team than force a switch. USourceControl's free solo tier gives you 50 GB of storage and unlimited commits to evaluate.

Do you support non-game projects?

Nothing prevents it — large binary files are large binary files. But the defaults, documentation, and roadmap are built for game teams, so Diversion's broader audience may be a better match if games aren't your focus.

How are you different on pricing?

USourceControl is flat per-user with storage and bandwidth bundled into the tier. No usage-based surprises, no separate bandwidth packs. Diversion's pricing may vary — check their current page for details.

Is your desktop client really open source?

Yes, MIT licensed. You can read the source, build it yourself, and verify exactly what happens to your files.

Pick what fits your team

Try USourceControl free for solo developers. No credit card, no commitment.

Start for free