USourceControl vs Perforce Helix Core
Running Perforce means standing up a server, securing it, and backing it up before anyone commits. USourceControl gives you the same private history and file locking with no server to run, no IT, and a desktop app artists can use, from $25/user/mo.
At a glance
What you get moving off Perforce
Private and safe, without running the box
The reason studios self-host Perforce is control: keep the unreleased game private, keep every version, never lose work. USourceControl gives you that without the server. Your files live in private storage in EU data centers, 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. Every version is SHA-256 integrity-verified and recoverable with one click. Private, permanent, verifiable.
No server to operate or secure
Perforce requires you to run (or pay someone to run) a Helix Core server, configure depots, manage backups, lock down access, and handle upgrades. With USourceControl, there's nothing to run. Once you're set up, you start committing, and the infrastructure, access control, and backups are our job.
Predictable per-user pricing
Perforce pricing scales with seats, edge servers, proxy licenses, and Helix Swarm add-ons. USourceControl is flat per-user, includes storage and bandwidth, and starts at €25/user/mo.
Designed for whole-team use
Artists, designers, and producers don't want to learn P4V workflows. Our desktop app is built for them first. Commit, sync, resolve, and view history without a CLI or a mental model of depot paths.
Works everywhere out of the box
Distributed teams on Perforce often need edge servers or proxies before remote pulls are usable. With USourceControl every client transfers straight to and from storage over short-lived signed links, in parallel, and only for the files that actually changed. A contractor joining from home needs nothing deployed on their behalf.
When Perforce is still the right call
We're honest about the fit. Perforce may still be the better choice if:
- You require on-premise deployment for compliance or air-gapped networks.
- Your studio depends on specific Helix features like streams, Swarm code review, or custom triggers.
- You have an existing team deeply fluent in p4 CLI and automation built on top of it.
Moving from Perforce?
Most teams migrate by syncing their current Perforce workspace to USourceControl as an initial commit, keeping their legacy depot read-only for historical reference. Preserving full changelist history is a scoped paid service for Studio and Enterprise customers — talk to us before you start.
Common questions
Is USourceControl really a Perforce replacement for game projects?
Yes. It supports the two things Perforce is famous for in game dev, very large files and many small binary assets, without the operational overhead. If your studio uses Perforce primarily for its locking and large-file workflows, USourceControl covers that ground with no server to run and nothing to set up. You also keep the reason many studios chose Perforce in the first place: your unreleased game stays private, on private storage that is never public, with every version saved.
If it's a cloud service, how private is my unreleased game?
Your project lives in private storage in EU data centers. Nothing is public. There are no public URLs to your assets. Access is gated by org roles and per-project membership, downloads use short-lived signed links scoped to the project, and API keys are SHA-256-hashed and revocable. Traffic is encrypted in transit over TLS 1.2+, and every stored version is content-addressed and SHA-256 integrity-verified. SOC 2 is on our roadmap; data residency guarantees are available on Enterprise.
Can I migrate my existing Perforce depot to USourceControl?
You can bring your current working copy into USourceControl as a first commit, which is how most studios migrate. Full historical migration with preserved Perforce changelists is available on request for Studio and Enterprise plans.
What about exclusive checkout and file locking?
Locking binary files during edit is a core workflow for Unreal Engine teams, because a Blueprint or a level can't be merged when two people touch it. USourceControl supports exclusive-checkout style locking: lock the asset you're editing and teammates see it instantly, and anything that slips through rolls back in one click.
How does USourceControl handle very large repositories?
Storage and bandwidth are unlimited on every plan. Multi-gigabyte assets are supported natively, and the sync protocol only transfers what actually changed between versions. Every version is kept and SHA-256 integrity-verified, so nothing gets silently lost or corrupted.
When is Perforce still the right choice?
If you need on-premise deployment for compliance, have an existing team fluent in P4V and p4 CLI, or depend on specific Helix features like streams, Swarm code review, or triggers, Perforce may still be the better fit. Studios also run USourceControl alongside Perforce for external collaborators.
Does USourceControl integrate with the Unreal editor?
Not yet — the workflow today is through the desktop app that sits alongside your Unreal project, and most teams find this preferable because artists and designers never have to touch editor-based source control. An in-editor plugin is in development, built as a thin client over the desktop app's local agent.
Never run a Perforce server again
The control of self-hosting, none of the upkeep. From $25/user/mo. Spin up a project alongside your Perforce depot and see for yourself.
Create your first project