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USourceControl vs Perforce Helix Core

USourceControl is cloud version control for game teams. It saves every change to your game, keeps the whole team in sync, and never loses a file. Perforce gives AAA studios that same control, but only if you run and secure a dedicated server. USourceControl gives you the privacy and the saved history with no server, no IT, and a desktop app artists can use, from $12/mo.

At a glance

Deployment model
USourceControlCloud, we run it for you
Perforce Helix CoreSelf-hosted server or Helix Cloud add-on
Setup time
USourceControlUnder 5 minutes
Perforce Helix CoreHours to days for server provisioning and configuration
Pricing model
USourceControlTransparent per-user pricing, affordable Solo plan
Perforce Helix CorePer-seat licensing plus infrastructure and admin costs
Large binary files
USourceControlNative support for multi-gigabyte assets
Perforce Helix CoreSupported, but requires depot tuning and typemap configuration
Privacy model
USourceControlPrivate storage in EU data centers, never public; only your team can reach it
Perforce Helix CorePrivate if you host and secure the server yourself
Data integrity
USourceControlEvery version SHA-256 verified, with one-click restore
Perforce Helix CoreDepends on your backup and verification discipline
Desktop app for non-engineers
USourceControlYes. Artists, designers, producers work from the app
Perforce Helix CoreP4V is capable but legacy; non-engineers often need training
Global performance
USourceControlBuilt-in CDN, works from anywhere
Perforce Helix CoreRequires edge server or proxy setup per region
Ongoing maintenance
USourceControlNone. We run it
Perforce Helix CoreAdmin time for backups, upgrades, user management
Source-available client
USourceControlYes (Enterprise)
Perforce Helix CoreProprietary

Why teams switch

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. Private storage in EU data centers that's never public and only your team can reach, every version 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 $12/mo for solo developers.

Designed for whole-team use

Artists, designers, and producers rarely 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 to get reasonable pull speeds. USourceControl ships content through a global CDN. A contractor in Seoul gets the same throughput as your studio in Montreal.

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. Full history migration is available on Studio and Enterprise plans.

Migration guide

FAQ

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 storage only your team can reach, 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 data is encrypted at rest on our provider's volumes. 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 game teams. USourceControl supports exclusive-checkout style locking so two artists can't clobber each other's work on the same .uasset.

How does USourceControl handle very large repositories?

Storage scales with your plan, and Enterprise is custom. 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. We can usually still be used alongside for external collaborators.

Does USourceControl support Unreal Engine source control integration?

We don't ship an in-editor Unreal source control provider today; the workflow is through the desktop app. Most teams find this preferable because artists and designers don't need to use editor-based source control.

The control of self-hosting, none of the upkeep

Private, permanent, verifiable. From $12/mo for solo developers. Spin up a test project alongside your Perforce depot and see how it feels.

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