Never lose a day of level work
You change a level, playtest, change it again. One overwrite and the afternoon is gone. USourceControl saves every change to your Unreal levels, your Blueprints and data, lets you lock one before you open it so no one clobbers your work, and rolls back any change in one click. No server, no Git, nothing to set up.
Built for design iteration
Lock levels and data
Lock the level you're polishing before you open it, and teammates see it's yours before they open it.
Reversible experiments
Try a wild balance change. Hate it. Click Restore on yesterday's version. You're back where you were, with the experiment preserved in history.
Data table versioning
CSV, JSON, and data asset files version cleanly. See who changed which enemy's HP and when. No more mystery regressions.
Every draft kept
Narrative scripts, dialogue, design docs, data tables. Every save you commit is a version you can open or restore later, so trying a rewrite costs you nothing.
Same app your team uses
Artists, engineers, producers. Everyone's on the same desktop app. No translator needed when something goes wrong.
Audit trail
Every change is logged with actor and timestamp. Find out who nerfed the shotgun and when, without awkward standups.
Iterate without fear of losing work
Design is iteration. You change a level, playtest, change again, playtest, change again. Without proper version control, that loop looks like: save, save again with a different name, occasionally zip the folder, and hope you didn't overwrite anything important. USourceControl makes iteration safe. Every commit is a checkpoint saved in the cloud. Every experiment can be reverted. You can try bold changes knowing that 'go back to yesterday' is one click.
Why locking matters for level work
Designers own levels. Levels are binary (.umap), and Blueprints (.uasset) are too. If two designers open the same level and edit it, only one version survives. Locking prevents that. You claim the level for the duration of your work, commit when done, release. Teammates see you've got it and pick up an adjacent task. When you're done, they can lock it and continue. This one habit prevents more lost work than any other source control practice.
Common questions
Does this work with Unreal level design?
Yes. Unreal .umap levels are handled as binary files: lock before edit, commit, release. See /solutions/unreal-engine for the full workflow.
What about locking Blueprints?
Same pattern as levels. Blueprints are binary .uasset files, so lock one before editing in the editor, then commit when done. See /guides/blueprint-merge-conflicts for details.
Can I commit data tables and CSVs?
Yes, and they're a great fit. Every version is kept with the commit message and author behind it, so you can see when a balance pass happened, pull back any earlier version of the table, and restore it in one click.
How do I roll back a change?
In the desktop app, open the file's history, pick a prior version, click Restore. The current file is replaced with the chosen version. History is preserved, so you can always re-apply later changes.
What if I want to experiment without affecting the team?
Iterate locally and commit when you're happy, or lock the file while you experiment so nobody starts parallel work. Both patterns work.
Iterate fearlessly
From $25/user/mo. Try it on a personal project, bring it to your team.
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