For designers

Cloud version control built for designers

USourceControl is cloud version control for game teams. It saves every change to your levels, blueprints, and data in the cloud, keeps the team in sync, and never loses a file. Lock a level before you open it so no one clobbers your work, and roll back any change in one click. No server, no Git, nothing to set up.

Purpose-built

Built for design iteration

Lock scenes and data

Lock the level you're polishing before you open it. No risk of a teammate opening the same scene and stomping your half-day of iteration.

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.

Text-friendly diffs

Narrative scripts, dialogue, design docs. Anything text gets line-by-line diffs so you can review changes at a glance.

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 scenes and levels. Levels are usually binary (Unreal .umap, Unity scenes in binary mode). 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.

FAQ

Common questions

Does this work with Unreal level design?

Yes. The .umap levels are handled as binary files: lock before edit, commit, release. See /solutions/unreal-engine for the full workflow.

What about Unity scene editing?

Same pattern. Lock the .unity scene before editing in Unity Editor, commit when done. See /solutions/unity for details.

Can I commit data tables and CSVs?

Yes. Text data files get line-by-line diffs and full version history. Great for tracking balance changes over time.

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?

Commit to your own local working copy, don't push until you're happy. Or lock the file while you iterate so nobody else can start parallel work. Both patterns work.

Iterate fearlessly

From $12/mo for solo designers. Try it on a personal project, bring it to your team.

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