Remote-first

Ship together, even when you're apart

Unreal development went remote and the tools didn't. Perforce expects a shared server on the office LAN. Git LFS struggles on home internet. USourceControl keeps your whole team in sync from anywhere, with files in private storage and a first commit in 5 minutes. Remote collaboration is the baseline here, not an afterthought.

Purpose-built

Built for teams that aren't in the same room

Nothing to deploy per region

Everyone pulls straight from storage over signed links, in parallel. Your Lisbon artist doesn't wait behind your Austin studio's upload pipe, and nobody has to stand up a proxy for them.

Built for flaky connections

Failed transfers retry on their own, and an interrupted commit is atomic — nothing partial lands. Run it again and the files that already made it are recognised by their checksum and skipped.

Async-friendly workflow

File locking with human-readable reasons means a teammate 10 hours away knows exactly why a level is locked and when it will free up.

Bandwidth-aware sync

Incremental sync transfers only what changed. No nightly 'pull full project' ritual.

Role-based access

Contractors get project-level access without org-wide visibility. Clean permission model for mixed internal + external teams.

Audit trail across time zones

Every commit, upload, download, and membership change is logged with timestamp and actor on Studio, and active locks always show who holds what. Async teams stay accountable without standup pressure.

The distributed-team source control problem

Traditional game source control was built for an in-office world. Perforce assumes a dedicated server on the same LAN as the team; proxy servers are a retrofit for remote work, not a design principle. Git LFS assumes your GitHub or Azure Repos account can absorb whatever bandwidth you throw at it. That works until you have a team of six pulling nightly builds on home internet. The result is that distributed teams end up coping. Artists wait hours for syncs. Engineers build clever caching workarounds. Producers chase down who broke the shared depot connection. None of this has anything to do with making a game.

What actually helps remote teams

Three things matter: 1. Moving less data. The fastest transfer is the one that never happens. After the first sync we compare checksums and move only the files that actually changed, so a morning pull on a 200 GB project is usually seconds rather than a download. 2. Surviving bad connections. Home internet is less reliable than office internet. Failed transfers retry automatically, and commits are atomic, so an outage never leaves your project half-updated — you just run it again, and anything already uploaded is skipped by checksum. 3. Clear async primitives. When you can't walk to a teammate's desk, your tools need to say 'Alex is editing this level, ETA 2 hours' clearly. Locks and commit history do that job when they're well-designed. USourceControl is built around these three assumptions, not retrofitted to support them.

Working with contractors and external collaborators

Remote-first studios often work with contractors: voice actors, freelance artists, music composers. These collaborators need access to specific project folders but not your entire pipeline. USourceControl's permission model is org → project → membership. Invite a freelancer to one project with member-level access; they see what you share and nothing else. Remove their access in one click when the engagement ends. Every file they touched stays in the audit log.

FAQ

Common questions

How does performance compare to a Perforce edge server?

An edge server you own and maintain will be faster for the region it serves — that's the honest answer. What you get instead is nothing to deploy or maintain anywhere, and a sync that only moves changed files, which for a distributed team usually matters more than raw throughput. For AAA studios with specific per-region infrastructure, Perforce edge servers still have a role.

What happens if my internet drops mid-commit?

Nothing partial lands. A commit is atomic, so it either completes or it doesn't, and your project is never left half-updated. Individual transfers retry automatically through a brief drop; if the whole commit fails, run it again — every file that already uploaded is recognised by its SHA-256 and skipped, so you only re-send what's genuinely missing.

Can I work offline?

Your files live on your disk, so you keep working offline and commit when you reconnect. Actual commit and sync require connectivity.

How do I share access with a contractor for one project only?

Invite them to the specific project with 'member' role. They see only that project, not your org or other projects. Remove access from the dashboard when the work is done.

Does the audit log help with compliance across regions?

Yes. Every commit, upload, download, restore, and membership change is logged with the actor and timestamp behind it, available in the dashboard on Studio and above, and each project keeps an access log of the devices its keys have been used from. For studios with compliance needs, Enterprise plans add data residency guarantees, extended audit retention, and contract terms. SOC 2 certification is on our roadmap.

What if a teammate needs to 'see' the current project state without committing themselves?

Members with read-only access can sync and view files without being able to commit or lock. Useful for producers, voice directors, or anyone who needs visibility without needing to contribute code or assets.

Ship from anywhere

From $25/user/mo. Set up your distributed team in minutes.

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