Source control

Source control built for games.

Lore hosts your code and your gigabyte assets together — branching, locking, and exact-revision checkouts, with none of the LFS duct tape.

neostack.dev/main-inc/mygame/code
2.4 GBsynced in 31s — assets delta only
1.2 GBsingle .umap, handled like any file
1 pushto migrate an existing project
$20the whole stack — less than a typical VCS-only seat
01

Binary-first, not binary-tolerant

Git treats big binaries as a problem to work around. For a game team they are the project. Lore is built around that reality: levels and meshes in the gigabytes are first-class citizens, and sync moves only the deltas that changed.

  • Gigabyte .uasset and .umap files, versioned like any source file
  • Delta sync — a 2.4 GB working set fetches in seconds on a warm lane
  • Exact-revision checkouts, so every build is reproducible
  • Branching that doesn’t copy the world
02

Moving in is one push

No importers, no consultants, no migration weekend. Create a repo, push your project as-is, and the rest of the platform recognizes it immediately. Keep your current VCS running alongside while you evaluate — nothing about trying NeoStack is destructive.

  • lore clone → copy your project in → lore push. That’s the migration
  • CI presets recognize an Unreal project the moment it lands
  • No server to provision, no LFS to configure, nothing to maintain
  • Run it next to Perforce or Git while you make up your mind
03

Locking that ends “who has the level?”

Binary assets don’t merge, so the only sane workflow is knowing who holds what. Locks are visible everywhere — the web browser, the IDE, your teammate’s file tree — with the owner’s face on them.

  • File locking with owner avatars, resolved across your org
  • Asset-aware browsing: levels, meshes, materials, textures, audio — typed and tinted
  • A simplified artist persona in the NeoStack IDE, same repo underneath
  • Web, desktop, and CLI all see the same lock state
04

Blueprints you can read without the engine

The NeoStack IDE renders Blueprint graphs on its own — no Unreal launch, no shader compile, no five-minute editor boot just to see what a change did. Open the file, read the graph, tell two versions apart, move on.

  • Blueprint graphs render right in the desktop app
  • See what changed between two versions of a Blueprint — engine closed
  • Asset-aware file tree: levels, meshes, materials, textures, audio
  • Locking and history sit right next to the graph
05

A code browser that’s never stale

Push from anywhere and every open tab updates the moment the server hears about it. No refresh button, no “indexing…” banner — the branch tip moves and the tree follows.

  • Push events stream to every open session instantly
  • File trees pinned to a branch tip, contents read through on demand
  • Diffs and history per file and per revision
  • This is also what triggers CI — the same event, zero polling
06

A headless front door

Automation gets the same care as humans. Personal access tokens are shown exactly once, then mint short-lived scoped credentials on every use — grants re-derived from live org membership, failing closed if anything changed.

  • PATs that never become standing credentials
  • Access control derived from org membership, with per-user exceptions
  • The lore CLI drives clones and pushes from any machine or script
  • Repos are org-scoped and auto-provisioned on first use
07

The seat math is backwards everywhere else

A game-ready version control seat typically runs $25–35 a month — for version control alone. Build minutes, review tooling, and everything else arrive as separate invoices. NeoStack charges less than that for the entire pipeline.

  • Typical game VCS pricing: $25–35 per seat, version control only
  • NeoStack: $20 per seat — source control, CI/CD, agents, review, playtests, IDE
  • One bill, monthly allowances of build minutes and AI credits included
  • Free plan to try it on a real project first