Diversion
by Diversion • • Version Control & Code Hosting
Diversion is a version control platform for game studios on Unreal Engine or Unity, keeping code and large art assets in one repository, priced per user.
Diversion holds a game's source code and its heavy art files under one version history, so both move through the same branches and the same reviews. It is built for game development, AI workflows, 3D work and large software projects. Behind it is Diversion Company, Inc., which sells the platform under the Diversion name. It runs as a hosted service, and enterprise teams can also run it on premises or in a private cloud. Changes reach the main line through Reviews, where teammates comment inline, approve the work or request modifications on code and assets alike. Branch protection blocks direct commits to a chosen branch and holds each merge until it collects the approvals the team requires. Access is set with READ, WRITE and ADMIN permission modes, with groups, and with granular permissions down to individual paths. The workspace also carries Art Previews, the SlothBot AI assistant, Hard Locks, Obliterate and Prune. Diversion for UE and Diversion for Unity connect the two game engines to a repository, while GitHub Mirroring keeps a copy of the work on GitHub. The core audience is game studios working in Unreal Engine or Unity, where art and code grow together in one project. That runs from small indie teams to large studios with separate art and engineering groups sharing one repository. Animation, virtual production and architectural visualization teams handle the same kind of heavy 3D files and use it for the same reasons. Groups doing AI and LLM development fit as well. Schools and universities use it to teach version control to students, and enterprises that must keep their source on their own servers run it inside their own infrastructure. Daily work centres on the engine and the build pipeline. Artists and programmers commit to the same repository, then meet in a review before anything lands on a protected branch. Build servers such as Jenkins, TeamCity and Horde are configured to pull straight from a Diversion repository, so a merged change can flow into the next build. Studios that bring in outside contractors scope their access to the repositories and paths they need. Single sign-on through identity providers like Okta and Entra ID keeps a large team's logins in one place. Diversion suits a studio whose art and code have to be branched, reviewed and released as one project.
Pricing
View plans-
Indie
Free
- Free for the first 5 users, up to 20 users in total
- Eligibility required, for indie game development
- Up to 5 repositories
- 100GB storage included, $10 a month for each additional 100GB
- Email and Discord support
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Education
Free
- Up to 10 users at academic institutions
- Eligibility required; students apply in the app
- Free for students and academic institutions
-
Pro (A)
$25 per month
Per user per month, flat monthly rate, no annual discount
- 21-day free trial
- Scales on demand up to 50 seats
- 100GB storage included, $10 a month for each additional 100GB
- Unlimited repositories
- API access, submodules and Obliterate
- CI/CD integration
- Art Previews and the SlothBot AI assistant
- Up to 3 webhooks
- Email and Discord support
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Studio (AA)
$35 per month
Per user per month, flat monthly rate, no annual discount
- 21-day free trial
- Everything in Pro, up to 200 users
- Code and asset reviews
- Unlimited webhooks
- Granular permissions
- Hard Locks and Prune
- Priority support with a dedicated Slack channel
- Training and onboarding sessions
- Dedicated account manager
- Unreal Game Sync and Horde integration coming soon
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Enterprise (AAA)
Custom pricing
- Price on request
- Everything in Studio, unlimited users
- On-premises or private cloud deployment
- Custom cloud and on-premises storage
- Multi-site deployment with proxy
- SAML SSO with Okta, Entra ID and others
- Custom integrations
- Support SLA with 24/7 availability
Features
- Included: Pull or merge request workflow
- Included: Protected branches with required approvals
- Not included: Code owners for automatic reviewer requests
- Not included: Built-in CI/CD pipelines
- Not included: Git LFS for large binary files
- Not included: Built-in issue tracker per repository
- Not included: Repository wiki and hosted static pages
- Not included: Package and container registry
- Not included: Repository import from other hosts
- Not included: Dependency vulnerability alerts
- Not included: Secret scanning on push
- Not included: Hosted cloud development environments
- Included: Fine-grained repository permissions
- Included: SAML single sign-on for the organization
- Not included: Organization audit log
- Included: Self-managed installation option
- Not included: Free tier with private repositories
Additional Features
- Code and asset reviews with inline comments
- Branch protection with 1 to 5 required approvals
- READ, WRITE and ADMIN permission modes
- User groups
- Path-level granular permissions
- Hard Locks
- Obliterate
- Prune
Best for
- Game studios building on Unreal Engine or Unity
- Teams versioning large art and 3D assets beside their code
- Indie game teams that qualify for the Indie tier
- Students and academic institutions
- Studios moving off Perforce
- Animation and virtual production teams
- Architectural visualization studios
- Teams doing AI and LLM development
- Enterprises that need version control on their own servers
Use cases
- Versioning an Unreal Engine project with code and assets together
- Versioning a Unity project
- Reviewing code and art changes before a merge
- Protecting a release branch with required approvals
- Scoping contractor access to the repositories they need
- Mirroring a repository to GitHub
- Feeding builds to Jenkins, TeamCity or Horde
- Running version control on premises or in a private cloud
- Managing assets for virtual production
- Teaching version control at a school or university
Screenshots & Videos
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