πŸ”’ TouchQuill is in closed testing. There's no public release yet. Want to try it at your studio? Get in touch β†’
Version control for game dev

Version control that actually understands game assets

Game repositories are massive: packed with hundreds of gigabytes of unmergeable binaries and artists who just want to lock a file and get to work. Git chokes on huge files. Perforce is expensive and doesn't understand your code. TouchQuill fixes both: commit a 200 MB file in milliseconds, and lock assets with a single command.

3Γ—
faster than Git when you send a change to a large file
2Γ—
faster than Git when you pull a teammate's change
~4 MB
over the wire when 1 MB changes inside a 60 MB file, not the whole file
BLAKE3
every file verifiable by hash
Built for binaries

Only the changed part crosses the wire

Change a texture or a model inside a huge file and TouchQuill sends just the piece that changed, not the whole file. A repo full of assets stays fast to push and pull, even on a slow connection.

See the benchmarks →
Beyond files

It follows a function, not just a file

Ask what happened to one function and get the real answer, even after it was renamed and moved to another file. A plain blame loses the trail at the first rename; Lens keeps it, across the whole project and across a refactor. It works on Unreal Blueprints too.

See how Lens works →

Why

A game is built by many hands at once: programmers write code, artists make models and textures, sound designers record audio. All of it has to live in one place, so you can see who changed what, undo a mistake, and never overwrite someone else's work. That's what version control is for. The catch: popular tools either choke on a game's huge files or cost a fortune. TouchQuill handles both.

Handle massive files without the choke

Textures, models, or whole levels often weigh hundreds of megabytes. Git crawls under that weight, and LFS add-ons love to break. Here, a massive file is just a file. Save it in a fraction of a second and move on.

One file, one lock: zero overwrites

You can't merge two versions of a 3D model. Take the file exclusively with one command. Whoever needs it next joins an automated queue. No more asking "are you done with this file?" on Slack.

Conflicts don't block the team

When two people change the same thing, other systems halt work until someone untangles it. Here, the clashing change is set aside, assigned, and resolved calmly without blocking everyone else.

Track functions, not just files

Ask "who changed this specific function, and when?" and get a direct answer, even if the file was renamed and the code moved. Ordinary tools lose the trail.

Nothing gets lost, nothing lies

Every file gets a digital fingerprint derived from its contents. If anything is corrupted in transit or on disk, the system catches it. You won't quietly get a broken file. And the "who did what" record is protected so it can't be altered later unnoticed, not even by someone with full access.

Almost anything can be undone

A mistake isn't a disaster. Nearly any operation can be reversed with one command. You can even recover work you hadn't saved yet, because TouchQuill snapshots your working copy before every operation.

Real, over the network

Where it wins: everyday changes

The full time a person waits for a change to land, or to arrive from a teammate, on an office link. Systems ordered fastest first. See all seven scenarios, including where we trail →

Send a change to one big file fastest
One 60 MB binary, you change ~1 MB inside and push. The whole wait: local commit plus upload. Office link, 100 Mbit.
β˜… TouchQuill
597 ms
Git
2.25 s
Perforce
5.22 s
Git LFS
5.53 s
Pull a teammate's change fastest
Someone changed ~1 MB in that 60 MB file; you receive it. Full time to pull it down. Office link, 100 Mbit.
β˜… TouchQuill
609 ms
Git
1.59 s
Perforce
5.18 s
Git LFS
5.46 s
The landscape

How it stacks up against the rest

Performance is one thing, but choosing a VCS for a game is mostly a decision about your working model. Here's a feature comparison against eight systems used in game dev: from Git to Epic's freshly open-sourced Lore. Data based on each vendor's public materials (July 2026).

Feature TouchQuillGitPerforceSVNUnity VCSArkDiversionLore
Model Local + serverDistributedCentralizedCentralizedHybridServer + clientCloud (SaaS)Central + offline
Large binaries natively (no LFS) βœ“βœ—βœ“~βœ“βœ“βœ“βœ“
File locks with a queue βœ“βœ—~~βœ“βœ“~β€”
Conflict as data (never blocks) βœ“βœ—βœ—βœ—βœ—βœ—βœ—βœ—
Content-addressed (hashing) βœ“βœ“βœ—βœ—βœ—β€”β€”~
Symbol history / Lens βœ“βœ—βœ—βœ—βœ—βœ—βœ—βœ—
Offline work (commit / branch) βœ“βœ“~βœ—βœ“βœ“~βœ“
Self-host / on-premise βœ“βœ“βœ“βœ“βœ“βœ“βœ—βœ“
Open source ~βœ“βœ—βœ“βœ—βœ—βœ—βœ“
Pricing FreeFreeCommercial (per‑seat)FreeFreemiumFreemium (free for indies)SaaS (subscription)Free (MIT)
βœ“ full support~ partial or with caveatsβœ— noneβ€” no data
What does it cost? Using TouchQuill is completely free: self-hosted, with no licence fees and no per-seat pricing. Only commercial support (onboarding, technical help, SLA) is priced, and we quote it individually.

We're not pretending to win everywhere. Lore (Epic) and Ark are strong, recent players with a similar philosophy: Lore is even MIT-licensed open source, and Ark ships the exact same queue-based locking we do. The two things you won't find anywhere else are a conflict kept as data (integration never stalls) and Lens, symbol history that survives file renames and refactors. Perforce and Diversion win on maturity and ecosystem; we're betting on the working model.

What it looks like

What working with it feels like

Day to day it's a handful of plain commands in a terminal, or clicking around the Studio desktop app, if you prefer. Runs on Windows, Linux and macOS.

# start locally, zero configuration
tq init MyGame
tq commit -m "first sword"

# join your team
tq remote https://vcs.studio.com
tq login --user ola   # prompts for a password
tq push

# take exclusive hold of a binary
tq lock Content/Weapons/sword.uasset
βœ“ Lock acquired. Marta is #2 in the queue.

# who touched this function?
tq lens blame --symbol calculate_damage

Independent branches

Each task gets its own branch: experiment freely without breaking the main build, then merge when done. Artists can mount just the asset folder, without the code. Rules (who can push, what needs a lock) are handled via a config file reviewed like any other commit.

Project size doesn't slow you down

Saving changes and checking "what did I actually change" takes a fraction of a second even when the project has hundreds of thousands of files and years of history. The system only looks at what you really touched, instead of grinding through the whole repository every time.

The server runs on your infrastructure

You self-host TouchQuill. Run the server on your own machine or your own cloud; your repositories and data never leave your infrastructure. Nothing is locked to an outside provider.

No terminal needed

TouchQuill Studio: designed for visual workflows

Not everyone lives in a terminal. Level designers and audio engineers just want to pull the project and work. Studio is a lightweight desktop app (Windows, Linux, macOS) delivering the full power of TouchQuill through a clean UI. Everything is in one window: diffs, history, active locks with queues, conflicts, and the Lens function view.

TouchQuill Studio: MyGame
MyGamechannel: main
ChangesHistoryLocksConflictsLens

Changed files in your working copy

MODContent/Characters/Hero.uassetπŸ”’ your lock
NEWContent/Weapons/Sword.uasset
MODSource/Combat/Damage.cpp
Commit β†’
  • Everything in one window. What you changed, the full project history, files reserved by the team along with the queue, conflicts, and function history (Lens). No jumping between a terminal and separate tools.
  • Locks and conflicts at a glance. Grab a file exclusively with a button and immediately see who's holding it now and who's waiting in the queue. A conflict shows up as an item to resolve, not an error that stops work.
  • Function history in a click. "Who touched this function, and when?" You check it in the Lens view, no commands to type, even if the file was renamed along the way.
Contact

Not publicly available yet

Running a project where Git or Perforce is starting to bottleneck your pipeline? Drop us a line. We'll get back to you about pilot access or just chat about your setup. No strings attached.

Goes to krzychos7@touch-the-game.com. No mailing lists, no spam.