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

Versioning that understands assets.

A game repository means hundreds of gigabytes of unmergeable binaries, and artists who just want to grab a file and work. Git can't carry that weight; Perforce can, but it's costly and knows nothing about your code. TouchQuill does both: committing a 200 MB file takes a fraction of a second, and taking a lock is one command.

15Γ—
faster than Git committing a 200 MB binary
8 ms
commit after changing one asset (400 MB repo)
~10Γ—
less server disk space per commit
BLAKE3
every file verifiable by hash
Why TouchQuill

Problems you know from production

Anyone who has versioned a game knows the pain: git lfs breaking again, two people editing the same .uasset, a merge stuck on a binary at 5 pm on Friday. TouchQuill exists so these things stop happening.

Binaries without the pain

Files live in content-addressed storage (BLAKE3). No compression choking on binary data, no bolted-on LFS. Duplicates are stored once; only missing objects travel over the wire.

Locks with a queue

Take a file and it's yours. Someone else wants it? They join the queue and get it automatically when you're done. The server enforces locks at push time, so nobody can slip past them by accident.

Conflicts don't stop work

Integration always goes through. A conflict is stored as its own object: assign it to a teammate, defer it until tomorrow, or resolve it with a plugin. The team keeps moving.

History of functions, not files

Lens follows a specific symbol β€” a function, a class β€” across file renames and refactors. Ask "who touched calculate_damage" and you get an answer, even if the file changed names three times.

A change has a stable address

The Change ID (ch-…) survives amend and rebase. Reviews, locks and notifications stick to the change itself, not to a hash that will be different tomorrow.

An audit log you can trust

Administrative events are chained with BLAKE3 hashes, signed with Ed25519, and anchored outside the server. Tampering shows β€” including tampering attempted by an admin.

Performance

We measured the same thing in three systems

Identical data and operations, median of five runs, Perforce on a live p4d Helix Core. Methodology and full results are on a separate page β€” the measurement script lives in the repo, so you can reproduce everything.

TouchQuill Git Perforce
What it looks like

A few commands and you're rolling

One client binary for Linux, Windows and macOS. The server takes fifteen minutes to set up.

# start locally β€” zero configuration
tq init MyGame
tq commit -m "first sword"

# join your team
tq remote https://vcs.studio.com
tq login tqt_...
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

Channels instead of branches

A task channel per ticket, a release channel per shipment, a personal one for experiments. A virtual channel can show artists just the assets, with no code in sight. The rules β€” who can push, what requires a lock β€” live in tq-channel.toml, reviewed like any other change.

Scale doesn't hurt

The hierarchical tree means the server grows with the number of changes, not repo size times commit count. The worktree index and the fsmonitor daemon (Linux and Windows) keep status and commit fast even with a hundred thousand files.

Contact

Not publicly available yet

TouchQuill is in closed testing. Running a studio or a project where Git or Perforce is starting to hurt? Drop us a line β€” we'll get back to you about pilot access, or just talk through your pipeline. No strings attached.

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