Why Branchive

The collaboration layer Unreal Engine teams have been missing.

Branchive is our fork of Epic's Lore — a VCS core we're genuine fans of — built to add the team layer Lore doesn't have yet. Branchive pairs a free Windows desktop client with Branchive Cloud: pull requests with required review, protected branches enforced by Branchive Cloud, read-only grants it actually denies a push against, and QUIC-fast clones of gigabyte-sized repos. Here's how it adds up.

Windows only today — macOS and Linux are in development.

Back to Branchive

Epic's Lore core, plus the team layer we built on top.

Branchive is our fork of Lore — a VCS core we're genuine fans of — built for Unreal Engine teams who need review, protection, and permissions on top of it. The Lore core works anywhere: a self-hosted, stock loreserver gives you the Lore core, not this enforcement layer, which lives in Branchive Cloud. In a real test, that pairing cloned a 6.05 GiB Unreal project — 3,637 files — in 78 seconds (measured, not a benchmark), no separate LFS bolt-on required.

This is the comparison.

Every row below is something we could verify — this table is the argument, not a summary of one made elsewhere on the page. Competitor wins are shown honestly: green leads the row, red loses it, gold marks a caveat in between. Where we couldn't verify a competitor's number, like Unity Version Control's pricing, we say so instead of guessing.

Feature Branchive loregui GitHub Perforce Helix Core Diversion Unity Version Control
Native large-binary handling Yes — native QUIC lore:// Yes — binds Lore's native API in-process No — bolt-on Git LFS Yes — native Yes — native Yes — native
File locking Yes — enforced on Branchive Cloud; self-hosted Lore doesn't block the write Exclusive claim only — no server, so it can't block the write Git LFS locking — best-effort, not hard-enforced Exclusive, write-blocking Exclusive — "Hard Locks" Exclusive — "Smart Locks"
Code review / merge-request workflow Yes — native pull requests No — local GUI, no server Yes — native pull requests Yes — needs the Helix Swarm add-on Yes — Reviews Yes — Code Reviews
Required review enforced before merge Yes No — nothing to enforce it Yes Yes — Swarm enforce ⚠️ Not enforced — on Diversion's roadmap, per their docs Yes
Protected branches (server-enforced) Yes — core Lore blocks natively; our fork adds level-enforcement and admin-gated unprotect No — no hosted server Yes Yes — protections table Yes Yes
Permission levels (read/write/admin) enforced Yes No — no access-control layer Yes Yes Yes Yes
Web UI (browse / diff / review) Yes No web UI — full native desktop GUI instead Yes Needs the Helix Swarm add-on Yes Yes
Self-host option Core is self-hostable; the enforcement layer is Branchive Cloud-only Yes — 100% local, any backend (local/S3/MinIO/Garage) Yes — Enterprise Server Yes Enterprise tier only Yes
Desktop platforms Windows only today — macOS/Linux in development Windows, macOS (Apple Silicon), Linux Windows, macOS (GitHub Desktop) Windows, macOS, Linux Windows, macOS (Linux via CLI) Windows, macOS, Linux
CI / automation Via webhooks → your CI No — local GUI only Yes — Actions Yes — via Jenkins Yes — CI integrations Unity DevOps
Pricing / free tier Free during early access Free — open source (MIT) Free tier + paid; Git LFS metered ~$0.07/GB storage + ~$0.0875/GB egress Free ≤5 users; Cloud $39/user/mo Free ≤5 users (Indie); Pro $25/user/mo, Studio $35/user/mo — see Unity's site
Target audience Unreal Engine / game teams, Windows-first Lore users who want a free local GUI, any platform General development AAA game / VFX, enterprise Unreal Engine / game teams, cloud-native Game development, real-time 3D

The GitHub column reflects Git + Git LFS — the same metered-storage and best-effort-locking model applies to self-hosted Git + LFS on GitLab, Gitea, or Bitbucket. The loregui column is Biloxi Studios' free, open-source local GUI for Lore — genuinely free and cross-platform today, with no hosted server, review pipeline, or access-control layer. Unity Version Control's pricing isn't published anywhere we could verify, so we don't quote a number here — check Unity's site directly.

Where the others beat us today.

Locking — Perforce, Diversion, and Unity also lock the file read-only on disk; we don't

Perforce Helix Core, Diversion, and Unity Version Control all offer exclusive, write-blocking file locks — once locked, the server refuses a competing submit. Branchive Cloud now does the same for direct commits and pushes: the server rejects anyone else's push, force-push, or rename over a locked file. What we don't do (and they do): make the file read-only on your local disk the moment someone else locks it. Our lock is a server-side push gate, not a client-side edit gate — you can still edit locally, you just can't push over someone else's lock. Approved PR merges aren't lock-gated, and repo owners/admins can force-release a lock.

GitHub's ecosystem — a hosted CI runner, cross-platform reach, and scale we don't try to match

GitHub Actions runs your builds on GitHub's own machines — a hosted CI runner we don't operate. Branchive's path today: we emit signed webhook events on repository activity — pushes, reviews, and issues — so you can trigger your own CI (GitHub Actions, Jenkins, or a self-hosted runner). Bring your own CI, not a runner we host — and we'll build a hosted pipeline when demand is high enough to justify it; until then the webhook keeps you unblocked. GitHub Desktop and Git also run natively on macOS and Linux, not just Windows, and GitHub's open-source network effects aren't something any single competitor, us included, replicates.

Releases and code search

Branchive now ships per-repo issue tracking with owner-defined labels, on both web and desktop. What we still don't have — and GitHub, Perforce, Diversion, and Unity Version Control do — is mature release management and code search; a repo wiki is the closest we offer there, and it's not a substitute.

Clone a repo in about a minute.

Windows only today — macOS and Linux are in development.

Back to Branchive