Diversion is a version control system for code, game assets, media, and other large files, with real-time collaboration. Changes sync automatically to the cloud, without manual push or pull. The product supports repositories containing tens of millions of files and hundreds of terabytes, with partial and shallow checkouts. It versions source code alongside assets such as textures, 3D models, audio, video, and datasets. Game teams can use its Unreal Engine integration, which supports UGS and Horde workflows, or Diversion Connect in Unity Editor for sync status, commits, branches, and change history. Jenkins and TeamCity integrations and a RESTful Web API are also listed. Studio and higher plans add reviews, hard locks, and granular permissions. Diversion supports Windows, macOS, Linux, web, and self-hosted deployment, and offers a free plan and 21-day trial. Paid plans start at $25/user/mo; Enterprise pricing is custom.
Who it is for
Diversion suits game developers, virtual production and architectural visualization studios, AI/ML teams, and other creative teams working with large files. Its Unity and Unreal Engine integrations may be useful to game teams.
What is good
- Automatic cloud sync without manual push or pull
- Handles source code and large binary files
- Partial and shallow checkouts are available
- Unreal Engine and Unity integrations are listed
- Self-hosted deployment is available
What to know first
- Paid plans start at $25/user/mo
- Education and Indie plans require eligibility
- Enterprise pricing requires a quote
Freedom251 review
Diversion: the full review
Diversion combines version control for source code and large creative assets with collaboration and game-engine integrations. Check plan eligibility, storage limits, and deployment options against your team's needs.
Overview
Diversion brings source code and large creative files into one distributed version-control workflow, with automatic cloud sync in place of manual pushes and pulls. It is best suited to game and creative teams whose projects include substantial binary assets; the main trade-off is that storage, seat limits, and deployment needs should shape the plan choice.
Its stated scale—repositories with tens of millions of files and hundreds of terabytes—is notable for teams whose projects outgrow code-focused workflows. Partial and shallow checkouts help limit what a user needs to work with, though the storage allowances on lower plans remain modest by comparison. Teams comparing the wider category can browse Version Control Software.
Key features
Code and creative assets together
Diversion versions source code alongside game assets, textures, 3D models, audio, video, and datasets, with native large-file handling. File locking and sparse checkout suit shared asset workflows: locking can prevent concurrent edits to a file, while sparse checkout can keep work focused on a subset of a repository. The product also tracks changes automatically and syncs to the cloud, removing the manual push-and-pull step.
Game-engine and build integrations
Unreal Engine integration supports UGS and Horde workflows, while Diversion Connect surfaces sync status, commits, branches, and change history inside Unity Editor. Jenkins and TeamCity integrations connect it to named CI/CD tools, and a RESTful Web API allows custom integrations. This breadth makes Diversion a more natural fit for game teams than a workflow centered only on source code.
Collaboration, security, and deployment
Studio and Enterprise include code and asset reviews, hard locks, and granular permissions, controls that matter when larger teams need review and access rules around shared work. Diversion reports a SOC 2 Type I audit, encryption at rest and in transit, and backups across hourly, daily, monthly, and point-in-time schedules in multiple regions, with regular recovery testing. Enterprise adds on-premises or private-cloud deployment and multi-site deployment; hybrid hosting is also an option. Those choices are useful for organizations with deployment constraints, but are more than a small team may need.
Support is offered through Discord, email, documentation, and in-product help. Studio adds priority support through a dedicated Slack channel, while Enterprise includes a 24/7 support SLA.
Pricing
Diversion has a free plan, paid plans from $25/user/mo, and a 21-day trial. The free options have eligibility requirements and caps, so they are not general-purpose substitutes for the paid tiers.
- Education: Free for up to 10 users, for eligible academic institutions. It is a focused option for qualifying education teams.
- Indie: Free for the first 5 users, with eligibility required. It supports up to 20 users, 100GB storage, up to 5 repositories, and charges $10/m each additional 100GB. This can suit an eligible small team, but the storage ceiling and repository cap are meaningful constraints.
- Pro: $25.00 USD per month, billed per user/month. It scales to 50 seats, includes 100GB storage, charges $10/m each additional 100GB, allows unlimited repositories, and includes up to 3 webhooks. It is the entry paid tier for teams that need more repositories or standard paid capacity.
- Studio: $35.00 USD per month, billed per user/month, for up to 200 users. It includes everything in Pro plus code and asset reviews, unlimited webhooks, granular permissions, hard locks, and priority support. The price premium is most relevant to teams that will use those governance and collaboration tools.
- Enterprise: Custom pricing by quote for unlimited users. It adds on-premises or private-cloud and multi-site deployment, SAML SSO, custom integrations, and a 24/7 support SLA. This is the tier for organizations with deployment or support requirements beyond Studio.
Platforms
Diversion supports Windows, macOS, Linux, and web access, along with API and self-hosted deployment. Desktop coverage across the three major operating systems is useful for mixed-platform teams; the self-hosted option can matter when cloud-only deployment is unsuitable.
Who it's for
Diversion is aimed at game developers, virtual production and architectural visualization studios, AI/ML teams, and other creative groups working with large files. It is especially compelling when code and assets need shared versioning, engine integrations, or locking. Teams with small repositories and no need for large-file or collaboration controls may find the additional capacity and workflow breadth unnecessary.
Pros and cons
- Pro: Source code and large binary assets share one version-control system, including native large-file handling and file locking.
- Pro: Unreal and Unity integrations, plus Jenkins, TeamCity, and a RESTful API, cover game-engine and build workflows.
- Pro: Automatic cloud sync avoids manual push-and-pull steps.
- Pro: Studio and Enterprise add reviews, granular permissions, hard locks, and higher-tier support for teams needing oversight.
- Con: Free plans are eligibility-gated, and Indie caps repositories at five and storage at 100GB before add-on charges.
- Con: Pro and Studio charge per user, and Pro storage beyond 100GB costs extra, which teams with many seats or large asset libraries must budget for.
Alternatives
Unity Version Control is worth comparing for teams seeking another freemium option; its free tier has unlimited cloud seats and 25 GB storage, with usage beyond included limits billed pay-as-you-go.
Accessibility Test Framework for Android is a free option for teams specifically seeking an Android accessibility test framework.
Apache Subversion is a free, open-source version-control option for teams that prefer that model.
Fossil is a free, open-source, self-hosted alternative.
GitButler is a free client option for teams looking for standalone use.
Mercurial is free software for teams seeking a GNU GPL-licensed version-control option.
Perforce P4 (Helix Core) is another freemium choice; its free plan has specific user and workspace caps.
VisualSVN Server offers a free Windows server plan with up to 15 users and unlimited repositories, including commercial use.
Verdict
Choose Diversion if your team needs code and large creative assets versioned together, especially in game-engine workflows where locking and reviews matter. Its strongest case is the combination of asset handling, integrations, and deployment flexibility; look elsewhere if your repositories are modest or per-user pricing and storage add-ons outweigh those needs.
Diversion plans and pricing
All plansCompared on version control software
- Free plan
- Yes
- Paid from
- $25/user/mo
- Versioning model
- distributed
- Self-hosted deployment
- Yes
- Desktop platforms
- Windows, macOS, Linux
- Large-file handling
- native
- File locking
- Yes
- Sparse checkout
- Yes



