Preview. These maps are our reading of public sources and haven't been checked with the projects' maintainers yet.
Diversion
Proprietary cloud-native version control for large repos and binary assets, aimed at game development; Unreal/Unity integrations, bidirectional GitHub mirroring, Perforce migration, file locks, and code and asset review.
www.diversion.dev/Active
Website (c) 2026 lists Global Game Jam 2026 sponsorship and current pricing tiers; no public repo. (checked 2026-10-25)
In Version control beyond git
Where it stands apart
- How is the main thing licensed? proprietary or closed source (11% of 19 others)
- Can it run entirely on your own device or infrastructure, without the maker's servers? partly (some features need the maker's servers) (11% of 19 others)
- Do you need an account to use it? account required (22% of 18 others)
- Who is it for? both (5% of 20 others)
- How does it relate to git repositories? own storage format, with two-way git interop (16% of 19 others)
- Is it designed with AI coding agents in mind? it adds AI features, but is not designed around agents (5% of 20 others)
- Which layer of the stack does it mainly replace? version control and hosting together, as one system (15% of 20 others)
- What size of project is it designed for? very large monorepos or large binary assets (21% of 19 others)
What it shares with most of the community
- Is it actively maintained? active (90% of 20 others)
Not documented
The public sources we read don't say:
- Can you commit, branch, and read history with no network connection?
- What is the basic unit of history? (pick the most specific that applies)
- Are stacked changes (a chain of dependent changes reviewed separately) a first-class workflow?
- How are merge conflicts mainly handled?
Nearest neighbors
- Graphite 62% of 13 shared answers match
- Sturdy 50% of 12 shared answers match
- Cursor Origin 46% of 13 shared answers match
Every answer
| Question | Answer | Source |
|---|---|---|
| Is it actively maintained? | active | source 2026-10-25 |
| How is the main thing licensed? | stands apart proprietary or closed source No license or source published. | source 2026-10-25 |
| How is it mainly sustained? | company with a paid product, tier, or ads Pro $25 and Studio $35 per user/month; Enterprise custom. | source 2026-10-25 |
| Can it run entirely on your own device or infrastructure, without the maker's servers? | stands apart partly (some features need the maker's servers) On-prem / private cloud only on the Enterprise tier. | source 2026-10-25 |
| Do you need an account to use it? | stands apart account required Cloud-hosted service with sign-in, per-seat plans and trial. | source 2026-10-26 |
| Who is it for? | stands apart both Developers and artists (game dev, virtual production, archviz). | source 2026-10-25 |
| Which shared standard or format does it mainly build on? | none of these (its own format or interface) Own cloud storage with GitHub mirroring on the side. | source 2026-10-26 |
| How does it relate to git repositories? | stands apart own storage format, with two-way git interop 'Bi-directional sync between GitHub and Diversion' (GitHub Mirroring). | source 2026-10-25 |
| Where does the authoritative copy of a project live? | one central server per project (hosted or self-hosted) | source 2026-10-25 |
| Can you commit, branch, and read history with no network connection? | Not documented Not documented. | source 2026-10-25 |
| Is it designed with AI coding agents in mind? | stands apart it adds AI features, but is not designed around agents Markets support for 'thousands of agents' and a Claude Code plugin; built for game teams first. | source 2026-10-25 |
| Which layer of the stack does it mainly replace? | stands apart version control and hosting together, as one system | source 2026-10-25 |
| What is the basic unit of history? (pick the most specific that applies) | Not documented Not documented publicly. | source 2026-10-25 |
| Are stacked changes (a chain of dependent changes reviewed separately) a first-class workflow? | Not documented | source 2026-10-25 |
| How are merge conflicts mainly handled? | Not documented Not documented; offers hard locks on the Studio tier. | source 2026-10-25 |
| What size of project is it designed for? | stands apart very large monorepos or large binary assets | source 2026-10-25 |
| Is code review part of the product? | yes, it has its own review interface 'Code and asset reviews' on the Studio tier. | source 2026-10-25 |
Sources
This page was derived from:
- Web page · www.diversion.dev/ · read 2026-10-25
- Web page · www.diversion.dev/pricing · read 2026-10-25
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