Big worlds.
Small changes.

Version control for game makers. Large assets, shared history, and your team in sync.

Illustrative workflow: World.scene is modified. Two new chunks are sent and six are reused. The change is accepted into shared history.
01

Built for big assets

Transfer the chunks that change.

02

One source of truth

An authoritative server. A shared history.

03

Your work, protected

Recovery comes before replacement.

BIG ASSETS. CONSIDERED TRANSFERS.

Move your world.
Transfer the change.

Upload only missing chunks. Reuse local data on sync. Verify every reconstructed file.

1 / 4 / 16 MiBMinimum / target / maximum chunk
256-bitBLAKE3 content identity
See how it works

THE WHOLE TEAM. THE WHOLE PROJECT.

It all comes together.

One project. Every possibility.

  • Worlds & scenes
  • Textures & materials
  • Code & everything else

Server & client supported on

Windows · macOS · Linux

In development · Written in Rust

Under the hood

A SHORT PATH FROM IDEA TO SHARED HISTORY.

Change. Submit. Sync.

01

Make it yours

Open a tracked file for editing.

shell
scribe edit Assets/world.scene
02

Make it history

Publish the change to the server.

shell
scribe submit -m "Build a new world"
03

Bring everyone along

Bring a teammate's working copy up to date.

shell
scribe sync
Example workflow after setting up a repository and working copy.Follow the first-project tutorial

THE NEXT CHAPTER

Build worlds.
We'll keep the changes.

Get to know Scribe