halvor.
HOSTED LORE FOR SMALL GAME STUDIOS

Version the whole game.
Leave the server to us.

A new level changes the code, models, textures and sound. Keep those versions together, give the team one place to review the change, and stop spending development time maintaining a version-control server. That’s the managed Lore workspace Halvor is building.

Code + assets in one historyReview the complete changeNo server admin

For studios of 2–10 people · In development · Pilot access coming

What changes with Lore? ↓
harbour / prototypeONE LORE PROJECT
RepositoryIssuesReviewsReleases
A new harbour. Ready for review.One change brings the level, gameplay and art together.
  • Source / PlayerMovement.cppCODE
  • Content / Harbour.umapLEVEL
  • Art / DockCrane.fbxMODEL
  • Textures / PaintedSteel.pngTEXTURE
  • Audio / HarbourAmbience.wavAUDIO
JD
Jamie · Artist

Crane model and textures are ready.

AK
Alex · Developer

Movement updated for the new dock. Let’s review it together.

● Review requestedCode + assets · one revision

Workflow illustration · not a product screenshot

Lore versions the game. Halvor brings the team together around it.Independent project. Not an official Epic Games service.
THE WHOLE TEAM. THE SAME PROJECT.

The game is more than its source code.

A new mechanic needs code, a model, a material and a sound. They belong in the same history—with the discussion that explains the change.

01 / KEEP IT TOGETHER

One history for the whole game.

Lore versions code and binary assets in the same project. Find the versions that belong together.

02 / WORK AS A TEAM

Keep the conversation with the work.

Halvor’s planned hub brings repositories, issues, reviews and releases into one shared workspace.

03 / LEAVE THE SERVER TO US

More game development. Less admin.

Managed Lore is the service we’re building: setup, upgrades and recovery, with clear usage limits.

LORE IS THE ENGINE. HALVOR IS THE HUB.

Lore handles the versions. We handle the home.

Lore is Epic Games’ open-source version control for code and large assets. Think of Halvor as the GitHub-style home around it: hosted projects, shared context and a place for the team to work together.

Built first for small game teams

Our starting point is 2–10-person studios evaluating Lore for a new prototype or a contained asset workflow. Bring real files and a teammate; compare the result with the tools you use today.

A pilot that earns the next step

Before a paid plan, the pilot must demonstrate collaboration, recovery and a way to retrieve your work. Pricing and storage/transfer allowances will be agreed first. Public access is not open yet.

Where Lore and Halvor stand today

Lore is pre-stable 0.x. Its locks are currently advisory, and binary conflicts can need human decisions. Halvor’s hosted hub is in development. Start with an evaluation project before considering a production migration.

Lore’s current capabilities and limitations ↗
WHY THIS FOUNDATION?

An open-source option for asset-heavy games.

Perforce has long treated game assets as first-class project content. Lore brings a new open-source foundation to that problem. If your team is feeling the friction of Git LFS, or considering running its own asset-focused server, Lore is worth evaluating on a contained project.

Compare Lore with Git LFS, Perforce and self-hosting
Your starting pointWhat to weighWhere Lore may fit
GitHub + Git LFSEstablished code collaboration. Large-file tracking needs LFS configuration; changed LFS file versions are stored as whole objects.Code and assets use Lore’s common workflow and fragment-based storage. Test whether that improves your actual asset iterations.
PerforceA mature asset-oriented workflow, with established studio tooling and managed hosting options.An MIT-licensed alternative to explore. Current Lore is early-stage; it does not yet offer the same maturity or every integration.
Self-hosted LoreYou own the server setup, access, upgrades and recovery process.The same open foundation. Halvor’s proposed value is operating the service and making the team workflow dependable.

GitHub LFS ↗LFS version storage ↗Managed Perforce ↗Lore maturity and limits ↗

See the early performance evidence
EARLY EVIDENCE, WITH CONTEXT

A large Unreal import is a promising start.

Anchorpoint published these initial-import results for a 63.5 GB Unreal workload containing 392,559 files.

This is their benchmark, not Halvor’s. It used Lore 0.8.3, EBS storage and an EC2 c6i.2xlarge. Git ran on Gitea, not GitHub. It does not establish long-term performance or a speed guarantee for your project.

Read the setup and limitations ↗
Anchorpoint initial-import benchmark, published June 2026 and updated July 2026
ToolReported total
Lore316 seconds
Git + LFS3,986 seconds
Perforce4,984 seconds

One workload, one setup. Run your own representative test before choosing a production workflow.

Bring a project. Bring a teammate.

Join the early-access list for a Lore collaboration hub built around game teams. Help us test the complete journey: share a change, review the work and get the team ready for what comes next.

Join the pilot waitlist ↗Access, allowances and pricing will be confirmed before participation. Public hosting is not open yet.