For game studios

Hosted SVN, built for how games are made

Per-directory access, first-class huge files, and partial checkouts — with a modern web UI and any SVN client. Perforce-style power, without the server to babysit.

subforge.sh
Activity
Repos
Members
Fix collision response on moving platforms
kira_m · lunarbyte/vessel  +14 −3
r312
2 hr ago
Update hero splash artwork
hexwitch · lunarbyte/art-src  +1 −1
r311
5 hr ago
Add ambient loop for world 3
ash · lunarbyte/art-src  +1 −0
r310
yesterday
Refactor input handler for new pad mappings
kira_m · lunarbyte/vessel  +28 −19
r309
yesterday

Why SVN, in 2026

Git won software.
Games are different.

Games run on huge binary assets that can't be merged, built by teams that are half artists and designers. That's why studios never left the centralized, lock-friendly model — and why Perforce still rules AAA. subforge brings that model to indie teams, with a UI people actually enjoy.

Per-directory access
Artists get /Art, engineers get /Source — in one repo. No splitting projects or wrangling submodules, no separate servers to keep in sync.
lunarbyte/vessel
├─ /Artartists · read-write 🔒 lockable
├─ /Sourceengineers · read-write
└─ /Designeveryone · read
Large files, first-class
Commit the 2 GB .uasset or .psd directly. No LFS, no pointers, no separate store to misconfigure.
Partial checkout
Pull just the folder you need — not the whole history onto every machine. Working copies stay small.

Plus the basics that matter for assets: file locking so two people can't clobber the same binary, and it works with any SVN client — TortoiseSVN, the CLI, Unity's built-in integration. The SVN repo stays the source of truth, so there's no lock-in: import and export are plain SVN.

The alternative

Perforce-grade workflow. Indie-grade price and effort.

Locking, large files, path-scoped access — the things AAA studios pay for — without a Helix server to administer, an enterprise sales call, or a VisualSVN box humming under someone's desk. We host and run it; you just commit.

Built to stay

I built subforge because Assembla became non-viable for my own studios — prices climbing, the product standing still. I'm not going to do that to you.

subforge is independent and sustainable by design: no investors pushing for growth or an exit, fair pricing, and proper support from the person who builds it. Small on purpose — so it's still here, and still affordable, in five years. Your repos are plain SVN, so you can leave whenever you want. The point is that you won't need to.

— rob

Made with care, run with discipline

One creator. Run like production.

Independent doesn't mean amateur. subforge runs the way you'd run anything you trusted a studio's code to.

Monitored & alerted
Metrics on every repo and the storage that holds them, with alerts before anything bites.
Secrets locked down
Sealed credentials, internal APIs closed to the outside world.
GitOps deploys
Every change reviewed and shipped from version control — no hand-edits in production.
Backed up
Your history is backed up — and every checkout is a full copy in its own right.

Roadmap

What's here, and what's coming

Now · beta
Browsing, history & diffs, per-path and per-team access, one-click import, asset previews, backups — and any SVN client.
~2 months
CI / build pipelinesCommit-triggered builds, live logs, downloadable artifacts.
Targeting Q3
Pull requests & code reviewPropose, review and discuss changes in the browser.
~4 months
Notifications & webhooksCommit/build events to Discord and your own endpoints.

Dates are honest targets, deliberately sandbagged — I'd rather ship early than slip a public promise.

Getting started

1
Create an account
Sign up with a username and password. Free while in beta — no card required.
Sign up →
2
Create or import a repo
Start empty, or import your existing SVN history from Assembla, VisualSVN, or anywhere — in one step, full history preserved.
Import guide →
3
Invite your team
Add artists and engineers, scope access per folder, and commit from any SVN client.
How access works →
$ svn checkout https://subforge.sh/svn/lunarbyte/vessel
A vessel/Art
A vessel/Audio
A vessel/Source
Checked out revision 311.
 
$ svn commit -m "Fix collision mask on kinematic bodies"
Committed revision 312.