subforge vs Plastic SCM / Unity Version Control
Plastic SCM was acquired by Unity and is now Unity Version Control — good at large files, and tied to Unity's ecosystem, account, and pricing. subforge is independent: hosted SVN that works with any engine and any SVN client, run by a shop with no reason to lock you in.
Plastic SCM — now Unity Version Control (UVCS) — handles large binary files well, has solid branching, and integrates tightly with the Unity Editor. If you're all-in on Unity, that integration is genuinely convenient.
The flip side of that tight integration is that your version control now lives inside one engine vendor's ecosystem — its account system, its roadmap, its pricing decisions. If you've been burned by a tool changing under you, that's a familiar risk.
subforge is deliberately the opposite: independent and engine-agnostic. It's plain Subversion, so it works with Unity's built-in SVN support, Unreal, Godot, or no engine at all — and with any SVN client (TortoiseSVN, the CLI). Your repo is standard SVN you can export and walk away with anytime. No engine lock-in, no vendor account required.
subforge is in beta. Commit-triggered CI is targeting ~2 months out; pull requests & code review are targeting Q3.
UVCS isn't SVN, so it's not a one-click import — but the model (lock, commit, update, per-folder access) carries straight over, and your team keeps using Unity's built-in SVN support or TortoiseSVN. Moving a live project? Get in touch and we'll help you plan it.
subforge is independent and run to last — proper support, fair pricing, and no investors (or parent company) pushing for growth, an exit, or a repricing. It's deliberately small so it stays around, run with production discipline by someone who uses it for their own games.
Import a repo, invite your team, and see how it feels. It's free while we're in beta.
Not convinced yet? Follow along — we'll send occasional updates as subforge develops.
subforge is in beta — tell us what's broken, confusing, or missing. Goes straight to the team.