halvor.
THE COLLABORATION HUB FOR LORE

Your game’s code and assets.
Your team’s shared hub.

Models, textures, audio and code belong in the same project. Lore is Epic Games’ open-source version control for code and large assets. Halvor is building the GitHub-style hub around it: a shared place for your team’s repositories, issues, reviews and releases.

For teams of 2–10. Pilot access is not open yet. No payment taken.

What changes with Lore? ↓
harbour / prototypeONE LORE PROJECT
RepositoryIssuesReviewsReleases
Give the player a new place to exploreCode and assets together, with the conversation around the change.
  • Source / PlayerMovement.cppCODE
  • Content / Harbour.umapLEVEL
  • Art / DockCrane.fbxMODEL
  • Textures / PaintedSteel.pngTEXTURE
  • Audio / HarbourAmbience.wavAUDIO
Edit → stage → commit → pushOne 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 GAME DOESN’T STOP AT THE SOURCE FOLDER

A gameplay change is often an asset change, too.

A new mechanic can mean a script, a model, a material and a sound. Your team needs to know which versions belong together—and get the parts of the project they need to work on.

01 / MAKE THE CHANGE

Keep the work together.

Record code and binary assets in the same Lore revision, so the project’s history describes the game you actually made.

02 / SHARE THE WORK

Choose your working set.

Lore’s explicit sparse views let contributors download the folders they need rather than every file in the repository.

03 / KEEP ITERATING

Reuse content that hasn’t changed.

Lore divides content into reusable chunks and reuses matching ones. Asset edits can share stored chunks; results depend on the files and how your tools export them.

Lore capabilities: System design ↗Sparse views and revisions ↗

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.

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 ↗

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.

LORE IS THE ENGINE. HALVOR IS THE HUB.

A shared workspace around every Lore project.

GitHub made Git projects a place for teams to collaborate. That is the role we want Halvor to play for Lore: the project, the people and the work around each change, brought together in the browser.

Find the project. Follow the work.

We’re building a home for repositories, files and revision history, so artists and developers can understand what changed and where their work belongs.

Move from discussion to release.

Issues, reviews and releases should share the project’s context. The hub we’re building connects that work instead of leaving it scattered across links and messages.

Spend your time on the game.

You would pay Halvor to operate the Lore service and maintain the shared project hub. Lore itself is open source. Reliable access, controlled upgrades, recoverable projects and clear usage limits are what a paying team should expect.

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 ↗

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.