EpicGames/lorePublic

Lore is a next-generation, open source version control system

AI summary: A next-generation, open-source version control system optimized for massive data scaling and large teams.

Stars
8.9K
+22 today
Forks
446
Watchers
40
Open issues
73
Open PRs
42
Contributors
~34
Commits
688
Branches
12

RustMITCreated May 21, 2026Last push 1d agoLatest release v0.10.0+60 stars this week+323 this month

Quick answers

What is lore?
A next-generation, open-source version control system optimized for massive data scaling and large teams.
What does lore do?
Lore is a highly scalable version control system engineered by Epic Games to handle the massive data requirements of modern digital production. Built natively in Rust, it is designed to manage repositories that traditional Git struggles with, such as projects containing massive binary assets or terabytes of history. It introduces an architecture optimized for unprecedented performance, allowing large teams to collaborate smoothly without encountering bottlenecks during cloning or branching. Lore provides a robust, fully open-source alternative for industries that require heavy data throughput and complex versioning.
Who is lore for?
Lore is tailored for game developers, enterprise software teams, and digital production studios that deal with massive codebases and heavy binary assets. It requires familiarity with command-line version control paradigms.
How do I get started with lore?
https://epicgames.github.io/lore/tutorials/quickstart/
How popular is lore on GitHub?
EpicGames/lore has 8,869 stars and 446 forks on GitHub, and gained 60 stars in the last 7 days.
What license does lore use?
EpicGames/lore is released under the MIT license.

Star history

since Jul 28, 2026
02.5K5K7.5KJul 2026Aug 2026Sep 2026Oct 2026
8.9K stars as of Oct 3, 2026. Measured daily since Jul 28, 2026; GitHub no longer exposes earlier star timestamps.

Contribution activity

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687 commits in the last yearLessMore

Signals and awards

derived from tracked data
  • Very active

    687 commits in 52 weeks

  • Well documented

    High community health score

  • Permissive license

    MIT

  • Continuous integration

    Automated checks passing

  • Repeat trending

    5 trending appearances

What lore does

Lore is a highly scalable version control system engineered by Epic Games to handle the massive data requirements of modern digital production. Built natively in Rust, it is designed to manage repositories that traditional Git struggles with, such as projects containing massive binary assets or terabytes of history. It introduces an architecture optimized for unprecedented performance, allowing large teams to collaborate smoothly without encountering bottlenecks during cloning or branching. Lore provides a robust, fully open-source alternative for industries that require heavy data throughput and complex versioning.

Lore is tailored for game developers, enterprise software teams, and digital production studios that deal with massive codebases and heavy binary assets. It requires familiarity with command-line version control paradigms.

  • Massive scalability: Specifically designed to handle massive repositories and terabytes of data without performance degradation.
  • Rust-based architecture: Built entirely in Rust to ensure memory safety, concurrency, and maximum operational speed.
  • Binary asset optimization: Efficiently manages large binary files, making it ideal for game development and digital production.
  • High-performance workflows: Eliminates traditional bottlenecks associated with cloning, fetching, and branching in massive codebases.
  • Fully open-source: Provides a transparent, MIT-licensed foundation for teams to build and customize their version control infrastructure.

Where teams use it

Game development versioning

Studios manage massive repositories containing source code, high-resolution textures, and 3D models within a single system.

Enterprise monolithic repositories

Large engineering organizations use the system to maintain massive monorepos that exceed the structural limits of traditional Git.

Digital production workflows

VFX and animation teams collaborate on heavy binary assets with fast branching and syncing capabilities.

High-throughput data management

Data science teams version control massive datasets and models with sub-second performance.

Getting started: https://epicgames.github.io/lore/tutorials/quickstart/

README

main branch

Lore — open source version control by Epic Games

Lore

Next-generation open source version control

Download Lore  ·  Quickstart  ·  Read the docs  ·  Join the conversation

License: MIT Built with Rust

Table of contents

About Lore

Lore is an open source version control system designed for unprecedented scalability of both data and teams. It is optimized for projects that combine code with large binary assets, including games and entertainment, and caters for the needs of developers and artists alike.

Note

Lore is pre-1.0 and under active development. Interfaces, on-disk formats, and APIs may change between releases.

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Get started with Lore

  • Quickstart — install Lore and make your first commit by following the quickstart guide.
  • Read the docs — delve into Lore's ethos and architecture in the Lore documentation.
  • Have questions? — the FAQ covers licensing, supported platforms, production readiness, and how Lore compares to other version control systems.
  • See where Lore is headed — the roadmap lays out the big-rock features by time horizon, from scalable locking to an open source desktop client.
  • Join the conversation — chat with us and our community on Discord.

Or try it right now — install Lore and start a local server in demo mode:

macOS / Linux

curl -fsSL https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.sh | bash -s -- --demo

Windows (PowerShell)

$env:LORE_DEMO=1; irm https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.ps1 | iex

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Overview

  • Easy setup, on-demand scalability — Get started in local mode in minutes. Then, scale up as far and as fast as you need.
  • Fast and efficient processes — Scale without slowdowns, thanks to shared, reusable data and as-needed downloads.
  • Free branching — Quickly and easily create, manage, and sync branches to freely experiment, iterate, and release.
  • History you can trust — Confidently track and manage revisions with Lore's verifiable tamper-evident source of truth.
  • Intuitive interface — Enjoy complete one-to-one access to the full Lore functionality via the CLI.
  • Full-surface API — Extend, customize, and integrate Lore via C/C++, C#, Rust, Go, Python, or JavaScript.

Note

Lore is the built-in version control system for UEFN (Unreal Editor for Fortnite), but today's open source tooling can't yet talk to it: the UEFN build uses a proprietary compression format that can't ship with the open source project. We're actively moving UEFN onto an open compression format — the same one this open source project uses — to eliminate the gap between the two.

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Lore's architecture

Lore is a centralized, content-addressed version control system that represents repository state as Merkle trees and an immutable revision chain, optimized for binary-first storage, deduplication, and sparse/on-demand data hydration at scale. For the full model—on-disk formats, chunking internals, and the mechanics of the Merkle tree—read the system design doc.

Highlights

  • Content-addressed storage — Repository data is stored and referenced by content hash in a Merkle tree, enabling fast comparisons, integrity checks, and reuse across history and branches.
  • Immutable revision chain — A revision's hash signature is derived from its revision state, including parent revision hashes and contained data hashes, forming an immutable chain with cryptographic integrity.
  • Chunked storage for large files — Files are stored as reusable chunks with indexed lookup, reducing duplication and enabling efficient updates and transfer for large binary assets.
  • On-demand hydration and sparse workspaces — Workspaces can stay lightweight by fetching file data only when needed, so you don't have to download everything up front.
  • Centralized service with caching — A service-backed architecture uses caching in front of durable storage to scale throughput for large teams and repositories.
  • Lightweight branches and fast switching — Branches are lightweight mutable references, so creating and switching branches is low-overhead without duplication of underlying data.

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Lore's repositories

Lore spans a family of repositories: the core library, server, and CLI in this repository, plus a software development kit (SDK) for each supported language.

Repository Description Link
Lore Library, Server & CLI The core Lore library, the Lore Server, and the Lore CLI. You are here. View on GitHub
JavaScript SDK The JavaScript binding for the Lore API. View on GitHub
Python SDK The Python binding for the Lore API. View on GitHub
C# SDK The C# binding for the Lore API. View on GitHub
Go SDK The Go binding for the Lore API. View on GitHub

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Fully open source

We believe a truly open ecosystem is built collectively using open standards. Lore is fully open source under an MIT license, and we invite you to build the version control system of the future in the open. See CONTRIBUTING.md to get involved.

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Contributing

Contributions of every kind are welcome — code, documentation, bug reports, and reviews. Start with CONTRIBUTING.md for the development workflow, then read the Code of Conduct and the project governance model. New to the codebase? The good-first-issue label is a good place to start.

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License

Lore is released under the MIT License. See LICENSE for the full text. Copyright (c) 2026 Epic Games, Inc.

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Contact and community

  • Discord — chat with the team and community on Discord.
  • GitHub Issues — report bugs and request features through GitHub Issues.

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View on GitHub

Recent activity

commits and pull requests

Releases and announcements

6 total
  1. v0.10.0v0.10.0Sep 18, 20263K downloads

    The latest release of Lore, Epic Games' next-generation open source version control system. [Quickstart](https://epicgames.github.io/lore/tutorials/quickstart/) | [Design](https://epicgames.github.io/lore/explanation/system-design/) | [Documentation](https://epicgames.github.io/lore/) | [Discord](https://discord.gg/E4SFJKRPbg) ## Quick Install Windows ``` irm https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.ps1 | iex ``` macOS / Linux ``` curl -fsSL https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.sh | bash ``` ## Release Notes Changes since v0.9.0 ### Breaking changes - Partial hash revision identifiers are refused as `NotSupported`. A revision is named by its whole 64-character hash signature, by `[branch]@<number>`, by `[branch]@LATEST` or by `<branch>@<hash>`. Three consequences: - The `@` is optional, a target given without it applying to the branch the instance is on: `lore sync 42` is `lore sync @42`, `lore sync LATEST` is `lore sync @LATEST`. Digits alone are a revision number at every length but 64, where they are a signature - A revision identifies the branch it was created on, and a branch poin

  2. v0.9.0v0.9.0Aug 31, 20264.7K downloads

    The latest release of Lore, Epic Games' next-generation open source version control system. [Quickstart](https://epicgames.github.io/lore/tutorials/quickstart/) | [Design](https://epicgames.github.io/lore/explanation/system-design/) | [Documentation](https://epicgames.github.io/lore/) | [Discord](https://discord.gg/E4SFJKRPbg) ## Quick Install Windows ``` irm https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.ps1 | iex ``` macOS / Linux ``` curl -fsSL https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.sh | bash ``` ## Release Notes Changes since v0.8.6. ### Breaking changes - `lore-credential`: auth tokens move to `tokenstore.toml` under a `tokenstore_encryption_key` key, with nothing migrated from `tokens.toml`; old and new clients keep entirely separate credentials, so expect one `lore login` per generation, and an unmigrated store reads as `Not authenticated` with `--remote` reads answering empty rather than failing - `lore-server` (AWS store): the fragment describing a payload now travels on the S3 object as an `x-amz-meta-lore-fragment` header and the fragment metadata table is replaced by a fragment state ta

  3. v0.8.6v0.8.6Jul 31, 20265.1K downloads

    The latest release of Lore, Epic Games' next-generation open source version control system. [Quickstart](https://epicgames.github.io/lore/tutorials/quickstart/) | [Design](https://epicgames.github.io/lore/explanation/system-design/) | [Documentation](https://epicgames.github.io/lore/) | [Discord](https://discord.gg/E4SFJKRPbg) ## Quick Install Windows ``` irm https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.ps1 | iex ``` macOS / Linux ``` curl -fsSL https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.sh | bash ``` ## Release Notes Changes since v0.8.5. ### Breaking changes - `lore-client`: logging CLI arguments are now strictly mutually exclusive; a command line passing conflicting logging flags is rejected instead of silently accepted - Auth `login`/`info` now return `NotSupported` (code 18) when the server has no auth endpoint configured, and surface `NotAuthenticated` / `Disconnected` instead of a generic internal error (code -1); scripts branching on these exit/FFI codes must be updated - Presigned URL vending (`POST /v1/repository/{id}/content/{address}/presign`) is now restricted to service accounts; norma

  4. v0.8.5v0.8.5Jul 16, 202610.4K downloads

    The latest release of Lore, Epic Games' next-generation open source version control system. [Quickstart](https://epicgames.github.io/lore/tutorials/quickstart/) | [Design](https://epicgames.github.io/lore/explanation/system-design/) | [Documentation](https://epicgames.github.io/lore/) | [Discord](https://discord.gg/E4SFJKRPbg) ## Quick Install Windows ``` irm https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.ps1 | iex ``` macOS / Linux ``` curl -fsSL https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.sh | bash ``` ## Release Notes Changes since v0.8.4. ### Features - Implement the low-level revision-tree read verbs on the C API: `tree_load`/`tree_close`, `resolve_path`, `list_children`, revision & node `info`, and `node_path` - Forward `BranchCreate`, `BranchDelete`, and `BranchGet` to a remote Lore server, opt-in per-RPC under `[server.grpc_public_services.forwarded_requests]` - Add `repository info --local` to read repository metadata from the local store without contacting the remote ### Fixes & Improvements - Fix a corrupt-tree race in concurrent `node_add` where a half-initialized node could be observ

  5. v0.8.4v0.8.4Jun 26, 20267.2K downloads

    The latest release of Lore, Epic Games' next-generation open source version control system. [Quickstart](https://epicgames.github.io/lore/tutorials/quickstart/) | [Design](https://epicgames.github.io/lore/explanation/system-design/) | [Documentation](https://epicgames.github.io/lore/) | [Discord](https://discord.gg/E4SFJKRPbg) ## Quick Install Windows ``` irm https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.ps1 | iex ``` macOS / Linux ``` curl -fsSL https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.sh | bash ``` ## Release Notes Changes since v0.8.3. ### Features - Add `--dry-run` to `revision commit` and `lock acquire`/`release` - Run incremental store GC by default; replace `--gc` with `--no-gc` to disable - Expose the mutable store through the low-level storage C API - Add `ForwardedRevisionService` gRPC endpoint to forward `BranchCreate` to a remote server - Carry structured error detail and FFI codes on the `Complete` event - Show staged renames as moves in diff output - `lore status` prints paths relative to the current working directory ### Fixes & Improvements - Fix use-after-free in `write_f

Commits per week

last 52 weeks
680Week of 2025-10-05: 0 commitsWeek of 2025-10-12: 0 commitsWeek of 2025-10-19: 0 commitsWeek of 2025-10-26: 0 commitsWeek of 2025-11-02: 0 commitsWeek of 2025-11-09: 0 commitsWeek of 2025-11-16: 0 commitsWeek of 2025-11-23: 0 commitsWeek of 2025-11-30: 0 commitsWeek of 2025-12-07: 0 commitsWeek of 2025-12-14: 0 commitsWeek of 2025-12-21: 0 commitsWeek of 2025-12-28: 0 commitsWeek of 2026-01-04: 0 commitsWeek of 2026-01-11: 0 commitsWeek of 2026-01-18: 0 commitsWeek of 2026-01-25: 0 commitsWeek of 2026-02-01: 0 commitsWeek of 2026-02-08: 0 commitsWeek of 2026-02-15: 0 commitsWeek of 2026-02-22: 0 commitsWeek of 2026-03-01: 0 commitsWeek of 2026-03-08: 0 commitsWeek of 2026-03-15: 0 commitsWeek of 2026-03-22: 0 commitsWeek of 2026-03-29: 0 commitsWeek of 2026-04-05: 0 commitsWeek of 2026-04-12: 0 commitsWeek of 2026-04-19: 0 commitsWeek of 2026-04-26: 0 commitsWeek of 2026-05-03: 0 commitsWeek of 2026-05-10: 0 commitsWeek of 2026-05-17: 1 commitsWeek of 2026-05-24: 1 commitsWeek of 2026-05-31: 45 commitsWeek of 2026-06-07: 45 commitsWeek of 2026-06-14: 44 commitsWeek of 2026-06-21: 33 commitsWeek of 2026-06-28: 0 commitsWeek of 2026-07-05: 1 commitsWeek of 2026-07-12: 11 commitsWeek of 2026-07-19: 16 commitsWeek of 2026-07-26: 36 commitsWeek of 2026-08-02: 30 commitsWeek of 2026-08-09: 28 commitsWeek of 2026-08-16: 58 commitsWeek of 2026-08-23: 68 commitsWeek of 2026-08-30: 55 commitsWeek of 2026-09-06: 47 commitsWeek of 2026-09-13: 63 commitsWeek of 2026-09-20: 54 commitsWeek of 2026-09-27: 51 commitsOct 5, 2025Sep 27, 2026
687 commits in the last 52 weeks.

When work happens

weekday and hour
SunMonTueWedThuFriSat036912151821Sun 0:00 — 0 commitsSun 1:00 — 0 commitsSun 2:00 — 0 commitsSun 3:00 — 0 commitsSun 4:00 — 0 commitsSun 5:00 — 1 commitsSun 6:00 — 1 commitsSun 7:00 — 2 commitsSun 8:00 — 1 commitsSun 9:00 — 0 commitsSun 10:00 — 0 commitsSun 11:00 — 0 commitsSun 12:00 — 1 commitsSun 13:00 — 1 commitsSun 14:00 — 1 commitsSun 15:00 — 1 commitsSun 16:00 — 2 commitsSun 17:00 — 1 commitsSun 18:00 — 0 commitsSun 19:00 — 0 commitsSun 20:00 — 3 commitsSun 21:00 — 1 commitsSun 22:00 — 0 commitsSun 23:00 — 0 commitsMon 0:00 — 0 commitsMon 1:00 — 0 commitsMon 2:00 — 0 commitsMon 3:00 — 0 commitsMon 4:00 — 1 commitsMon 5:00 — 2 commitsMon 6:00 — 2 commitsMon 7:00 — 4 commitsMon 8:00 — 14 commitsMon 9:00 — 8 commitsMon 10:00 — 10 commitsMon 11:00 — 16 commitsMon 12:00 — 7 commitsMon 13:00 — 14 commitsMon 14:00 — 14 commitsMon 15:00 — 7 commitsMon 16:00 — 8 commitsMon 17:00 — 7 commitsMon 18:00 — 5 commitsMon 19:00 — 4 commitsMon 20:00 — 6 commitsMon 21:00 — 7 commitsMon 22:00 — 1 commitsMon 23:00 — 4 commitsTue 0:00 — 4 commitsTue 1:00 — 0 commitsTue 2:00 — 0 commitsTue 3:00 — 2 commitsTue 4:00 — 2 commitsTue 5:00 — 3 commitsTue 6:00 — 9 commitsTue 7:00 — 11 commitsTue 8:00 — 10 commitsTue 9:00 — 10 commitsTue 10:00 — 10 commitsTue 11:00 — 9 commitsTue 12:00 — 18 commitsTue 13:00 — 9 commitsTue 14:00 — 10 commitsTue 15:00 — 6 commitsTue 16:00 — 5 commitsTue 17:00 — 5 commitsTue 18:00 — 5 commitsTue 19:00 — 7 commitsTue 20:00 — 3 commitsTue 21:00 — 5 commitsTue 22:00 — 4 commitsTue 23:00 — 0 commitsWed 0:00 — 0 commitsWed 1:00 — 0 commitsWed 2:00 — 0 commitsWed 3:00 — 0 commitsWed 4:00 — 1 commitsWed 5:00 — 4 commitsWed 6:00 — 2 commitsWed 7:00 — 13 commitsWed 8:00 — 10 commitsWed 9:00 — 10 commitsWed 10:00 — 15 commitsWed 11:00 — 7 commitsWed 12:00 — 6 commitsWed 13:00 — 14 commitsWed 14:00 — 12 commitsWed 15:00 — 6 commitsWed 16:00 — 7 commitsWed 17:00 — 5 commitsWed 18:00 — 3 commitsWed 19:00 — 5 commitsWed 20:00 — 8 commitsWed 21:00 — 3 commitsWed 22:00 — 1 commitsWed 23:00 — 0 commitsThu 0:00 — 0 commitsThu 1:00 — 0 commitsThu 2:00 — 0 commitsThu 3:00 — 1 commitsThu 4:00 — 0 commitsThu 5:00 — 3 commitsThu 6:00 — 5 commitsThu 7:00 — 10 commitsThu 8:00 — 8 commitsThu 9:00 — 4 commitsThu 10:00 — 10 commitsThu 11:00 — 6 commitsThu 12:00 — 14 commitsThu 13:00 — 12 commitsThu 14:00 — 6 commitsThu 15:00 — 12 commitsThu 16:00 — 5 commitsThu 17:00 — 2 commitsThu 18:00 — 2 commitsThu 19:00 — 2 commitsThu 20:00 — 2 commitsThu 21:00 — 6 commitsThu 22:00 — 1 commitsThu 23:00 — 1 commitsFri 0:00 — 0 commitsFri 1:00 — 0 commitsFri 2:00 — 0 commitsFri 3:00 — 0 commitsFri 4:00 — 2 commitsFri 5:00 — 5 commitsFri 6:00 — 0 commitsFri 7:00 — 5 commitsFri 8:00 — 16 commitsFri 9:00 — 10 commitsFri 10:00 — 5 commitsFri 11:00 — 9 commitsFri 12:00 — 6 commitsFri 13:00 — 6 commitsFri 14:00 — 9 commitsFri 15:00 — 5 commitsFri 16:00 — 4 commitsFri 17:00 — 4 commitsFri 18:00 — 4 commitsFri 19:00 — 3 commitsFri 20:00 — 10 commitsFri 21:00 — 2 commitsFri 22:00 — 1 commitsFri 23:00 — 2 commitsSat 0:00 — 0 commitsSat 1:00 — 0 commitsSat 2:00 — 0 commitsSat 3:00 — 0 commitsSat 4:00 — 1 commitsSat 5:00 — 0 commitsSat 6:00 — 1 commitsSat 7:00 — 2 commitsSat 8:00 — 1 commitsSat 9:00 — 0 commitsSat 10:00 — 1 commitsSat 11:00 — 3 commitsSat 12:00 — 1 commitsSat 13:00 — 1 commitsSat 14:00 — 0 commitsSat 15:00 — 4 commitsSat 16:00 — 4 commitsSat 17:00 — 5 commitsSat 18:00 — 7 commitsSat 19:00 — 0 commitsSat 20:00 — 0 commitsSat 21:00 — 1 commitsSat 22:00 — 0 commitsSat 23:00 — 0 commits
Commit volume by weekday and hour (UTC). Larger dots mean more commits.
DateListRankStars gained
Jun 26, 2026daily#25+14
Jun 20, 2026daily#8+39
Jun 19, 2026daily#7+20
Jun 18, 2026daily#5+36
Jun 17, 2026daily#12+17
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