EpicGames/lorePublic

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

AI summary: A next-generation, open-source version control system by Epic Games.

Stars
8.3K
+18 today
Forks
393
Watchers
37
Open issues
62
Open PRs
46
Contributors
~23
Commits
208
Branches
9

RustMITCreated May 21, 2026Last push 1d agoLatest release v0.8.5+96 stars this week+96 this month

Star history

since Jun 14, 2026
02.5K5K7.5KJun 2026Jul 2026Jul 2026Aug 2026
8.3K stars as of Aug 6, 2026, tracked back to Jun 14, 2026. Historical curve reconstructed from public GitHub event archives, calibrated to the current total.

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208 commits in the last yearLessMore

Signals and awards

derived from tracked data
  • Breakout launch

    8,312 stars in 78 days

  • Actively maintained

    Pushed within 48 hours

  • Permissive license

    MIT

  • Continuous integration

    Automated checks passing

  • Repeat trending

    5 trending appearances

What lore does

Lore is an open-source version control system built by Epic Games, designed to handle the massive scale and complexity of modern game development. It moves beyond traditional git workflows to better accommodate large binary assets and enormous repositories typical in AAA game studios. The system focuses on high performance, reliable asset tracking, and streamlined collaboration for teams dealing with terabytes of data. By rethinking the underlying architecture, Lore aims to provide a more robust and faster alternative for projects that outgrow standard version control solutions.

Game developers, large enterprise teams, and media studios dealing with massive repositories and large binary files. It requires teams willing to adopt a new version control paradigm over established tools like Git or Perforce.

  • Large asset support: Optimized specifically for the heavy binary files common in game development.
  • High performance: Engineered to deliver fast operations even on massive, multi-terabyte repositories.
  • Open source: Available for the community to use, inspect, and improve upon.
  • Modern architecture: Built from the ground up to address the shortcomings of legacy VCS tools.
  • Enterprise scale: Designed to handle the concurrency and throughput demands of large development teams.

Where teams use it

AAA game development

Manage repositories with millions of files and huge binary assets without the severe slowdowns seen in traditional VCS.

Large-scale media projects

Version control for VFX, animation, and other media-heavy workflows that require tracking large artifacts.

Enterprise codebases

Maintain performant version control across massive monorepos with thousands of active contributors.

VCS infrastructure replacement

Migrate away from legacy, slow, or proprietary version control systems to a modern, open-source foundation.

Getting started: lore init my-project

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

3 total
  1. v0.8.5v0.8.5Jul 16, 20262.7K 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 v0.8.4. ### 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

  2. v0.8.4v0.8.4Jun 26, 20264.8K 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

  3. v0.8.3v0.8.3Jun 17, 202617.6K downloads

    Initial release of Lore - the next-generation open source version control system maintained by Epic Games. [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 Assets > [!IMPORTANT] These can be downloaded under the "Assets" section below. ### Installer - `lore-setup` - Lore CLI Windows installer ### Binaries - `lore` - Lore CLI - `loreserver` - Lore Server - `liblore` - Lore Shared Library ### Headers - `lore.h` - Single header for `liblore` (packged with `liblore`) ### Supported Platforms - Windows x84_64 - macOS AArch64 - Linux x86_64 - Linux AArch64 (for Graviton/Neoverse 512-tvb only) ## Lore Desktop Client > [!IMPORTANT] Lore Desktop Client is available as binaries only, download the installer for your plat

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208 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 — 0 commitsSun 6:00 — 1 commitsSun 7:00 — 0 commitsSun 8:00 — 0 commitsSun 9:00 — 0 commitsSun 10:00 — 0 commitsSun 11:00 — 0 commitsSun 12:00 — 0 commitsSun 13:00 — 0 commitsSun 14:00 — 0 commitsSun 15:00 — 0 commitsSun 16:00 — 2 commitsSun 17:00 — 0 commitsSun 18:00 — 0 commitsSun 19:00 — 0 commitsSun 20:00 — 0 commitsSun 21:00 — 0 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 — 0 commitsMon 5:00 — 0 commitsMon 6:00 — 0 commitsMon 7:00 — 1 commitsMon 8:00 — 5 commitsMon 9:00 — 4 commitsMon 10:00 — 5 commitsMon 11:00 — 3 commitsMon 12:00 — 3 commitsMon 13:00 — 6 commitsMon 14:00 — 4 commitsMon 15:00 — 3 commitsMon 16:00 — 3 commitsMon 17:00 — 2 commitsMon 18:00 — 3 commitsMon 19:00 — 2 commitsMon 20:00 — 2 commitsMon 21:00 — 3 commitsMon 22:00 — 0 commitsMon 23:00 — 0 commitsTue 0:00 — 3 commitsTue 1:00 — 0 commitsTue 2:00 — 0 commitsTue 3:00 — 2 commitsTue 4:00 — 1 commitsTue 5:00 — 2 commitsTue 6:00 — 6 commitsTue 7:00 — 1 commitsTue 8:00 — 1 commitsTue 9:00 — 2 commitsTue 10:00 — 3 commitsTue 11:00 — 3 commitsTue 12:00 — 3 commitsTue 13:00 — 1 commitsTue 14:00 — 4 commitsTue 15:00 — 3 commitsTue 16:00 — 1 commitsTue 17:00 — 2 commitsTue 18:00 — 2 commitsTue 19:00 — 3 commitsTue 20:00 — 2 commitsTue 21:00 — 2 commitsTue 22:00 — 0 commitsTue 23:00 — 0 commitsWed 0:00 — 0 commitsWed 1:00 — 0 commitsWed 2:00 — 0 commitsWed 3:00 — 0 commitsWed 4:00 — 0 commitsWed 5:00 — 2 commitsWed 6:00 — 2 commitsWed 7:00 — 3 commitsWed 8:00 — 4 commitsWed 9:00 — 2 commitsWed 10:00 — 7 commitsWed 11:00 — 2 commitsWed 12:00 — 3 commitsWed 13:00 — 8 commitsWed 14:00 — 5 commitsWed 15:00 — 1 commitsWed 16:00 — 2 commitsWed 17:00 — 1 commitsWed 18:00 — 1 commitsWed 19:00 — 1 commitsWed 20:00 — 2 commitsWed 21:00 — 1 commitsWed 22:00 — 0 commitsWed 23:00 — 0 commitsThu 0:00 — 0 commitsThu 1:00 — 0 commitsThu 2:00 — 0 commitsThu 3:00 — 0 commitsThu 4:00 — 0 commitsThu 5:00 — 0 commitsThu 6:00 — 0 commitsThu 7:00 — 2 commitsThu 8:00 — 0 commitsThu 9:00 — 0 commitsThu 10:00 — 4 commitsThu 11:00 — 1 commitsThu 12:00 — 6 commitsThu 13:00 — 5 commitsThu 14:00 — 5 commitsThu 15:00 — 4 commitsThu 16:00 — 3 commitsThu 17:00 — 2 commitsThu 18:00 — 2 commitsThu 19:00 — 1 commitsThu 20:00 — 0 commitsThu 21:00 — 0 commitsThu 22:00 — 0 commitsThu 23:00 — 1 commitsFri 0:00 — 0 commitsFri 1:00 — 0 commitsFri 2:00 — 0 commitsFri 3:00 — 0 commitsFri 4:00 — 0 commitsFri 5:00 — 0 commitsFri 6:00 — 0 commitsFri 7:00 — 0 commitsFri 8:00 — 3 commitsFri 9:00 — 2 commitsFri 10:00 — 0 commitsFri 11:00 — 1 commitsFri 12:00 — 2 commitsFri 13:00 — 1 commitsFri 14:00 — 2 commitsFri 15:00 — 2 commitsFri 16:00 — 0 commitsFri 17:00 — 1 commitsFri 18:00 — 2 commitsFri 19:00 — 1 commitsFri 20:00 — 5 commitsFri 21:00 — 0 commitsFri 22:00 — 1 commitsFri 23:00 — 1 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 — 0 commitsSat 7:00 — 0 commitsSat 8:00 — 0 commitsSat 9:00 — 0 commitsSat 10:00 — 0 commitsSat 11:00 — 0 commitsSat 12:00 — 0 commitsSat 13:00 — 0 commitsSat 14:00 — 0 commitsSat 15:00 — 1 commitsSat 16:00 — 0 commitsSat 17:00 — 0 commitsSat 18:00 — 0 commitsSat 19:00 — 0 commitsSat 20:00 — 0 commitsSat 21:00 — 0 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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