Version control forcreative workflows
Checkpoint is a modern VCS built for media-heavy projects: games, film, product design, architecture, and more. Fast checkouts, file locking, and massive file support, out of the box.
Features
Everything your creative team needs
Purpose-built for media workflows where files are large, binary, and need to be managed with care.
Checkouts & Locking
Exclusive file locking prevents conflicts on binary assets. Check out files, make changes, and push • no merge headaches on art files.
Branching & Pull Requests
Branch-based workflows with code and asset reviews. Create pull requests, leave comments, and merge with confidence.
Massive File Support
Designed from the ground up for large binary files. No file size limits. Textures, meshes, CAD files - it all just works.
Shelves & Artifacts
Stash work-in-progress with shelves. Produce and store build artifacts directly alongside your version-controlled assets.
All Clients
Desktop app, Unreal Engine plugin, CLI, and web UI. Pick the workflow that fits your team. Designers and developers get first-class tools.
Open Source Core
Checkpoint's core is open source. Self-host for free, contribute to the codebase, or use our managed cloud with zero setup.
Performance
Benchmarked against the industry
Full submit and sync of the Unreal Engine Project Titan gameplay template.
~44 GB across ~190K files
Speed comparison
How long it took to submit and separately pull Project Titan
Submit (Upload)
Pull (Sync)
Resource usage over time
CPU and memory consumption during submit (normalized)
Benchmarks performed using Checkpoint CLI on separate Linux client and server machines. You can find the benchmark run on GitHub.
* Git struggled with the large number of small LFS files (due to Unreal Engine World Partition), causing very long push/pull times.
FAQ
Frequently asked questions
That's exactly what Checkpoint is built for. There are no artificial file size limits. Large binaries are stored and transferred efficiently without bloating history, unlike systems that bolt on LFS as an afterthought.
This is not legal advice; read the licenses for full details.
Rest assured, if you're a commercial studio using Checkpoint internally, you can do so freely under the Elastic License 2.0; you won't have any payment or open source obligations. You could probably treat it like you would for MIT-licensed software.
The Elastic License 2.0 primarily restricts you from providing "the software to third parties as a hosted or managed service". This restriction is primarily to prevent you from hosting a monetized Software-as-a-Service (SaaS) platform under this license.
If you need to provide a "hosted or managed service" to third parties, you can do so under the OSI-approved AGPLv3 license. NOTE: This license has more copyleft restrictions which may require you to open source more than you want. Please consult with a lawyer to see if it fits your use case.
We chose this dual licensing approach to prevent the large hosting providers from financially benefiting from Checkpoint without significantly contributing back to the community.
This is something we're actively exploring. You'll see some references to a hosted service in the source code, but we've paused development to focus on the self-hosted experience and see if there's enough demand for a managed service. to help us gauge demand.
Currently we only support Cloudflare R2. While the underlying storage library may support other S3-compatible APIs, the server application uses R2-specific API's for creating buckets and temporary auth tokens for security.
There is no catch! Originally we were planning on running a managed cloud service for Checkpoint, but we've paused that for the foreseeable future to focus on our own internal game development. We've open-sourced all of our Checkpoint work to give back to the community. As a small indie studio ourselves, we know how much affordable, high-quality tools can help out.
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