Hey Unreal community,
I’m Gianmarco, founder of Virsion, a Swiss-Italian startup. We make games, and on our own Unreal project we kept running into the same problems, so we built Gameheim. We’ve also applied for an Epic MegaGrant to bring it to Lore and inside the Unreal Editor. Here’s what we kept running into.
One hub for the whole project
Gameheim orchestrates everything around the engine. Tasks, planning, milestones, chat, wiki, voice acting, music and art references live in one place, so your team stops switching between tools.
And all of it talks to your version control. A small agent on each machine runs every version control operation locally and keeps the hub up to date on every workspace:
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Tasks update from the submit. Link a task to your changelist, and submitting it moves the task forward.
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The plan keeps itself current. Gameheim updates capacity and milestones as the work gets done, so the schedule shows what’s happening, not a guess.
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Nothing falls through the cracks. Each voice line is tied to its Unreal asset, and when the master script changes, the lines to re-record are flagged instead of lost.
Built for Unreal
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Plugin health checks. Generated files committed by mistake, plugins in the depot but disabled in your .uproject, broken dependencies.
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Duplicate plugins, resolved. Gameheim spots the same plugin in two locations across disk and depot. You pick the copy to keep, and it cleans up the rest.
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Plugin locks. Lock a whole plugin during a multi-day refactor. Everyone sees the lock, and Gameheim won’t submit changes inside that plugin until it’s released.
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Early conflict warnings. Find out that a teammate opened the file you’re editing when it happens, not when one of you is left with a binary asset that can’t be merged.
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Pre-submit check. Out-of-date files, locks and pending resolves shown before you submit, with sync and resolve right in the dialog.
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Central locks. A Lead can free a stuck file even when the owner’s machine is off.
Your version control, not ours
Perforce today, with every daily operation behind a clean interface in the browser, so artists and writers never have to learn workspaces and changelists. Git works too, still experimental.
Lore is next, together with Gameheim inside the Unreal Editor. Not shipped yet.
Your project files stay on your machines: the agent runs every version control operation locally.
The open beta
We’re starting with 20 studios, so we can follow each one properly. Gameheim runs in any browser, in English, Italian and Japanese; the agent is Windows only for now, with macOS on the way.
What we’d ask in return: use it on real work, and keep telling us what breaks, what’s missing and what you’d like it to do next. Beta studios shape the roadmap, and feature requests and improvement ideas from the beta go straight onto it.
As a thank-you, every beta studio gets 20% off any paid plan for the first 12 months after the beta.
After the beta, a Free plan stays free: up to 4 team members, 1 project, no card. Paid plans add the wiki, voice acting, music and SFX, and capacity planning. If the MegaGrant comes through, everything it funds lands in the Free plan the day it ships.
Full details and sign-up: Gameheim
Two questions for you
Where does your Unreal team lose the most time?
Which tool would you most like to stop switching to?
I’ll be in this thread and I’ll answer every reply.
Gianmarco Virzì, founder, Virsion



