[Open Beta] Gameheim: one hub for your Unreal team, connected to your version control

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:

  • Tasks update from the submit. Link a task to your changelist, and submitting it moves the task forward.

  • 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.

  • 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

  • Plugin health checks. Generated files committed by mistake, plugins in the depot but disabled in your .uproject, broken dependencies.

  • 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.

  • 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.

  • 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.

  • Pre-submit check. Out-of-date files, locks and pending resolves shown before you submit, with sync and resolve right in the dialog.

  • 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

A quick update from the beta: two things we shipped since the first post, both born from the same question we asked here, where do Unreal teams lose time?

Crashes and bugs, next to the work that fixes them

Gameheim now has a bug tracker, and it can receive crash reports straight from Unreal.

  • One line of config. Point the Crash Reporter of your project to Gameheim, and crashes from the editor and from your packaged builds land in your project.
  • Grouped, not piled up. The same crash reported fifty times is one group with a readable callstack, not fifty tickets.
  • Explained by AI. Every new crash comes with a plain-English explanation of what likely went wrong and where to look first. Only the callstack and the build details go to the model, never the minidump or your logs.
  • Tied to the changelist. Each report carries the changelist it happened on. If a crash you fixed shows up again on a later one, the team is told it’s a regression.
  • From crash to fix. Link a crash group to a bug, turn the bug into a task, and the task moves forward on submit like any other.

Your AI assistant can work in your project

Gameheim now has an MCP server. Connect Claude, ChatGPT, Cursor or VS Code, and your assistant can read and write in your project instead of you copying things back and forth.

  • Ask about the project. “What’s still open for the milestone?” or “What did we decide about the save system?” get answered from your tasks, bugs, decisions and wiki.
  • Write where the team works. Create a task, file a bug, record a design decision or update a status without leaving your editor.
  • You stay in control. You sign in and approve the connection yourself, a Lead decides who can use it, and you can limit it to single projects. Nothing can be deleted through it.

Setup takes a couple of minutes: Use Gameheim with your AI assistant | Gameheim

The open beta is still running, and the free plan is still there for small teams.

One question for those of you already using AI assistants on an Unreal project: what do you wish they knew about your project that they don’t?

Gianmarco Virzì, founder of Virsion