Comparisons

Best cloud storage for game developers in 2026

Where to keep assets, builds, and project files when version control alone is not enough

Last updated September 2026


Game development has a storage problem that sits between two worlds. The code lives in Git. The binary assets, textures, audio, 3D models, level data, cinematics, and build outputs, live somewhere else, and that somewhere else is usually a collection of external drives, a studio NAS, or Perforce. A mid-size Unreal project can reach several hundred gigabytes. A finished build with all platform targets can double that. Multiply across projects and you are looking at terabytes of files that need to be accessible to artists, programmers, and QA across locations, versioned so nothing gets overwritten, and organised so the asset someone needs is findable six months after it was created. Here is what the current options are, what each does well, and where each runs into limits.


Comparison table


Fabric

Perforce Helix Core

Anchorpoint

Dropbox Business

Google Drive

LucidLink

Backblaze B2

Starting price

$8/mo (yearly)

Free (up to 5 users self-hosted), $39/user/mo (cloud)

Free (personal), $20/user/mo (Team)

$18/user/mo (Business)

$14/user/mo (Business Starter)

$7/user/mo (Starter)

~$6/TB/mo

Storage model

Cloud drive, zero disk space, instant streaming

Centralised version control server

Git-based with large file support

File sync with Smart Sync

File sync

Virtual drive, block-level streaming

Object storage

Binary asset handling

Streams assets of any size

File locking, branching, changelists

File locking, selective checkout

Smart Sync (selective download)

Standard sync

Block-level streaming to apps

Archive only

AI search

Semantic, visual, colour, inside-document, inside-video

None

Tag-based search, asset browser

File name only

File name and basic content

None

None

Version control

File version history

Full branching, shelving, changelists

Git-based with LFS, branching

180-day version history

Basic version history

None

None

Collaboration

Real-time co-editing, annotations, comments

Permissions, streams, shelving

Comments, approvals, review workflows

File sharing, comments

Real-time editing in Workspace apps

Shared filespace

None

Engine integration

No direct engine integration

Unreal, Unity, Godot plugins

Unreal and Unity asset viewers

None

None

None

None


Fabric

Fabric is not a version control system for game development. It does not offer binary branching, file locking for concurrent asset editing, or build pipeline integration. Those are specialised functions handled by tools built for them. What Fabric does is solve the storage, search, and organisation problem that sits alongside the version control workflow.

Game projects accumulate far more than the assets in the repository. Concept art, reference boards, design documents, audio recordings from voice sessions, playtest footage, meeting notes, marketing assets, pitch decks, and correspondence with publishers or platform holders. These files scatter across Google Drive, Dropbox, email, Slack, and local folders. Finding the specific piece of concept art that established a character's colour palette, or the design document that defined a mechanic that was later cut, means digging through folder structures and relying on someone's naming conventions.

Fabric's cloud drive streams files using zero disk space. Art directors reviewing assets on a laptop, narrative designers working from home, and producers checking builds from different locations all access the same files from any device and platform without a VPN. AI search goes inside documents and media. Search for "the voice recording where the actor tried the deeper register for the villain" and Fabric finds the timestamp in the audio file. Visual search finds textures and concept art by similarity. Colour search matches palettes across reference images and assets.

The workspace connects project documentation to the files it describes. Notes and documents for design docs and meeting notes sit alongside the assets they reference. The spatial canvas works for concept boards and visual planning. Annotations pin feedback directly onto artwork, screenshots, or video captures. Publishing with analytics handles sharing builds or trailers with publishers, tracking who accessed what.

For studios that keep code in Git, binary assets in Perforce, and everything else scattered across five cloud services, Fabric is the layer that makes the everything else searchable and organised.

Pricing starts at $8/mo billed yearly, with a free tier that includes limited storage and AI.


Perforce Helix Core

Perforce is the industry standard for game development version control, used by most AAA and mid-size studios. It handles binary files with file locking (preventing two artists from editing the same texture simultaneously), branching for parallel development streams, changelists for atomic commits, and streams for managing complex project structures. Integrations with Unreal Engine, Unity, and Godot connect it directly to the development pipeline.

The free tier supports up to 5 users on a self-hosted server. Cloud hosting through Perforce starts at $39/user/month. Assembla's managed hosting runs $52 to $58/user/month. Self-hosted installations require a dedicated server, and storage scales with the project (a large Unreal project can consume hundreds of gigabytes in the depot). For studios that need binary version control with file locking and engine integration, Perforce is the tool the industry settled on. The cost and complexity of running it, particularly for smaller studios, is the trade-off.

Perforce is a version control system, not a storage or organisation platform. There is no AI search, no way to find assets by visual similarity, no document understanding, and no workspace for connecting design documentation to the assets it describes. Files are in the depot. Finding them means knowing the depot path or browsing the hierarchy.

Anchorpoint

Anchorpoint is a newer entrant aimed specifically at game art and 3D asset management. It wraps Git with support for large files (via Git LFS), file locking to prevent conflicts, and selective checkout so artists only download what they need. Asset browsers with thumbnail previews for Unreal (.uasset), FBX, and common image formats make it easier to find assets visually. Tags, comments, and approval workflows add a review layer.

The personal plan is free for non-commercial use. Team plans are approximately $20/user/month. Anchorpoint does not store production data itself (it manages metadata and uses Git repositories for storage), so storage costs are separate. The tool is designed for the intersection of version control and asset management that game studios need, and it is worth evaluating for teams that find Perforce too heavy. The limitation is maturity and ecosystem: Perforce has decades of battle-testing at scale, while Anchorpoint is still building its feature set and integration depth.


Dropbox Business

Dropbox is familiar, reliable, and cross-platform. Smart Sync handles large files without filling local drives. Version history (180 days) protects against accidental overwrites. Integrations with Slack and other tools connect it to broader workflows.

For game development specifically, Dropbox is a file sync service that treats a texture the same as a spreadsheet. There is no file locking (two people can edit the same file and create a conflict), no branching, no engine integration, and no understanding of game asset formats. Search is file name only. At $18/user/month for Business, it is also not the cheapest storage option. Studios that use Dropbox tend to use it for non-asset files: documents, marketing materials, reference images. For the assets themselves, it lacks the version control features the pipeline requires.


Google Drive

Google Workspace bundles Drive with Docs, Sheets, and Gmail. For game studios that use Google for email and documents, the integration is convenient. Real-time collaborative editing works well for design documents, and sharing Drive links is universal.

For game assets, Drive's limitations with large files are a real problem. Build outputs, cinematics, and texture libraries are not what Drive was built for. Upload speeds are inconsistent for multi-gigabyte files, the web interface slows with large folders, and search does not go inside binary files. Drive works for the document layer of game development (design docs, spreadsheets, presentations) but is not a solution for the asset layer.


LucidLink

LucidLink streams files from the cloud at the block level, presenting remote storage as a virtual drive. For artists who need to open large PSD files, Blender projects, or 3D models directly from the cloud without downloading them, this is a capable option. Zero-knowledge encryption and customer-managed keys provide strong security.

Starter is $7/user/month with 100GB included. Business is $32/user/month with higher throughput. LucidLink makes large remote files feel local, which is valuable for distributed teams working with heavy assets. It is not a version control system: no file locking, no branching, no changelists, no engine integration, and no search beyond the OS file browser. For studios that handle version control separately and need fast remote access to a shared asset library, LucidLink covers that specific need. See Fabric vs LucidLink.


Backblaze B2

Backblaze B2 is object storage at roughly $6 per terabyte per month. For archiving finished builds, old project assets, and completed game versions, it is the cheapest option by a wide margin. S3-compatible, so it integrates with automated backup scripts and build pipelines.

Backblaze is infrastructure with no user-facing features. No preview, no search, no version control, no collaboration. It is where finished builds and archived projects go when the studio is done with them. For active development, you need something else entirely.


How to choose

If the studio needs binary version control with file locking and engine integration, Perforce Helix Core remains the industry standard. If a lighter Git-based approach with asset management features is appealing, Anchorpoint is worth evaluating. If fast streaming access to large remote files is the specific need, LucidLink handles that well. If the cheapest possible archive for completed projects is the goal, Backblaze B2 costs less than everything else.

If the problem extends beyond version control to finding, searching, and organising the broader project, the concept art and reference boards and design documents and voice recordings and playtest footage that surrounds the codebase and the asset depot, Fabric is the layer that makes that material searchable and connected. Most studios will use a version control tool and a storage layer. The question is whether the storage layer should understand what it stores.


Frequently asked questions

Can cloud storage replace Perforce for game development?

Not for binary version control. Perforce provides file locking, branching, changelists, and engine integration that general cloud storage does not. Cloud storage services like Fabric, Dropbox, and Google Drive are for the files that sit outside the Perforce depot: design documents, reference material, marketing assets, audio recordings, and project correspondence. Most studios use both.

How much storage does a typical game project need?

It varies enormously. An indie 2D game might stay under 50GB. A mid-size Unreal project with 3D assets can reach 200 to 500GB. A AAA project with cinematics, mocap data, and multi-platform builds can exceed several terabytes. Fabric's cloud drive streams from the cloud with zero disk space, so the project size is not limited by individual workstations. See Unreal Engine needs more storage than your laptop has.

What is the best way to share game builds with QA or publishers?

Fabric's publishing feature creates shareable links with password protection and analytics tracking who accessed what and when. For large builds, dedicated build distribution tools (SteamPipe for Steam, platform-specific developer portals) handle the delivery pipeline. Fabric works well for sharing pre-release builds, trailers, and documentation with publishers or investors who need access without touching the development pipeline.

Can Fabric search inside game assets like textures or 3D models?

Fabric's visual search finds images and visual assets by similarity, and colour search matches palettes. For textures, concept art, screenshots, and reference images, this works well. Fabric does not parse proprietary game engine formats (.uasset, .unity3d) for structural data the way a dedicated asset browser like Anchorpoint does. It treats them as files to store, stream, and organise.

Is Git good enough for game development?

Git handles code well but struggles with large binary files. Git LFS (Large File Storage) extends Git to handle binaries by storing them on a separate server, but it lacks file locking and can be slow with very large repositories. Anchorpoint builds on Git LFS with file locking and asset management features. For studios with primarily code and small assets, Git with LFS works. For studios with large 3D models, textures, and cinematics, Perforce is still the more capable option. See Unity project too big for Git.

What about game studios with remote teams?

Remote teams need cloud-accessible storage more than co-located studios. LucidLink streams files for fast remote access. Perforce Cloud or Assembla-hosted Perforce provides version control without a self-hosted server. Fabric makes project files accessible from any device without a VPN. The combination depends on the studio's size and pipeline: a small remote indie team might use Git with LFS plus Fabric, while a larger distributed studio might run Perforce Cloud plus LucidLink plus Fabric for different layers of the workflow.

How do texture libraries work in the cloud?

Texture libraries can run to hundreds of gigabytes. Fabric's cloud drive streams textures without downloading the entire library, so an artist searching for a specific surface material does not need to keep the full library on their local drive. AI search finds textures by description ("rough concrete with moss") or visual similarity (drop in a reference and find matching textures). See Texture libraries need a real home.

Can I use Fabric alongside Perforce?

Yes. Most studios keep code and versioned binary assets in Perforce and everything else (design documents, reference images, concept art, audio recordings, marketing materials, build archives) in a separate storage layer. Fabric handles that layer with AI search and organisation. The two tools serve different parts of the workflow.

What about Blender files? They keep getting bigger.

Blender scenes with high-poly models, complex materials, and linked libraries can grow well past a gigabyte. Fabric's cloud drive streams files of any size without consuming local disk space. For Blender-specific version control, Git LFS or Perforce handle the versioning. Fabric handles the storage, search, and organisation around the production files. See Blender files are getting bigger.

Is Fabric free?

Fabric does have a free tier with limited storage and AI. Paid plans start at $8/mo billed yearly.


See also

The workspace that thinks with you.

Ready when you are.

The workspace that thinks with you.

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The workspace that thinks with you.

Ready when you are.