Changelog

Release notes

Every LoreOwl release, newest first.

  1. 0.5.0

    Latest

    29 September 2026

    Epic Games Store, and add-ons worth installing

    Builds now publish to three storefronts, and the Add-ons page grew from a handful of LoreOwl's own tools into a vetted catalogue you can add to a project in one click.

    Added

    • Publish to the Epic Games Store through Epic's BuildPatch Tool, with the build made live on the sandbox you choose.
    • Separate Steam, itch.io and Epic Games Store tabs. A build is made once in Builds, then uploaded to any of them, with an upload history per store.
    • Community add-ons on the Add-ons page: open-source Godot plug-ins checked and pinned by LoreOwl, with their licence shown and updates tracked per project.
    • Suggested add-ons when you create a project, picked for the template you chose.
    • The Vault inside Godot, Unity and Unreal Engine: browse and place assets without leaving the editor.
    • Analytics for Unity and Unreal Engine, alongside Godot.
    • Task Manager: TODO comments in your code become issues.
    • Pick the engine version when you create a project. LoreOwl finds the editors you have installed, and can download Godot or install Unity through Unity Hub.

    Improved

    • Notification channels (Discord and Slack) belong to the organization, so every member's builds post to the same place.

    Fixed

    • Storage quota checks can no longer be passed by two uploads that start at the same moment.
    • Members can delete the Vault folders they are allowed to edit.
  2. 0.4.0

    7 September 2026

    Bring your project, build it anywhere

    Import a project you already have, publish it to Steam and itch.io, and let the machines you own run builds for the whole team.

    Added

    • Import a project from a Git remote, a synced Perforce workspace, a zip or a folder already on disk.
    • Import stops before it moves anything when Git LFS files were never fetched, or submodules are empty, rather than committing stubs that look like your art.
    • Publish to Steam through SteamPipe, with the app-build script written for you.
    • Publish to itch.io through butler.
    • Self-hosted runners: nominate a machine in Settings and it runs queued builds for the organization, with no separate agent to install.
    • Build triggers: start a build after a push to a branch, or on a schedule.
    • Upload finished builds to your own S3-compatible storage.
    • Maya, Krita and Substance 3D Painter integrations.
    • In-game feedback: testers press a key in the build and the report arrives in LoreOwl with the build it came from.
    • Delete your account from Settings.

    Improved

    • Builds have a real history: queued, building, completed, failed or cancelled, with the stage that failed and why.
    • A running build can be cancelled.
  3. 0.3.0

    21 August 2026

    No passwords, and analytics with no code

    Sign-in is a code sent to your email, and a build exported through LoreOwl reports sessions and playtime without you writing anything.

    Breaking

    • Passwords are gone. You sign in with a one-time code sent to your email, or with Google.

    Added

    • Automatic sessions and playtime from every build exported with Analytics turned on.
    • Custom events with one call, LoreOwl.track().
    • Events are kept on disk when a player is offline and sent on the next launch.
    • Slack notifications, alongside Discord.

    Improved

    • Export and playtesting are separate tabs, so the build settings and the reports from testers each have room.
  4. 0.2.0

    2 August 2026

    Unity and Unreal Engine

    LoreOwl stopped being a Godot tool. Unity and Unreal Engine projects create, sync and build the same way, and the app became a proper workspace with tabs.

    Added

    • Unity and Unreal Engine projects, with templates for each.
    • Paid plans. Studio adds seats for your team and more storage, billed through Polar.
    • Reaper integration: upload a session and the media it uses.
    • Upload a Blender scene with the textures and files it references. Files the Vault already has are not sent again.
    • Tabs, and a command palette on Ctrl+K to jump to any project or screen.
    • Issue board and project documents.
    • Folders and favourites in the Vault.
    • Automatic updates.

    Improved

    • A smaller installer.
  5. 0.1.0

    30 June 2026

    Lore version control, and the Vault

    The first release built on Lore, Epic's version control for games, with a shared Vault for your team's art and audio.

    Added

    • Version control on Lore: commit, branch and merge from the app, with large binary files handled as the normal case.
    • File locking, so two people cannot edit the same scene or model at once.
    • The Vault: upload assets once, keep every version, and find them again with search, tags and collections.
    • Comments, thumbnails and dependencies on Vault assets.
    • Blender and Aseprite integrations.
    • Playtest reports from your builds, collected in the project.
    • New Godot projects from templates.

Stop maintaining pipelines, start shipping games

Version control, assets, issues, builds and analytics in one desktop app. Install it and open a project in about five minutes.