Roles and access
Team roles
Owners manage the team, members work on the projects.
What each role can do
Members do the work. Owners do the things that cannot be undone.
- Everyone
- See the organization and its projects. Sync and commit. Create and edit issues. Upload and place vault assets. Read analytics and playtest feedback. Hold and release their own file locks.
- Owners only
- Create, rename and delete projects. Invite and remove members. Delete issues and vault assets. Override someone else's file lock. Rename or delete the organization. Manage billing.
Whoever creates an organization is its owner.
Seats and invitations
- Solo is one seat, so it cannot invite anyone. Studio is priced per seat
- A pending invitation holds a seat. Cancelling it, or letting it expire, frees the seat
- Seats are checked again when an invitation is accepted, in case the plan changed
Invitations go out by email with a six-character code, and expire after two days.
Enforced by the database
The app hides buttons you cannot use, but that is not what stops you.
- Row-level security is on for every table
- Every read is limited to your own organization
- Every destructive write also checks that you are an owner
What it does not do
- No custom roles. Owner and member only.
- No per-project permissions. Access is per organization.
- One organization per account.
- No read-only or guest role.
- No SSO, SAML or SCIM.
- No audit log.
The rest of the app
Lore version controlBranch, diff and merge game projects. Binary-aware, no terminal.Asset managementOne versioned store, and only the bytes it does not already have.CI/CD pipelineCheck and export, then ship to itch.io, Steam or Epic.Self-hosted runnersQueue builds to machines you nominate. Licences stay put.Issue trackingA board for the week, a timeline for the milestone.AnalyticsSessions and playtime with no code at all.Playtest feedbackCtrl+F inside the build. Reports land in the app.Pre-build checksEvery scene loaded and instantiated before you ship it.