Cloud Version Control: Why Studios Are Moving Away from Self-Hosted

Self-hosted version control made sense when teams worked in the same office and cloud infrastructure was expensive. That's changed.
The cost of self-hosting
Running your own version control server means:
- Hardware – servers, storage, redundancy
- IT staff – someone to set it up, maintain it, fix it when it breaks
- Backups – your responsibility, your risk
- Security – patches, updates, access control
- Availability – when the server goes down, everyone stops working
For large studios with dedicated DevOps teams, this overhead is manageable. For everyone else, it's a tax on productivity that doesn't need to exist.
What cloud-native version control looks like
Cloud-native isn't just "hosted somewhere else." It's architecture designed for:
- Zero setup – sign up, start working
- Automatic scaling – handles projects of any size without configuration
- Built-in redundancy – your project is backed up, always available
- Access from anywhere – no VPN, no office network required
- No maintenance – updates happen automatically, no downtime
The shift
Remote work accelerated this. When your team is distributed across time zones, self-hosted infrastructure becomes a bottleneck. Someone in Tokyo shouldn't wait for someone in London to fix the server.
Studios are moving to cloud version control for the same reason they moved to cloud rendering, cloud builds, and cloud collaboration; it's simpler, more reliable, and lets teams focus on making games.
Diversion is cloud-native from the ground up. No servers to maintain. Your project is accessible from anywhere, automatically backed up, always available. Try Diversion free