OFFICIAL DOCUMENTATION

Build, share, and play Beach Buggy Racing mods.

Everything you need — from installing the tools to publishing your first .bbc — in one page.

Welcome

BBR Mod Hub is a small ecosystem — a website, a desktop manager, and a desktop editor — that turns Beach Buggy Racing modding from a Python-and-PowerShell grind into a couple of clicks. Anyone can install mods. Anyone can build them.

This documentation covers:

  • What each piece does and how they fit together.
  • How to install the game through BBR Manager.
  • How to build a mod in APF Studio and export it as a .bbc.
  • How to publish that .bbc here so every Manager user in the world can download it.
  • How to keep your published mods up to date.
In a hurry? Jump to The ecosystem for a 30-second overview, then Build a Mod Config to make your first mod.

The ecosystem

Three pieces. Each does one thing well.

01 · MANAGER

BBR Manager

Desktop app. Installs the game, applies save-data patches, imports .bbc mod configs, and rebuilds your APFs on demand.

Read more →
02 · STUDIO

APF Studio

Creator tool. Opens the game's .apf archives, lets you edit databases, textures and sounds, and exports the changes as a tiny .bbc.

Read more →
03 · HUB

Mod Hub (this site)

Where creators publish .bbc files and players browse / download. Manager fetches live from here — mods appear automatically in the Online tab.

Read more →

How they connect

     ┌─────────────┐         Export .bbc           ┌────────────────┐
     │  APF Studio │ ───────────────────────────▶  │   BBR Mod Hub  │
     │  (creator)  │        (creator uploads)      │   (website)    │
     └─────────────┘                               └────────┬───────┘
                                                           │ API
                                                           ▼
                                                  ┌────────────────┐
                                                  │  BBR Manager   │
                                                  │    (player)    │
                                                  └────────┬───────┘
                                                           │ apply
                                                           ▼
                                                  ┌────────────────┐
                                                  │ Beach Buggy    │
                                                  │ Racing (game)  │
                                                  └────────────────┘

BBR Manager

BBR Manager V3 is a free desktop app for Windows 10 / 11. The "one-click everything" companion for Beach Buggy Racing: installs the game, applies curated save-data patches, and runs the whole mod pipeline on top of a pristine baseline so installs and removals are always clean.

Install Manager

  1. Download the latest installer from GitHub Releases.
  2. Run BBR Manager V3_..._x64-setup.exe. A Start-menu shortcut + desktop icon is created.
  3. Open the app. You're in.

Install the game

  1. On the main screen, click INSTALL GAME.
  2. If Windows Developer Mode is off, Manager walks you through enabling it.
  3. Pick x64 (most PCs) or ARM64 (Snapdragon / Surface Pro ARM). Manager auto-detects and recommends.
  4. Choose an install folder (default: C:\beach buggy remix).
  5. Wait ~30 seconds. Done.

Save-data patches

Four curated save states so you can skip the grind:

  • Original — vanilla, nothing unlocked.
  • Half Progress — all cars, ~50% campaign done, healthy coin stash.
  • Full Progress — campaign complete, everything maxed.
  • Billionaire — infinite currency, spend freely.

Click SAVE DATA PATCHES → pick one → confirm. One-click replace.

Mod Configs page

Click MOD CONFIGS from the main menu to open the mod library. Three tabs:

  • Downloaded — your installed mods. Toggle each on/off, remove, reorder. Press APPLY CHANGES to rebuild your game's APFs with the enabled mods overlaid on a pristine baseline.
  • Online — the live community mod list (this website). Click a card to see details, click DOWNLOAD to stream the .bbc with a live progress bar.
  • Custom Config — drop any .bbc from disk to add it to your library.
First-apply cache: Your very first APPLY takes a few minutes (Manager extracts a pristine copy of the game APFs once). Every apply after that takes seconds.
Removing a mod is always clean. Manager always rebuilds APFs from the untouched baseline. The game never ends up in a half-patched state.

APF Studio

APF Studio opens Beach Buggy Racing's proprietary .apf archives, decodes every editable file, lets you edit them in a friendly GUI, and exports your changes as a tiny .bbc mod config.

Install Studio

  1. Download the latest installer from GitHub Releases.
  2. Run BBR APF Studio_..._x64-setup.exe.
  3. Launch. Studio ships with its own embedded Python runtime — no setup required.

The 6-step workflow

  1. Import — point Studio at your game's Assets.apf (required) and Expansion.apf (optional). Hit Extract.
  2. Edit — browse every JSON database and table in a sidebar, edit via smart-form or raw JSON with syntax highlighting and live lint.
  3. Textures — opens the extracted PNG folder in Explorer. Edit with any image editor.
  4. Sounds — built-in audio lab. Preview every music track and SFX sample, replace any WAV with your own.
  5. Repack — rebuilds the APFs with all your edits.
  6. Mod Config — package just your changes as a .bbc. Detailed below.

What you can edit

AssetWhereExamples
DatabasesVuDBAsset/Boost power, car stats, powerup charges
TexturesVuTextureAsset/620+ PNGs — cars, drivers, UI
MusicVuAudioStreamAsset/Every background track
SFXVuAudioBankAsset/200+ sound effects
LocalisationVuStringAsset/Every string the player sees

Build a Mod Config (.bbc)

From APF Studio 1.8.0 onward, mods are authored — you declare exactly what the mod injects rather than letting Studio scan your workspace for diffs. Go to the Mod Config tab.

A · JSON patches

  1. Click + Add JSON patch.
  2. Pick the target file — the datalist autocompletes every .bin.json in the workspace (e.g. Assets/VuDBAsset/ConstantDB.bin.json).
  3. Pick a strategy:
    • merge — the default. Deep-merges your payload into the base file following RFC 7396 JSON Merge Patch. Nested objects merge recursively, arrays replace wholesale, null deletes a key. Multiple mods can stack on the same file without clobbering each other — as long as they don't touch the same leaf key.
    • replace — overwrite the whole file with your payload. Use sparingly.
  4. Paste a tiny JSON with only the keys you want to inject. Syntax highlighting + live lint flag typos immediately.
  5. Save patch. It appears as a card with an extension badge, path, size, and collapsed JSON preview. Click it to edit or remove.

B · File replacements

  1. Click 📁 Open files folder. Explorer opens a dedicated authoring slot inside your workspace.
  2. Mirror the APF layout inside that folder and drop replacements in:
    textures/
      Assets/
        VuTextureAsset/
          TitleLogo.png       ← PNG texture replacement
      Expansion/
        VuAudioStreamAsset/
          hawaiian_beach.wav  ← WAV music stream replacement
  3. Click ↻ Refresh. Studio rescans the folder and lists each file with its type badge (PNG, WAV, OGG, FSB, BIN…). The folder accepts any file the replace path can overlay — not just PNG.

C · Metadata & export

  1. Fill in mod name, author (don't change between versions!), version, game, description, and an optional thumbnail PNG.
  2. (Optional) Set an Edit password. When set, Studio stamps a blake3 hash onto the manifest so the .bbc cannot be re-imported for editing in Studio — and the hub cannot accept re-uploads — without the password. BBR Manager ignores it and applies the mod normally.
  3. Click 🎁 Export Mod (.bbc). Studio writes a zip like no-wrong-way-v1.0.bbc.
Stackable by design. Two separate mods that merge different keys into the same file now compose cleanly — the old v1 "whole-file overlay" clobbering is gone. Example: a "no wrong-way respawn" mod and a "3-lap championship" mod can both touch ConstantDB.bin.json without breaking each other.
📥 Re-import an existing .bbc. Studio can load any v2 .bbc back into the authoring surface — patches, file replacements, metadata and thumbnail. Edit anything, export a new version. If the mod was exported with an edit password, Studio prompts for it first.

The .bbc file format v2

A .bbc is a small zip. Current schema is v2 (APF Studio 1.8.0+, BBR Manager 3.5.0+). v1 bundles are rejected — re-export them in the latest Studio.

no-wrong-way-v1.0.bbc
├── manifest.json        schema v2 — mod metadata + patches[] + textures[]
├── thumbnail.png        optional preview image
└── files/
    ├── Assets/VuDBAsset/ConstantDB.bin.json      sparse JSON patch (merge)
    ├── Assets/VuStringAsset/en.bin.json          sparse JSON patch (merge)
    ├── Assets/VuTextureAsset/TitleLogo.png       whole-file replace
    └── Expansion/VuAudioStreamAsset/hawaiian_beach.wav   whole-file replace

Manifest (schema v2)

Two parallel arrays describe the mod:

  • patches[] — JSON patches. Each entry lists the target file, a patchType (merge or replace), size and blake3 hash of the payload inside files/.
  • textures[] — whole-file replacements (any binary — PNG, WAV, OGG, FSB, BIN…). Always patchType: "replace". Name is legacy; any file type is accepted.
  • editPasswordHash (optional) — blake3 hex of the author's edit password. Gates re-import in Studio and re-upload on this hub. Manager ignores it.
{
  "kind": "bbr.mod.config",
  "version": 2,
  "name": "No Wrong-Way Respawn",
  "author": "someless",
  "modVersion": "1.0",
  "gameVersion": "BBR1",
  "targets": ["assets"],
  "patches": [
    { "rel": "Assets/VuDBAsset/ConstantDB.bin.json",
      "patchType": "merge", "size": 234, "hash": "412d…a545",
      "category": "Databases", "target": "assets" }
  ],
  "textures": [
    { "rel": "Assets/VuTextureAsset/TitleLogo.png",
      "patchType": "replace", "size": 997000, "hash": "ae12…9c10",
      "category": "Textures", "target": "assets" }
  ],
  "editPasswordHash": null,
  "thumbnail": "thumbnail.png"
}

Merge vs replace

StrategyWhat happens at apply timeWhen to use
merge Manager parses the base JSON file, deep-merges your payload on top (RFC 7396), writes the result. Nested objects merge; arrays replace; null deletes. Editing a handful of keys inside a big database. Default for JSON.
replace Byte-for-byte overlay. The file in files/<rel> wholesale replaces the file at that path in the workspace. Binary assets (PNG / WAV / BIN), or the rare case you need to wipe every other key in a JSON file.

Why v2 beats v1 / sharing a whole APF

  • Tiny. A modded Assets.apf is 60–100 MB. A v2 .bbc containing only the keys you touched is usually a few KB.
  • Actually stackable. Two merge mods on the same file compose cleanly — no more last-applied-wins clobbering that v1 had.
  • Upgrade-safe. When the base game patches ship new keys, your merge patches leave the new keys alone. v1's whole-file overlay silently wiped them.
  • Clean removals. Every Apply rebuilds from Manager's pristine baseline — nothing accumulates.
  • Author-protected (optional). Edit password gates re-import in Studio and re-upload here. Plaintext apply in Manager is untouched.

Publishing your mod

Create an account

  1. Click Sign up in the nav.
  2. Pick a username (3–40 chars). This becomes your profile URL — /u/yourname.
  3. Enter a real email — used for password recovery.
  4. (Optional) Upload a profile picture.
  5. Submit. You're logged in.

Uploading a .bbc

  1. Click + Upload mod in the top-right.
  2. Pick your .bbc file. Site reads the manifest live and shows a preview card with patch and texture counts.
  3. Your description auto-fills. Edit or extend it.
  4. If the manifest carries an edit password (you set one in Studio), the hub shows a Password field under the preview. Enter the original password — uploads from anyone else without it are refused.
  5. Click Publish mod. You land on the mod's detail page.
Only v2 .bbc files are accepted. If the hub rejects your upload with "older BBR APF Studio (v1 format)", open the mod in APF Studio 1.8.0+, bump modVersion, and re-export.

Updating your mod (v1.0 → v1.1)

  1. Open the mod in APF Studio. Make your changes.
  2. Keep Name and Author exactly the same. Bump Version.
  3. Export .bbc.
  4. Come back here, log in, hit + Upload mod.
  5. Server recognises the same name|author, checks 1.1 > 1.0, and updates the existing row in place. Download count preserved.
Don't change the mod name or author between versions — that makes it a different mod. Your existing users won't get the update prompt.

Downloading & applying mods

  1. Open BBR ManagerMOD CONFIGSOnline.
  2. Browse cards sorted by Popular or New.
  3. Click a card for details. Read the description, check the file count.
  4. Hit DOWNLOAD. A progress modal shows bytes and live network speed.
  5. Toggle it on, click APPLY CHANGES, launch the game. Done.

Status badges

  • ✓ INSTALLED — you already have this exact version.
  • ⬆ UPDATE v1.2 — you have an older version.

FAQ & troubleshooting

First APPLY is slow. Is that normal?

Yes. Manager does a one-time ~5-minute extract of your pristine APFs into a cache folder. Every apply after that takes seconds.

A mod isn't working in-game.

Check the detail page for compatibility notes. Try Restore Original, then apply mods one at a time to find the conflict.

Can I upload a mod someone else made?

No. You must own the rights to redistribute what you upload. Moderators remove mods uploaded without the creator's permission.

How do I delete a published mod?

Open the mod's detail page as the uploader → Delete mod. The file is removed from disk, the DB row is deleted.

Ready to ship something?

You've read the whole thing — nice. Go make a mod.