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
.bbchere so every Manager user in the world can download it. - How to keep your published mods up to date.
The ecosystem
Three pieces. Each does one thing well.
BBR Manager
Desktop app. Installs the game, applies save-data patches, imports .bbc mod configs, and rebuilds your APFs on demand.
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.
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.
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
- Download the latest installer from GitHub Releases.
- Run
BBR Manager V3_..._x64-setup.exe. A Start-menu shortcut + desktop icon is created. - Open the app. You're in.
Install the game
- On the main screen, click INSTALL GAME.
- If Windows Developer Mode is off, Manager walks you through enabling it.
- Pick x64 (most PCs) or ARM64 (Snapdragon / Surface Pro ARM). Manager auto-detects and recommends.
- Choose an install folder (default:
C:\beach buggy remix). - 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
.bbcwith a live progress bar. - Custom Config — drop any
.bbcfrom disk to add it to your library.
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
- Download the latest installer from GitHub Releases.
- Run
BBR APF Studio_..._x64-setup.exe. - Launch. Studio ships with its own embedded Python runtime — no setup required.
The 6-step workflow
- Import — point Studio at your game's
Assets.apf(required) andExpansion.apf(optional). Hit Extract. - Edit — browse every JSON database and table in a sidebar, edit via smart-form or raw JSON with syntax highlighting and live lint.
- Textures — opens the extracted PNG folder in Explorer. Edit with any image editor.
- Sounds — built-in audio lab. Preview every music track and SFX sample, replace any WAV with your own.
- Repack — rebuilds the APFs with all your edits.
- Mod Config — package just your changes as a
.bbc. Detailed below.
What you can edit
| Asset | Where | Examples |
|---|---|---|
| Databases | VuDBAsset/ | Boost power, car stats, powerup charges |
| Textures | VuTextureAsset/ | 620+ PNGs — cars, drivers, UI |
| Music | VuAudioStreamAsset/ | Every background track |
| SFX | VuAudioBankAsset/ | 200+ sound effects |
| Localisation | VuStringAsset/ | 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
- Click + Add JSON patch.
- Pick the target file — the datalist autocompletes every
.bin.jsonin the workspace (e.g.Assets/VuDBAsset/ConstantDB.bin.json). - 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,nulldeletes 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.
- Paste a tiny JSON with only the keys you want to inject. Syntax highlighting + live lint flag typos immediately.
- 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
- Click 📁 Open files folder. Explorer opens a dedicated authoring slot inside your workspace.
- 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 - 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
replacepath can overlay — not just PNG.
C · Metadata & export
- Fill in mod name, author (don't change between versions!), version, game, description, and an optional thumbnail PNG.
- (Optional) Set an Edit password. When set, Studio stamps a blake3 hash onto the manifest so the
.bbccannot 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. - Click 🎁 Export Mod (.bbc). Studio writes a zip like
no-wrong-way-v1.0.bbc.
ConstantDB.bin.json without breaking each other.
.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, apatchType(mergeorreplace), size and blake3 hash of the payload insidefiles/.textures[]— whole-file replacements (any binary — PNG, WAV, OGG, FSB, BIN…). AlwayspatchType: "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
| Strategy | What happens at apply time | When 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
.bbccontaining only the keys you touched is usually a few KB. - Actually stackable. Two
mergemods 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
- Click Sign up in the nav.
- Pick a username (3–40 chars). This becomes your profile URL —
/u/yourname. - Enter a real email — used for password recovery.
- (Optional) Upload a profile picture.
- Submit. You're logged in.
Uploading a .bbc
- Click + Upload mod in the top-right.
- Pick your
.bbcfile. Site reads the manifest live and shows a preview card with patch and texture counts. - Your description auto-fills. Edit or extend it.
- 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.
- Click Publish mod. You land on the mod's detail page.
.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)
- Open the mod in APF Studio. Make your changes.
- Keep Name and Author exactly the same. Bump Version.
- Export
.bbc. - Come back here, log in, hit + Upload mod.
- Server recognises the same name|author, checks 1.1 > 1.0, and updates the existing row in place. Download count preserved.
Downloading & applying mods
- Open BBR Manager → MOD CONFIGS → Online.
- Browse cards sorted by Popular or New.
- Click a card for details. Read the description, check the file count.
- Hit DOWNLOAD. A progress modal shows bytes and live network speed.
- 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.
