Vector Unit Games Coming to Windows Phone 8.1!

One of the most oft-repeated questions we get from fans is "When are your games coming to Windows Phone?"  Well guess what Windows Phone lovers, your time has come!

Over the next 2 months we'll be releasing not just one, not two, but THREE of our most popular games on Windows Phone 8.1.  Beach Buggy Racing, Riptide GP2, and Shine Runner will all come to the platform during the month of November.

But wait, there's more!  

Beach Buggy Racing and Shine Runner will also join Riptide GP2 in the regular Windows 8.1 App Store. So whether you're playing on a Windows phone, tablet, or desktop PC, Vector Unit's got you covered.

The exact release schedule is as follows:

11/3: Beach Buggy Racing – Phone & Windows
11/12: Riptide GP2 – Phone
11/28: Shine Runner – Phone & Windows

 

Oh and about that October thing...

We had previously reported that Riptide GP2 would be coming to Windows Phone the first week in October.  However, working closely with Microsoft we decided it would be better to hold Riptide GP2 a little longer so we can bring it along with our two other games in November.  Sorry for those of you who are disappointed at the delay, but we hope you agree it'll be worth the wait!

Beach Buggy Racing, Now with More Amazon!

Our new kart racing game Beach Buggy Racing™ is now available on the Amazon Appstore, for Fire TV, Kindle Fire tablets, and Fire Phone.  Heck, you can get it for your regular Android phone too!

The Amazon version uses Game Circle for Achievemetns and Leaderboards, and your Amazon account for cloud syncing.

The experience is extra-special on FireTV, where if you have a couple of controllers you can enjoy split screen kart racing goodness the way it was meant to be played!  Heck, it even works with one player on the remote and another player on a controller!

Beach Buggy Racing Zooms on to App Store, Google Play TODAY!

HUZZAH!  After more than a year of working, polish, tuning, and playing, the Vectcor Unit team is proud to announce the release of our fifth mobile game, Beach Buggy Racing!

As these badges probably tell you, the game is currently available for iOS and Android.  In the coming weeks, BBR will also be coming to Amazon Kindle devices, Windows Phone 8.1 and Windows 8.1.  Stay tuned for those announcements.

Break out your popcorn!

We could tell you about the game... or you could just sit back and watch our brand new trailer!

Thanks to all our fans who have been patiently waiting for this game, particularly to those of you who only emailed us every OTHER week to ask when it is coming out.  We appreciate your support, and really hope you enjoy playing the game as much as we've enjoyed working on it.

...Which, by the way, we are still doing!  We plan on releasing a couple of updates in the coming months, including new powerups, new characters and cars, and more!

Beach Buggy Racing Beta Open to the Public!

UPDATE:  The Beach Buggy Racing Public Beta is now closed.  

Thanks to everyone who's been helping us test the game!  We may open the beta up again at some point, for now we're not taking new testers.

The original post follows:

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We are in the final weeks of polishing and finalizing our newest game, Beach Buggy Racing™, and we need your help!

If you have an Android phone or tablet and would like to play a beta version of Beach Buggy Racing before anyone else, please join our Public Beta!  You'll be able to download and play an almost-finished version of the game, send feedback directly to the development team, and get a head start on the rest of the world!

Click this link to join the Beach Buggy Racing public beta group

You'll be asked to apply, and you'll receive a response within 24 hours, after which you'll have full access to the game and the feedback forums. 

We really value your feedback and can't wait to hear what you think of the game!

IMPORTANT DISCLAIMER:

By joining us to test this Beta software, you understand and agree to the following terms:
  1. The software is still under development.  Some elements of the game -- such as the prices of cars or powerups -- are still being tuned and may change without notice.
  2. You may encounter bugs and problems in the Beta software that, among other things, cause you to lose your save game progress. It's not likely that this would happen; we've tested the game a lot already -- but it's possible.
  3. This game contains In-App Purchases (IAP)!  That means you can buy stuff like coins or gems for real money. 
  4. We do not expect that you will have any transaction problems with IAP, but in the event you do have a problem receiving the item please contact us directly at support@vectorunit.com and we will help you recover it or refund your money.
  5. Any IAP you make during this Beta test period will stay valid in the final version of the game.  You will not lose your IAP when the game goes live.

Beach Buggy Racing Coming in September

When we originally announced Beach Buggy Racing™ at Google I/O, our plan was to release it in August. At least that's what we told everybody. But the game just keeps getting better the more we work on it, and we have decided to push it back another month to give us more time to make it really solid before we ship.

So our new ship estimate is "September 2014".

We're shooting for mid-September, but it's possible it'll be a little later. We'll announce a specific date a couple of weeks before it actually ships.

But wait, there's more!

For those of you who just can't wait to get your hands on our newest creation, we are going to open up a public Beta test period sometime in the next 2 weeks.  During this time you'll be able to play the almost-finished game and give feedback directly to the team.  

This public Beta is only going to be available to Android users, at least at first.

Stay tuned for a specific announcement and instructions on how to sign up for the Beta, and play Beach Buggy Racing before anybody else!

Beach Buggy Fan Art Contest

 

Excited about Beach Buggy Racing™? So are we!

We're hard at work finishing our new game, but in the meantime we got our hands on some awesome prizes, so it's time to have another awesome contest!

If you can draw, paint, sculpt, collage, glue macaroni, arrange fruit, etc. … we would love to see your Beach Buggy fan art.  Send us your picture of your favorite character or car -- or invent a whole new fantasy character or sweet ride! 

We’re giving away:

4 - Mad Catz C.T.R.L.R Mobile Gamepad (works with Android, PC, Mac, Smart Devices)

6 - Beach Buggy Blitz t-shirts

20 - Beach Buggy Blitz “Super Pack”s worth 25,000 in-game coins

Winners for physical prizes (Gamepads and T-Shirts) will be determined by our team based on which pieces we would actually hang on our office walls (because we’re gonna!). But everyone who enters will have a chance to win a Super Pack of coins, whether or not your art gets picked!

Post pictures of your original works (or digital renditions thereof) online, then enter our contest with the link before Wednesday, August 6 at 5:00 p.m. Pacific Standard Time.

Submit a link to your artwork using this form:

a Rafflecopter giveaway

Void where prohibited. No purchase is necessary to enter or win. Physical prizes are limited to United States and European Union countries.  Contest is open to to people 13 years or older; if you are under 13, your entry may be submitted by a parent or guardian. At our discretion, we may substitute prizes for similar items. Winners will be contacted by a Vector Unit staff member upon being selected and will be expected to respond to that staff member within 24 hours, else their prize may be forfeit and another winner selected. Vector Unit’s decision is final and no correspondence will be entered into. Winners agree that their names and  images may be used for promotional purposes by Vector Unit.

Things You Should Know about Matt Small – Co-Founder and Creative Director

When you talk to Matt, you can almost sense that the Beach Buggy franchise (Beach Buggy Blitz and Beach Buggy Racing) was meant to be.  After all, he’s lived his whole life in California, loved beach buggy television shows (like Speed Buggy and Wonderbug) growing up, and had a hobby of building intricate plastic models of classic American muscle cars.

While you may have read Co-Founder Ralf Knoesel’s team profile, it’s interesting to hear another side of the Vector Unit co-founding story.  (And because you get different answers when you ask different questions.)  While maintaining day jobs (and girlfriends and social lives), Matt and Ralf had been working on a boat combat game in their spare time, but weren’t making much progress.  Matt agrees that the Vector Unit timing was right as a “now or never” moment. Both had some money saved up, neither had hardcore financial obligations, and both were optimistic about the risk.  After all, they could try out the start-up for 6-12 months, and if things didn’t work out, they could probably go back to regular jobs in the games industry, right?

So Vector Unit came to be on January 29, 2008. Matt and Ralf worked out of Ralf’s house for a while, then found super cheap, super tiny office – room for only two desks and a printer.  Code-named “Barracuda” at the time, their boat-racing demo (which later became Hydro Thunder Hurricane) was finished that July.  Ralf and Matt started shopping it around to publishers. Several were seriously interested and they were in the midst of negotiating terms.

But then in September 2008, the economy collapsed. Publishers started pulling out of deals altogether.  Matt and Ralf were soon down to the last of their savings, and job prospects in the game industry were looking pretty bleak.

In the end, Vector Unit signed a deal with Microsoft for Hydro Thunder Hurricane, and they didn’t starve. But that experience contributes significantly to how the company approaches partnerships today.  Matt and Ralf would rather hedge their bets on the uncertainty – and potential reward – of self publishing rather than depend on a publisher for financial viability.

“We learned a core lesson and central truth to negotiating in business,” Matt says. “If you’re negotiating from a place of strength, that’s obviously the best place to negotiate from.  You lay out what you want, and if the other party can’t match that, you need to be able to just walk away.”

Matt has no formal business training, and while he originally thought that running the business was going to be a necessary evil in a way, it’s actually been part of the job that he really enjoys.  Reading contracts is a bit boring, he admits, but he likes strategically deciding on game platforms, choosing which partners to work with, and getting to do a bit of everything including game development, creative direction, art, voice acting, and sound design. (As co-founders, Matt takes care of legal matters and Ralf takes care of financial matters. They share business operation responsibilities.) 

Maybe Matt was meant to be a dabbler.  After all, his career path certainly lends itself to being a Jack-of-all-trades.  After majoring in English Literature at UC Berkeley, Matt got into desktop publishing, laying out advertisements for local businesses. The job was right next to Berkeley Systems, then popular for making famous screensavers. Armed with his art skills and limited programming knowledge from college classes, Matt “faked his way” in with an animation portfolio and says, “They were nice enough to give me a job.”  Learning 2D and 3D animation in his spare time and on the job, this is where he got his original game and management training. In addition to screensavers, Berkeley Systems developed games (including the You Don’t Know Jack! franchise). Matt was responsible for writing proposals for games, negotiating deals for new projects, and through this, eventually worked his way up to creative direction and management. 

English degrees can be put to good use, kids:  “In game development, there’s actually a lot of creative work that calls for you to express ideas clearly.  Being able to write descriptively and use correct grammar and punctuate sentences is always useful,” says Matt.  Matt went on to work at Stormfront Studios, then Electronic Arts before going indie with Vector Unit.

In terms of career advice, Matt encourages people to identify what it is that they enjoy and really go after it, taking chances in advocating for themselves.  “It sounds obvious, but sometimes people are so grateful to have a job in the games industry, and then get pigeonholed into something they don’t really like.”  With Vector Unit being such a small team at the moment, there’s a lot for each person to do, but Matt plans to maintain the mindset he experienced at Stormfront.  Managers were encouraging and supportive of motivated employees who wanted to try new roles, and it’s where he was able to go from artist to art lead, a managerial role with a bit of design bent.  “Most of the things I’m happy with in my career are the things I got because I reached out beyond the job I was doing, and then proving I could do it. That’s really important for any job you’re in.”

If you want to find out even more about Matt, check out this interview from November 2013 at Teck Comes First or just ask in the comments below (which you can do for any of our team members too!).

Matt.jpg

Matt at E3 2014