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The current year is unknown, as the passage of time has been reinvented by modern technology. Man has conquered the laws of physics with a new technology dubbed Euclidian Convergence. The technology allows inertia to be redirected near instantaneously through the use of an energy called Flux. Though many uses for this physics redefining energy have been harnessed, the most popular usage of Flux comes in the form of an arena sport known as Vektor Space.


The sport of Vektor Space combines elements of strategy and action as contestants steer hyper-modified hover vehicles in an enclosed arena. Each hover vehicle, also known as a vektor, contains a Flux Drive, allowing the vehicles to make dramatic turns. The hover vehicles also distribute a Flux byproduct behind them that resembles a transparent wall, which is called neon. By forcing other vektors into the neon left behind a vehicle, a contestant can damage his opponents’ vektors. Gradually, the damage compounds, destroying the vektors. The last remaining contestant wins the match.

Key Features

• Fully customize your hover vehicle in the following areas: Chassis, Shields, Engine, Flux Drive/Boost, and Neon Strength/Duration.
• Choose from one of eight characters or play a custom character of your own.
• Diverse arenas offer unique challenges and obstacles.
• Up to eight players can compete at a time.
• Two single player modes and a multiplayer mode.
• Single: Instant Action and Circuit Mode.
• Multi: Deathmatch


Game Mechanics

Core Gameplay

Vektor Space is a sport played in arenas called spaces. Contestants compete on hover vehicles, called vektors, in a form of deathmatch. Vektors take damage when passing through trails (known as neons) left behind other vektors. The neon resembles a semi-transparent wall, and it is automatically left behind a vektor as it drives throughout the space. The goal of Vector Space is for the player to maneuver his vektor in front of his competitors’, thus causing damage to occur to their vektors. After this damage has reached a certain amount, the opponents’ vektors will be destroyed and taken out of the game. Should a player collide with another character or a wall placed within the space, then their vektor is automatically destroyed. The player wins by being the last remaining vektor in the arena.
Each vektor is equipped with a Flux Drive that allows the vehicle to make incredibly sharp turns. This ability allows the player to more easily cut-off his opponents’, but it is limited to the boost capabilities of the player’s vektor. Each vektor contains a boost meter. When the meter has sufficient energy the player can choose to go into boost mode. This increases the vektor’s speed and turning ability. The maximum duration of the boost is dependent on the Flux Drive the vektor contains.

Vektor Customization

Vektors are broken down into five parts: chassis, shields, engine, Flux drive, and neon. Various different models of each component are available during the customization of the player’s vektor. The amount of upgrade slots limit what the player can put into his vektor. Upgrade slots are allotted in the chassis selected by the player, and each component has its own specific slots. For instance if an engine requires three slots to use, and the chassis of the vektor only has two slots available for the engine, then the engine cannot fit into the vektor. If an engine only required two slots, and the chassis has three available, then the engine will be allowed into the vektor. The remaining slot is simply left empty.
Each component has a cost associated with it. When a player customizes a vektor, he must have enough money from Circuit earnings in order to purchase new components. Players buy components from the store interface. This interface allows them to pick which component they wish to buy. Once the component is purchased, the player selects to exit to the garage interface. From here the player can choose from all previously purchased components.

Vektor Components

Chassis: The chassis of the vektor determines the maximum armor amount for the hover vehicle and the maximum turning radius for non-boosted turns.. It also determines the maximum amount of slots available for each of the other vektor’s components. Armor is used for absorbing the damage done by driving through an opponent’s neon. The greater the number, the more damage the vektor can sustain. Armor does not regenerate over time.

Shield: When the player drives through the neon of an opponent, the shields act as the first layer of damage absorption. Unlike the chassis’ armor, shields regenerate over time. The amount of regeneration and the amount of shielding provided are determined by the shield component the player selects during customization. When a shield’s barrier is completely drained, then the chassis takes armor damage.

Engine: The engine determines the speed of the vektor. This is the top speed the vektor can obtain without boosting.

Flux Drive: The Flux drive is responsible for boosting a vektor. It determines the duration of boost mode and the rate at which the boost meter replenishes. When a vektor is in boost mode, it maintains a maximum speed given by the Flux drive. This maximum speed is equal to the top speed of the vektor plus the speed top for the Flux drive.

Neon: As vektors drive around the space, they leave a semi-transparent wall behind them called a neon. The neon component of a vektor determines the duration a section of neon remains in the space and the strength of the neon that in the space. The longer the duration of a neon, the more neon from a particular player will be in the space at any given time. A neon’s strength is used for determining the amount of shield or armor damage a vektor receives when passing through the neon.
Racing the Circuit

Competing in the Vektor Space Circuit consists of eight separate matches. These matches have eight characters. The player can choose to play as one of the eight pre-made characters, or they may choose to play as a custom character. When a custom character is selected, the player may choose a name for their character and a color for the character’s neon.
Each match has the eight contestants start in the arena, also called the space, driving until only one is left undestroyed. This character wins the match, earning $10,000. The character that is destroyed when only two vektors are left receives $6,000. The character that is destroyed second to last receives $3,000. All other characters receive no money. The money totals are added to the characters’ circuit totals. The player may spend any prize money at in the upgrade shop after each match. This does not count against their total circuit winnings. The character with the most winnings at the end of the circuit wins the entire circuit, and receives a trophy. The characters with the second and the third highest money totals receive runners-up medals.
Matches last for forty-five seconds. When the time expires, an energy field slowly collapses in on the space. This shrinks the usable area inside of the space, causing the collapse of the space itself. During this time the contestants will be forced to get into closer and closer quarters with each other, finally resulting in a winner.
Instant Action

Instant Action mode consists of one match that has the player compete against the computer. The player chooses the number of computer controlled AIs to compete against. The player must also choose whether to use a pre-made character or a custom character. When selecting a custom character, the player uses the last vektor configuration used for that character.
After the player configures the settings for the match, the game plays out as it normally would in the Circuit mode. The match ends if the player is destroyed, or it ends should the player be the last vektor in the space. The player receives no earnings for winning in Instant Action.

Multiplayer Deathmatch

In deathmatch, players compete in a continuous match. The host chooses an arena to compete in, and players spawn at one of the eight entrance points within the arena. After a player spawns, competition resumes as normal. The only main difference between the deathmatch competition and the other game modes is that players respawn after being destroyed. This means that the game will continue until one player has destroyed a set number of other players (this number is set in the multiplayer options). AI opponents can also be added to the deathmatch through the multiplayer options.
Deathmatch is very similar to instant action, as players cannot upgrade their vektors during game play. Each player must choose a pre-made character or a previously created custom character to participate in the deathmatch. No money is gained for the winning player of the match.

If you are connected to the internet and playing using a custom character your stats will be uploaded to the internet, and your character will be ranked against other players.



Vektor Space requires eight separate keyboard keys. These will be configurable through the options screen within the game (not in version 1.0). The mouse is used for navigating menu screen (navigation of menus is also supported with the keyboard and gamepad).



Functionality Keyboard Key Gamepad Key Description
Cursor Left Left Arrow Left (X-axis) Moves the mouse cursor left.
Cursor Right Right Arrow Right Moves the mouse cursor right.
Menu Select Space bar Button 1 Selects item pointed by the cursor.



Functionality Keyboard Key Gamepad Key Description
Turn Left Left Arrow Left (X-axis) Turns the player’s vector left
Turn Right Right Arrow Right (X-axis) Turns the player’s vector right
Boost Up Arrow Button 1 Holding down activates the player’s boost
Look Left Del Button 7 Holding down changes the camera to look to the right of the player
Look Right Page Down Button 8 Holding down changes the camera to look to the right of the player
Change Perspective End Button 3 Changes the player’s perspective from first person to third person (or vice versa)
Look Behind Down Arrow Button 2 Holding down changes the camera to look behind the player
Cycle Camera Space bar Button 4 Cycles through the 3rd person camera views



To submit a bug click here.
If you have any questions please e-mail Ricardo Villarreal at rvillarr@digipen.edu

Last updated: March 25, 2017




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