Skip to content
GAMES · REVIEWS · DATABASE
Forum

Star Wars: Galactic Racer Is the Hades of Racing Games for One Ultimate Reason

When Star Wars: Galactic Racer launches on October 6 across PlayStation 5, Windows PC, and Xbox Series X|S, it arrives as the first new Star Wars racing...

Published:

When Star Wars: Galactic Racer launches on October 6 across PlayStation 5, Windows PC, and Xbox Series X|S, it arrives as the first new Star Wars racing game in 24 years — a debut that carries far more ambition than its nostalgic pedigree might suggest. Fuse Games, the Guildford-based studio assembled from developers drawn largely from Electronic Arts and Criterion Games, has crafted an arcade racer that deliberately leans into punishing difficulty rather than coasting on franchise familiarity, positioning itself as something closer to a roguelike than a traditional racing title.

The game marks both a landmark for Lucasfilm Games, which barely touched the racing genre since Star Wars Episode I: Racer in 1999, and a defining first venture for Fuse Games. Rather than simply reviving fond memories of podracing, the team set out to revolutionize the genre without relying on nostalgia alone — a goal that has resulted in an experience many players have already likened to Supergiant Games’ acclaimed roguelite Hades.

Fuse Games Takes the Wheel for the First Time

The decision to hand Fuse Games the keys was no accident. Criterion Games brought the critically acclaimed Burnout franchise to life, featuring high speeds and aggressive mechanics that often made racing feel more like a battle than a race — an approach well suited to a galaxy where podracing and speeder racing frequently mean life or death. Yet even with those obvious connections, both Matt Webster, founder of Fuse Games, and Craig Derrick, executive producer at Lucasfilm Games, insisted the game should only treat its influences as a starting point.

“Our goal wasn’t to just make players remember something that they played a long time ago. It was, ‘how do we lean into the authenticity of Star Wars and nostalgia and make something new, make it feel like it’s something you’ve never experienced before, but yet can call back to those memories and that experience?'”

Craig Derrick, Executive Producer at Lucasfilm Games

The result is a title that refuses to hold players’ hands. During the story campaign’s brief introductory segment, players are introduced to vehicles such as the landspeeder, speeder bike, and skim speeder — easy enough to grasp even if mastering them proves another matter entirely. By the second or third race, however, difficulty ramps sharply. Planetary conditions like Sentinel I’s toxic atmosphere or Jakku’s blazing heat appear in the UI with warnings, but the game deliberately stops short of explaining exactly how they will affect your vehicle.

The Deliberate Rejection of Over-Tutorialization

When asked why the tutorial lacked depth, Webster attributed the choice to a broader “philosophical perspective” on modern game design. He pointed to an ongoing industry conversation about whether developers trust their players — a debate reignited earlier this month when Insomniac Games’ Wolverine drew criticism for how much it holds players’ hands.

“The joy of discovery is really powerful, and I think in game-making we’re coming out of the other side of perhaps the over-tutorialization of some experiences. Where players are like, ‘Let me go play, let me tinker, what does that do?’ It’s OK to have questions, because it’s incredibly rewarding when you go and find the answer.”

Matt Webster, Founder of Fuse Games

Webster acknowledged that balancing accessibility with complexity remains a “fine line” to walk. But Fuse Games has made clear it intends to embrace difficulty rather than shy away from it — a philosophy baked into the game’s very structure.

Choose Gamer24H as a preferred source on Google

A Racing Roguelike That Rewards Failure

At its core, Galactic Racer employs a run-based, roguelite progression. Players must survive several races before reaching a qualifying race that grants entry to the next stage of the Galactic League — and even that milestone demands significant effort, with failure forcing players to retake races just to progress. This structure has drawn inevitable comparisons to Hades, where repeated attempts end in early frustration but gradual mastery slowly turns small victories into hard-earned triumphs.

The team confirmed this was intentional from the outset. “You’re absolutely right. By technical definition, it’s that aspect of consequence, it’s that reinforcement of the core loop of the game, that there are things at stake, and victory is going to be hard-earned,” Webster explained, noting that replayability is what racing genres thrive on.

Derrick traced the design philosophy back once more to Episode I: Racer, Fuse Games’ biggest influence. He acknowledged the team could have leaned fully into nostalgia — simply having players race a handful of vehicles across several planets would have sufficed for many fans. Instead, they chose to evolve the genre.

“[Fuse Games] came in wanting to evolve it. Principally, it was around this notion of a roguelike, run-based type of progression. How do we do that? We had to get it right the first time. We had to get racing right, the feel, the look, the experience, the sound.”

Craig Derrick, Executive Producer at Lucasfilm Games

The studio also rooted its philosophy in something deeper than game design — the very heart of Star Wars itself. From Luke Skywalker’s struggles on Dagobah to Anakin Skywalker’s unlikely Boonta Eve victory, overcoming failure has always been central to the saga. Webster and Derrick hope that message resonates beyond racing fans.

“The goal from the very beginning was just don’t make a good racing game and put Star Wars on it,” Derrick said. “Make a game that could only exist as a Star Wars racing game.”

Looking Ahead

Star Wars: Galactic Racer is scheduled for release on October 6, arriving simultaneously on PlayStation 5, Windows PC, and Xbox Series X|S. As the first new Star Wars racing title in over two decades, it carries the weight of franchise expectations — but Fuse Games appears determined to prove that difficulty, discovery, and consequence can define a modern racer far more effectively than nostalgia ever could.

Related Article: Packed Lair launches today as a Tetris-adjacent base-building roguelike about cramming an empire into a cramped evil lair →
Source: Polygon ↗
COMMUNITY / DISCUSSION

1 comment

Share your thoughts

Search Gamer24H

Enter at least 3 characters.

Explore

APPEARANCE

Choose your color theme

Auto mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.