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STAR WARS: Galactic Racer Can Reset a Tour After Too Many Crashes

The campaign pairs temporary vehicle builds with lasting upgrades, while multiplayer compresses the same decision loop into shorter tours.

STAR WARS: Galactic Racer launched Oct. 6 on PlayStation 5, Xbox Series X|S, and PC, and its races put a hard limit on mistakes. Many events set a crash limit, though not all. Exhausting it can end the tour, cost a League Token, and force a restart from the beginning. Failing certain high-stakes events can also cost a token.

Fuse Games creative director Kieran Crimmins and co-founder and head of content Steve Uphill outlined the systems in an Xbox Wire feature. Crimmins described making failure fun as a longstanding goal at the studio. The tour puts a temporary build at risk, but players carry other progress into the next attempt.

A tour starts with a choice of skim speeder, speeder bike, or landspeeder, followed by a Racer Style that steers the build toward an approach such as afterburner or cooling. After each race, players can pick abilities, parts, and upgrades, while their performance earns money to spend at shops between planets. Random rewards add uncertainty to the setup.

During a tour, racers can tune temporary stats such as cornering, resilience, ramjet, and afterburner, then install up to five parts. Parts have different rarities and can change a build in different ways, including through faults that alter how they work. A carefully planned setup may need to change when a reward takes it in an unexpected direction.

Progress also carries beyond individual tours. Players can invest permanent stat upgrades in a vehicle type, unlock a wider pool of parts by beating a tour, and earn Favors that change the rules for a later run. Upgrading Racer Styles opens more ways to build, so a failed tour can still feed into another attempt.

Multiplayer keeps the build choices but moves through shorter tours that end in a knockout event. Winning earns XP toward new characters and customization. Players can also gain XP by voting for who they think will win the final race, even if their own run has gone badly.

The crashes are designed to sell that risk without bringing the race to a halt. Rather than relying on fixed animations, the game uses procedural wreck sequences that account for different vehicle behavior and camera angles. Speeder bikes can roll, while larger craft may break apart over time. The sequences can last up to eight seconds. Uphill contrasted that cap with crashes in Star Wars: Episode I – The Phantom Menace, which can run for up to 30 seconds.

A repulsorcraft breaks apart in a crash on a snowy track.

How would the risk of losing a League Token change the way you approach a race? For more on how crash limits, temporary builds, and lasting upgrades shape each tour, stay connected with us on X, Bluesky, YouTube, Instagram, Steam, and Telegram.

Mihaela Kicevski

I am Angel's and Margarita's daughter, and I am happy to be starting this work together with my parents! I can't wait to see where this takes us!
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