

Earlier this year, I argued that a new Star Wars podracing game would be a welcome surprise. For all the flaws of The Phantom Menace, podracing remains one of the few universally beloved elements of the Prequel era, and Star Wars Episode 1: Racer proved more than two decades ago that the concept could work as a legitimately compelling racing game. It was fast, unforgiving, and surprisingly deep — qualities that still resonate today.
That argument wasn’t about nostalgia, either. It was about the absence of a Star Wars racing game that takes itself seriously.
With Star Wars: Galactic Racer, Fuse Games and Lucasfilm finally seem ready to fill that void. The reveal trailer hits familiar notes — iconic locations, dangerous environments, vehicle variety — but this project carries bigger expectations than a simple revival. If Galactic Racer is to succeed, it has to be more than a novelty (Rogue Squadron had incredibly in-depth flying systems, but not enough content to justify its existence). No, instead, it has to be a modern racing experience that can stand on its own.
The Racing Has To Come First
One of the reasons Episode I: Racer endured was less about the Star Wars branding it was plastered with, but more so the fact that it was unforgiving. One mistake could end a race outright. You weren’t guided back onto the track or handed free recovery systems. You learned by failing, a formula seen in FromSoftware games like Dark Souls or Elden Ring.
Galactic Racer doesn’t need to be punishing for the sake of it, but it does need to respect player agency. Different repulsorcraft must genuinely handle differently, not just vary in speed stats or visual flair. Skim speeders, speederbikes, and heavier vehicles should demand specific racing lines, braking strategies, and risk tolerance.
If the handling feels automated or overly safe, the game risks becoming spectacle without substance. Even arcade racers need texture.
Progression Needs Consequences, Not Comfort
One of the most promising details from the reveal is the runs-based structure and emphasis on player choice. That’s a smart evolution of what made podracing compelling in the first place — the sense that you were constantly gambling with your own limits.
Progression systems should force tradeoffs. Upgrades shouldn’t simply make you faster, but also change how you race. Choosing durability over speed, or acceleration over control, should meaningfully alter your experience. Likewise, selecting higher-risk events should come with real consequences, not just better rewards.
If every run funnels players toward the same optimal outcome, the system won’t feel nearly as engaging. Variety and imperfection are features, not bugs.
Don’t Lean On Nostalgia

Anyone who watched the Galactic Racer trailer surely noticed its ending, in which Episode I podracing antagonist Sebulba can be seen. Given this is a racing game set in the Star Wars universe, having a character like Sebulba appear is obviously a no-brainer. That said, if Galactic Racer is to succeed, it must set new ground and not fall back on what’s come before.
There’s no escaping comparisons to Episode I: Racer, and that’s fine. But nostalgia only gets players in the door — it doesn’t keep them in the room. Galactic Racer needs to embrace modern sensibilities without sanding off its edges. That means respecting player time, offering depth without unnecessary bloat, and trusting players to engage with systems that don’t explain themselves away.
Star Wars racing doesn’t need to be safe. As Qui-Gon stated in The Phantom Menace: “Very fast, very dangerous.” So dangerous, in fact, that humans seldom participate, much less compete. Lean into that, and be confident when you do. Some will be left behind, sure, but they were never gonna stick around anyway.
Be bold. Forge an identity. That’s what made Star Wars what it is in the first place.