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The upcoming racer set within the Star Wars universe may convey a couple of paradigm shift. Here’s the person heading up the undertaking…
Published: 13 Jul 2026
“ We love racing,” Fuse Games founder Matt Webster tells TG in quiet nook of the studio’s Guildford headquarters. “But we’ve largely been on a car collection progression system for a decade or two.”
He’s proper, . On each counts: as a veteran determine at Criterion earlier than reducing free to create a brand new studio, Webster’s lengthy listing of credit on Burnout and Need For Speed titles greater than demonstrates that love for racing video games. And racing video games have been stubbornly clinging onto the Gran Turismo blueprint for too lengthy now.
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You know the one: get automotive, race automotive, earn cash, purchase higher automotive, repeat. That’s simply one of many dusty previous ideas Star Wars: Galactic Racer is about to modernise.
“We want to push that forward,” Webster says. “And what we realised is that a roguelike structure is built for infinite replayability. For us, racing thrives on that replayability.”
The profession mode doesn’t bury you underneath menu tiles of occasions and easily ask you to race your manner by means of them. It actually is sort of a roguelike: while you begin a championship, the sequence of races and occasions between you and the tip is randomly generated.
It would possibly embrace testing harmful prototypes in time trials, elimination races, highly effective rewards, or fail states that finish your entire run. As we famous after going hands-on with it, it’s nice.
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As you race extra, you turn out to be higher attuned to your automobile’s dealing with, higher acquainted with the tracks, and you understand how and when to make use of your enhance. “ So let’s have a progression system that’s in tune with that,” says Webster. “There’s an element of randomness to reward drops.”
He asks if we wrecked out of our first tour. We did. (Too cocky with the enhance, too devil-may-care about our championship tokens.)
“ So the second time you enter, that’s all fresh. There’s a completely different mix of choices for you to make. And then that pool of parts that’s available to you continues to grow, and those parts are synergistic with one another.”
That means you’ll be able to lean into one specific attribute of your automobile – super-silky dealing with, or massively highly effective boosters. Even parts that seem at first like a weak spot will be become a power: usually it’s a good suggestion to maintain your temperatures down in order that your engines don’t blow up, however that’s turned the other way up should you decide up a part that makes you quicker at larger temperature: “ This part thrives on burning, so I actually wanna get hot.”
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And that will get you racing otherwise. Picking traces out within the solar, slightly than ducking into caves to convey your temps down. And whereas there’s actual consequence to dropping races, crashing, or dropping out of championships, you carry over some bits too that make the subsequent run much more laden with potentialities and experimentation.
“”When you wreck out, that vehicle is scrapped, but you keep your credits and tuning points. So the next time you start that run, you’re starting from a more elevated position,” explains Webster. “You might have a moment where these parts come together in a build that you never expected, and then you get that ‘broken build’ moment.”
It’s all those thoughtful little design decisions that make this game so exciting, and so fresh to play. Which was, Webster reveals, the whole point of founding a new studio.
“We wanted to build on everything that we’d learnt and that had been successful, and try to apply it all at once. To see if we could do something with the scope and scale of our ambition, but to do it in some different ways.
“The industry’s changing and how you go about making games needs to adjust and adapt to reflect those changing times.”
Part of that adaptation is the dimensions of the studio, and the way in which the group works. Webster tells us Fuse Games is about 70 individuals – a tremendous quantity to listen to after you’ve performed a recreation that feels this lavish and grand in scale – and works with a number of companions to realize that triple-A manufacturing customary.
That manner of working, versus the previous methodology of tooling up by hiring tons of of builders after which firing them after a product ships, has apparent advantages. For Fuse, it means with the ability to make a recreation that seems like an epic, with a group sufficiently small for its creators to essentially creator it.
“[The studio’s objective] was to bring everything that we’d done to pass in a healthy, sustainable way, and to try and push the genre forward from a racing game perspective.
“We’ve made a lot of racing games. We’ve been fortunate to stand in front of a few good ones in my time. But we recognize that the genre needs to adapt and change.”
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