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Star Wars: Galactic Racer creative director says game will have 'consequential decision-making' with a 'runs-based…
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TechnologyTechRadar··3 min read

Star Wars: Galactic Racer creative director says game will have 'consequential decision-making' with a 'runs-based…

Fuse Games CEO Matt Webster confirms Star Wars: Galactic Racer has a runs-based structure in the campaign

Webster says "consequential decision-making" is built within the campaign

Creative Director Kieran Crimmins says that when the team prototyped the system, "it felt right" for Galactic Racer

Star Wars: Galactic Racer will feature a runs-based structure within the campaign, which Fuse Games has said will involve "consequential decision-making."

That's according to Fuse Games co-founder and CEO Matt Webster, who told TechRadar Gaming during an interview at Summer Game Fest 2026 (SGF) that while he and the team love arcade racing games, "you can't make one really in the same way as you did all those years ago," because game genres have adapted and evolved.

Webster said the team wanted to bring something fresh to Galactic Racer, and the runs-based structures, which "are built for replayability and racing thrives on replayability," and in other games, the "meta" is car collection. So instead, the team shook things up by bringing back "consequential decision making and consequence back into the experience."

Creative Director Kieran Crimmins added that "consequence" was the "key" for Galactic Racer, saying, "We want every decision to matter, every upgrade to matter, every vehicle to matter, every race to matter, and like the runs-based structure allows us to do that, like we've never done in an arcade racing before."

"Not only have you got to keep on top of the curve with your build and your skill and your track knowledge, but also you get to reset every time," Crimmins continued.

In other arcade racers, the developer explained, cars can be upgraded to max level, but then players will realize they haven't experienced 99% of the other systems. And while they can always be revisited, the runs-based structure "allows you to do that with consequence."

"It gives you a reason to try all those different builds, a reason to experiment, and also a reward if you get your synergies right, you get your build right, and you get your knowledge right," Crimmins said.

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"Then that's what actually wins the game, so it was incredibly compelling to us to have a structure that not only changed the way that you play, but changed the way that you play that was advantageous for the feelings that you get in a racing game, and like anything, the way we made it is we prototyped it and it felt right.

"This is an innovation we think we can bring to the genre."

During the interview, Crimmins also revealed that the game will feature a combination of moving parts that are "in the trillions," across racer styles, the abilities, the upgrades, and then the different environmental effects that are on the planets.

"It's an unbelievable depth," the creative director said.

Star Wars: Galactic Racer arrives on October 6 for PS5, Xbox Series X, Series S, and PC.

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Demi is a freelance games journalist who helps cover gaming news at TechRadar. She's been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about Star Wars on X.

With contributions from

Rob DwiarManaging Editor, TechRadar Gaming and Streaming

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