Fuse Games and publisher Secret Mode have released Star Wars: Galactic Racer, an anti-gravity racing title now available on PlayStation 5, Xbox Series X|S, PC, and Amazon Luna.
The game launched on October 6, 2026, and is offered at no extra cost to Amazon Prime subscribers through the Luna cloud streaming service.
Built on Unreal Engine 5, the racer uses ray-traced hardware Lumen global illumination, Virtual Shadow Maps, and Nanite geometry assets while targeting 60 frames per second on supported hardware.
Internal rendering resolutions vary by console: 1296p on PlayStation 5 and Xbox Series X, dropping to 864p on Xbox Series S, which relies on baked lighting instead of ray tracing.
The release includes a traditional single-player campaign alongside Arcade and Scenario modes.
At the center of the gameplay loop is a runs-based roguelite system where players customize landspeeders, skim speeders, or speeder bikes while balancing risk and equipment failure states known as 'wrecking out.'
Roguelite Runs and the Wreck-Out System
Fuse Games designed the experience around failure and persistent progression, with creative director Kieran Crimmins explaining that the studio has a history of trying to make failure fun.
He described the wreck-out system as the ethos of how Fuse approaches game making, noting that crashing is not just a spectacle but carries consequence and mechanical rewards for the next run.
Steve Uphill, co-founder and head of content at Fuse Games, said failure is fuel, which is where the runs-based mechanic comes into play.
According to Uphill, finding the right combination of builds, parts, and upgrades makes winning feel hard earned and creates a powerful player story.
Crimmins added that the runs-based loop is replayable, allowing players to experiment with a new way to play each time and still earn rewards after a failed attempt.
Before each run, players choose a vehicle type—skim speeder, speeder bike, or landspeeder—each with slightly different playstyles and attributes.
They then pick a Racer Style to establish a baseline direction, such as an afterburner build or a cooled build, before selecting abilities, parts, and upgrades after each race.
Financial rewards earned from races can be spent at shops between planets, though new abilities and upgrades are rewarded randomly, adding an element of luck.
Crimmins noted that most parts can synergize with a build in some way, leaving it to the player's knowledge and creativity to find a path to success.
If a player crashes too many times or fails a high-stakes event, they lose a League Token and must start over.
Crimmins explained that each race allows a certain number of crashes, and using them all triggers a wreck-out, forcing a restart from the beginning of that tour.
He emphasized that finite failure states give weight to decisions, making every corner and every interaction with another racer matter.
The design aims to give players agency rather than direct instructions, with Crimmins describing play as the choice to arrange fun elements in a desired way and create personal moments.
Progression operates on two routes: temporary stat build-up for each vehicle, covering cornering, resilience, ramjet, and afterburner, and a combination of parts.
Players can install up to five parts of varying rarity, obtained from shops or event awards, and some parts develop faults that further change builds.
Crimmins said the combinations in the parts system are so vast that the studio is not sure every single combination has been seen yet.
Permanent progression outside each tour can be applied to a vehicle type, and beating a tour opens a larger pool of parts plus new 'favors' that modify rules for the next tour.
Amazon Luna Availability and Platform Strategy
Amazon's head of gaming, Jeff Gattis, said Luna players can jump into the single-player campaign the moment it launches without needing to own a console or wait for a lengthy download.
He noted that Prime members already have the game at no additional cost, calling it exactly the kind of experience Amazon wants to deliver on Luna.
Gattis explained that Amazon focuses its cloud offering on broad-appeal titles that reduce hardware barriers, citing players who like games but cannot play on a television screen.
He said that audience may not want AAA competitive shooters but does enjoy big IP AAA games, pointing to titles like Hogwarts Legacy, Indiana Jones, and Tomb Raider in the future.
Amazon has found that mass-appeal IP with approachable mechanics works well for its cloud service.
PC players can purchase standalone copies across digital storefronts, with discounts offered through retailer codes at launch.
IGN reviewer Luke Reilly highlighted the presentation and core loop in his assessment of the title.
Reilly wrote that Star Wars: Galactic Racer is a fabulous looking and frantically fast anti-grav racer that gets a little repetitive due to repeatedly revisiting the same slim selection of planets, but has successfully lit the afterburners on a long-dormant slice of the Star Wars universe.
