Preview Star Wars: Galactic Racer - IGN France's hands-on impressions at Gamescom 2026
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Preview Star Wars: Galactic Racer - IGN France's hands-on impressions at Gamescom 2026

Fabian Fabian Lainé
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In brief

At Gamescom 2026, IGN France got hands-on with Star Wars: Galactic Racer and had a blast. Fuse Games delivers a spectacular and instinctive racing arcade, far removed from rigid simulations, where every turn is handled by feel rather than millimeter precision. The driving and sound design are already making a strong impression, but the roguelike structure and long-term content depth remain to be proven.

A few seconds behind the wheel at Gamescom 2026, and Fuse Games's message came through loud and clear: here, speed isn't faked, it's provoked. No clean simulation on rails, no ideal line calculated to the millimeter. Every turn is a calculated risk, every acceleration an invitation to skim the edge of the track. And it looks like IGN France came out of the session with just one wish: to go back for more.

What works, first of all, is the driving, the journalist explains to us. The vehicles slide, drift and leap with a fluidity that turns every track into a real playground rather than a fixed corridor. In first-person view, the sensation goes up another notch: you skim the walls, dodge at the last second, look for the dirty line rather than the clean one. It smells like beefed-up arcade racing, the kind that prefers a spectacular crash to a dry punishment.

And then there's the sound. For IGN, this might be the best surprise of the demo. Engines roaring, thrusters vibrating, collisions slamming with an almost physical weight - the sound design doesn't just dress up the action, it shapes it. Fuse Games clearly worked hard to recapture the saga's iconic sounds (Sebulba's engine as a deliberate nod) while keeping an identity of its own for the game. The environments glimpsed, from Jakku to Sentinel One, promise real variety in settings and dangers.

What's more worrying, on the other hand: the rogue-lite structure mentioned by the developers couldn't be tested on this build. It's therefore impossible to judge whether races that change with each run bring real depth or just a cosmetic layer on top of a system that's already solid as it stands. Another point to watch, more typical for this kind of arcade game: the longevity and variety of the vehicles still need to prove themselves over time, beyond a demo calibrated to impress in ten minutes.

IGN France's provisional verdict: it's off to a very good start if the rogue-lite structure delivers on its promises and if the content holds up over time. On pure driving feel alone, Galactic Racer already has something going for it. To be confirmed at launch.

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If you've been dreaming of an arcade Star Wars racer, does this sound appealing?

Frequently asked questions

Is Galactic Racer a realistic simulation or pure arcade?
It's clearly a muscular arcade racer. Fuse Games rejects on-rails simulation and bets on instinctive driving where vehicles slide, skid, and bounce with fluidity. The stated goal is to spark spectacular crashes rather than penalize them.
What impressed IGN the most during the demo?
The sound design. Beyond solid driving mechanics, the developers really nailed the audio: screaming engines, vibrant thrusters, snappy collisions. The audio work doesn't just dress up the action—it directly contributes to the sense of speed.
Why is IGN staying cautious about its final verdict?
The roguelike structure mentioned by the developers couldn't be tested on this build. So it's impossible to judge whether modified races on each run deliver real depth or just cosmetic variety. Vehicle selection and longevity also remain question marks.
Does first-person view really change the experience?
Completely. In first-person, sensations ramp up: you're grazing walls, dodging at the last second, hunting dirty lines instead of clean ones. That's where the driving pleasure truly multiplies.

Key takeaways

  • The arcade driving prioritizes drifting and calculated risk-taking, turning every circuit into chaotic playground rather than a frozen corridor.
  • The first-person view amplifies sensations, with wall grazing and spectacular near-misses that dominate clean trajectories.
  • Sound design shapes the action: screaming engines, punchy collisions, and unapologetic Star Wars references without compromising the game's identity.
  • Environments promise real variety, from Jakku to Sentinel One, with shortcuts and obstacles designed to encourage improvisation.
  • The roguelike structure couldn't be tested on the Gamescom demo, leaving questions about its actual depth.

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