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Repulsorcraft - Version 7 vs Version 8
Sep 11, 2026, 09:29 PM
Added a physics section covering the missing traction model, the 300 to 1000 km/h track range and the per-class real-world analogues, plus tables for the six upgrade elements and the chassis traits
Sep 27, 2026, 06:16 AM
Linked the new Hibi page from the parts section
11Repulsorcraft are the vehicles you race in Star Wars: Galactic Racer. There are four classes, and each one flies differently on purpose, so picking a class is a real choice about how you want to play rather than a skin swap. On top of the class differences sits a deep customization system, which means two pilots in the same class can still end up with very different machines.2233The four classes445566The four confirmed classes are Landspeeders, Speeder Bikes, Skim Speeders, and Podracers. One of them, the skim speeder, is a brand-new vehicle invented for this game and new to Star Wars canon. The others draw on vehicle types the franchise has used before, but their handling here is tuned for this game's racing.7788ClassHandlingSignature traitLandspeedersReal weight; specializes in drifting around cornersDriftSpeeder BikesGreat straight-line speed; harder to control around cornersKinetic BurstSkim SpeedersBuilt for hard banking turns; one of the harder frames to controlKnife EdgePodracersReturning podracing class; playable immediately in ArcadeNot publicly named99No traction model10101111The single biggest difference between a repulsorcraft and a wheeled racing car is that there is no traction model underneath it. Design Director Mark Bridges has explained that one of the first prototypes did use one, built the way a wheeled vehicle would be, partly because the early films shot repulsorcraft scenes with cars and mirrors hiding the tyres. The team concluded it was the wrong model: repulsorcraft do not lay their grip onto the ground based on the surface, they do it through technological means. Dropping traction let the game use a far wider range of terrain types and gradients, and it unlocked the thing the whole game is built on, which is speed.12121313That speed range is unusually wide. The studio has described building tracks that hold up both at around 300 kilometres an hour and at around 1000, with every class expected to stay readable at both ends. The flip side of hovering craft was ground detection: reconciling undulating terrain, jumps and big speed differences has been called the hardest problem on the game, and the stated goal was physics that feel intuitive rather than physics that are classically correct.14141515Each class was still grounded in a real-world analogue rather than invented from nothing. A landspeeder drives like a car, referenced from rally cars and desert rally raiders. A speeder bike drives like a bike, down to the rider leading the machine's motion. A skim speeder drives like a plane, referenced from air racing and slalom gates. A podracer, in the game director's phrase, is horse and chariot meets Formula 1. Keeping each frame close to something players already understand is what makes the set readable without a manual.16161717Customization181819-You build a ride from over 300 parts, and the developers have described the number of possible combinations as being in the trillions. The system is deep enough that the same class can be pushed toward different races and different driving styles. Parts come from vendors, paid for with the run's persistent resource, and you fit them at the workshop the engineer Hibi keeps in each planet's paddock. Builds also have to account for each world’s status effects, so the best setup can change from planet to planet.19+You build a ride from over 300 parts, and the developers have described the number of possible combinations as being in the trillions. The system is deep enough that the same class can be pushed toward different races and different driving styles. Parts come from vendors, paid for with the run's persistent resource, and you fit them at the workshop the engineer Hibi keeps in each planet's paddock. Builds also have to account for each world's status effects, so the best setup can change from planet to planet.20202121Upgrade stats22222323Between races you raise five base stats on a vehicle: Afterburner, Battery, Cornering, Ramjet, and Resilience. Resilience controls how many crashes you can take in a race before wrecking out, while the other four shape boost, energy, and handling. The signature chassis trait can be upgraded too, so there are up to six elements to invest in. How you earn and spend those upgrades during a run is covered on Gameplay and Controls.24242525StatWhat it doesAfterburnerGoverns the short boost that recharges during a raceBatteryThe vehicle's energy capacityCorneringHow well the frame holds a turnRamjetThe high-risk speed and shove boost, which overheats if you lean on itResilienceHow much crash damage you absorb before wrecking out of a raceChassis traitThe class signature, upgradeable as a sixth element on the three chassis that have one2626Chassis traits27272828Three of the four classes carry a signature chassis trait that captures their strength: Drift for landspeeders, Kinetic Burst for speeder bikes, and Knife Edge for skim speeders. No trait has been published for podracers. The trait reflects how the frame is meant to be flown, which is why the class you choose sets the tone for everything you build on top of it.29293030TraitClassWhat it doesDriftLandspeedersWeight that helps the frame slide through cornersKinetic BurstSpeeder BikesBuilt around straight-line speedKnife EdgeSkim SpeedersHard banking through tight turnsNot publicly namedPodracersA fourth class, outside the three campaign chassis3131Choosing a class32323333There is no single best class, just different bets. A weighty drifting frame, a fast but twitchy bike, and a knife-edging skim speeder all reward different kinds of driving. The individual class pages, Landspeeders and Speeder Bikes, go further into each one's role, and the returning Podracers class has its own history in the franchise.