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Runs and Tours - Version 1 vs Version 2
Jun 23, 2026, 11:46 PM
Initial version (2026-06-24)
Jun 23, 2026, 11:53 PM
Added screenshots (2026-06-24)
11Star Wars: Galactic Racer is built around runs rather than a fixed campaign ladder, and the unit of a run is a tour. The developers describe the game as a roguelite, and the tour is where that label earns itself. You enter a tour, race through it, and either come out the far side or wreck out and start over with a little more than you had before. This page covers how a tour is put together and what survives between attempts.2233What a tour is445+56A tour spans three acts and is randomized each time you start one, so the exact sequence of events changes from run to run. Over its length a tour carries you across multiple worlds, roughly six distinct ones, with the challenge escalating as you go. Branching paths through the tour hand out different rewards, so part of the strategy is choosing which events to chase and which to skip. The worlds themselves are covered in Planets and Circuits.6778Getting in: the League Entry Token89910You cannot just join a tour. Competing requires a League Entry Token, which is the gate into The Galactic League's tour. You earn the Token by qualifying, and holding onto it is the whole game.10111112Wrecking out12131314The Token is conditional. If you crash too many times, or you fail to place in the top three of an event, the League revokes it and you wreck out of the tour. Wrecking out drops you back to the qualifiers, where you race to re-earn a Token and start a fresh tour. This is the roguelite loop in plain terms: a strong run can collapse, and when it does you go again from the front of the line.14151516ElementDetailTour lengthThree acts, randomized each runWorlds per tourAround six distinct worldsEntry requirementLeague Entry TokenWreck-out triggersToo many crashes, or failing to finish top three in an eventAfter wreck-outRestart qualifiers to re-earn a Token1617What carries over17181819Not everything resets. Only certain perks and unlocks earned on earlier attempts carry into the next one, so you start each tour fresh but not from zero. The narrative goal, toppling Kestar Bool, persists across runs regardless of how any single tour ends, which keeps the campaign moving forward even through a string of bad tours.19202021The run economy21222223There is a persistent resource economy attached to the loop, used to buy parts from vendors and tune your vehicle, and at least some of it is kept even when you wreck out. The exact name of this resource has not settled in public coverage: some material calls it Galactic Credits and other material refers to a resource called Tuning Parts, and it is not yet clear from the outside whether these are the same thing or two separate resources. Until the game pins it down, treat the persistent currency by what it does rather than by a single fixed name.23242425Multiplayer alongside the runs25262627The runs-based campaign is single-player, but the game also carries PvP multiplayer in the form of grudge matches for one to twelve players, with cross-platform support and no season pass. It sits beside the tour structure rather than inside it; the customization and class choices you learn in Gameplay and Controls carry across into it.