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Star Wars Galactic Racer Tips: 12 Things to Learn First

Star Wars Galactic Racer tips for your first Tours: protect League Tokens, run Pre-Race Checks, manage ramjet heat and spend Tuning Points where they last.

Editorial update · Source publication dates are listed below · Independent fan guide

The most useful Star Wars Galactic Racer tips are about staying in the Tour: finish races instead of forcing wins, upgrade Cornering first, and treat the Ramjet as a risk you manage. The twelve tips below are drawn from Kotaku’s and KeenGamer’s launch-week guides and the developers’ own October 6 feature on Xbox Wire.

Survive first, win later

1. Expect to lose races early. Kotaku’s Zack Zwiezen opens his launch-day tips with this: the campaign is hard, AI racers push you off-track, and there are many parts, boosts and shortcuts to learn.

2. Protect your League Tokens. Some events have a crash limit. Xbox Wire explains that using all your crashes causes a wreck-out, and that failing a high-stakes event or wrecking out too often costs a League Token and sends you back to the start. Finishing mid-pack keeps the run alive; a desperate lunge for first can end it.

3. Know what a failed Tour actually costs. You lose the build from that run. Tuning Points and the permanent upgrades they buy carry over. The campaign guide covers saves and resets in detail.

Pick a speeder and upgrade it sensibly

4. Start with the Landspeeder. It is the default class, the most durable and the easiest to drift. KeenGamer’s tip for it is to begin the drift before the corner, not inside it. The best vehicle comparison covers the other classes.

5. Upgrade Cornering before anything else. Both Kotaku and KeenGamer put Cornering first. KeenGamer pairs it with Resilience; Kotaku pairs it with speed. The full reasoning and a per-class order are in the upgrades guide.

6. Build around one idea. Parts, Abilities and upgrades are offered at random after events. Choose the ones that fit your build and skip the rest. Kotaku’s example: do not buy battery upgrades if you have no Abilities to spend them on.

Learn the two boosts

7. Afterburner is the safe boost; Ramjet is the fast one. The Afterburner runs while you hold its button and refills during a race. The Ramjet is faster, builds heat, and causes an explosion if you hold it too long. Kotaku notes that you click the right stick to enter Ramjet mode on a controller and that its meter sits in the bottom-right corner; check your own bindings if you have remapped anything.

8. Use the environment to cool down. Water from rivers and icy areas cools the Ramjet. Cold planets such as Ando Prime let it run longer, and volcanic sections shorten the safe window. You can watch an overheat explosion happen at 06:33 of jackfrags’ August preview. The boost guide goes deeper.

Use the minutes before the race

9. Complete the Pre-Race Checks. Before some races you can input commands to prime your systems. KeenGamer reports that priming the Afterburner starts you with a full meter and that Vent prepares the Ramjet. Priming Autopilot first can take care of the other prompts for you. There is even a trophy for completing four checks.

10. Do not restart for a Perfect Start. Timing the launch gives a small advantage. KeenGamer’s advice is that it is not worth restarting a race to get it.

Read the Tour map and the shops

11. Plan your route before you pick an event. The Tour map branches, and Kotaku recommends looking ahead to see which nodes connect. KeenGamer summarises the node types: Eliminators award Upgrade Points, Field Tests are lower-risk, Mystery Encounters offer unusual rewards, Scrap Dealers sell Parts that may carry Faults, and Hibi’s Shop sells Parts, Abilities and upgrades.

12. Repair faulty Parts before big races. A scrap dealer fixes damaged parts for a credit fee between segments. Kotaku’s caveat is that some negative traits are not worth paying to remove. KeenGamer adds that unequipping a faulty Part does not remove its repair cost.

Practise where mistakes are free

Arcade and Scenarios are available offline and include races and time trials. They let you learn tracks and try shortcuts without risking a Tour. Some shortcuts save several seconds; others run through acid, lava, narrow gaps or jumps, so learn them here first.

Arcade also uses preset vehicles, which makes it the place to try the Speeder Bike and Skim Speeder before spending Tuning Points to unlock them.

What changes in Act 2

Several systems open up after the first act. KeenGamer reports that Sidebets unlock in Act 2 and only require you to finish ahead of the racer you bet against. Beating a Rival in a Head-to-Head race earns their Favor, and Xbox Wire describes Favors as modifiers you equip to change the rules of your next run.

Racer Styles set the direction of a build. The campaign starts you on Survivor, and others unlock as you play; there are 14 in total according to the trophy list. If you want to see how much there is to chase after the credits, the trophy guide lays it out.

Quick reference

SituationWhat to do
Running out of crashesBack off and finish; a low placing beats a lost token
Unsure what to upgradeCornering, then Resilience
Ramjet meter climbingRelease, switch to Afterburner, look for water or cold
New trackLearn it in Arcade before the Tour
Faulty Part before a finaleRepair it, or replace it if the trait is minor

If something is going wrong that is not your driving, such as a crash on launch or a multiplayer bug, check the patch notes and known issues page.

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