
Star Wars: Galactic Racer drops players into the Galactic League, an unsanctioned racing circuit in the Outer Rim where landspeeders, speeder bikes and podracers slam, shunt and take each other down at full throttle.
Published by Secret Mode in collaboration with Lucasfilm Games, and developed by Fuse Games, the Guildford studio founded by veterans of Burnout and Need for Speed, it launched on PS5, Xbox Series X|S and PC on 6 October 2026.
The league is meant to be lawless. The netcode isn't.
Secret Mode came to us with two sets of questions.
Can the league be cheated?
Can the league handle the crowd?
When the game carries the Star Wars name, the whole galaxy is watching. One exploit clip can shape a racer's reputation faster than any review, a store that gives content away undercuts the business behind the game, and if players can't reach the starting grid when demand peaks, nothing else matters.
Galactic Racer runs on Iris, Unreal Engine's new networking protocol, customised for the game. Off the shelf tools couldn't make sense of a single message passing between the game and its servers. It was a language nobody had built a translator for yet.
So our engineers built one. We extended Cyrex Protoceptor, our in-house man-in-the-middle technology, to read and rewrite Iris traffic in real time. That gave us the same view of the game a determined cheater would work toward, with one difference: we were on the studio's side.
Then we went racing.
Here the challenge went beyond backend performance. Galactic Racer brings together Unreal Engine networking, matchmaking, live lobby updates and cloud-hosted game servers. Each piece could respond successfully while the player's journey still broke somewhere in between. So we tested the journey itself, from login to lights out.
On the security side, we found issues in all three areas Secret Mode asked about. Most came down to one thing: the game's servers believed whatever the player's game told them. Tell the server you'd crossed the finish line, and it agreed.
The online services stayed responsive under heavy demand. The real question was whether players actually made it into a race, and that's where the gaps showed.