
Soar through concrete and cosmos in Star Racer, a retro-infused combat racer. Defy gravity, conquer wild Event Races, master the course editor, and crush the competition by any means necessary!
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About

Buckle up and reach for the stars! Star Racer is a high-octane combat racer that takes the streets to new dangerous heights. Inspired by retro classics, Star Racer combines speed, strategy, and sky-splitting action across a universe of wild tracks and unpredictable challenges.
Take the fight and leave your rivals in the stardust with gravity-defying glides, split-second reflexes, and devastating attacks. Boost through the streets, soar through the skies, and crush the competition in fast-paced, combat-fueled races. Manage your energy between boosting and healing, and unleash your arsenal to dominate on the ground or in the air. Cross the finish line by any means necessary!
Face more than just your opponents—each track is filled with perilous hazards ready to end your run. Blaze across icy terrain, lava-covered courses, and chaotic, bouncy roads. Watch out for mines, turrets, and other destructive traps waiting to send you flying.
The race doesn't end there. Event Races are a wild twist on traditional racing where the rules change every time. Survive lava-drenched courses, dodge mysterious interlopers, or tackle precision-based "break the targets" challenges.
Create your own adrenaline-fuel races with the robust Track Editor, now featuring online functionality. Upload your creations, browse community tracks, and challenge racers from around the world. Shape the road, set the hazards, and let others test their mettle on your custom circuits.
Heart-Pounding Races: Engage in intense, high-speed battles across intergalactic racetracks. Drift, boost, fire, and soar your way to the front of the pack with cunning strategy and split-second reflexes! But beware the cosmic dangers that lie ahead. Only the most skilled racers will survive the chaos and claim victory.
Concrete & Clouds: Leave the competition in the dust—both on the ground and in the skies! Experience high-octane action with gravity-defying glides and aerial combat. Blaze across pavement, soar through the stars, and make your rivals eat stardust.
Track Editor: Unleash your creativity with a powerful, dynamic track editor. Build challenging circuits, share them with friends, and master the most daring designs. The race is yours to shape!
Event Races: Think fast, adapt faster. Event Races turn traditional racing upside down with wild, unpredictable challenges. Dash across tracks consumed by lava, fend off unexpected interlopers, or master precision-based “break the targets” trials. With fresh scenarios rotating in, no two races are ever the same—only the bold will survive the madness.
Local Multiplayer: Grab up to three friends and dive into split-screen madness! With support for up to 4 players in local multiplayer, Star Racer turns every couch into a launchpad for wild, competitive fun.
Featured Tracks by Grant Kirkhope: In addition to music from Mason Lieberman and Jules Conroy, legendary composer Grant Kirkhope brings his signature flair to the cosmos. Known for classics like Banjo-Kazooie, GoldenEye 007, and Mario + Rabbids, his signature sound fuels select tracks with epic energy.

Lastly, we want to note that no generative AI was used to create any of the art assets used in the game. We believe in paying artists for their time, expertise, and passion.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
What you need to know is that this game has NO true ANALOG control. It registers digital inputs and plays like a 2D F-Zero game. Kind of obvious in hindsight if you look at the artwork and 2D sprite ships, but I hadn't really given this a thought in advance. I found the dpad to be better for steering. Easier to make small adjustments. But I ended up using the analog stick on my controller because of the soft landing mechanic. You have to press down to not lose speed upon landing, but doing that on the dpad would make me move sideways unintentionally. There's also the fact that you can quickly fall back down to the track after flying by (double) pressing the analog stick and there's no dpad equivalent. Unfortunately using an analog stick isn't ideal either. My biggest gripe is the deadzone, meaning that small movements of your stick won't register and won't initiate a turn. You kind of have to use the stick like a dpad and flick it. As a 3D F-Zero veteran used to gradual steering, it just didn't feel right. Furthermore, I struggled to get the hang of drift cornering. With an inside drift you move way to the outside at the end of the drift and which made me slam into the rails. Couldn't get a good feel for it, even after repeated practice. Laying off the gas for a brief moment or tapping gas (so-called blast turning in 2D F-Zero) was a more reliable way for me to get through tight corners. The devs added flying sections where you can shoot lasers, a bit Star Fox inspired. It's not bad but I personally prefer pure racing. Doing one thing and doing it well, rather than incorporating other elements like flying and projectile-based attacks. I also didn't like the music but you can mute it and I put on some drum'n bass instead. I have to acknowledge though that the devs seem to have put a good amount of effort into this game. It has an anime style intro, a good number of modes and tracks, even a track editor and a tutuorial that teaches you how to play. Unfortunately I couldn't get the editor to work; it froze up on me after placing a second node. I did race on other people's tracks. You can browse the steam workshop in-game and easily add tracks to your game. Pretty neat. I also appreciated a bit of humor sprinkled into the game (the menu, pilot names). --- Adding the option to turn off the analog stick deadzone would be a big improvement for me, but generally it wasn't really my cup of tea, so a few hours of dabbling around was enough. I will stick to F-Zero, but it was worth a look. I mainly adressed the feel and steering in this little review, because that's super important to me and wanted to pass on the info to potential buyers. I think Star Racer will appeal more to 2D F-Zero players and I do welcome indie devs doing their part in reviving a franchise and genre all but abandoned by Nintendo. I played this with the PB Tails Crush controller which I find a comfortable with a good dpad and sticks (hall effect).
===== POSITIVE REVIEW ===== Starrrrrrrrr Rrrrracer! Star Racer and Slopecrashers kept me busy for a good chunk of 2025. Got 40-50 hours of gameplay before taking a long break. ===== THE GOOD ===== - Good controls, good visual style, easy to pick up and play. - The racers/ships handle differently, and I found a few faves like Pippi Rose and Titanos. - Tracks are nicely crafted and easy to navigate, with a few shortcuts and extra tricks for those who really wanna master the tracks (or speedrun). There's also a list of "bounties" that unlock another racer once completed. - Track editor! Oh man, this one is a BIG bonus. It's a little tricky to figure out how it all works, but track making is quite fun and adds lots of replayability. Don't forget to check out the Workshop for some masterfully-crafted tracks by other racers. ===== THE MEH ===== - The difficulty/highest speed setting is a bit much for me but luckily it's not required for any achievements (I think mastering the cups unlocks the Mirror Mode) - One racer is locked behind a ridiculous Rocket Jump challenge track, requiring crazy precision. I personally can't do a lap without falling through a gap (you crash and have to retry over and over) - Another racer is locked behind mastering all tracks in Time Trials. - Hasn't seen a major update in a long time. ===== FINAL THOUGHTS ===== Worth playing as it's definitely a full game in its current state.
Nintendo: "no we are not doing another F-ZERO and no body else can have it shouganai" BOOM! Thats when STAR RACER is born.... Nintendo: "NOOOO dame!!!" THE END This game is Perfect for old school snes F-ZERO fans!!!
This game feels like the spiritual successor to F-Zero. I streamed it on launch day, and my viewers had a blast. I tried playing around with the track editor, and found myself thoroughly enjoying the experience. I'm going to play around with it more in the future, because it's looks hella robust. The soundtrack slaps. Each song fits the vibe of the race. I can't wait to try multiplayer with some friends! It's worth the price they're charging, by a wide margin. Go help an indie game dev who deserves it.
This is a good game and if you are considering to buy, you should. It reminds me of F-Zero, but they added challenges, death races and some other interesting modes. In terms of races, there aren't so many circuits (only 4 circuits of 4 to 5 tracks each), but there's a track editor for you to create your own tracks or play tracks that others have created (I couldn't find them though). I haven't tried to create a track (not my thing), so I can't rate that. When you are creating your own race, the game is very complete on what you can choose. Not just tracks, but difficulty, NPCs aggressiveness, speed limits, and more. I haven't played in multiplayer, but they say that they have split screen!! Gotta love when they have that! Music and graphics are amazing! And there is a first person view!!! In terms of difficulty, this is one of those games that CHEATS. Even at second lowest difficulty (Rookie), in the final race of a circuit, all other racers will suddenly be faster than you, enemies will pop out of nowhere and knock you out of the track (sending you back from 3rd to 20th)... it's a very frustrating experience... you can only truly win if you get the RNG right. I used up my lives to get 12 extra attempts to no use... at the first circuit! This alone made me dislike and uninstall the game. It's not a skill issue, it's a RNG issue... devs, please fix this non-sense! Now for the criticism and improvement suggestions: 0) Fix unbalanced final race of a circuit reliant on RNG to allow players to win! This is just bad game design! 1) Tracks need more variety. The last circuit does this well, but the others always have the same backgrounds and settings. They could be a lot better with variety. 2) This lack of variety, specially in terms of background, leads to it being very hard to memorize shortcuts. Everything looks too much alike to memorize where the shortcut is. 3) THIS GAME IS HARD! I have beaten F-Zero games and let me tell you, I have had difficulty in the easiest difficulty here. Yes, I have played the tutorials, but the things is: Once you get to the first place, some other cars appear in front of you and they are way too aggressive. I have learned to deal with those, but it's hard when one of these pop into a curve or from a drift of air and just throws you out of the track. Also, being thrown out of track takes long to recover. I like the challenge, but for now I have only played on easy, and I wonder how the hardest setting is going to be. Update: I have played on Rookie (second lowest difficulty) and the game simply CHEATS: enemies faster on final race of a circuit, enemies using boosts on first lap (not allowed), enemies suddenly popping super fast from the back and knocking you out of track with no way to avoid... the list goes on and on... it's simply bad game design... you have to keep replaying until RNG allows you to have a chance, because all others are zero chance... I'm here to race, not to gamble... 4) The game needs more circuits. Plain and simple. I would suggest 8 to 12 circuits. 5) Some others have suggested online multiplayer. That would be interesting, especially if they manage to match players with similar skills through some sort of ranking. There could even be online tournaments! 6) I have learned how to start boost on my own, but there should be a tutorial for that. 7) I have only learned about other views (including first person!) because of screenshots from other players. Please include this in the tutorial. It's a really cool feature to be hidden! 8) It would be nice to have at least an image of the podium when you win a circuit. Animation would be better, but it could be a comic style image. All in all, it's a good game. I recommend you give it a try. Just be mindful of the RNG silliness... Rate: 6.5/10
O jogo lembra muito o F-Zero!! Muito bacana, divertido e fácil de jogar. Bom para jogar com os amigos em tela divida!!
For fans of F-Zero GX. Contains tons of clever minigames through event modes, reminiscent of Smash Bros. Melee. HOWEVER! My main criticism is the police mechanic, which adds tons of NPC enemies to races in the later laps and makes the game less about honing your racing skills and more like Mario Party chaos. I would've played the game a LOT more if not for this critical flaw. Still, I reckon a lot of people wouldn't feel the same way, and so because this game brings back that feeling of playing a real reflex-based future racer, I'll still recommend this game.
A truly great zero-gravity racing game, i wish there were more tracks and more cups and...frankly more content in general, but since this is v1.0, i hope that the upcoming updates (if there are any) will include more content
Je vais vite , et j'aime beaucoup la gimmick de volé! Excellente twist du genre sans être trop hors sujet. La DA est vraiment cool
So far so good! I've just completed the first cup, and the game is very fun. There are a lot of mechanics from Nintendo racing games blended and sometimes tied together in a fresh manner (and not only racing games...). If you like classic F-Zero this is a no-brainer, and it is also very cheap (regional price is currently a little bit expensive than Ballistic NG).
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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