{
  "id": 1956875,
  "title": "\"As more people play games, even the tiniest niches find a bigger audience\" – Why Matt Webster is convinced people want Star Wars: Galactic Racer",
  "url": "https://urgent.news/2026/08/19/as-more-people-play-games-even-the-tiniest-niches-find-a-bigger",
  "topic": "tech",
  "section": "Tech",
  "published": "2026-08-19T14:57:11.000Z",
  "source": {
    "name": "GamesIndustry",
    "slug": "gamesindustry",
    "url": "https://www.gamesindustry.biz/as-more-people-play-games-even-the-tiniest-niches-find-a-bigger-audience-why-matt-webster-is-convinced-people-want-star-wars-galactic-racer"
  },
  "original_language": "en",
  "account": "Matt Webster, a former Electronic Arts employee, left his long-time employer in early 2023 to form the independent UK studio Fuse Games alongside other Criterion alumni. Now, three years later, Fuse Games is just about to release its first game, Star Wars: Galactic Racer, published by Secret Mode. The racing title arrives 24 years after the last Star Wars racing game, 2002's Racer Revenge, and at a time when racing titles have fallen out of favor more generally.\n\nWebster is confident there's an audience for a Star Wars racing game, citing the cyclical nature of gaming genres and the increasing number of gamers playing video games. He believes players are seeking fresh and compelling experiences, which Galactic Racer aims to provide. The studio aims to embrace the instant gratification of arcade racing and explore what's possible by decoupling from tires and tarmac. Galactic Racer is built around consequential decision-making, drawing inspiration from roguelikes like Hades, Returnal, and Slay the Spire. This approach provides replayability and a sense of risk and reward.\n\nDespite the crowded pre-Christmas release schedule, Webster remains hopeful that Fuse Games can stand out in the market, emphasizing the importance of having a healthy sense of confidence and a realistic view of potential outcomes. He acknowledges the challenges of starting a new studio, particularly in terms of securing funding, but remains committed to building a great team and refining a creative vision.",
  "summary": "Matt Webster looked set to be a lifer at Electronic Arts. He joined the firm way back in 1990, and spent nearly two decades working at Burnout and Need for Speed maker Criterion, which EA bought in 2004. Read more",
  "key_points": [],
  "editors_take": null,
  "illustration": null,
  "coverage": {
    "outlets": 1,
    "also_reported_by": []
  },
  "ai_generated": true,
  "disclaimer": "Summaries, key points and the editor’s take are written by software from other outlets’ reporting and may contain errors — always check the linked original."
}