
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!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 3 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 23 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 84reviews | 95% | — | $17.1K |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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).
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Genres
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
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
===== 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!!!
O jogo lembra muito o F-Zero!! Muito bacana, divertido e fácil de jogar. Bom para jogar com os amigos em tela divida!!
This honestly feels like a really weird fever dream where the original SNES F-Zero decided to have a meet cute with F-Zero X and Star Fox. And to be honest, it kinda works? I only say kinda, because I think there's a lot of things this game does really well, and then others where I think the game could use some serious improvement. Mainly, when it comes to the stuff I really like about this game: - The worldbuilding is pretty intriguing; There's no other game out there with a character as cool as a name as "Thrash Whiplash"! - The bumpers (in the form of the cop cruisers you'll come across) are pretty fun to go up against, even if it looks like they don't hold up a fight. The bumpers in the original SNES F-Zero and Maximum Velocity are kind of like that, too. (If you don't count the explosive bumpers, of course) - The music is really good, especially the tracks done by GRANT KIRKHOPE HIMSELF. - The track editor. It's not as robust or easy to understand as FZEK's track editor, but it DOES get the job done. Now, to the stuff I'm not the most fond of: - The flying sections, while mildly original for a death-sled type racing game, I think could be improved. I find constantly having health drained when you're in these sections is a turn-off; almost like the game DOESN'T want you to be doing these parts which, mind you, are crucial components of most, if not all of these tracks! - The AI can be a jerk at times. The most notable examples of them just picking you apart are on Celestial Circuit. That's only ONE CUP IN and the AI thinks it's a good idea to just send you hurling off the track on the sections with no guardrails. - Steering is digital only; no analog here. This irks me a bit, because even F-Zero 99, which mind you, is a formulaic battle royale take on the SNES F-Zero, DOES include analog steering! Overall? I think Star Racer is okay, though It isn't exactly my personal favorite. Not saying I didn't enjoy the game, though I am left feeling like it's nowhere near as refined as, say for example BallisticNG or even Aero GPX (which mind you, isn't even complete yet!) [b]It's got really good bones, BUT it needs a lot more meat.[/b]
Editing up this review. The original review was at about the 5-hour mark. This one now is at the 18/19-hour mark, plus I've had a chance to communicate with the devs a little. Shortening up my thoughts from what I originally thought at 5 hours: Right off the bat, I could tell this was a great game. Especially for 10 dollars. I could tell lots of love and care went into this game, and I thought (and still think) that if you're a fan of AG racers, you should totally check this game out. Thumbs up, no question. However, the learning curve is incredibly brutal, and it can potentially be a turn-off for some folks. This game is clearly inspired by classic SNES F-Zero, but to just call it "modern SNES F-Zero" would be doing it a bit of a disservice. This game has some very unique mechanics that allow it to stand out as its own thing. Like F-Zero, you have an energy bar that serves as both your health and your boost, which can be used on the second lap and onwards. However, you also have a "capsule" bar. You collect small capsules scattered all over the track. The more capsules you have, the faster you'll go. However, when you use attacks, you'll spend capsules. Without capsules, you can still attack, but you'll do less damage. On top of this, attacks also give you invulnerability frames, which are important to phase through various obstacles. This is important, because tracks have a lot of obstacles. I find this is a fantastic and very strategic system that gels really well into the gameplay. You can also drift to gain bouts of speed... if you can pull it off to begin with. It's very awkward, and I don't find myself using it much, because there's basically too much risk for too little reward, but I'll put a pin in that. There are also flying sections. You'll auto-accelerate, you can move up and down, you can do air tricks to dodge stuff, and you can fire lasers (which cost capsules). You move faster, but it also drains your energy. You can also take advantage of flight to skip chunks of track at the cost of more energy. This is all a very neat concept, but it does play into something that I'll bring up in a bit. When you're in the lead, you'll also start to encounter "The Fuzz." Cop NPCs will spawn in, and they'll be hellbent on knocking you out of the race. These guys can be incredibly aggressive, and I have some mixed feelings on their presence. But again, I'll get into it in a bit. Tracks themselves are full of all sorts of obstacles. You have the usual dirt, ice, and lava roads, but you'll also come across turrets, heatwaves, magnets, mines, and much more. There are a lot of things that'll drain your energy, and that's where I initially had a lot of problems. In F-Zero, things were simple. It primarily focused on boost vs. health. There were obstacles, but nothing to overly-distract you from that core concept of boost vs. health. Here, however, you are going to be coming across a [i]lot[/i] of things that can potentially decimate your energy. There is [i]so ♥♥♥♥♥♥♥ much[/i] coming at you at once, it can feel incredibly discouraging to take risks. I rarely ever wanted to boost, because some obstacles like the heatwave would just be flat out unavoidable, and I didn't want to risk not having enough energy. Magnets at lower speeds were so absurdly powerful that even the AI couldn't take some turns properly, and you'd just watch helplessly as you're forced to grind across a lava road. Cops have incredibly good aim when it comes to their shunt attacks, and I'd find myself flying off the course because of them. Turrets during midair sections would fire so many lasers that inevitably one or two would hit me, no matter how much I'd spam dodge moves. Then there's the casino track... The ♥♥♥♥♥♥♥ casino track. Pardon my french. You are quite literally at the mercy of RNG as bumpers appear everywhere and capsules open up your own personal slot machine, where you have a fair chance to get triple skulls and, you guessed it, lose more energy. On top of all this, the physics can be outrageously brutal. If you hit a wall, you'll either come to an abrupt stop and take ages to get back up to speed, or you'll mimic Flubber stuck in a pinball machine as you uncontrollably bounce around everywhere. This plays into what I mentioned earlier with the extremely awkward drift. I don't like to even attempt drifting, because every time I try, my performance gets hindered so drastically, it just doesn't feel worth it. At the 5-hour mark, I thought, "I want to love this game. I love AG racers. But this game is not loving me back, and it's making it very hard to stay invested." However, I wanted to stick with it, because I knew there was something really good here. Suffice to say, I'm glad I did. So, here are my more current thoughts: This game is not impossible to master, by any means. You absolutely can overcome a lot of this stuff. There is a groove. And when things click, they really, really click. I was starting to notice things I never noticed before, I was getting better at figuring out what to prioritize, when to boost, when to brake, how to approach things, what characters excel at what, and I was starting to find myself improve at tackling this game's sheer brutality. It felt like climbing a mountain, but the peak was completely worth it. But that's the thing. You have to know going in that there's a very high level for entry. This is not a friendly game. It will not hold your hand. The tutorial even flat out warns you this will be a tough experience. You might not "get it" right away, and it's gonna be extremely frustrating, but if you give it time, you'll see there's something really special here. To talk about some other stuff in this game, there are plenty of modes to choose from, and you're gonna want to try most of them, because you only start with 5 of the 20 characters, with the other 15 being unlocked through this game's achievements. Some are pretty easy to get, others... not so much. Every character plays quite differently, and they're all absolutely oozing with personality and world-building. Going back to the modes, there's also just quite a lot to [b]do.[/b] And custom races allow you to set up some pretty crazy rules, if you wish. There are also workshop tracks and an in-game track editor, which really up how much you can do in this game. Lastly, I've had the chance to visit this game's Discord channel and meet a couple devs, and they are incredibly kind and attentive, and they do plan on patches to further improve this game. So please, if this game interests you at all, it's dirt cheap. Support the developers. They really earned it, and I hope this game gets some more attention in the AG racing scene.
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
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
A Phenomenal, if very challenging racer and a worthy successor to F-Zero. The game is definitely money well spent.
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Players by region
Where this game's players are, estimated from review languages.
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