How ‘Galactic Racer’ and ‘Zero Company’ Paved the Way for a Potential ‘Star Wars: Battlefront 3’

Over the past decade, Star Wars video game releases have followed a noticeably cautious cadence. Compare the modern Disney era to the early 2000s under LucasArts, when fans were spoiled with multiple distinct titles every year across flight sims, RPGs, shooters, and strategy games, and the contrast is stark. Since Disney restructured the franchise’s gaming arm, the release schedule has largely leaned toward a “one game every other year” drip-feed approach. Even after Electronic Arts lost its exclusive licensing arrangement, new titles remained spaced far apart.

However, that long-standing strategy of artificially limiting releases has seemingly dissolved following a string of recent hits. Within the span of a single quarter, two vastly different Star Wars games hit store shelves, proved that the franchise can successfully support multiple active titles simultaneously, and opened the door for Lucasfilm to rethink its broader lineup—including early pitches for the long-rumored Star Wars: Battlefront 3.

Proving Genre Diversity with ‘Zero Company’ and ‘Galactic Racer’

What makes the recent release calendar so significant is that both titles targeted entirely different gameplay itch points. Bit Reactor’s Star Wars: Zero Company brought tactical, squad-based turn-based strategy into the galaxy far, far away. Boasting an impressive 84 Metacritic score and an 83% “Very Positive” rating on Steam, the title proved there is a massive market for mid-budget, mechanics-focused Star Wars experiences, selling nearly 800,000 copies sold on Steam alone in just over a month.

Meanwhile, Fuse Games pivoted in the opposite direction with STAR WARS: Galactic Racer, delivering a high-velocity arcade repulsorcraft racing experience reminiscent of classic Podracer titles. Scoring a stellar 88 on Metacritic, making it the highest-rated Star Wars title since Knights of the Old Republic earned its iconic 94 score, the game demonstrated remarkable staying power. Two weeks post-launch, its Steam concurrent player count had dropped by only 33%, significantly outperforming the industry-standard 60% to 65% drop-off typical for modern launches.

Galactic Racer success.
Image credit: metacritic

Beyond proving that different genres can launch back-to-back without eroding sales or player engagement, the success of these two titles provided a crucial reality check on fan demand. While almost every Star Wars release under Disney has been commercially profitable, Ubisoft’s Star Wars Outlaws recently came in under sales expectations. While Outlaws was far from a total flop, it failed to deliver the massive multi-installment franchise potential seen in the Jedi or Battlefront series. Having Galactic Racer and Zero Company both perform so exceptionally well right after Outlaws has reaffirmed to Disney executives that player appetite for Star Wars remains massive, provided the games are high-quality.

The ‘Battlefront 3’ Connection: Early Studio Talks Surface

It feels like anything but a coincidence that in the wake of these back-to-back successes, industry reports indicate Disney is actively reconsidering its flagship multiplayer lineup. Industry insider Jeff Grubb recently highlighted that Lucasfilm Games has begun shopping around for a development partner for an upcoming Star Wars: Battlefront 3. According to these reports, Lucasfilm has held exploratory talks with multiple high-profile shooter developers, primary among them being EA DICE, the original development studio behind 2015’s Battlefront and 2017’s Battlefront 2. Reports also point toward Respawn Entertainment collaborating with DICE on multi-studio tech sharing, while rumors suggest Disney even approached Halo and Destiny creator Bungie as a potential candidate to take over the shooter franchise.

The timing of these studio talks aligns directly with Disney’s renewed confidence in the gaming space. Even years after live-service content support ended, 2017’s Star Wars: Battlefront 2 continues to experience massive player surges during community events and annual May the 4th celebrations, with the most recent event reaching mainstream gaming news after exceeding 35,000 concurrent players on Steam. Disney remains acutely aware that the appetite for a large-scale, cinematic multiplayer shooter is alive and well, and the proven success of concurrent releases removes previous executive hesitations about greenlighting another massive Star Wars project.

Battlefront 2 is a success.
Image credit: steamdb

A Two-Pronged Strategy

In recent comments, Lucasfilm acknowledged an ongoing pivot in their licensing model, noting an active effort to partner with specialized independent studios outside of traditional top-tier publishers to build unique, focused projects. Zero Company and Galactic Racer represent the first wave of this philosophy: lower-risk, highly specialized games that fill specific genre gaps without needing decade-long AAA development cycles.

However, for a multi-game ecosystem to thrive long-term, it requires a marquee centerpiece to anchor casual audiences, much like Battlefront 2 served during the Sequel Trilogy era. Having verified that mid-budget spin-offs won’t cannibalize sales or dilute player interest, Disney can comfortably pursue both tracks simultaneously: greenlighting nimble, niche titles alongside a massive, tentpole Battlefront 3 designed to unite the broader fanbase.