We’ve had two great Star Wars games this year, probably because Lucasfilm Games says it’s now “more flexible” about who it takes pitches from

Two well-received Star Wars games launched in 2026, both developed by independent studios rather than major publishers. Zero Company, an XCOM-style tactics game from Bit Reactor, and Galactic Racer, an arcade racing title from Fuse Games, represent a strategic shift for Lucasfilm Games.

The successes of these titles—neither following traditional Star Wars conventions—signal an intentional change in Lucasfilm’s licensing approach. Douglas Reilly, Vice President of Lucasfilm Games, confirmed the company has adopted a “more flexible” stance toward developers pitching Star Wars projects. “We’ve tried to be more flexible about who we’re willing to take pitches from,” Reilly told The Game Business, noting that the strategy extends beyond the AAA blockbuster model that previously dominated Star Wars game development, typified by titles like Star Wars Outlaws (Ubisoft) and Star Wars Battlefront (EA).

Both Zero Company and Galactic Racer received critical acclaim and strong fan reception, validating Lucasfilm’s expanded developer philosophy. The company has indicated this represents part of a larger strategic plan to explore “all kinds of things, large and small,” suggesting players can expect more diverse Star Wars gaming experiences from independent and mid-size studios going forward. This approach allows for creative risk-taking and genre experimentation that larger publishers may avoid, positioning Star Wars as a franchise willing to venture beyond its traditional Jedi action-adventure roots.

Sources