Sonic Racing: CrossWorlds was nearly item-free at one point in development, according to series producer Takashi Iizuka. In an interview with GamesRadar+, Iizuka shared that the game’s early design focused entirely on racing fundamentals, with items only introduced after the core mechanics were fully refined.
“They wanted to make sure the racing itself without any items was fair and fun,” Iizuka explained. Built by a joint team of Sonic Team and SEGA’s veteran arcade racing developers, CrossWorlds prioritized competitive balance from the very beginning. Items were considered only after the course design and driving feel met the team’s standards.
Even after being added, items were subject to intense evaluation. “The dev team really took things down to the base level,” Iizuka said. “Anything that was very stressful for players, anything that always allowed people to come back from behind and win all the time needed to be removed from the concept.” The goal was to avoid frustration and prevent a sense of randomness often criticized in other kart racers.
Playtesting took place after each phase of development, with frequent tweaks aimed at hitting the ideal balance between fun and fairness. Iizuka says the final result brings “just the right amount of chaotic” while always keeping the competition grounded in skill.
While comparisons to Mario Kart are inevitable, Sonic Racing: CrossWorlds appears to be establishing its own identity—one centered on control, polish, and competitive integrity. Whether this more focused approach can win over the broader kart racing audience remains to be seen, but it underscores Sonic Team’s commitment to delivering a refined, player-first experience.
Stay tuned to Sonic City for more Sonic Racing: CrossWorlds development updates and feature breakdowns.