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REMATCH News

If you catch the ball in Rematch, there's a small chance you didn't—Sloclap's desync issues are upsetting players in a game I otherwise can't stop playing




Rematch is great—I've already sunk about 40 hours into the thing and have no intention of stopping anytime soon. Just one small problem, though: the desync issues are still rough. In any given match, there's a chance you'll make a dive towards a ball—only for the fabric of time to hiccup, subjecting you to an avalanche of vicious 'good jobs!' and a wash of unearned shame...
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Rematch devs call it a 'samurai game' and give a timeline for player reports, new ranked queues




Small-squad soccer game Rematch has blown up—no, really, it's huge—over the last month since it released...
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Rematch's first major patch is here, but there's no sign of crossplay yet

While I'm admittedly not grinding quite as hard as I was in its opening couple of weeks, I'm still very much enjoying dipping into the occasional game of Rematch. Ball-hogging teammates aside, it's a rapid, slick, and stylish take on a soccer sim that's a real breath of fresh air compared to my usual vice, EA FC. Now, Rematch's first major update is here, and while it sadly doesn't deliver the main feature everyone's been calling for in crossplay, it does make loads of fixes and improvements - plus, it finally lets me customize my controller inputs. Huzzah.


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Patch Note - Patch #1

Hi everyone!

We have just pushed the first patch to Rematch on Steam (consoles will be updated in the next hour)- compared to the hotfixes we did until now, which featured code changes to fix specific major issues, this contains many changes in all domains, which should all improve the game in different ways, some significant, some which can seem more minor - but are nevertheless important! Please remember that some major priorities like netcode or crossplay are the work of specialists in their domains (gameplay replication, server infrastructure, user interface...), and that we can't put all our resources on these topics to make them happen faster - that being said we are making very good progress on these topics, more news soon !

As mentioned in the dev update, there are still a number of issues we’re aware of, which should be tackled either in the next hotfix, or in the next patch (which should happen in a couple of weeks). These are listed below. If you experience recurrent issues related to gameplay (like every game or so), please let us know ideally via the feedback form, or in the comments, specifying which platform/country/state/time of day - this helps a lot to pinpoint the issues and fix them faster.

Also important to note, we’re currently setting up Test Servers so that we can try out future patches and updates in separate environments, especially those which impact gameplay mechanics - this needs some work to make sure it’s safe/solid, and that saves are properly managed between environments, but it will be available soon™.
If you haven't seen it yet, Friday's dev update lists the current priorities and next steps: https://www.playrematch.com/post/sloclap-rematch-dev-update-july-18th-2025

The next patch should be in 2-3 weeks, with a couple of hotfixes between this patch and the next one. We'll have another post to dive deeper in ranking/matchmaking soon, and another one core gameplay topics is also upcoming - stay tuned!

[h2]Matches / Core Gameplay Improvements[/h2]
[h3]Major Changes / Updates[/h3]
  • Gamepad Remapping - this first version is quite basic (it doesn’t allow to create combinations of inputs), but we opted to allow players to start tinkering with mapping before offering a more advanced version soon.
  • Less locomotion rollbacks :
    1. Fixed rollback issues while sprinting
    2. Improved packet loss handling during locomotion & interaction phases
  • Better Hit Detection :
  • Fixed an issue where the ball would be deflected instead of being caught by the goalkeeper in certain situations : the ball speed was not correctly evaluated to decide whether to catch or deflect. Note: some design to tweaks to catch vs. deflect parameters will also be coming soon.
  • Improved goal validation when the ball is caught on the goal line : decision making now uses a delay to check for potential deflect/catch and account for network variation before validating the goal
  • Other general netcode improvements and fixes

[h3]Major Fixes[/h3]
  • Multiple fixes to camera during goal replays, removing jitter
  • Fixes to "hindering" (physical contact between players): it should now be more efficient to “body block” opponents
  • Fixed end match screens skip function (at last!): scoreboard can now be analyzed without going back to ranking screen automatically
  • Fixed pause menu toggle in any stage of match: pause menu should be accessible at all times during matches
  • Fixed various crashes happening during post-goal sequence
  • Multiple animation improvements and fixes:
    1. New statics tap animations
    2. Polish on volley shoots animations
    3. Polish on Dive player animations
    4. Polish on pushball animations
    5. Minor animation improvements and fixes
[h3]Minor / Misc. Fixes[/h3]
  • Fixed an issue where goalkeepers were not reacting to opponents' collisions: goalkeepers should now react to other player’s physical presence the same way other players do (this does not change the rules of invulnerability against tackles).
  • Fixed several issues with the physical & visual state of the ball inside menus & at matches’ kickoff.
  • Shots deviated by an outfield player's defense mode now have a wider angle, except against goalkeeper or sweeper shots.
  • On mouse and keyboard, when performing a tap, the camera control is given back a bit sooner than before (more news on m&kb tap aiming soon!)
  • Fixed an issue with Ball Camera Lock while using mouse and keyboard where the camera would teleport back to the previous position when shooting.
  • Fixed an issue where pushball would not keep last direction inputted when going quickly back to neutral
  • Increased communication/ball call cooldown from 0.8 to 1s, to slightly decrease comms spam
  • Shoots now trigger a rumble during the shoot preparation
  • Goal Bursts are now stopped correctly after goal replay
  • Multiple VFX fixes and improvements during and after goal replay
  • Fixed pause menu footer display in match
  • Fixed missing move input in spectator mode
  • Fixed spectator icon on match livefeed
  • Fixed ping icons legibility: switched icon and background colors
  • Fixed opponent nametag in match stats screen: color fixes
  • Display player number for opponents in scoreboard
  • Fixed scoreboard input actions display in footer
  • Audio update for the UI SFX of post match screens
  • Update on the music integration during the start section of a match
  • Various audio update on animations
  • Fixed a bug where the music playing during the beginning of a match was not the expected one
  • Multiple environment and lighting improvements and fixes
  • Multiple minor fixes to tutorials and workshops
[hr][/hr] [h2]Menus / Interface[/h2]
[h3]Additions and updates[/h3]
  • Colorblind mode: when activated, this option will change color selection for teams at match start, according to the three main types of colorblindness (deuteranopia, protanopia, tritanopia). In the next patch, this feature will be pushed further, to apply a filter on the whole screen.
  • Visual update of player progression screen - improved readability and UI feedback
  • Added voice channel parameter choice on custom match parameter screen, allowing to chat with all players in the lobby, useful to train with friends on both teams.

[h3]Major fixes[/h3]
  • Fixed ball indicator arrow orientation, was not always following the ball
  • Fixed navigation focus and camera in customization menu
  • Fixed social panel navigation and display issues
  • Fixed ""Some players in lobby are still in a match"" pop-up can not be displayed in same time as reconnect prompt"

[h3]Misc. fixes[/h3]
  • Fixed options footer display
  • Fixed matchmaking research panel visibility
  • Fixed input action text "Leave lobby" in custom match matchmaking
  • Fixed reconnect state being applied to players leaving a server after a ranked game was deemed incomplete
  • Fixed mouse navigation in custom match parameter screen
  • Fixed purchase popup toggle in customization menu
  • Fixed items thumbnail background in store menu
  • Fixed focused state lost on clicking spin wheel buttons
  • Fixed "Press any key" display in launch screen
  • Fixed rank icons in player profile menu
  • Fixed custom keyboard mapping preset selection
  • Fixed keyboard custom profile input modifier option showing as enabled by default
  • Fixed reconnect pop-up overlap
  • Fixed warning message overlap
  • Fixed victory mood thumbnails display
  • Fixed player card customization screen display
  • Fixed currencies packs order
  • Fixed language options not being properly saved on first launch
  • Fixed User Agreement not being translated in languages other than english
  • Special skin now have an assigned voice
  • Various audio fix within the menus
  • Audio and voice language options settings are now correctly saved
  • Update on SFX for the tutorials and workshops
  • Multiple localization fixes and improvements in the options menu
  • Multiple UI fixes and improvements
  • Multiple fixes in tutorials
  • Lighting improvement in Player Profile menus
[hr][/hr] [h2]Art/Rendering [/h2]
[h3]Additions and updates[/h3]
  • Add detail mod for small actors, on levels and VRs.
  • Add new Balls to Prologue (ball custo will be coming soon!).
  • Add crowd spawn / distribution textures for stadiums.

[h3]Major Fixes[/h3]
  • Increase min LOD in low settings for Customization menu.
  • Fixed head sections
  • Fixed corrupted crosshair on certain actions.
  • Fixed crowd LOD bias.
  • Fixed UI material AA.
  • UI textures improvement.
  • Cast shadow, WPO and VSM optimization on VRs / Stadium.
  • Meshes fixes and optimization on levels.
  • Optimize minimap & line textures.

[h3]Minor Fixes[/h3]
  • Fixed Material Time period
  • Fixed accessories material in Ponytail.
  • Fixed Jelly Tails, Golden Flyaways materials.
  • Fixed Eyelashes Material.
  • Fixed Characters textures compression settings.
  • Update goal reaction behavior for smokes & flash flares.
  • Playable Intro lighting optimization.
  • Force LOD on certain sequences in playable intro.
  • Cast shadow optimization on VRs.
  • Minor material and math optimization.
  • Minor update for Eye material.
  • Character parts, disable cast shadow on specific parts.

[h3]Known Issues[/h3]
  • During kick-off, the ball sometimes emits loud wind sounds until it gets kicked
  • Audio is abruptly cut when pressing a button during start screen
  • Tackles occurring right after a player control the ball may cause rollbacks for the tackling player
  • In some instances a goalkeeper diving into another player controlling the ball will trigger the dive catch feedback without catching the ball
  • Achievements unlocking issues are still present on all platforms, we are investigating

https://store.steampowered.com/app/2138720/REMATCH/

Dev Update - July 18th 2025



We haven’t given news in a little while, so this is quite a long post - TL;DR if you don’t have time: crossplay and player reporting will be available in 6-9 weeks, new ranked queue will be made available in a couple of months.

One month ago, Rematch was released, after 4 years of development (early prototypes started in Spring 2021). As a team, this was the first time we did a game of this type, and of this scale, and the first few days of release were quite rough, with some serious stability/desync/matchmaking issues. We did hotfixes almost daily for the first two weeks, and the game is much more stable now, with a vast majority of players having a solid experience, but we know there are ongoing issues, and we are in the process of fixing them. We’re sorry for the inconveniences some of you have faced, and may still be facing today.

Sifu was not just a kung-fu game, and Rematch is not just a football game - in a way it’s a samurai game. Interactions between players are swift, decisive, and can turn the tide of events in an instant. As such, for the game to feel fair, and be fun, our execution must be flawless - and we’re not quite there yet. We’re proud of the game in its current state, but please be assured that the team is working hard to deliver fixes and updates as fast as possible, and that we are very determined to keep polishing the game, and to bring Rematch to its full potential. There has already been over 60 million hours played in the game, a dynamic competitive scene is emerging, with teams created, tournaments organized, mechanics dissected, strategies discussed… We are very grateful to all players who have played the game so far, and the love you’re showing for the game makes us really happy. We love Rematch too, we play it during our evenings and our weekends, and we’re going to keep making the game better and better.
[hr][/hr] [h2]Upcoming Patch[/h2]
Short term, a patch will be delivered next week that will introduce a first basic version of gamepad input remapping, colorblindness options, and fix a number of bugs - these will be detailed in the upcoming patch notes, but don’t expect significant changes at this stage. Shortly after this patch, a hotfix will feature two other netcode improvements, mostly to fix an issue linked to goals sometimes being validated, even when the goalkeeper has caught the ball, and another where tackles don’t connect, especially when performed on the end of shooting animations - these issues were too complex to be added to the patch that is currently being tested, which is why they’ll be delivered a few days later. Overall, core gameplay netcode improvement will be a continuous effort in the coming months (and beyond!), but we should soon be in a position where we can actually start tweaking and refining core gameplay mechanics (goalkeeper, tackle, volleys…). We’ll post a core gameplay update in a few weeks giving more details, but for now, let’s cover some topics that see lots of discussions and requests!

First, we can confirm that crossplay will be introduced at the latest in September when we launch Season 1 - and hopefully earlier than that! We are currently implementing the different components of the feature, the backend is already functional, and if all goes well, we may be able to start rolling out the first version by the end of August.

[h2]Player Reporting [/h2]
This feature will be delivered at the same time - it’s the unfortunate reality of online games that some players can be toxic, and seem to enjoy trolling, ruining games, insulting people… these behaviors are not acceptable, and players will have in-game tools to signal toxic actors.

[h2]M&KB improvements [/h2]
Should be coming in a patch as soon as possible: notably to tap aiming, introducing mouse sensitivity settings for tap, and WASD as a tap aiming input method option. We couldn’t get this in for the patch coming next week, but we’re not forgetting M&KB players! We are also investigating a method to allow players to adjust their aiming slightly after having given a shoot input.

[h2]New ranked queues[/h2]
We see a lot of requests for ranked 3v3 and 4v4 - we probably will not add two new competitive queues right away, since this can split the player base and have an impact on matchmaking queues, but we are currently estimating the work to be done to release a new one in a couple of months. This requires backend work, but also UX/UI updates to player profiles, end of match screens, etc. More news on this soon.

[h2]Ranking and matchmaking[/h2]
We are also seeing a lot of discussion around the ranking system, and for good reason. It is the main way for players today to measure their skill progression in Rematch. To clarify the current system; we use Openskill to calculate a player’s Matchmaking Skill Rating - this allows us to then create balanced games by ensuring that the average skill level of both teams is close. Based on the data we’re observing, this is an aspect of the system that seems to be working well. On the other hand, as we were facing issues with our matchmaking queues at launch, we had to loosen the restrictions for the skill difference between players, within the same team. This means that while the average rating of the two teams will be balanced, players can be teamed up with other players of significantly different skill levels. The matches will be balanced, but it can be frustrating to have to carry a lower level player, so we are looking right now at how to improve this, in order to both have games as fair and balanced as possible, while still minimizing queue times.

The Ranking system uses a different logic. It is a representation of your skill, but also a progression system. It is not used directly to select the players and create the teams, and with stricter parameters on skill difference within teams, this restriction should not be necessary. On a similar note, we decided to allow players to queue up together, whatever their respective ranks. Rematch is a game about playing football with friends, and for instance if Master players want to team up with a couple of Gold friends, we think they should be able to. And after all, this is football - we often see young talented players get a chance to play in the big leagues, and perform amazingly well.

A final note on demotion protection. Currently in Rematch, you cannot rank down a whole league (from Gold to Silver for example). This has positive effects, notably diminishing anxiety and frustration around the ladder experience, but it comes with multiple drawbacks, which have been justly pointed out by the community. We’re looking at this closely, and will have updates on this topic soon.

As you can see, there are a lot of moving parts around these subjects. We will be doing minor tweaks to matchmaking parameters soon, and overall we have a number of changes to make in order for the Ranked experience to keep improving. We will work on another blog post on this topic very soon, to go into more details, and are actively listening to all your feedback on the subject.

[h2]Servers and regions [/h2]
Just like football, Rematch is a game that is played all over the world, which creates significant challenges in server distribution and latency optimizations. We are currently looking into deploying a solution to optimize the routing of packets on networks to reduce latency, which will be deployed in South America first, which is one of the regions with recurrent latency issues, before being deployed to Middle East and other regions, once we confirm results. We are also reviewing our server locations, and total number of regions, to ensure best possible latency for the largest number of players. There are other improvements we are planning to do, and along with the gameplay netcode improvements mentioned above, the objective is to ensure that players have the smoothest possible online experience.
[hr][/hr] That’s it for today! There are many other topics to cover, like core gameplay improvements, upcoming balancing / refinements, so we’ll have more news for you all soon. Thanks for your support and patience, and see you on the pitch!

https://store.steampowered.com/app/2138720/REMATCH/