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REMATCH News

Patch 3 Hotfix #1 - 1.200.302

[h2]Patch Information[/h2][p]1.200.302[/p][p]September 11th, 2025[/p]
Changes
  • [p]Fixed a major issue where selecting the Mouse & Keyboard “Double Thumb Buttons” and "Complex Thumb Buttons" control presets would prevent the player from moving their character.[/p]
  • [p]Fixed the final tiers of the Battle Pass not being unlockable for players who had completed their Battle Pass prior to the release of Patch 3.[/p]
  • [p]Reduced the total amount of Tokens needed to unlock the final Battle Pass tiers from 315 to 150.[/p]
    • [p]Players who had spent Tokens on these tiers prior to the patch will be refunded the difference between the old and new required amount for each tier they had unlocked.[/p]
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REMATCH finally adds cross-play in the latest update out now

REMATCH continues to be my favourite sporty game because it doesn't feel like a sport, more like a strategy game and now it finally has cross-play.

Read the full article here: https://www.gamingonlinux.com/2025/09/rematch-finally-adds-cross-play-in-the-new-update-out-now/

Mini Dev Update #4

[p]Hey everyone!
[/p][p]Patch 3 is finally out, alongside Crossplay! These past few weeks have been very hectic, and we have been hard at work gathering your feedback, working on fixes and balancing the game. The detailed Patch Notes can be found here, with more details below! [/p][h3][dynamiclink][/dynamiclink]Crossplay [/h3][p]To be clear, Crossplay means:[/p]
  • [p]cross-platform matchmaking (playing with and against players from other platforms),[/p]
  • [p]cross-platform social features (inviting and playing with friends from other platforms).[/p]
[p]There are no plans to implement cross-platform progression at this time, meaning that your progress on one platform will not carry over to another. You will be able to toggle crossplay as you wish, though we encourage you to keep it enabled in order to get faster matchmaking queues![/p][p][/p][h3]Player Reporting & Moderation[/h3][p]Additionally, a new player reporting feature will be available in-game. When you report someone, you will be able to pick a reason for the report, and it will be stored in our backend, from which we will be able to take action against the most egregious offenders.[/p][p]Note that we will no longer accept player reports sent to us by email or through the official Discord server’s ticketing system. Thanks to everyone who went out of their way to report players manually through these means![/p][p][/p][h3]New Endgame Battle Pass Tiers[/h3][p]We’ve added 5 new Tiers to the Battle Pass for the most dedicated players. These new tiers require (a lot) more tokens to unlock compared to the regular tiers, and contain special rewards for those of you who have long since completed the core Battle Pass: player banner, player card background, cap, jersey, and player title - this last one requires 150 extra tokens, meaning only the most dedicated of you will be able to get it![/p][p][/p][p]It’s not much, but we wanted to show our appreciation to players who have been very committed to Rematch since the very beginning.[/p][p][/p][p]Please note that the new BP tiers will be made available a few hours after the Patch goes live. [/p][p][/p][h3]Changes since the Beta[/h3][p]We’ve taken some extra time since the Beta to polish Patch 3 before pushing it live on all platforms. These changes most notably include a fix for the matchmaking issues we were experiencing yesterday, preventing us from releasing the patch, but also fixes to visual rollbacks when stumbling, the ball going in the wrong direction after using Extra Effort, and movement speed exploit when using Push Ball in specific conditions. [/p][p][/p][p]Note that you will see some differences on the Extra Effort behavior, which affects some “emergent mechanics” like the “Golden Boost”. These changes happen mostly because of necessary bug fixes, and you can expect more changes on these mechanics in future updates. We have prepared a specific post that addresses this topic which we will be able to share soon.[/p][p][/p][h3]Ranked Rewards[/h3][p]At the end of Season 0, players ranked Platinum and up will be given seasonal rewards corresponding to their rank. This is your last chance to get that last bit of RP needed to reach the next league![/p][p][/p][p][/p][p]What’s next?[/p][p]We’re reviewing our production process for Patch 4 onwards, which we want to make sure we get right as it will mark the end of Season 0 and the start of Season 1. This update will come with new content and features. Note that due to the recent production challenges, Season 0 will probably last a few days longer than initially planned - and we want to be extra sure when we announce the date of Season 1 launch, without saying the usual “tentative date” or “unless there are unforeseen issues” (this hasn’t worked out very well so far). [/p][p][/p][p]Thank you for giving your all on the pitch, and we can’t wait to show you what’s next in Season 1!

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Patch 3 - 1.200.300

[h2]Patch Information[/h2][p]1.200.300 [/p][p]Patch 3 Beta: August 29th, 2025 [/p][p]Release Date: September 5th, 2025 [/p][p][/p][p]Hi everyone! [/p][p][/p][p]This is the third major patch for Rematch, set to release on September 3rd, and we’re happy to confirm that the long-awaited Crossplay feature will be activated starting with this patch, allowing players to matchmake and join friends on all the other platforms Rematch has released on. Crossplay will be activated by default, but an option to disable crossplay will be available in our Options Menu, under “Online options” - note that we strongly recommend to leave Crossplay activated, this will allow for faster and better matchmaking, since players from all platforms are grouped together.[/p][p][/p][p]New gameplay tweaks regarding volleys have been made, and we are also introducing new control settings for Mouse and Keyboard, allowing players to adjust tap aim sensitivity, and revert to the WASD tap aiming control scheme that was available in the early Betas of Rematch. As mentioned in the previous dev update, the Patch also features tweaks to the balancing of extra effort volley shots: [/p]
  • [p] The maximum speed at which players can lock onto volley targets during Extra Effort is now 10% lower. Extra Effort made it a bit too easy to reach certain targets, and this tweak will better challenge players on their positioning. This will also remove certain situations in which players seemed to be moving very fast towards their volley target, which felt both unrealistic and unfair. We will monitor the outcome of this tweak closely, and possibly reduce it even further in our next update. [/p]
  • [p] Reduction in the power boost coming from aerial extra effort volley shot: performing a volley shot from extra effort will still result in a more powerful shot than regular volley shots, but this power bonus is now reduced for volley above 1m high, essentially nerfing the blade shot a little.[/p]
[p]These are the first steps in addressing the current meta, and there will be more to come.[/p][p][/p][p]The Patch 3 build is now deployed on the Rematch Beta App, and will last from 5 pm to 9 pm CEST on August 29th. As the Beta app is only accessible on Steam, you won’t be able to play with your friends on other platforms just yet, but it will allow us to gather your feedback on another aspect we’ve been focusing on, which is the correction of regressions in our Core Gameplay mechanics.[/p][p][/p][p]If everything goes according to plan, we will deploy Patch 3 to the Live Version on Wednesday September 3rd (tentative), that’s when you’ll be able to use Crossplay.[/p][p][/p][p]Patch 4 is also being worked on, and will arrive by mid-September, bringing fixes across the board for known issues we haven’t been able to fix in Patch 3. It will also introduce the start of our new season! [/p][p][/p][p]We have very exciting things coming to you in the next few weeks and can’t wait to share them with you![/p][p] [/p][h2]Mouse and Keyboard Settings[/h2][p]The mouse and keyboard tap direction option is finally there. It allows you to switch between 3 different options to aim with the taps, lobs, and volleys of those actions. The options are :
[/p]
  • [p] Joystick Emulation: the default system that locks the camera and requires the player to move the mouse in a joystick-like manner.
    [/p]
  • [p] Two new sensitivity settings are available when using this mode: Smooth Correction Speed and Smooth Correction Range.
    [/p]
  • [p] Directional aiming: aim with the crosshair if there are no movement inputs pressed, or if the forward input is pressed. Otherwise, aim with the movement inputs (what is colloquially known as “WASD aiming”, which was used in the first pre-launch Beta)
    [/p]
  • [p] Crosshair-only: aim with the crosshair only.
    [/p]
[h2]Matches / Core Gameplay Improvements [/h2][h3]Major Changes / Fixes [/h3]
  • [p]\[NEW] Fixed ball visual rollback happening during a ball control after a stumble animation[/p]
  • [p]\[NEW] Fixed ball going in opposite direction of extra effort when performing extra effort in ball control and changing direction quickly[/p]
  • [p]\[NEW] Fixed invulnerability staying on GK after dive deflect[/p]
  • [p]\[NEW] Fixed push ball issues during ball control (reactivated sprint availability during ball control) [/p]
  • [p]Fixed issue with GK becoming vulnerable when shooting the ball[/p]
  • [p] A new camera setting is available for controllers only. Enabling it automatically locks the camera toward the aimed point at the beginning of the shoot. Aiming redirection can't be made anymore after that. This is the same camera lock that is applied when shooting with mouse and keyboard. [/p]
  • [p] Fixed an issue where the goalkeeper could catch the ball while being too deep inside the net[/p]
  • [p] Improved tackling responsiveness and rollback handling to make tackles feel more reliable[/p]
  • [p] Reduced camera shake intensity when stealing the ball[/p]
  • [p] Fixed an issue where goalkeepers would incorrectly commit to a ball catch animation when diving onto other players[/p]
  • [p] Fixed some rare cases where invulnerable goalkeepers could still be tackled while performing actions outside of the keeper area[/p]
  • [p] Fixed some issues where goalkeeper deflections and catches were rolled back incorrectly[/p]
  • [p] Corrected visual ball desyncs to make it easier to see who has ball possession without affecting gameplay[/p]
  • [p] Fixed incorrect ball positioning during certain ball control moves[/p]
  • [p] Fixed some instances of the ball not being interactable when it is not moving.[/p]
  • [p] Multiple improvements and fixes to animations[/p]
  • [p] Fixed custom games spawn issues when a spectator is present
    [/p]
[h3]Minor Changes / Fixes[/h3]
  • [p]\[NEW] Fixed "moonwalk" by spamming dribble stance during sprint[/p]
  • [p]\[NEW] Fixed the Protect Ball Workshop by preventing AIs from taking the ball[/p]
  • [p]\[NEW] Fixed Extra Effort auto tap end transition animation[/p]
  • [p] Fixed issues with defense mode deflects sometimes being ignored or canceled prematurely[/p]
  • [p] Fixed issues with ball interaction after a disconnect[/p]
  • [p] Fixed Ball Touch regression bugs[/p]
  • [p] Fixed multiple rollback and latency handling cases[/p]
  • [p] Fixed various workshop, tutorial, and AI possession issues[/p]
  • [p] Improved stability across reconnects and map changes
    [/p]
[h2]Menus & Interface [/h2][h3]Additions and updates[/h3]
  • [p] Added new accessibility options, including colorblind support and a Magnus sensitivity setting[/p]
  • [p] Updated store visuals for currencies and bundles[/p]
  • [p] Added crosshair settings that allow to change crosshair size and color[/p]
  • [p] Remapping: Ball Call is not a mandatory input to bind anymore.
    [/p]
[h3] Major Fixes [/h3]
  • [p] Fixed profile tabs not updating correctly[/p]
  • [p] Fixed various issues in store bundles and workshop menus[/p]
  • [p] Fixed the social panel sometimes getting stuck[/p]
  • [p] Fixed multiple UI bugs with input display, remapping, and option button states
    [/p]
[h3] Misc. Fixes [/h3]
  • [p]\[NEW] Fixed navigation issue in the Career screen [/p]
  • [p]Optimized pause menu loading times[/p]
  • [p] Fixed customization saving issues when entering matches[/p]
  • [p] Fixed various notification pop-up display issues[/p]
  • [p] Added clearer ownership indicators for bundles in the store[/p]
  • [p] Fixed several minor rendering quality issues in the UI[/p][p][/p]
[h2]Art / Rendering [/h2][h3]Additions and updates [/h3]
  • [p] Improved dynamic resolution support for smoother performance[/p]
  • [p] Optimized stadiums, VR, and crowd visuals[/p]
  • [p] Improved shadows, lighting, and fabric colors[/p]
  • [p] Fixed hair outlines showing incorrectly in intro cutscenes[/p]
  • [p] Fixed field line positioning and radar bounce behavior[/p]
  • [p] Fixed crowd animations missing in low-resolution settings
    [/p]
[h3]Minor / Misc. Fixes[/h3]
  • [p] Fixed visual artifacts where outlines appeared through character hair[/p]
  • [p] Fixed various minor texture, mesh, and FX issues
    [/p]
[h2]Audio[/h2][h3]Major Changes / Updates[/h3]
  • [p] The audio mix has been updated to add more clarity and depth to the gameplay sounds during online matches [/p]
  • [p] Fixed missing or muted countdown sounds in matches
    [/p]
[h3]Minor / Misc. Fixes[/h3]
  • [p] Fixed ball trail sound bugs[/p]
  • [p] Fixed post-match menu audio problems[/p]
  • [p] Fixed timing issues with audio playback across transitions[/p]
  • [p] Added missing background music on PS5 menu[/p]
  • [p] Fixed ultra-wide screen celebration animations[/p]
  • [p] Refactored achievements subsystem for improved stability
    [/p]
[h2]Known Issues [/h2][h3]Matches / Core Gameplay [/h3]
  • [p] Repeatedly triggering Dribble Stance while running backwards can cause the player to perform a moonwalk[/p]
  • [p] Extra Effort can still be spammed in Defense Mode, leading to unintended behavior[/p]
  • [p] Player may slide when gaining Ball Control with Defense Mode while shooting[/p]
  • [p] The ball can pass through the MC if Defense Mode is activated right before gaining Ball Control[/p]
  • [p] Ball desync can occur after being tackled by an opponent[/p]
  • [p] Multiple volley actions may be interrupted by sudden Ball Control from a neutral stance[/p]
  • [p] Outfield dives don’t always connect with the ball when intercepting a volley[/p]
  • [p] Aerial volley animations may sometimes cancel visually, even though the action is triggered correctly[/p]
  • [p] The ball may move incorrectly during locomotion transitions:[/p]
  • [p] Moves behind the player’s feet when stopping in v1 walking speed[/p]
  • [p] Moves away from the feet during transitions at v1 speed[/p]
  • [p] Locomotion animations can feel inconsistent:[/p]
  • [p] Slowed down at v2 speed when turning[/p]
  • [p] Sped up at v1 speed during touchball turns[/p]
  • [p] Performing Extra Effort in Ball Control while quickly changing direction can send the ball in the opposite direction[/p]
  • [p] Goalkeeper may miss a catch when cancelling Extra Effort into Defense Mode[/p]
  • [p] Goalkeeper may lose Ball Control when using Defense Mode during Extra Effort[/p]
  • [p] In rare cases, the GK invulnerability circle timer does not match the actual invulnerability duration when tackling an ally
    [/p]
[h3]Menus / Interface[/h3]
  • [p] Custom Match lobby participants may not display correctly if multiple players join at the same time[/p]
  • [p] Social Panel actions can sometimes still be performed on platforms with crossplay disabled[/p]
  • [p] Tap Aiming Mode is only localized in English in the Controls menu
    [/p]
[h3]Tutorials / Offline[/h3]
  • [p] In the “Protect Ball” workshop, AI can incorrectly perform Ball Control during specific steps[/p]
  • [p] In the Playable Intro, the “Directional Aiming” option makes some Tap/Lob steps impossible to complete with Mouse & Keyboard
    [/p]
[h3]Art & Environment[/h3]
  • [p] Missing Blazon visuals when equipping specific AR items
    [/p]
[p]
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Mini Dev Update #3

[p]Hello everyone!

At long last, Crossplay is also set to release alongside Patch 3, which is currently planned for early next week. Crossplay will come along with new features such as in-game player reporting. Patch 3 will also introduce long awaited updates to M&KB tap aiming, with options allowing players to tweak mouse sensitivity, as well as an option to use the old WASD mapping from the first pre-launch Beta.

Patch 3 will also introduce the first gameplay tweaks, on extra effort volley shots:
[/p]
  • [p] the maximum speed at which players can lock onto volley targets during Extra Effort is now 10% lower. Extra Effort made it a bit too easy to reach certain targets, and this tweak will better challenge players on their positioning. This will also remove certain situations in which players seemed to be moving very fast towards their volley target, which felt both unrealistic and unfair. We will monitor the outcome of this tweak closely, and possibly reduce it even further in our next update.
    [/p]
  • [p] Reduction in the power boost coming from aerial extra effort volley shot: performing a volley shot from extra effort will still result in a more powerful shot than regular volley shots, but this power bonus is now reduced for volley above 1m high, essentially nerfing the blade shot a little.
    [/p]
[p] These are the first steps in addressing the current meta, and there will be more to come.

We will be Beta Testing the update today, August 29th, from 5 pm to 9 pm CEST, on Steam only. To be clear, Crossplay will be unavailable during the Beta, but will go live at the same time as Patch 3. A new feedback form will be available for you to fill out where you will be able to share clips of the bugs you encountered during the Beta and provide feedback on the changes we have made.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]If all goes well, we will release Patch 3 next week. We were initially planning to release a hotfix this week for issues such as the GK being vulnerable when shooting, but many of these fixes are part of the upcoming Patch 3, and extracting these changes to push them as standalone hotfixes was complicated and risky. [/p][p][/p][h3]Note on Patches and Stability [/h3][p]
While Patches 1 and 2 fixed important issues, they also introduced new bugs, some of which significantly impacted the gameplay. This is not acceptable, especially in a competitive context, and we want to apologize for the new issues created in the two last patches. We believed from our own internal tests that these updates were ready to be released, but it was not the case. Some bugs can be hard to find, which is why we want to run Beta Tests with our most engaged players, who are deeply familiar with the game’s mechanics, and are more likely to identify certain issues than our team of QA testers. However, there are certain bugs that we should have identified earlier and taken the time to fix, even if it meant delaying updates.

Our priority is to fix the most problematic bugs, including (but not limited to) the GK losing invulnerability when shooting, or players spawning on the wrong side of the pitch at kickoff in custom games - both of these will be fixed in Patch 3. With most of the team progressively coming back from their summer break, we are picking up the pace to improve our internal processes (code reviewing, QA testing, feedback collection, bug identification and prioritization…), in order to avoid as much as possible such issues in the future: updates and patches should always be a net improvement to the game.

As hardcore Rematch players ourselves, we are not fully satisfied with the current state of the game, and there are still a number of bugs that need to be fixed, and mechanics to be tweaked, before the game is fit for real competitive play. In our latest Mini Dev Update, we discussed some of the improvements to allow for more skill expression and teamplay, especially at high levels of play. Beyond this, we have tons of things planned for future seasons: iterations on existing mechanics to add depth and fairness to the core gameplay, new competitive features, as well as more variety in casual play, through new game modes (the first of which will be introduced during Season 1), and also improved tutorials, AI bots to train with and against, and more. We don’t have a precise roadmap we can share with you at this time, but we have long term plans for the game, and are very committed to bringing Rematch to its full potential, both for competitive and for casual players.

As always, thank you for playing Rematch and for supporting us since the launch of the game.

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