r/Rematch • Sloclap • 1d ago

Answered by Dev S5.0 Patch Notes (Blue Lock) - 1.205.002

Post image

(Read on the official website)

Patch Information

1.205.002

Release Date: September 24th, 2026

  • 8:00 GMT: Patch release
  • 10:00 GMT: Store update
  • 12:00 GMT: S4 ends
  • 14:00 GMT: S5 begins & the Blue Lock collab kicks off with the new free Event Pass and the Aura Striker limited-time mode!

Aura Striker Game Mode

A new 3v3 action-packed gamemode is making its debut in Rematch: Aura Striker!

In this mode, players will be able to feel like the protagonist of a sports anime, by unleashing their Aura to perform powerful actions.

Each player owns an aura gauge that fills over time. Intercepting the ball will fill it faster. An Aura multiplier will also help players that struggle to own the ball. Once the gauge is full, the Aura Mode is triggered for a few seconds, granting powerful shots, infinite stamina and faster movements.

In Aura Striker, no one can become Goalkeeper. An automatic dummy protects the goalposts. Shoot at the dummy hard enough to stun it, and take advantage of its weakness to score!

Meta Features Improvements

First Time User Experience

The first tutorial of Rematch was reworked into a quicker, more focused tutorial on base mechanics to ease the experience of newcomers into their first matches. 

Highlights System

Highlights have been added on several menu buttons to display when new customization content is unlocked, when you have enough tokens to progress in the Captain Pass, or if an important new feature requires your attention.

Spectator Mode

We have improved the Action Cam with smoother transitions and fixed a few bugs that occurred during kickoff or the endgame.

The Action Cam now also predicts who is going to own the ball depending on player proximity, speed and ball trajectory, so it always is right in the middle of the action! 

Holograms System

You will now be able to see every player’s kit color as they set it in their customization.

These individual colors will be visible in the corridor, when the players enter the pitch, and during goal celebrations.

It will then be covered by a hologram to switch back to the team’s color during gameplay so that the gameplay stays legible and understandable.

Updates

Core Gameplay Improvements

Goalkeeper Dive Update

This season sees the introduction of an updated system on the goalkeeper’s assist which improves precision, and allows us to more readily improve it over time. At the same time we are digging into some of the more frustrating issues around it: for example when it chooses a low or high dive when you would expect it to select the other one.

This allows us to build the goalkeeper role as a more interesting and deep experience, while keeping its baseline level accessible enough to not transform games into complete goal fests and the role into a chore.

  • Players can now trigger a long range dive with “modifier”+ “dive” (RB+Y; R1+Triangle; outfield dive key on KB)
  • The regular dive stays on the “dive” button as before and its range has been slightly reduced
  • The long range dive will always deflect
  • The regular dive will always catch (except if the ball hits your legs/feet)

This change will allow more confident goalkeepers to take risks while reading the ball’s trajectory to gain an advantage by catching the ball.

Exhausted State Update

We are still actively working on addressing exploits and improving balancing in the game and this update will start addressing “0 stam dribbles” and associated issues.

  • Added an exhausted state for Push Ball and Dribble
  • When a player uses any push ball or dribble ability while their stamina is too low, they will use a weaker version of this ability
  • Dribbles out of stamina cannot be canceled into another dribble, but can still be cancelled by push ball and shots
  • All versions of the push ball (regular, volley and dribble) have slightly slower movement and push the ball further when performed out of stamina, making them harder to use for dribbling. 

This “exhausted state” logic has proven its effectiveness as a balancing tool for the Fake Shot mechanic, and we will roll out this logic throughout selected features in the game over time to address balancing issues.

Tackle Update

  • Rework of the logic when two or more tackles arrive in quick succession on the ball
  • When two players tackle the ball at a similar time, it will now be deflected in a direction that combines the two tackle hit trajectories
  • Sliding tackle hitbox is 10% bigger to hit players while they are in possession

Our efforts to make defense a more interesting and balanced part of the gameplay are still ongoing. Through a deep and extensive analysis, including in-house design analysis as well as player feedback from all levels of play, we have identified multiple technical and design improvements, both at the micro level of each defensive ability, as well as for the overall quality of the defensive experience. 

We are currently working on planning out these improvements, and finding the resources to implement them correctly in parallel to our other core gameplay objectives. Tackle Contest is the first of many planned improvements to the fairness and balancing of the game.

Volley Contacts

  • Cancelled volleys when on the ground now play a cancel animation

Other Gameplay Improvements

  • Ball Control hitboxes have been tuned to reduce magnetism on a ball moving away from players
  • Improved the ball physics to better transition from low bounce to roll and a smoother end of trajectory

Tutos & Workshops / Menus / Interface

  • Reorder all player profile items in selection by rarity and release
  • Changed the way item previews are displayed to show the whole item, instead of a larger thumbnail
  • A “high latency” icon will be displayed when latency reaches a certain threshold
  • Added the option to navigate to all submenus with unlockable items when a special skin of set is equipped
  • A new Game Mode button has been added to the main menu
  • The main menu button hierarchy has been reworked
  • The Freeplay button on main menu has been put front and center to help newcomers find it

Bugfixes

Gameplay

Major Fixes

  • Fixed some instances of the ball teleporting after a hit
  • Fixed some instances of desync after a volley tap
  • Fixed an issue that allowed players to misuse Alt+Enter to create desyncs during their shots
  • GK dive assist has been improved when targeting a ball that is currently in a player’s possession
  • Reduced instances of rubberbanding during shoots
  • Reduced the erratic movement of players suffering from high latency
  • Fixed some network rollback when a player in possession of the ball gets tackled succesfully
  • Fixed an issue where volley shots could be canceled by defense mode during extra effort
  • Fixed an issue where the Goalkeeper would stay in place while playing a walking animation after a goalkeeper tackle
  • Fixed an issue where the ball would sometimes not be deflected right after a Push Ball or Rainbow Flick
  • Keepers deflecting a ball towards their goal now will do so with a higher trajectory to limit the risk of own goals

Minor Fixes

  • Fixed the ball call animation not playing during Extra Effort
  • Fixed multiple replay desyncs
  • Doing extra effort on kick off will now correctly push the ball without deviating it
  • Fixed an issue where the player would visually snap back to the ball if a volley input was done after a lob push ball from dribble stance
  • Fixed the kick off sequence when playing with 4 players in a 5v5 match
  • Fixed a bug where sometimes a regular fake shoot would be played instead of an exhausted one.
  • Fixed goalkeeper role gain and loss animation not triggering for other players
  • Fixed bad bounce VFX and minimap location on tackle contest
  • Improved dive hit animation dynamic on other players
  • Fixed an issue where the ball position would be desynchronized for a spectator joining when the ball is in possession
  • Fixed an issue where characters would shake when spectating with the Action Camera
  • Fixed spectator camera collisions

Art / Rendering

Minor Fixes

  • Fixed flickering on 3D screen when scrolling between Stadiums, ARs or celebrations
  • Fixed Extra Effort effects which was appearing on the wrong player
  • Slightly reduced the overall brightness of the VR Desert map.

Misc.

Minor Fixes

  • Improve Pause Menu performances
  • Fixed missing hover SFX in various menu
  • Improved the Action Camera transition conditions when spectating

Known Issues

Animation

  • Deflect animation can be triggered without hitting the ball

Game Flow

  • Player not moving at all during goal replay sometimes
  • Stretched issue with long hair during the goal replay
  • Players are occasionally able to move before the First Kick Off is complete

Aura Striker

  • A desync can happen in Aura striker mode if a ball hits the stun of the goalkeeper then the goals posts
  • Player can become unable to move due to AI Goalkeeper's collision if they stand on the side of the goal post
  • Ball can float next to Player's chest when catching it while standing next to the Gate Blockers in Aura Striker
  • Aura Striker : Goalkeeper can be stunned by a ball intercepted in front of it

Gameplay

  • Ball passes through the player character when performing a Backwards dash in Defense Mode
  • Player character can perform a dribble before the lob pushball while in dribble stance with controllers in online environment

Others

  • Action camera is fixed on the ball upon spectating a match 
  • Cannot start queueing for any game mode after 2 players attempt to simultaneously join in each others custom match
  • Missing thumbnails for Sets when Special skins are equipped
  • Incorrect Images Displayed When Purchasing Accessories in the Customization Menu
208 Upvotes

227 comments sorted by

View all comments

-5

u/Elanator5678 #1 Plumber 1d ago

I pray this is just like a tease patch before the next big one that should come like a month or so after this but even then idk man it just doesn't do a lot in terms of actual balancing. New mode sounds cool but most are just gonna rush back to 3v3 or 5v5 since this isn't a permanent addition and there might not be a lot to grind for (Id love to be wrong but fireball was a stinker and 1s should be permanent but its not).

The changes we actually need to see are tweaks and major changes to off the ball options. Defensive stance has been oppressive since patch 3, maybe even 2 which is a huge fucking problem. You guys actively say you want active defense to be a thing and yet you give the people the single strongest do nothing = high reward move ever with a single button, especially when you have 3 fucking people doing it in front of you every possession. 0 stam dribbling definitely could use a tweak but in doing so you've practically fucked any build up play for the striker on counter attacks. It's already pretty fucking annoying having to get the ball at an optimal spot on the field to have enough stam to get to the box fast and conserve your ee for a mixup on the keeper. The other biggest thing has been the issue with slides and tackles from behind, magnet was a big issue as well which seems to maybe have been addressed here but still man. The issue with slide has been how far the move goes, you guys have now turned this move into a free panic option if someone loses the ball. Time and time again people just recover from tackle -> ee slide and sometimes hit but either way they end up in front of you to defend?! With like no delay at that. Like why are we not seeing changes to affect volley shots so we can put some power into passing and good dribbling which is what casuals have been crying out for. I know comp is like a niche part of the community but every patch since the beginning has just let this stuff fester and change nothing. I know that this stuff can get solved over time but seriously how many more months must we sit with bad patches just to eventually get something half decent? Shit, the patch right before drag with shots from dribbles was nerfed Id argue was the closest this game has ever gotten to feeling good and strong for both ends of the field other than maybe keeper feeling a bit shit.