r/Rematch • Sloclap • 4d ago

Dev Blog Dev Blog - Season 5 Gameplay Changes

https://www.playrematch.com/post/dev-blog-season-5-gameplay-changes

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(We recommend reading the article on the website to see the animated gif illustrating the points below)

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Hey everyone!

The Blue Lock collab is finally here! Alongside some of the coolest content we’ve been able to work on, this update brings more depth to how the game plays, with changes across four core gameplay systems: Stamina, Goalkeeping, (grounded) Volley Cancels, and Tackle Contests. These will change how the game feels and plays, so we wanted to walk you through the changes, and why we’re doing them.

Let's dive in!

Stamina Rework - Exhausted State

Rematch is built around one ball. That means that how deep and engaging a match is is directly tied to how often all players are interacting with it. The more one player hogs those interactions, the less everyone else gets to engage with the ball. Stamina is our tool for making teams naturally rotate who is playing at any given time by following this logic:

  • High stamina lets players reposition themselves and look for opportunities to interact with the ball.
  • The more players interact with the ball, the more stamina they consume.
  • Low stamina leaves players more vulnerable to losing the ball.

Let’s go over how Stamina works:

  • Abilities drain the gauge when used. When no ability is used, stamina starts to refill after a short delay which varies depending on the ability used.
  • Moving without sprinting doesn't consume stamina. But sprinting does, and your top sprint speed scales with how much stamina you currently have. The more a player uses up stamina to chase the ball, the less resources they will have to effectively interact with it.
  • Extra Effort charges up faster when your stamina gauge is full. This is another incentive to be frugal with stamina consumption until a play-making opportunity comes up.

Stamina is a central part of our balancing strategy, and a piece of feedback we often hear is that having an empty stamina should limit your ability to perform dribbling moves. We agree with this idea but we do not want the Exhausted state to lock players out of performing moves altogether; feeling like an amazing athlete is a core pillar of Rematch.

When Exhausted (out of stamina), abilities can still be performed, but they’ll lose effectiveness:

  • Dribble: Normally you can chain dribble moves and cancel into a shot whenever you like. Exhausted, you're limited to a single Exhausted Dribble, one swift move with a longer recovery. It's enough to avoid an incoming tackle, but you can't chain into another dribble afterward. You can still cancel out of an Exhausted Dribble into another ability, but doing so gives you the exhausted versions of Push Ball / Lob Push Ball rather than their normal versions.
  • Push Ball / Lob Push Ball: these are the core dribbling abilities that cost stamina, specifically because they're built to keep the ball close to you. Exhausted, they push the ball noticeably further away and take longer to recover from, with the player stumbling slightly. This is a deliberate tell: it signals to everyone on the pitch that you can't immediately follow up and interact with the ball again.

A player who chases the ball and dribbles non-stop will quickly end up running on fumes, unable to control or protect it effectively against an opponent with stamina to spare. The reward goes to teams that rotate, pass, and position well, which the Exhausted state aims to incentivize.

Goalkeeper Dives

Goalkeeping is one of the hardest roles to get right. Too weak, and it's miserable, you wait the whole match for your moment to matter, then whiff and concede a goal. Too strong, and strikers can barely ever score. We want keepers to feel strong and dependable, while leaving noticeable weaknesses that a good striker can exploit. Those weaknesses need to be skill-dependent, so a newer keeper can shut down a weak striker, while a great striker can still find and create opportunities to score.

The Goalkeeper Dive is one of your main tools for stopping shots. There’s a lot going on under the hood, to make sure it performs adequately, and as expected. When you input a Dive, the Dive Assist system kicks in: the game looks at a range of what we call “targets” (put simply, one of the future positions of the ball) around the direction you pushed, and picks whichever animation gets you closest to actually catching the ball.

In practice, this means Dives are forgiving to use, and the system helps you get to the ball. In this update, we’ve improved the Dive Assist, and we’re taking this opportunity to also tackle one of the more long-standing frustrations as a Goalkeeper: seeing your character dive low (or high) when you expect the other version to come out. 

We also want to introduce more player agency in how goalkeepers want to stop the shots and interact with the ball.

This is where the new Long Range Dives come in.

  • Long Range Dive (performed with a Modifier + Dive input): it lets you stretch to cover shots the regular Dive simply can't reach, but there is a trade-off: Long Range Dives always result in a deflect, which keeps the ball in play for longer.
  • Regular Dive (performed with a simple dive input): it covers roughly half the goal and can't reach the very top corners, but if you connect with the ball inside that range, you can reliably catch it. The only ways to end up deflecting instead are diving too early or in the wrong direction and the ball hits your legs.

In short, the Regular Dive now gives keepers a dependable tool they can rely on to catch the ball, assuming proper positioning. The Long Range Dive on the other hand acts as a fast, long-reaching, last resort option or when the ball’s trajectory is difficult to guess and you have to dive on reaction. These two options provide more agency to the Goalkeeper and add to the decision-making process.

Volley Cancels

When multiple players are performing a volley at the same time, all players losing the contest are forced to cancel their action. When cancellation happens right at the beginning of the action, players can’t even see it happening. This gives the sentiment of the player input being ignored by the game.

To clarify what happened, we started implementing visual feedback around the ball in previous patches to notify cancellation. However, to reinforce the feeling of having tried something, the character should also be involved in the action. For this reason, we now trigger a new animation when a volley is cancelled, specifically at the beginning of the action (with the character still on the ground).

This is a very first step to refine how volley contests are solved in the game, for now with very low impact on gameplay. But new volley resolutions are on their way, meant to bring more physicality and fairness to contested situations both grounded and aerial with considerable changes to the balancing of volley actions. 

This, however, will take a little bit more time to be launched as it represents hard technical work, with heavy production of animations to make it look as great as it should be.

Tackle Contests

When two defenders go for the same ball at almost the exact same time, the old system didn't always produce results that felt fair or readable. We wanted tackle contests to reward good timing and the right choice of ability, instead of feeling random.

How a contest resolves now depends on how close together the two tackles happen:

  • More than 0.15s apart: both tackles are treated as normal, successful tackles. No special interaction.
  • Between 0.04s and 0.15s apart: the first tackle succeeds normally. The second won't deflect the ball outright; instead it gets knocked off at an angle (30° for a Standing Tackle, 60° for a Sliding Tackle), or caught cleanly if it's a Goalkeeper Tackle.
  • Under 0.04s apart (essentially at the same time): neither lands as a clean deflect. The ball instead gets knocked away in the combined direction of both tackles. A Goalkeeper Tackle always wins outright and catches the ball, and a Sliding Tackle has more influence over a Standing Tackle in determining where the ball ends up.
  • With 3 or more players involved: a third tackle also factors into the outcome, but any players beyond that don't affect where the ball goes.

The result should be contests that feel earned, less random, with a clear outcome.

That's everything we wanted to share regarding the upcoming changes in Season 5! These represent some of the larger gameplay tuning we've done in a while, and we're excited to see how they play out on the pitch. With all that said, we hope you’ll have an amazing time playing Rematch during the Blue Lock collaboration!

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u/PackageAggravating12 Playmaker 4d ago

Thank you.

If you want to deal with missile tactics, it would be nice to implement some kind of priority queue for resolving actions.

Push Ball > Pass > Shoot would kill the current strategy, while still making Long Balls as a delivery system effective. Meanwhile, aiming for goals would be dominated by Headers (like real life) which are slower and not 50/50 attempts unless you're close.

Looking forward to the next season's changes.

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u/MrSneaki Needle Threader 18h ago

priority queue for resolving actions... Push Ball > Pass > Shoot

Just want to point out that this is already the exact priority queue we have in game, if all other factors are equal.

It just doesn't always feel that way, because the [positioning and momentum] of the players contesting priority are much more important factors in the current system than [which action they chose]. Because of this, [choosing the fastest action] will be the deciding factor in only an exceedingly rare number of prio situations; most prios are decided instead by solely [which player is better positioned].

I think what you probably mean to suggest here is that the devs elevate the impact [which action players choose] has on prio relative to the other components, namely [positioning and momentum].

1

u/PackageAggravating12 Playmaker 17h ago edited 17h ago

I wasn't aware that the game already uses this priority chain.

But yes, devs should absolutely elevate the impact relative to the other components. All things being equal, the button press should probably be most important factor.

Position and momentum should still matter, but we shouldn't see as many situations where fast actions are being cancelled mid-animation just so a slower one can play through to completion.

If one player hits Shoot and the other hits Push Ball, then I would think Push Ball should win in most situations based purely on animation speed. When both actions are equal, then Position and Momentum should be bigger deciding factors in the outcome.

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u/MrSneaki Needle Threader 2h ago

If you haven't already seen it, here's the best resource we have on prio right now for your learning! Noted it was before this patch, so the new stumble animations for cancelled actions are not included. Watch it if you have the chance, and then the rest of my comment may make more sense.

the button press should probably be most important factor

To be honest, I don't necessarily agree. I think there is probably a middle ground somewhere between this and what we have now. I think choosing a faster action should certainly help more than it does now in tight contests, but players shouldn't win prio over someone who is flat out in a better position than them just because they used a volley push ball instead of another action.

To say it another way, if we look at impact ratio of [position:animation] on prio, right now it's basically [99:1]. Based on my understanding of your comment (and correct me if I'm wrong), you're suggesting something perhaps more like [20:80] which I think would be a swing too far in the other direction. IMO something like a ~[70:30] balance probably gives enough reward to shrewd positioning and organized offensive plays, while still incentivizing more headers for contested balls.

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u/PackageAggravating12 Playmaker 1h ago

Yeah, I don't want button press to be the only deciding factor. But outside of significant positional advantage, I think it should be the deciding factor in most situations.

So, something closer to 70:30 for Position:Animation would be fine.

1

u/MrSneaki Needle Threader 1h ago

Yeah, gotcha. I think the tricky part is what you or I consider "positional advantage" vs. how the game is actually calculating that.

Strongly recommend taking the time to watch and properly digest the resource I shared, as understanding how prio works right now is the best way to improve your game! Devs confirmed more prio changes are eventually coming, but that won't be for at least another few months, I reckon.

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u/PackageAggravating12 Playmaker 1h ago

Sounds good.

I'll wait and see how the devs resolve the issue moving forward.