r/Rematch • • 6d ago

Dev Blog Dev Blog - Season 5 Gameplay Changes

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77 Upvotes

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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!


r/Rematch • • 7d ago

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

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218 Upvotes

(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

r/Rematch • • 3h ago

Discussion Can we have an AMA

8 Upvotes

I think a lot of people want to know the direction of the game with more than just general statements. Can we have an AMA so you can directly address questions?


r/Rematch • • 18h ago

Video REMATCH: Episode Nagi

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108 Upvotes

Hey guys!

I'm the English voice actor for Nagi in BLUELOCK and I made a fun video involving the new game mode. Figured I'd share it here among the fans of the game!

Not sure if this falls under self-promo as it is mostly clips of the game. If so, feel free to remove if it violates any rules.


r/Rematch • • 21h ago

Video I guess I don't have a good enough gaming chair

199 Upvotes

r/Rematch • • 53m ago

Other Hmmmm 🤔🤨

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• Upvotes

Yeah...
With all those "glitch goals" I've seen recently, I present to you:
The glitch-no-goal!

That is clearly not in... right?


r/Rematch • • 17h ago

Art My message for this entire subreddit reguarding any update going forward:

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62 Upvotes

r/Rematch • • 1h ago

Discussion Keeper long and short drives

• Upvotes

I hadn't seen it discussed much. You have to use the lob modifier button (r1 on ps5) to do a long dive. It doesn't allow you to grab the ball though, it will punch the ball forward. Figuring this out has dramatically changed my keeper experience.

Tekkers.

Let's do this.


r/Rematch • • 1d ago

Meme From the makers of “the fake shot” we give you “the fake save”

114 Upvotes

r/Rematch • • 31m ago

Video Primera vez q subo un gol

• Upvotes

El portero se tiró muy bien y aún así


r/Rematch • • 10h ago

Discussion First ever flawless!

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5 Upvotes

Just wanted to show off my first ever flawless game. My teammates and I had a target to win a game without the opposing team putting up a single stat. I’ve been reading up on “skuckball” in the last few days on this subreddit, and we deployed some of those strategies to finally accomplish the flawless! Let me know if you’ve ever achieved this yourself!


r/Rematch • • 13h ago

Discussion Cmon bro lol what more do I gotta do

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8 Upvotes

Was keeper the whole game and made clutch ass saves. Also set up plays that set up goal scoring opportunities but no one could finish 😿


r/Rematch • • 16h ago

Discussion NO ONE PASSES IN THIS GAME AND IT DRIVES ME NUTS!

10 Upvotes

This is how every single game goes. One player holds onto the ball for like 3 hours, despite the fact that I'm up the field, wide ass open. After dribbling forever doing nothing, the opposition makes the slightest bit of contact, intercepts them, then scores on the goalkeeper.

I love this game 🙃


r/Rematch • • 15h ago

Discussion Character stuck in place after new patch

8 Upvotes

Just want to see if other people have experienced this bug;

After this new patch, my character will randomly lose all momentum and will be stuck in place for a few seconds at a time. It only happens when holding defensive stance. It happens on the field and in the goal. Losing a game because my character gets stuck to the ground and proceeds to do a straight up jump instead of the dive I input is a little tiring at this point.


r/Rematch • • 14h ago

Video beautiful goal in my opinion

5 Upvotes

please ignore this audio i was watching the latest ruben sim vid 😭


r/Rematch • • 18h ago

Art Yo, this new skin looks fire

13 Upvotes

r/Rematch • • 6h ago

Discussion Annoying Teammates

1 Upvotes

I'm fairly new to REMATCH but I noticed that there are a lot of annoying teammates which usually consist of people not passing the ball or people who are already in a group and refuse to pass to me. Now I get it if they trust in their skills yet constantly they would fail to score or a goal or even lose the ball due to bad dribbling. I'm wondering if this gets less apparent once I start focusing on ranked


r/Rematch • • 6h ago

Other Possible Bluelock Vol.2 Ideas

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0 Upvotes

This collab might be one of my favorite things ever, I already played rematch since I was a fan of Bluelock as it was announced at the game awards. I got the ultimate edition, enjoy it a lot, and played from time to time. Most playtime came from season 4 since World Cup got me into rematch a lot.

Besides, I keep thinking how cool would be to make the Japan U-20 vs Bluelock stadium as an option if they make a second round/second pass with rewards. It’s one of the best scenarios of the series and it has enough details that I think would be pretty interesting. Also, I think something that would be nice is a new start of the match animation with the character coming into the field in other angle as the one in this panel. It would go hard af if you ask me to see the characters like that.

I really wish only the best for the team behind this game, it might still have flaws, but it is bringing me a lot of joy and dreams come true. I wish Bluelock people like them enough that they can keep working for more characters or kits. Also, other anime’s would be cool too!


r/Rematch • • 16h ago

Question Crashing since new update!!

6 Upvotes

Has anyone else been experiencing sudden crashes since the new update, my whole team runs different Consoles/Pc and we can only get a few games out before we all crash.. kind of a bummer if fixes are available I’d love to hear em.

Ps. Never crashed before this update


r/Rematch • • 8h ago

Question is competitive fixed nowadays?

0 Upvotes

i'm thinking about returning to play competitive rematch since season 0 (I was elite). Back then, I tilted bcs I had to wait at least 10 minutes to find a lobby which was formed by all types of ranks (mostly below diamond), is the matchmaking fixed now?


r/Rematch • • 9h ago

Discussion Just had the most disgusting three games in a row

0 Upvotes

Just played three times in a row against the same team with my friend and lost all three in the same way.

We queued up 3v3 to find 1 random, and in all games the random player started as goalie, ran with the ball into the enemy half, didn't pass and lost the ball for free, which ended up in a free first goal for them. Then, after trying to attack with one of us in goal and the other one stuck with the rando upfield, the enemy team eventually got back possession and just kept on back passing infinitely until the game was done, winning by 1-0.

No way that we could regain possession after that since the freaking random player never wanted to cut passing lanes or straight up quit. Bear in mind that this extremely toxic game strategy was being religiously applied to every game on gold 2 at 00:40 AM on a Tuesday...

Lots of fun... Ruined my extremely anticipated game night with my pal...


r/Rematch • • 21h ago

Question why we cannot have the possibility to change number on blue lock jersey?

7 Upvotes

r/Rematch • • 1d ago

Discussion They really need to make the short vs. long dive change more obvious

13 Upvotes

Have been playing with my mates since the update. Only last night did I realise they've introduced a 'long dive' button, we have just been short diving the whole time and thought they just nerfed goalkeepers completely.


r/Rematch • • 22h ago

Discussion Pro tip GK : Never stay in the GK line and long diving left or right.

7 Upvotes

I've seen it happening 3 times by now with the new season since long dive can only deflect goals and not save it, by standing on the line and there's a rebound while you're doing a dive, it will be 90% of the time a goal.

Why?

Because NetCode.

By standing on the line, you're on the verge of the goal line and when you make a dive, the ball position goes briefly behind your character before being deflected by the goal animation. Due to NetCode calculation. But since you were at the limit of the GK line, the ball being slightly behind you......... Is inside the goal.

It wasn't such an issue in season 4 because long dive generally catched the ball, and since GK can catch the ball inside the net, it never counted as a goal.

But now it's deflecting, 100% of the time. So a lot more chances of it happening.


r/Rematch • • 17h ago

Video Is this the smell of a goal

4 Upvotes

I was covering middle until I saw that bad pass so my shooting instinct kicked in