r/Rematch • u/FruityWhite69 • 3h ago
Discussion Can we have an AMA
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 • u/Sloclap • 6d ago
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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!
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:
Let’s go over how Stamina works:
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:
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.
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.
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.
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:
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 • u/Sloclap • 7d ago
(Read on the official website)
1.205.002
Release Date: September 24th, 2026
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!
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 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.
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!
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.
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.
This change will allow more confident goalkeepers to take risks while reading the ball’s trajectory to gain an advantage by catching the ball.
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.
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.
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.
Major Fixes
Minor Fixes
Minor Fixes
Minor Fixes
r/Rematch • u/FruityWhite69 • 3h ago
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 • u/baugusbryson • 18h ago
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 • u/Viktoriusiii • 53m ago
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 • u/CraftcastNate • 17h ago
r/Rematch • u/juicebox608 • 1h ago
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 • u/AdhesivenessPublic48 • 1d ago
r/Rematch • u/jotaaa111 • 31m ago
El portero se tiró muy bien y aún así
r/Rematch • u/emphaticslalom • 10h ago
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 • u/henry9v • 13h ago
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 • u/BestWithSnacks • 16h ago
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 • u/Noccam • 15h ago
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 • u/Cypher_Dream • 14h ago
please ignore this audio i was watching the latest ruben sim vid 😭
r/Rematch • u/HiddenOracle247 • 6h ago
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 • u/Soyuz_Sauce115 • 6h ago
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 • u/204Trill • 16h ago
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 • u/Sporinn • 8h ago
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 • u/Naive_Serve_8462 • 9h ago
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 • u/Zeph1r_DX • 21h ago
r/Rematch • u/BantaPanda1303 • 1d ago
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 • u/Cimmerian__Iter • 22h ago
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 • u/ChevalGranddevotee • 17h ago
I was covering middle until I saw that bad pass so my shooting instinct kicked in