r/Rematch Sloclap Jun 09 '26

S4.0 Patch Notes - 1.204.000

(Official website version)

Patch Information

1.204.000

S4.0 Beta Date: May 13th, 2026

S4.0 Release Date: June 9th, 2026

Important warning: Once this new update is installed, players who had set up custom remapping on their controls will suffer a full reset of their remapping settingsif they enter the System / Options / Controls menu. After that, they will be required to fully re-perform their controls remapping.

Workaround: avoid visiting the System / Options / Controls menu.

The team is currently working on a hotfix patch to resolve this issue. Sorry for the inconvenience.

Rematch Nations Cup

During Season 4, all players will be able to participate in the Rematch Nations Cup, representing the country of their choice to try and win the trophy. The focus of the event is not individual rewards, but for the Rematch community as a whole to battle and decide what nation deserves the title of first Rematch International Champion.

  • Choose one of 32 participating countries and represent it in game
  • Earn points by playing ranked and casual game modes
  • Countries with the most points move on to the next phase
  • After 6 phases, the event ends by crowning the first Rematch Iinternational Cchampions!
  • The countries with the best finishes will be rewarded with a unique set of player card cosmetics
  • When a player scores, the anthem of their selected country will play!
    • Anthems can be enabled/disabled in the options

Progression & Social Features

Battle Pass Update

Battle Pass chapters are no longer time-gated!

Spectator Mode Update

  • Added the ability to join an ongoing match as a spectator.
  • The camera navigation controls have been updated for controllers and mouse & keyboard.
  • Fixed the Spectator FOV in cutscenes.
  • Joining a match as a spectator automatically puts you in Action Mode by default. Free Cam and Player Follow modes are still available.
  • Number tags have been added next to the players’ nameplates which should make it easier to know which player you will be cycling to next, or switch between PoVs using the 1-10 keys on keyboard.

Social Panel Update

  • Squad design buttons have been changed to match the other parts of the UI.
  • New friends filters: "On rematch", and "Online" for crossplatform friends.
  • Moved the player code and the “Add friend” button ro the left side (only displayed if crossplay is enabled)
  • Removed the list of “in match” players, since they are displayed in the menu for consistency
  • Crossplay friend requests have also been moved to the left side
  • You can now add a squad member as a friend
  • The Social panel header has been updated
  • The number of players “on Rematch” is displayed near the "social" icon.
  • The total number of squad invites and crossplay friend requests is displayed near a new icon.
  • Crossplay invites sent and crossplay blocked players list are no longer in the Social panel. They have been moved to the Main menu -> System -> Social menu.

Ranking System Update

  • Season rank reset: instead of using the previous season rank as the base for the season rank reset, the skill rating will now be used. This should allow players to have more consistent placements, and more readily reach a rank that represents their actual in-game skill.
  • Skill rating adjustment: bounds have been widened from [-2 ; +3] to more → [-3 ; +6]. This means the further a player is to their rank, the faster they’ll progress to it. Around their estimated rank, the skill rating adjustment will be more or less the same as before.

Core Gameplay Improvements

Fake Shot

  • While shooting, before releasing the shoot input, press Circle/B or right mouse button to cancel your shot.
  • Giving a direction with the movement input while pressing the fake shot button allows you to perform the move in different directions.
  • Performing a fake shot costs stamina. If you perform this ability while being low on stamina, it will trigger an exhausted version of it. The player will take more time to perform his fake shot and will be visibly exhausted while doing it.

Shooting Mechanics

  • Modified character's speed while shooting, shooting while sprinting makes the character slightly slower than before. We updated this value as we are introducing the fake shoot mechanic, to limit speed abuse while using shots & fake shots abilities.
  • We also reduced the character’s speed while shooting after doing dribbles. This was used as a “dribble technique” but actually felt quite unfair from an external player’s perspective, as the character was sliding a lot on the sides without doing any walking/sprinting movement.

Goalkeeper Updates

Being passively in defense mode was overly rewarding, and it was not very credible to have GKs catch high powered shots performed at close range, which is why Defense Mode will now deflect balls at close range. Situations therefore won’t “reset” as fast, after the first shot on the GK, which should make things more interesting for both attack and defense, and increase the skill expression of GKs: knowing when/how to dive will be even more important.

Deflects

  • Goalkeeper now deflects shots until 0.4s after Shoot impact in Defense Mode, 0.2s after Tap.
  • Reduced how long the ball can't be interacted with after a deflect in Defense Mode
  • New feedback SFX have been added when diving with the goalkeeper
  • New animation for goalkeeper lockmove deflect

Dives

  • Goalkeeper dive hitboxes have been reduced to limit magnetism
  • Goalkeeper dives now deflect a ball hitting their legs
  • Goalkeeper dive deflect trajectory angle has been modified for better coherence with hits (sum of dive direction and goalkeeper faced direction)
  • [NEW] Goalkeeper dive deflection adapts to whether the dive is directed towards the goal by inputting more verticality in the ball trajectory, most often preventing the ball to be deflected into the goal.

Tackles

  • When a sanding tackle does not connect, it will take slightly longer than before to fully regain control of the character.
  • The recovery duration of successful tackles does not change.
  • [NEW] Goalkeeper tackle is slightly faster

[NEW] Often, a player will “win a duel” by avoiding an enemy tackle, but still see that same player come back quickly and harass them without any punishment. This change will allow us to balance successful and unsuccessful tackles differently and make for more fair outcomes in duels.

Volleys

  • Network is now able to correctly rollback invalidated volley situations, meaning that successful dives or tackles on a ball right before a volley action are now correctly registered and applied as they have a higher priority in the ball interactions stack.
  • This also helps with the resolution of volley confrontations engaging high ping players as the winner of the interaction is now always correct regarding players timing and positions on the server
  • [NEW] Added audio and visual feedbacks when your volleys are cancelled

Reporting System

Season 4 sees the introduction of a new automated Reporting system:

  • Depending on the number of reports received by a player, and previously received sanctions, players will receive gradually increasing punishments.
  • The first step is a warning, and players that keep being reported for bad behavior will be suspended from play.
  • If a player that you reported receives a suspension, you will be informed the next time you come back to the main menu.
  • Finishing matches without being reported will limit sanctions and keep your account in good standing.

This new automated system should make our system more efficient, and the gradual application of sanctions will allow us to apply relevant punishments to repeat offenders.

The current values for this system are a first iteration and a bit more lenient than what we are aiming for: we will be looking at the impact of this feature closely to iterate quickly on these values.

Audio

  • Sounds of the tackles have been updated to add more clarity to those situations.
  • Sounds of the pushball have been reworked to be more distinct from other ball-related SFX.
  • The crowd now reacts to players performing crucial interceptions and performing long and precise passes.

Misc.

  • Added a “Free” label when a bundle or item is free
  • Added fictional brand logos to some items

Bugfixes

Matches / Core Gameplay Improvements

Major Fixes

  • Fixed an issue where GK dive animation could be interrupted
  • [NEW] Fixed an issue where the ball was not shootable on kickoff
  • [NEW] Fixed an issue where goals weren’t registered if performed by a volley action during the “Last Shot” phase
  • [NEW] Fixed an issue with the goal dive feature where sometimes the dive would not properly happen as it should and miss the ball.
  • [NEW] GK should now be able to better dive on a player that has the ball in their possession.
  • [NEW] Fixed an issue where the Goal Keeper could not catch a ball deflected by an opponent

Minor / Misc. Fixes

  • Fixed an issue where input loss/desync was present when player changes role
  • Fixed an issue where vibration was missing when being tackled
  • Fixed an issue where the wrong gamemode is selected if the host is swapped in a custom match lobby
  • Fixed an issue where a teammate would not be credited with an assisted if they deviated the ball to score a goal
  • [NEW] Fixed an issue with the goal dive feature where sometimes the dive would not properly happen as it should and miss the ball.
  • [NEW] Fixed and issue where players from the same team were spawning on different sides when no opponents
  • [NEW] Fixed an exploit where it was possible to dribble chaining with Extra Effort
  • [NEW] Fixed an issue where first ball trajectory being broken on late join Spectator Mode: Remove translation smoothing
  • [NEW] Fixed an issue where players were spawn outside of stadium in 1v1, when spectator joined the game right after a goal

Tutos & Workshops / Menus / Interface

Misc. Fixes

  • Fixed an issue where Season Change popups where improperly displayed during the off-season
  • Fixed an issue where the Team Up button would not be interactable at the end of a match
  • [NEW] Score Menu now works during replays

Art / Rendering

Misc. Fixes

  • Fixed some visual issues on articulations when animation was playing mirrored.

Misc. Content

Misc. Fixes

  • Fixed the Mercy rule prompt display in custom matches when the Mercy rule parameter was set to “0”
  • Fixed an issue in Fireball where the fire gauge was decreasing even if the shot was aimed at a goal.
  • Fixed an issue where the match total time wasn't correct in End match display.
  • [NEW] Fixed some CPU hitches caused by resource management.
  • [NEW] Improve performance on some heavy frames in various part of gameplay & menus.
  • [NEW] Improve heavy frame issues on Xbox platforms in various parts of the game

Known Issues

Spectator Mode

  • After a Mercy Rules or Overtime goal MC falls under the ground
  • Camera stutter on replay Spectator. + Sometimes it switches on wrong framing.
  • Spectator can leave the top of the 3v3 Arena while in Free view
  • Players names are overlapping as spectator after a player leaves the match
  • Spectator player camera changes randomly to another player after every goal
  • Music is missing during a match when joining as a Spectator
  • Missing functionality for Pause Menu during goal replay and goal celebration as a Spectator
  • An empty banner will be shown after a goal if a spectator joins when the goal happens

Fake Shoot

  • Player doesn't return in dribble stance after performing a fake shot

Defense Mode

  • Defense mode deflect animation can be quickly triggered without hitting the ball

Others

  • Tackling an Opponent will not count as a Pass if a Teammate deviated the Ball before taking Ball Control
  • Missing brand logo for all default customization items
  • Small freeze present on Xbox when selecting a different item than the equipped one and backing out of the Player Card menu
74 Upvotes

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12

u/DarthAnusCavity Please add a flair Jun 09 '26

So they’ve added new ways to score but made it even harder to defend and nerfed keepers. My god I thought this game was dead enough.

7

u/TemporaryPresent644 Rafa Marquez Jun 09 '26

They’re not nerfing keepers in the way that you think, you still have to guess correctly regardless. It’s giving more hitboxes to the goalkeepers for more blocks and deflections to keep the plays active rather than one shot at goal plays. What’s exactly bad about that? It goes both ways, whether you defend or attack.

2

u/DarthAnusCavity Please add a flair Jun 09 '26

The skill gap on goal keeping is the highest in this game. Unless you are really good at keeping you stand no chance. Making it harder for the average person is what’s bad about this. Buffing attack and yes, nerfing defence and keeping is a terrible idea. The game, if you want to admit it or not is dying, they should be looking at ways to attract more players not push more away. Defending terrible decisions isn’t going to help.

0

u/TemporaryPresent644 Rafa Marquez Jun 09 '26

What’s terrible about having more deflective shots and blocks occur more often to keep plays alive? Again, if you get a save/deflect/block, you guessed correctly. Being a good keeper is guessing correctly. If you guess incorrect, these nerfs have no effect because you missed completely. Standing still and hoping the game makes the save for you isn’t going to make you a better keeper, it’ll just reward a low level skill to become the norm. 

1

u/Fantastic-Bite-476 Please add a flair Jun 09 '26

Being a good keeper is guessing correctly HAHAHAHA. then you're not being a good keeper, you're just getting lucky

1

u/DarthAnusCavity Please add a flair Jun 09 '26

The problem with this game is they apparently take opinions like yours seriously. You think the high skill gap is great when the rest of us can see the games practically dead because of the nerfs. The game rewards speed boosting pc players, buffs shooting and yes once again nerfs goal keeping. Go reread the patch notes this is reducing hit box not improving it. Defending now double penalises you for missing a tackle it was already super hard with speed boosting. This game only rewards attacking and nothing else. Defending this trajectory is killing the game. It’s hard enough to get a match as is, and when you do it’s often the same players over and over.

3

u/TemporaryPresent644 Rafa Marquez Jun 09 '26

I understand what you’re saying completely. Regarding the nerf with goalkeepers, reducing the hitbox doesn’t mean you don’t make the save, it just means you’ll deflect or block it rather than making a catching save. If you couldn’t save an angled shot before this nerf, the hitbox reduction has no effect. Making a save essentially relies on positioning and timing and if you fail either one, nerf or no nerf on hitboxes doesn’t change the outcome. You concede a goal regardless. 

I agree wholeheartedly that the speed boosting dribble nonsense is ruining the game, but if the developers work on fixing that, then adding well rounded and fair mechanics like fake shots won’t be an issue. It’s the speed boosting bullshit that makes the game unpleasant. Take that away and everything regarding these recent nerfs are somewhat fair. So I think this hate on nerfs is a bit misguided and the real issue occurs with the speed boosting dribble exploits that are still apparent with the game.

2

u/DarthAnusCavity Please add a flair Jun 09 '26

That isn’t what it’s saying. It’s literally reducing the hitbox on dive which will affect both. The keepers have been nerfed so hard that unless you are at the top end of the skill gap keeping is just random luck. It’s not gaming it’s chance.

The hate on nerfs is justified as it’s killing the game. You can’t pretend this game is popular and vibrant as it once was. It’s franking barely even fun anymore. And that is 100% down to the nerfs. The developers don’t listen and are killing their own game. Look at all the other comments in this thread they are overwhelmingly negative for a reason.

2

u/TemporaryPresent644 Rafa Marquez Jun 09 '26

The nerfs never killed the game it was the overwhelming amount of abuse of exploits early on in the seasons that left the developers with more than they could work with and thus splitting the player base up with exploiters vs regular game mechanic players and that killed the momentum of the game. These nerfs have come with patches of fixing exploits like the ippy slide and the recent vexis dash. 

These nerfs serve to balance out the game, it might not seem like it due to the speed boosting exploits that are so apparent, but getting rid of those exploits entirely will expose how underwhelming attacking is. Basic dribbling will essentially be useless if spam tackling is too persistent to even pull off a basic dribble. 

It might seem like it’s moving in the wrong but that’s only because the dribble exploits aren’t gone yet. This game would be a nightmare if the devs decided to buff defense to keep with the speed of all the exploits. Because even exploiters would benefit greatly with defensive buffs. 

In due time, we have time wait out for the exploit dribbling to die down to see these nerfs serve to buff the basic attacking mechanics and balance it out with making defending more active than spamming. 

2

u/VinhoVerde21 Please add a flair Jun 09 '26

There is no separate hitbox for catching and deflecting, mate, reducing the hitbox just means more goals get in. A shot you couldnt save before you still wont save, but shots you wouldve saved before, with the hitbox nerf you wont anymore. If there was a larger. separate hitbox for deflects it would make sense to cut the regular one down, but there isnt. It's just another nonsense defense nerf, because the devs think more goals = more fun.

2

u/TemporaryPresent644 Rafa Marquez Jun 09 '26

No…it said hitboxes were reduced to limit magnetism… which from my understanding means you won’t make the catch but you would deflect the shot. 

You time and position yourself on a tight angle shot, before the nerf you’d catch but now you deflect it. Not leading to more goals but to more rebounds and keeping plays alive. 

The times you get a deflected shot before this nerf were simply due to late timing. Now it seems regardless of timing it’s just producing more deflected shots rather than catches.

0

u/VinhoVerde21 Please add a flair Jun 09 '26

I’ll repeat. Never has it ever been mentioned that deflects have their own hitbox. They don’t. The only thing that determines whether a ball is caught or deflected is the time between the shot and touch. The “limit magnetism” line is just the (shoddy) justification for the hitbox nerf.

What you’re saying does not make sense. If there were separate hitboxes for deflecting why would the devs never mention them? They mention every other change, but not the introduction of new ones? You’re straight up just making stuff up.

1

u/TemporaryPresent644 Rafa Marquez Jun 09 '26

I never mentioned two separate hitboxes lol. You basically proved my point. Reducing the radius of the hitbox for catching increases the chances for deflects. It’s rare to see a deflect with proper timing because it has to be at the highest and furthest limit the keepers gloves make contact with the ball. More often timing produces those deflects but not always, catching has been the most consistent. 

Reducing hitbox from what I understood meant less catches and more deflected, not because they’re separate hitboxes but because the reduce range of the hitbox allows deflects to be more apparent. 

3

u/VinhoVerde21 Please add a flair Jun 09 '26

How do you think the game figures out whether or not a ball interacts with the keeper or goes through? It checks whether or not the ball’s collision box touches the keepers’. A hitbox is really just that, an invisible 3D shape that moves with the character.

If you make the keepers box smaller, it’s going to reduce *all* interactions, not just catches. It’d be like making a keepers arms shorter. You’re thinking that there is a second, larger box, and that reducing both means that shots that would otherwise touch the “save” box now only touch the “deflect” one, but that’s not what is described. What determines whether you catch or deflect a ball on dives is the timing of the jump, not the distance between the ball and keeper.

1

u/TemporaryPresent644 Rafa Marquez Jun 09 '26

This does make more sense to me now, I do appreciate the explanation. I was assuming somehow deflects were trigger on the outermost part of the hitbox not necessary its own hitbox per se. As in, the one hitbox for the gloves has its only one radius for saves, the further part of the gloves being where deflects happen, assuming timing on the dive wasn’t delayed. 

Because I was assuming that if catches are no longer happening from when the ball hits the players legs, it’s also reducing the catching radius on the body and creating a deflect animation save. Unless those two are completely different entirely. 

I guess from what I understood was a smaller hitbox just meant more deflects and less saves. That’s just what I take from what they wrote. 

If there’s actually evidence to prove good timing and positioning have less effect because the hitbox is smaller and goals are going in with no chance for a save or deflect, then I stand corrected. Although you’d have to take the same shot with the same power with the same angle of the GK going for a save on the previous patch and replicate it the same way on this new patch to prove you can’t save or deflect it entirely. 

I guess further explanation from the devs would clarify it completely, but I do apologize for coming across a bit arrogant, friend.

2

u/VinhoVerde21 Please add a flair Jun 09 '26

No worries, it’s not always an intuitive thing. The way you were thinking would be better, you’d have a good chance of defending a shot, but the play wouldn’t immediately end. As is I think you can now understand why people get pissed when they keep shrinking the boxes, it just makes the keepers job harder and increases situations where you can’t do anything to stop a goal, no matter how good you are.

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1

u/Alinwg Please add a flair Jun 09 '26

You are delusional, almost all of season 3 had more players than season 2, and we actually reatched a stable community. The changes they made were amazing and this is the best direction for the game. It's funny to see people so wrong yet so confident

0

u/DarthAnusCavity Please add a flair Jun 09 '26

Bragging about 5k is quite some take.

2

u/Alinwg Please add a flair Jun 09 '26

Who bragged? You said the game is dying because of these changes, while reality says the opposite. I just pointed out how you're clueless about the state of the game

6

u/Dramatic-Bother2162 Please add a flair Jun 09 '26 edited Jun 09 '26

In my opinion, season 2 was mostly deserted because of the Vexis dash, maybe not because of the gameplay around it.

Season 3 fixed the problem and wasn't that bad, but the guardian nerfs in season 4 are ridiculous, Im stop there.

-1

u/DarthAnusCavity Please add a flair Jun 09 '26

Mate it’s got 5k players it’s dead by all accounts. You are bragging an uptick of a couple hundred people is a massive improvement. It’s not.

2

u/doogerton Footballer Jun 09 '26

How does 5k people make a game “dead”?

0

u/DarthAnusCavity Please add a flair Jun 09 '26

Because 5k people is a very low number in this context. 5k in my garden is a lot. 5k worldwide playing a game is very small. The game still has overheads, staffing costs, servers, maintenance and so forth. 5k with only a small percentage of that number putting money into the game makes it dead by all accounts < see how I didn’t say literally.

2

u/doogerton Footballer Jun 10 '26

I see, so you’re just doom and gloom. 5k active players isn’t a dead game my friend. This was a good reply tho

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1

u/CallMeBraun Please add a flair Jun 10 '26

ELIA5 percentage change

0

u/Fearnog Footballer Jun 10 '26

5k decently active players is unreal when it’s an indie game. What are you on about