Rematch Closed Beta 1 + Patch Notes - April 18th 2025
- Kevin Fantesini
- 6 days ago
- 7 min read
Hey everyone!
Rematch's first Closed Beta will take place today, April 18th, and will run from 3 PM UTC until April 21st, at 8 AM UTC.
You'll find the patch notes listing the various changes going into this Beta below!
This being a testing phase, we expect to encounter bugs and issues throughout the experience in the game, and there are a couple of issues we wanted to give you a heads up about. We are working hard to fix all of these for launch, but this beta build will be relatively similar to the two previous ones. This is due to the short amount of time between these releases, which forces us to prioritize stability over everything else.
If you encounter any bugs, we would greatly appreciate it if you could fill out the following form: https://forms.gle/r69DkGgRCbzFgiqf8
KNOWN ISSUES
SOME GAMES WILL START WITH UNBALANCED TEAMS
Games will start with only 4 players on one team, against 5 in the other. This is caused by a number of issues that mean the game can start once ten players have been found to matchmake, but one of them is unable to join the game for some reason. We have fixes in the works, but they all involve some level of risk so they were not good candidates to push live in such a short amount of time since the Influencer Preview.
REMAPPING IS NOT AVAILABLE
Remapping inputs takes time to do correctly so we prioritized other things for this version, and are still aiming at having better remapping options at launch. As a temporary solution, you can change your input preset in the gameplay options menu.Since the last playtest, the default input preset has been changed to the “No Cam Lock” preset. As much as we regret not having the “Cam Lock” option as default, we believe this preset is the better option we can give players in terms of having a good feel on their controller. You can still switch in options to the older input preset, and have access to the Cam Lock again.
CAM LOCK/BALL CAM NOT IN THE DEFAULT INPUTS
The cam lock/ball camera is not exactly in a state we are happiest with currently, and feedback from the latest surveys show that only a very small number of users use and appreciate it. Before we are able to spend more time iterating on it and finding the right input layout to make it work, we opted to keep it out of the default input preset. You can still return to the older default preset, including ball cam, in the options menu.
MOUSE & KEYBOARD SUPPORT IS STILL A WIP
There are still a number of bugs on the mouse & keyboard inputs which have not allowed us to iterate on it as fast as we would have liked. In Beta 1, we still strongly recommend using the controller to play the game.
WASD ISSUES
We've been made aware of them, please try going to the driver where Rematch is installed, searching in C:\Users[YourUser]\AppData\Local\Runtime and deleting the Saved folder This fixed the issue for a few people!
ISSUE WITH PLAYERS FALLING AFTER AN ACTION/VOLLEY
In some rare cases, players during a dive or volley can see that action cancelled and their character will fall and move in the air in unexpected ways.
GOALKEEPER CATCH ISSUES
The goalkeeper is a complex system and we still sometimes have issues with the goalkeeper not catching or deflecting the ball correctly while in Defense Mode or during dives. Fixes and improvements are still on the way.
EQUIPPED CUSTOMIZATION CAN RESET ON GAME LAUNCH
Some of the equippable customization items will be unequipped when you restart a game and will need to be set again.
Account and Ranked progressions have been reset. Your account will start at level 5 instead of level 10, so you will have to play a bit more before unlocking Ranked matches.
Your character customization has been reset.
There is a known issue where items obtained from the store or the Battle Pass might become unequipped when the game is restarted. This does not affect items unlocked by default.
GAMEPLAY CHANGES
The time we have left before the launch is short, and our main focus right now is debugging and keeping the game as stable as possible. We have a clear idea of what we plan to do, and where we want to bring the game. We have seen the meta game evolve really quickly over the few days of beta testing, in ways that meet our expectations. We are closely monitoring all the feedback and impressions we get from players’ gameplay, but don’t want to overreact to situations while the game is still going through a healthy and natural evolution. We already have next steps planned out until the official launch of the game.The biggest differences you will see for this version are bug fixes, and any gameplay changes will be (very) small.
TWEAKS TO GOALKEEPER DIVE HITBOXES AND ASSISTS
We feel like the role of the goalkeeper does its job very well, and its high power level allows the rest of the game to develop the way we want. One of the key creative ideas for the Goalkeeper is that they are the “final bosses” of the game.The strength and reliability of the role forces opponents to pass, play as a team, and find creative ways to beat the goalkeepers in 1v1 situations rather than just shooting straight at goal. We do want to add a bit of variety to the interactions between goalkeepers and attackers, and to add a bit of “spice” to these interactions, by creating more close misses.
1. The goalkeeper dive hitbox is now 5cm smaller
2. The goalkeeper’s dive assist angle around the input is also 10% smaller
3. The areas in which the dive deflects rather than catches is now 5cm larger
We do not expect or want a wild change in the power level of the goalkeeper and these changes are things we expected to experiment with. They are also accompanied by some fixes on how the goalkeeper works, and we will not see the final form of the role until all the fixes have arrived.
BUG FIXES TO GOALKEEPER SHOTS & TAPS BEING DEFLECTED
Goalkeepers are supposed to be under the relative safety of their temporary invulnerability. A number of bugs allow players to completely deflect goalkeeper shots & taps by using dashes or dives. The intended behavior is for these abilities to only “deviate” goalkeeper shots. This means they should only very slightly change the trajectory of these shots.
These bugs were a big reason why pressuring the goalkeeper was so rewarding, and probably what made it such a recurring behavior, especially at lower levels of play where goalkeepers didn’t know how to juke their way out of the situation, and where having less defenders to track back is less of an issue since teams don’t really capitalize on numerical advantages through passes.
We will keep monitoring the situation after these bug fixes.
SMALL TWEAKS TO SLIDING TACKLES
The sliding tackle is a powerful ability that we see a lot of in the game. We are working on the ability to make sure we put its usability, frequency, and power at the right levels, and already have fixes and next steps planned out. As much as we want the ball carriers to be under constant pressure, we do want to make sure that the sliding tackle is not too overwhelming a presence at all levels of play. As we focus on safely implementing the next steps for this ability, we also wanted to see what benefits we could get from small incremental changes.
Speed and overall range of sliding tackle are slightly reduced
The entry speed from locomotion required to do a full length tackle is now slightly higher
The recovery part of the sliding tackle brings the player to a short stop in their locomotion
The “tackle effect” hitbox lasts one frame less on the overall duration of the tackle
Cooldown for sliding tackle is now 150ms longer
Stamina cost for sliding tackle is now 10% higher
Bug fixes are also coming to make sure the sliding tackle behavior more closely matches the right design.
DEFENSIVE MODE DASH NOW HAS A SECOND CHARGE
The defensive mode’s Dash can now be used twice in quick succession before the cooldown starts applying. The second dash will be shorter than the first one.The idea is to allow defenders to have more flexibility in the way they dive in and out of range, putting on pressure on the ball carrier while still having mobility to follow them efficiently.
REMOVED “PROTECTION” EFFECT FROM DRIBBLE STANCE
The dribble stance (Left trigger input while in possession) had a protective effect that allowed players to stay closer to the ball when tackled and stumbling. This caused bugs, rollbacks and desyncs in its current implementation. Looking at the state of the game and all the work that needs to be done for release, we opted to remove this effect from the dribble stance.
In terms of gameplay, the bugs never really allowed us to see if the impact of this feature on the game was really as positive as we thought it would be. On the other hand, we saw a lot of ways in which it made confrontations between players more confusing, as well as other negative effects, so it made sense to step back from it.
EDIT 1:38 UTC: Undocumented changes and issues that didn't make it into the main post
Account and Ranked progressions have been reset. Your account will start at level 5 instead of level 10, so you will have to play a bit more before unlocking Ranked matches.
Your character customization has been reset.
There is a known issue where items obtained from the store or the Battle Pass might become unequipped when the game is restarted. This does not affect items unlocked by default.