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LATEST NEWS

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Dev Blog - Season 6

26 minutes ago
5 min read

Hey everyone!


Season 6 of Rematch starts on October 23rd. First, we’d like to thank everyone who took part in the Blue Lock event during Season 5! It meant a lot to see so many of you in the Blue Lock facility. We hope you’re ready for what comes next.


In this post we’ll walk you through the season changeover, have a look back at Season 5 and share where our priorities stand, then we’ll get into everything new coming in Season 6!


Season 6 Launch - October 23rd


  • 08:00 UTC: Patch S6.0 (the Season 6 content patch) goes live.

  • 10:00 UTC: The store updates.

  • 12:00 UTC: Season 5 ends. Ranked modes are disabled and Season 5 Ranked rewards are distributed to all players.

  • 14:00 UTC: Season 6 starts and Ranked modes are re-enabled.



Looking back at Season 5


Season 5 brought some of the biggest gameplay changes we’ve made in a while, with exhausted dribbling giving more opportunities for defenders to steal the ball, reworked goalkeeper dives with long and short versions, a more visually clear volley cancel feedback, and a rework of how tackle contests play out. You can read about all of them, and why we made them, in our Season 5 gameplay changes article.


Many of you told us you would have liked to test these changes in a Beta first. We usually run one before a major update, but we eventually decided against for Season 5 due to our work on Blue Lock and Netcode 2.0 running in parallel. We also should have communicated some changes earlier and more clearly, and we should have accounted for more input mappings with the goalkeeper dive update. We went into more detail in our follow-up post. We’ll do our best to share major changes with you earlier, with clearer communication through future patch notes and dev blog articles.



Gameplay Changes


Season 6 will be fairly frugal in terms of gameplay changes. We’re currently testing Netcode 2.0, which will noticeably change how the game feels and plays (more on that below). Stacking a lot of new gameplay changes on top of it would make it harder to tell what is causing what, for you and for us.


That said, we’re still acting on your feedback from Season 5. The S6.0 patch notes include adjustments that tone down tackle assist, volley height, defense mode, with a slight buff to sprinting stamina costs.


The full list of adjustments is in the S6.0 patch notes, which will be published before the patch goes live. 



Netcode 2.0


Netcode 2.0 is a complete rework of how the server handles hits (tackles, dives, catches, ball controls) and talks to your game client. The goal is a more stable and fair game with far fewer rollbacks and desyncs. It will also change how the game feels, including a small input delay of 50 ms, which is why we want to test it with you before it reaches the live servers.


The beta went live on October 14th through the Rematch Beta Test app on Steam, and it is tentatively set to run until mid-November. If you haven’t tried it yet, you’re welcome to jump in. You can send feedback and bug reports on Feature Upvote. For the full explanation of what Netcode 2.0 entails, you can read our dedicated dev blog.



Roadmap Update


Our 2026 roadmap was a plan, and plans move. We reprioritize based on your feedback, our internal data, but also because we sometimes come to the realization that some things require more work than anticipated. And that has shifted a few things:


  • The Legends League, originally planned for Season 6, moves to Season 7, along with matchmaking improvements. The Legends League will feature a top 500 leaderboard per region, and changes RP attribution at the top of the ladder, especially in Elite rank. Stay tuned for more information!

  • The Volley & Hit Contacts System rework moves to Season 8. Netcode reworks sets the groundwork for the rest of the gameplay, and once it’s stabilized, we’ll finalize the Volley & Hit Contacts system, which will make close volley encounters more granular and challenging. 


We will share a full 2027 roadmap later this year to give you more visibility on what’s planned next!



New in Season 6


Player Contracts


Contracts user interface, subject to change until release
Contracts user interface, subject to change until release

Player Level now does more than unlock Ranked. This replaces the old Player Level system and will grant you progressive rewards and profile customization options that you can pick and choose from, depending on how you play the game.



You’ll need the Amateur Contract to queue for Ranked. If you were Player Level 5 or higher, you’ll start Season 6 with it already unlocked.


This is a new feature, which means we’ll be counting on your feedback to make it even better. We already have a couple of ideas that we’re already working on to improve the Player Contracts system, but we’d like to hear from you as well.


We’re also giving legacy rewards (caps, and Player Profile elements) based on your Player Level, so your time in Rematch carries over. Player Contracts will roll out at the same time as the S6.0 patch or shortly after, and we’ll lock in your old Player Level at around that moment. This is your last chance to push your Player Level as much as you can before October 23rd!



Full details are in our Player Contracts dev blog.



Advanced Comms


Quick Chat now has additional options split into three categories:


Compliments

  • “Thanks!”

  • “Good job!”

  • “We got this!”


Apologies

  • “Nice try!”

  • “Sorry!”

  • “No problem!”


Tactical

  • “Unmarked!”

  • “Behind you!”

  • “Get back!”


This is the new default, but you can switch back to the old Quick Chat interface in the settings. It’s new, so tell us what works, what doesn’t and what you’d like to see added.

All of these can be remapped on both keyboard and controller, and every line is voiced in all supported audio languages.


End of match comms: on the end of match screen, you can now send “GG!”, “Team up!” or “Thanks!”, which your team will see.


Push to Talk: it is the new default for voice comms, and you can switch to whichever voice chat option you prefer in the settings. 



Final thoughts


Season 5 has been an incredible opportunity for us to bring Isagi, Nagi, Bachira and Rin to Rematch. We know many of you have been asking for a Blue Lock collaboration since day 1 of this game’s release and we’re proud to have made it happen! We hope you enjoyed it as much as we did making it.


Season 6 is right around the corner and we’ll get back to our usual release schedule. There is plenty more to share regarding the end of the year and into 2027, so we hope you’ll stick with us all the way!


Thank you for your patience, your feedback and your passion for Rematch.


We’ll see you on the pitch on October 23rd!



Runtime ©2024 Sloclap SAS. "Runtime", "Sloclap" and the Sloclap logo are all brands of Sloclap SAS. 
Developed and published by Sloclap SAS, a member of the Kepler Interactive group. All rights reserved.

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Runtime ©2024 Sloclap SAS. "Runtime", "Sloclap" and the Sloclap logo are all brands of Sloclap SAS. 
Developed and published by Sloclap SAS, a member of the Kepler Interactive group. All rights reserved.

téléchargement (9) 1 (1).png
Capture d’écran 2024-07-18 105142 1 (1).png
Sloclap Logo.png

Rematch ©2025 Sloclap SAS. “Rematch”, “Sloclap” and the Sloclap logo are all brands of Sloclap SAS.

Developed and published by Sloclap SAS, a member of the Kepler Interactive group. All rights reserved.

ESRB_E (1).png

Rematch ©2025 Sloclap SAS. “Rematch”, “Sloclap” and the Sloclap logo are all brands of Sloclap SAS.

Developed and published by Sloclap SAS, a member of the Kepler Interactive group. All rights reserved.

ESRB_E (1).png

Rematch ©2025 Sloclap SAS. “Rematch”, “Sloclap” and the Sloclap logo are all brands of Sloclap SAS.

Developed and published by Sloclap SAS, a member of the Kepler Interactive group. All rights reserved.

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