Rematchis an upcoming sports game from the studio behind two of the most in-depth, free-flowing combat titles in recent memory,SifuandAbsolver.This time,indie gameDeveloper Sloclap has made the bold, somewhat surprising decision to jump into a completely different genre. Although on the surface, moving from heavily combat-focused titles to a soccer game feels like a completely different direction, there are far more similarities between the two than there initially appeared to be.
Game Rant sat down with Sloclap’s Creative Director, Pierre Tarno, to talk about all thingsRematch. He discussed some of the concepts from the developer’s previous titles thathelped shape the gameplay ofRematch.This interview has been edited for clarity and brevity.

Why Sloclap Has Moved From Combat-Focused Titles to Soccer
Q: WithSifuandAbsolverbeing combat-focused, what inspired you to switch to soccer?
A:There are similarities. These are all games about bodies in movement, with a focus on precise and reactive control of the character. It’s not so much that we wanted to move away from combat, but rather that we were driven by a creative desire to explore the beauty of football. We wanted to create an innovative experience that lets players feel the excitement of making the perfect pass or executing a beautiful volley kick, all from an immersive perspective. It just felt like a natural evolution for us.

Q: How has your experience with those previous titles helped makeRematchbetter?
A:Our work onSifuandAbsolverprovided valuable insights into the game’s feel, reactivity, and precision, as well as conveying physicality and impact through complex animation systems. Most notably,Absolver, as an online experience built around fair gameplay replication at its core, directly influenced the decisions we made forRematch’s online technology. This expertise proved crucial in developingRematch, a project that has proved challenging from both technical and design perspectives.

Q: The animations and movement are very fluid, likeSifuandAbsolver. Was that a priority?
A:Absolutely. We love action games with fluid animations and responsive 60fps gameplay. This is really part of our studio’s DNA.This approach naturally carried over intoRematch.

Q: What have you seen in other soccer games that you felt was missing?
A:Most football games focus on solo or 1v1 experiences, while we wanted to focus on team-based mechanics and tactical cooperation within a team. Also,other football games are viewed top-down; they lack a real sense of immersion on the pitch.

Finally, by keeping the gameplay accessible and giving it an arcade feel, we want to deliver an experience that’s fun and satisfying to play above all!
Q: Did you take any inspiration from indoor soccer leagues?
A:Yes and no. WhileRematch’s 5v5 formatbrings indoor soccer to mind, the field size is actually closer to that of the traditional game. Our primary inspiration remains association football.
Comparing Rematch to Rocket League
Q: Many drew comparisons betweenRematch’s approach to soccer andRocket League’s. How do you feel about those comparisons? Did you take any inspiration fromRocket League?
A:It’s hard to pinpoint specific sources of inspiration - when making a game in 2025, you’re standing on the shoulders of giants.We loveRocket Leagueand there are similarities, like the fact that the game takes place in a cage, butRematchis very different in its mechanics and tactical gameplay.
Q: Do you seeRematchas a casual experience, or do you hope it fosters a competitive scene?
A:Both. While it’s designed to be acasual and social experience,Rematchalso has enough depth and challenge for competitive play. Internally, we’ve already seen how competitive our team gets during tournaments!
Q: How do you hope to bring variety to eachRematchmatch?
A:Much like football itself, on the surface, every match is always the same, but at the same time, it’s always different. Tactical configurations, unpredictable moments, and dynamic gameplay ensure great variety. It’s impossible to predict what will happen even a few seconds ahead.
How Rematch Ensures the Goalkeeper is as Fun as Other Positions
Q: If one player controls the goalie, how do you ensure they are as engaged as other players?
A:This has been a major focus throughout development.The goalkeeper has unique mechanicsthat make the position really fun. When the team is defending, the goalkeeper is truly the last line of defense, and it’s exciting to be in that role. Additionally, when the goalkeeper leaves the penalty area, they become the “Sweeper” and get specific stamina-related bonuses.
This allows goalkeepers to push forward when their team is on offense and essentially take on a midfield role—participating in team tactics, intercepting balls, and still being able to quickly return to the penalty area if the opposing team counter-attacks. On top of that, the goalkeeper always has a great view of the action, making them a natural choice to help coordinate team tactics through voice chat or other communication tools. We regularly bring in external playtesters, and many players tell us thatgoalkeeper is their favorite position to play.
Q: How are positions assigned withinRematch?
A:There are no fixed positions. Players rotate dynamically based on the evolving situation. For example, another player can take over as goalkeeper by entering the penalty area while the original goalkeeper plays outfield as a Sweeper.
How Rematch Devs Settled on 5v5
Q: How did you settle on 5v5? Are there opportunities for matches with fewer players?
A:Weenvisioned 5v5 as the core modebecause it strikes a great balance—keeping players engaged while allowing for tactical depth, such as finding openings and handling pressure from opponents. That said, the game is still very fun with fewer players, and while 5v5 will be the only competitive mode at launch, quick-play matches with fewer players will also be available.
Q:Rematchlooks to mix realism and extraordinary elements. Will there be ways to modify the experience to make it more or less realistic?
A:It’s important to note that there are no fantasy elements inRematch—we’re aiming for an experience that feels both credible and epic. There’s a key difference between credibility and realism: we’re not trying to create arealistic football simulation. Instead, our choices are driven by the game’s feel and the depth of mechanics. One of the core pillars of development was to make players “feel like an amazing athlete.”
Rematch and Athlete Partnerships
Q: Do you plan to have any soccer or FIFA branding inRematch? Cover athletes or current soccer stars attached to the title?
A:We don’t plan on having official branding from clubs or leagues, but we’re open to partnering with great players who align with the game’s vision. It’s worth noting that while football fans will enjoyRematch, you don’t need to be one to have fun. Within our team, several developers aren’t hardcore football fans, but they still love playingRematch!
Q: What are you most excited about seeing players experience when they get their hands onRematch?
A:At its heart,Rematchis aboutthe joy of playing football with friends. We’re excited to see players team up and have fun together. The volley kick is one key action that really drives the game’s vision. It embodies the pillars of the experience: it feels amazing, looks great, ramps up the action by putting pressure on the opposing team, and is a collective play. The volley kick isn’t just used to score—it’s often used to quickly pass the ball to teammates.
We’re especially excited to see players make their first assist: delivering the perfect pass to a friend, who then shoots the ball directly into the net with a smooth volley kick. It’s a team-based sequence of cool actions that is incredibly satisfying to pull off.
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Rematchis set to release for PC, PS5, and Xbox Series X/ S in the Summer of 2025. Players can register for the betahere.