“Rematch” Hands-On

Rematch feels like a soccer game for people who love fighting games. That’s the simplest way I can describe and honestly, it’s a surprisingly effective pitch. Developed by Sloclap, the studio behind Sifu and Absolver, Rematch takes the kinetic energy and mechanical depth of their past combat-focused games and funnels it into a 5v5 competitive soccer experience. At first glance, it might seem like a wild genre pivot. But once you’re on the field, it makes perfect sense.

I’ve played all of Sloclap’s games now and if I were to guess what Sloclap’s signature design ethos is, it would focus on mastery through repetition, precision timing, and responsive control. This ethos translates beautifully to the chaos of a soccer match. Instead of combos and parries, you’re weaving passes, timing shots, and sliding into defensive tackles. But underneath it all, that same DNA of deliberate, skill-based gameplay shines through. You’re not just pressing buttons and hoping for the best; you’re learning a flow, reading your opponent, and seizing tiny windows of opportunity.

Unlike Sifu or Absolver, there’s no narrative thread tying the action together. Rematch is multiplayer-only, built entirely around quick matches and ranked play. You jump in, pick your custom player, and hit the field. There’s no overarching story, no world lore to unpack—just pure competitive gameplay. And while I normally appreciate some narrative context, I didn’t miss it here. The action is the focus, and it’s more than enough to carry the experience.

Rematch ball closeup
Rematch’s dynamic 5v5 matches keep the action fast, fluid, and unpredictable

The heart of Rematch lies in its commitment to single-player control within a team sport. You’re not managing the entire team like in FC or FIFA. You’re one player on the field, responsible for positioning, passing, defending, and scoring—all from your character’s perspective. It’s a subtle but significant shift that forces you to think differently. There’s no preset position either; if you want to be goalkeeper, get in the box first. Leave the area, and someone else takes over. It creates a dynamic, almost anarchic energy in casual matches but rewards tight coordination and communication at higher levels of play.

And it feels good. That’s probably the thing that stood out to me most in my preview sessions. Movement feels snappy and responsive, and once you start clicking with the controls, you begin to flow across the field in a way that feels intuitive and rewarding. Lining up a shot, intercepting a pass, or sliding into a perfectly timed tackle all carry the same kind of satisfying feedback you’d expect from a well-tuned fighting game. The transition from offense to defense is constant and knowing that every moment counts keeps the tension high.

Rematch Celebration
Rematch’s stylized visuals strike a balance between realism and arcade flair

It helps that Rematch doesn’t overcomplicate its systems. Outside of some light player customization—letting you tweak your jersey, appearance, and animations—there’s no loadouts or ability trees to worry about. Everything is cosmetic. Your performance is purely about skill, not stats. That decision makes sense for a game so laser-focused on competitive play, and it’s refreshing in a genre often bogged down by microtransaction-fueled progression systems.

Visually, Rematch sits in an interesting middle ground. It’s not going for hyperrealism, but it’s also not fully stylized. The characters have a slightly arcade-y design, leaning away from FC’s glossy presentation while still maintaining a sense of weight and presence. It works to Rematch’s advantage, distinguishing it from the big-budget soccer sims without sacrificing clarity or legibility on the field.

I spent my preview time bouncing between PC and Steam Deck, and it ran well on both! I recommend a controller if you can; the button mapping feels much more natural on a gamepad than keyboard and mouse. And much like with fighting games, there’s tactile satisfaction in using a controller here that just fits the experience better.

Rematch Stadium with Player
Every tackle, pass, and shot feels responsive thanks to tight, skill-based controls

If there’s one thing that surprised me, it’s just how seamless the fighting game influences feel. I went in wondering if the comparison was more marketing fluff than design reality. But no—the connection is real. Learning when to press, when to hold back, when to bait out a reaction, it’s all here. In a way, it’s like discovering that the same fundamentals of reading an opponent in Sifu or Street Fighter apply just as well on a soccer pitch.

Looking ahead, I’m curious to see how Rematch evolves post-launch. Right now, it’s strictly multiplayer-focused, but Sloclap hinted at exploring single-player modes down the line. I don’t know if a solo campaign would even work with this framework, but I’d be interested to see them try. More than that, I’m excited to see how the competitive scene shakes out. There’s real potential here for an esports ecosystem, especially if the studio supports ranked play with regular seasons and balance updates. Rematch is set to launch on June 19, 2025, with multiple betas and early access periods rolling out in the lead-up. If you’re a fan of Sloclap’s earlier work or just want a fresh take on soccer games, it’s absolutely worth keeping on your radar. It’s not trying to compete with FC; it’s carving out its own land that makes it all the more compelling.

Title:
Rematch
Platform:
PC (Steam), PlayStation 5, Xbox Series X|S
Publisher:
Kepler Interactive
Developer:
Sloclap
Genre:
Soccer
Release Date:
June 19, 2025
ESRB Rating:
E
Developer's Twitter:
Editor's Note:
A Steam preview key was provided by the publisher.

Rematch feels like a soccer game for people who love fighting games. That’s the simplest way I can describe and honestly, it’s a surprisingly effective pitch. Developed by Sloclap, the studio behind Sifu and Absolver, Rematch takes the kinetic energy and mechanical depth of their past combat-focused games and funnels it into a 5v5 competitive soccer experience. At first glance, it might seem like a wild genre pivot. But once you’re on the field, it makes perfect sense.

I’ve played all of Sloclap’s games now and if I were to guess what Sloclap’s signature design ethos is, it would focus on mastery through repetition, precision timing, and responsive control. This ethos translates beautifully to the chaos of a soccer match. Instead of combos and parries, you’re weaving passes, timing shots, and sliding into defensive tackles. But underneath it all, that same DNA of deliberate, skill-based gameplay shines through. You’re not just pressing buttons and hoping for the best; you’re learning a flow, reading your opponent, and seizing tiny windows of opportunity.

Unlike Sifu or Absolver, there’s no narrative thread tying the action together. Rematch is multiplayer-only, built entirely around quick matches and ranked play. You jump in, pick your custom player, and hit the field. There’s no overarching story, no world lore to unpack—just pure competitive gameplay. And while I normally appreciate some narrative context, I didn’t miss it here. The action is the focus, and it’s more than enough to carry the experience.

Rematch ball closeup
Rematch’s dynamic 5v5 matches keep the action fast, fluid, and unpredictable

The heart of Rematch lies in its commitment to single-player control within a team sport. You’re not managing the entire team like in FC or FIFA. You’re one player on the field, responsible for positioning, passing, defending, and scoring—all from your character’s perspective. It’s a subtle but significant shift that forces you to think differently. There’s no preset position either; if you want to be goalkeeper, get in the box first. Leave the area, and someone else takes over. It creates a dynamic, almost anarchic energy in casual matches but rewards tight coordination and communication at higher levels of play.

And it feels good. That’s probably the thing that stood out to me most in my preview sessions. Movement feels snappy and responsive, and once you start clicking with the controls, you begin to flow across the field in a way that feels intuitive and rewarding. Lining up a shot, intercepting a pass, or sliding into a perfectly timed tackle all carry the same kind of satisfying feedback you’d expect from a well-tuned fighting game. The transition from offense to defense is constant and knowing that every moment counts keeps the tension high.

Rematch Celebration
Rematch’s stylized visuals strike a balance between realism and arcade flair

It helps that Rematch doesn’t overcomplicate its systems. Outside of some light player customization—letting you tweak your jersey, appearance, and animations—there’s no loadouts or ability trees to worry about. Everything is cosmetic. Your performance is purely about skill, not stats. That decision makes sense for a game so laser-focused on competitive play, and it’s refreshing in a genre often bogged down by microtransaction-fueled progression systems.

Visually, Rematch sits in an interesting middle ground. It’s not going for hyperrealism, but it’s also not fully stylized. The characters have a slightly arcade-y design, leaning away from FC’s glossy presentation while still maintaining a sense of weight and presence. It works to Rematch’s advantage, distinguishing it from the big-budget soccer sims without sacrificing clarity or legibility on the field.

I spent my preview time bouncing between PC and Steam Deck, and it ran well on both! I recommend a controller if you can; the button mapping feels much more natural on a gamepad than keyboard and mouse. And much like with fighting games, there’s tactile satisfaction in using a controller here that just fits the experience better.

Rematch Stadium with Player
Every tackle, pass, and shot feels responsive thanks to tight, skill-based controls

If there’s one thing that surprised me, it’s just how seamless the fighting game influences feel. I went in wondering if the comparison was more marketing fluff than design reality. But no—the connection is real. Learning when to press, when to hold back, when to bait out a reaction, it’s all here. In a way, it’s like discovering that the same fundamentals of reading an opponent in Sifu or Street Fighter apply just as well on a soccer pitch.

Looking ahead, I’m curious to see how Rematch evolves post-launch. Right now, it’s strictly multiplayer-focused, but Sloclap hinted at exploring single-player modes down the line. I don’t know if a solo campaign would even work with this framework, but I’d be interested to see them try. More than that, I’m excited to see how the competitive scene shakes out. There’s real potential here for an esports ecosystem, especially if the studio supports ranked play with regular seasons and balance updates. Rematch is set to launch on June 19, 2025, with multiple betas and early access periods rolling out in the lead-up. If you’re a fan of Sloclap’s earlier work or just want a fresh take on soccer games, it’s absolutely worth keeping on your radar. It’s not trying to compete with FC; it’s carving out its own land that makes it all the more compelling.

Date published: 05/05/2025
/ 5 stars