EGW-NewsRematch Devs Break Down How They Nail the Ball’s Feel and Gameplay Balance
Rematch Devs Break Down How They Nail the Ball’s Feel and Gameplay Balance
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Rematch Devs Break Down How They Nail the Ball’s Feel and Gameplay Balance

Rematch continues to hold a solid player base with around 33,000 players on Steam alone. The game blends sports and fighting game elements in a unique way that keeps fans engaged.

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The ball in Rematch isn’t just a simple object to kick around. As Allen explains, it’s the fundamental building block of the whole game—what he calls the “basic brick” or “atomic component.” The feel of the ball is deeply tied to how the game plays, so getting it right was essential. Drawing on their experience with Sifu and other Sloclap titles, the team put a lot of effort into making sure that every kick, bounce, and pass feels satisfying and deliberate.

PC Gamer recently spoke with Rematch co-founder Pierre Tarno and lead game designer Dylan Allen about one of the most critical parts of the game—the ball itself.

“The ball has to feel good when you hit it,” Allen said. But that feeling has to be balanced with how the rest of the game functions. A ball that travels too fast or too far would make defensive play useless and let attackers bypass the midfield easily. The team worked to ensure that even though goalkeepers can punt the ball far across the field, it stops short enough to avoid easy scoring without teamwork.

Sometimes, though, Allen admits that balancing feel and function means having to sacrifice one for the other.

Rematch Devs Break Down How They Nail the Ball’s Feel and Gameplay Balance 1

The team built a delicate balance into the game’s design. For example, a goalie’s powerful kick might launch the ball across the field, but it usually won’t reach the opposing goal without being intercepted. This forces players to work together, relying on teammates positioned strategically. The ball’s behavior ensures that no one can simply dominate by launching the ball carelessly and running past opponents.

Given how much the ball affects the core gameplay, the developers see it as something that can’t be changed lightly. Tarno explained that while tweaks are possible, they must be “considerate and deliberate.” Any change to the ball’s physics would force players to relearn key mechanics—how to judge distances, timing, and positioning, all depend on subtle factors like bounce height and velocity curves.

The learning curve in Rematch mirrors that of fighting games, where muscle memory and player experience are critical. Players get used to how the ball behaves, developing an intuitive sense of timing and control. Changing that means resetting players’ expectations and skills, which is why the team is cautious about adjustments.

Tarno highlighted the challenge of tweaking the ball:

“When it bounces on the ground, how high does it bounce back up? How is the effect curve applied?”

Even minor adjustments here ripple through gameplay, affecting everything from passing accuracy to defensive timing.

That said, the team values player feedback highly. Any future changes will be shaped by what the community experiences and suggests.

“We’ll be very careful about that.”

Rematch’s blend of sports and fighting game mechanics creates a unique tension in how the ball feels and behaves. It’s a design challenge not often tackled in traditional sports games. This hybrid approach means every tweak requires a surgical balance between realism and gameplay fun.

Rematch Devs Break Down How They Nail the Ball’s Feel and Gameplay Balance 2

The way Rematch handles ball physics also stands out compared to other sports games. Traditional soccer or football titles often prioritize realism or spectacle, but Rematch’s fighting game DNA pushes for a precise, tight feel that rewards skillful control and timing.

This meticulous attention to ball behavior reflects a broader trend in modern game design where even small mechanics get extensive polish. Games like Rocket League, for example, have spent years refining how the ball interacts with players and the environment to create satisfying gameplay loops.

In Rematch’s case, the ball’s feel ties directly to its identity. The game isn’t just about scoring goals; it’s about mastering timing, positioning, and tactical combat on the pitch. The ball is where all of that converges.

Looking ahead, the Rematch team is committed to preserving that delicate balance. They recognize how important it is for the game to feel consistent and fair while staying fun and rewarding for both newcomers and veterans.

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This thoughtful approach promises that Rematch will continue evolving with its community without sacrificing the core experience that has made it stand out. Players can expect any future changes to be slow, deliberate, and deeply informed by feedback.

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