EGW-NewsRematch's Netcode Is Still Breaking Saves
Rematch's Netcode Is Still Breaking Saves
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Rematch's Netcode Is Still Breaking Saves

Rematch is one of those games that grabs you hard. A football-inspired team battler from Sloclap, it’s fast, smart, and full of potential. It’s also rough around the edges—especially for goalies. The main problem? Desync. The kind that makes you feel like you never touched the ball in the first place, even when the game shows you did.

It happens a lot. You make a clean save, the crowd in voice chat goes wild, and then—nothing. The ball warps through you. A goal is counted. The match rolls on like you were never there. It’s not just a rare bug or a console hiccup. It's a core issue that affects how the game tracks player actions across the server.

Sloclap is aware of it. In the most recent patch, they addressed the issue in the notes, saying netcode is a high priority. But there's no immediate fix. The team is juggling gameplay replication, server structure, and UI work at the same time. So progress is slow.

“Please remember that some major priorities like netcode or crossplay are the work of specialists in their domains… we can’t put all our resources on these topics to make them happen faster—that being said we are making very good progress… more news soon!”

That statement is fair, but not exactly reassuring to those playing goalie right now. The desync mostly hits that role hardest, since every save attempt depends on the server agreeing with your exact frame of movement. Even a minor mismatch means failure. It’s like playing dice with your inputs.

Across the game’s subreddit, complaints are piling up. Videos show goalies making perfect stops that don’t register. There are clips of teammates cheering only to see the scoreboard flip against them. One player even said their regular goalie friend uninstalled the game because the position felt useless.

That frustration matters. Goalkeeping in Rematch already has a high skill curve. It's not a flashy or rewarding job in every match, and it’s rare to find players who specialize in it. If the core systems don’t support consistent play, no one is going to want to fill that role, and team play suffers as a result.

Still, it's not all doom. Rematch is pulling big numbers on Steam. According to SteamDB, the game is averaging a solid 20K players at peak hours. The momentum is there. The devs are talking. That’s more than you can say for most indie releases two weeks in.

The game’s design also holds up. Matches are short, movement feels clean, and the combat-style passing system keeps every play dynamic. There’s a strong competitive ceiling and plenty of room for team synergy, once the server issues stop getting in the way.

That said, the goodwill won’t last forever. Sloclap is known for Sifu, a game that launched strongly and kept its edge through consistent support. But Rematch needs quicker action on server performance. A lot of teams are holding off on serious play because they can't rely on their keeper role. It's not a small part of the game—it's one-third of your win condition.

For now, players are still sticking around, but the noise is growing louder. There’s only so much time Sloclap has before the frustration overtakes the hype. And with crossplay, ranked, and content updates all still ahead, fixing the fundamentals should probably be the first priority.

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Rematch might survive the netcode problems. But if it wants to thrive—and maybe even hit esports relevance—the team has to turn goalie play from a gamble into a skill-based role players can trust. That’s the patch everyone’s still waiting for.

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