Sloclap’s Rematch Launches Missing Crossplay; Dev Apologizes

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Sloclap’s Rematch Kicks Off Without Expected Cross-Platform Play

Sloclap, the studio renowned for the martial arts hit Sifu, has just launched its latest game, Rematch. This new arcade-style multiplayer soccer title, designed for online team-based matches, is now available on PlayStation 5, Windows PC, and Xbox Series X. However, the launch arrives with a notable omission: the anticipated crossplay functionality is not currently available.

For an online multiplayer game like Rematch, where players aim to team up with friends regardless of their console or PC, crossplay is a highly desired feature. Its absence at launch means players are currently restricted to competing and teaming up only with others on the same platform. This particularly impacts players accessing the game via Xbox Game Pass, who are limited to playing exclusively on Xbox servers.

Developer Addresses Missing Feature and Apologizes

Sloclap acknowledged the situation in a statement, apologizing to early adopters. They explained that while they “did [their] utmost to include crossplay at launch” and had previously indicated it was a top priority (including mentions during beta tests on their Discord server), the feature simply wasn’t ready in time.

The studio cited “unforeseen technical complexities” as the primary reason for the delay. They highlighted that Rematch represents their “first crossplay title,” which presented unique challenges during development. Sloclap also admitted a failure in communication, stating they “should have communicated as soon as it became apparent that crossplay wouldn’t be available at launch” and expressed regret for the “inconvenience and frustration it caused.”

Crossplay and Bug Fixes are Top Priorities

Despite the setback, Sloclap is emphatic that adding crossplay is their “absolute highest priority” moving forward. This goal is only superseded by addressing critical bug fixes and performance issues reported by players since launch. These issues include problems like lag, stuttering, frame drops, server/client desync (causing unpredictable ball and character movement), crashes, freezes, and menu lockouts.

The developer confirmed that a “basic working version” of crossplay exists from a technical perspective. However, significant work remains before it can be rolled out. This includes implementing the necessary user interfaces, conducting extensive debugging and polishing, and successfully passing certification processes required by console manufacturers.

What’s Next for Rematch?

While committed to delivering crossplay “swiftly,” Sloclap has not provided a precise timeline for its release, noting that such features can be time-consuming to develop properly.

Beyond the immediate focus on crossplay and performance, Sloclap has outlined plans for future updates. These include:

Refinements to core gameplay mechanics.
Competitive features such as tournament support, leaderboards for high-ranking players, and a club creation system.
Additional social components like spectator modes and the ability to easily rematch with teammates.
Casual play options, including AI-controlled bots for training.

The studio is a small team and manages player expectations by cautioning that not all planned features should be expected by the end of the year.

Initial Success Despite Launch Issues

Notably, despite the lack of crossplay at launch and the presence of performance issues, Rematch has shown encouraging early traction. Reports indicate strong concurrent player counts on PC via Steam, peaking significantly on launch day and maintaining a healthy number of players. The game has also garnered a ‘mostly positive’ user review rating on the platform, suggesting that the core gameplay is resonating with players despite the technical hurdles.

Sloclap’s challenge now is to iterate quickly, addressing the critical launch issues and implementing promised features like crossplay to maintain momentum and potentially cement Rematch‘s place in the competitive online sports genre.

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