Thank you for joining us! Considering Sloclap’s previous work on action titles Absolver and Sifu, how did you decide that creating a multiplayer action football game was the next step for the studio?
Pierre Tarno, Creative Director and Benoit Jacquier, Technical Director at Sloclap: At first glance it might seem like a sharp turn, but for us there’s a clear thread connecting all our games: they’re about bodies in motion, with precise, reactive controls and a strong sense of physicality. After Absolver and Sifu, we wanted to explore that philosophy in a new setting. Football felt like a natural fit as it’s strategic, collective, emotional, and full of beautiful moments like a perfect volley or a last-second assist. As an indie team we have the creative freedom to take risks, and Rematch was born out of that desire to capture the essence of football in a fresh, immersive way.
As an indie team, what have you learned about using Unreal Engine on your previous projects that you were able to apply to the development of Rematch?
Sloclap: We’ve been working with Unreal since our very first project, so over the years we’ve developed a strong expertise with animation systems, online replication, and gameplay responsiveness. Absolver taught us a lot about network fairness and input replication, while Sifu pushed us to refine combat feel, timing, and fluidity. All of that carried directly into Rematch. At the same time, Rematch presented new challenges such as handling the ball and synchronizing complex interactions between ten players online. We had to expand our technical and design toolbox while relying on that foundation.