REMATCH Netcode 2.0 beta update adds new input delay options and HUD network icons
Sloclap released Netcode 2.0 Beta Patch Notes – Update 1 for REMATCH on November 6, 2026, adding new network consistency settings, HUD indicators and a fresh round of bug fixes while the studio keeps working toward a tentative December release.
The update is live through the Rematch Beta Test app in Steam libraries. Sloclap said it is still “actively working on Netcode 2.0,” and asked testers to continue sending feedback through Feature Upvote as the beta continues.
Visual Logger is off for the weekend
One of the main changes in this patch is a temporary performance adjustment. Sloclap said the Visual Logger will be disabled this weekend so testers can focus on the feel of the game without the extra hit to performance. The tool will be switched back on next Monday.
The developer described Visual Logger as a debugging tool that gives it “a detailed rundown of how bugs and issues happen.” It said the system is crucial for stabilizing the game, even though it understands the frustration caused by the performance loss. Visual Logger is only enabled in the beta and “will never be added to the live version of the game.”
That makes this weekend’s test run different from the usual beta setup. Sloclap wants feedback on the actual gameplay feel without the debugging overhead in the way, but it also wants to keep the data it needs to keep tightening the netcode.
Three input delay profiles are now available
The biggest gameplay addition is a new Network Consistency setting. Sloclap says not every player needs the same amount of input delay to offset ping, so the beta now offers three profiles:
- Prioritize Consistency — 67ms
- Standard — 50ms, set by default
- Prioritize Reactivity — 33ms
According to the patch notes, Netcode 2.0 with the Standard input delay setting should provide good network conditions for players with ping up to and slightly over 100ms. Players on servers very far from them, or with extremely high ping, may see a worse experience and should consider switching to Prioritize Consistency.
Sloclap has also added a new indicator in the top-right of the HUD showing the selected Network Consistency setting. That same area can now show icons for high latency, inconsistent ping and packet loss. Those icons can also appear next to other players’ nameplates, giving everyone on the pitch a clearer read on the connection state.
The beta now includes another HUD option too: players can resize other players’ nameplates from the options menu. Taken together, the new settings give testers more control over how much network information they see and how large that information appears during matches.
Bug fixes target tackling, shooting and goalkeeper actions
Sloclap’s latest notes also include a long list of fixes across movement, shooting, communication and goalkeeper behavior. Among the gameplay issues addressed:
- the player sometimes not accelerating properly after a standing tackle
- the ball being deflected if Defense Mode was triggered right after some Push Ball actions or Extra Effort
- the player snapping into a volley when shooting right after landing from a Defense Mode dive
- shooting animations not transitioning correctly to Defense Mode
- communication being disabled during some abilities
- a volley input during Extra Effort being canceled by the player’s own deflect
- the Goalkeeper’s catch effect playing twice in close-contact dives
- short lob tap sometimes not triggering correctly
- Goalkeeper regular dives sometimes not triggering correctly
- the ball snapping back to the player’s foot when shooting right after an Extra Effort push
- some badges not displaying on the Collection page
Sloclap also said tick order has been reorganized to gain an extra frame in input reactivity. That sits alongside the rest of the netcode work and points to the same goal: making the beta respond more cleanly when timing gets tight.
The studio has not claimed the beta is finished. It still lists a few known issues, including goalkeeper catch and deflect animations visually displacing the ball at the start of the tackle animation, volley actions canceled by another player not always showing a cancel animation or sound, Push Balls sometimes triggering instead of a dribble on ball control, and the ball occasionally freezing after a Goalkeeper catch before rolling back to the attacker’s feet.
Sloclap also noted that some custom game modes made for debugging purposes are still in the game, but none of them are playable.
For now, the beta remains the place to test Netcode 2.0 before its planned December window, with this weekend’s Visual Logger shutdown designed to give testers a cleaner read on how REMATCH actually feels.
Sources
- Sloclap: Netcode 2.0 Beta Patch Notes - Update 1
Tags: beta, HUD, netcode, patch notes
67ms as the default feels way too safe to me. if they really want REMATCH to feel sharp, Standard being 50ms should probably be the baseline and let the bad ping folks move up.
had a game last week where my keeper just ate a tackle input and the ball bounced back to their striker like a magnet… so yeah, any patch that cleans up tackles and catches is welcome on my end
visual logger off is huge