Find Your Perfect Team. Compete at the Highest Level.
Connect with players, register for tournaments, climb the leaderboard — HubMatch is the competitive home for Rematch esports across all platforms.
15K+
Active Players
2.5K+
Registered Teams
€250K+
Prize Pools
50K+
Matches Played
Everything You Need to Compete
Built for competitive Rematch players who demand more from their matchmaking experience.
Find Your Squad
Browse player profiles, filter by position and skill, connect with teammates who match your playstyle.
Learn more
Compete in Tournaments
Register your team for organized brackets, track progress in real-time, earn prizes and prestige.
Learn more
Manage Your Team
Full roster control, match scheduling, scrim booking, and integrated comms for your squad.
Learn more
How It Works
Get started in three simple steps
01
Create Your Profile
Set up your player card: position, platform, control method, and competitive history.
02
Find or Form a Team
Browse teams looking for players (LFP) or post your own listing (LFT) to get recruited.
03
Start Competing
Join queue for 10-Mans ranked matches, enter tournaments, schedule scrims, climb the ladder.
What is Rematch competitive play?
How the game itself shapes what competitive structure actually means.
Game format basics
Rematch is a team-based football game by Sloclap, the studio behind Sifu and Absolver. Standard competitive play is 5v5: a Goalkeeper, a Striker, a Support Striker, a Box-to-Box midfielder, and a Last Man defender. Every role has its own depth, and a balanced roster needs all five positions covered. Matches are short - typically 6 or 8 minutes per half depending on the organizer's settings - which makes the game fast-paced and skill-dense. A 3v3 small-team format also exists with flexible position assignment for quicker matches and easier roster formation.
Competitive play on HubMatch means structured matches where results count: ELO updates, screenshots, verification windows, and captains who carry decision authority. You join a 10-Mans queue solo and the system matches ten players from your region, then drafts them into two balanced teams aiming for under 50 ELO difference. Or you compete as a fixed team in tournaments and leagues, where the captain chooses the format (BO1 / BO3 / BO5), the game settings (match length, overtime, mercy rule), and the schedule. Skill-tier matching, captain decisions, and format choice are the three pillars.
Rematch ships with casual matchmaking, but the game itself does not provide team formation, tournament brackets, league standings, scrim scheduling, or persistent statistics. HubMatch fills that gap. Players need to find teammates who match their position, region, schedule, and skill - in-game queue cannot do that. Teams need to run repeatable practice, enter brackets, track progression, and resolve disputes - that requires infrastructure outside the game client. HubMatch is the layer that turns Rematch from a collection of casual matches into an organized competitive scene with rankings, history, and stakes.
From bracket generation to verified results - the four moving parts every organizer relies on.
Single vs Double Elimination
Single Elimination is the fastest format: lose once and you are out. A 16-team tournament finishes in 15 matches, which makes it ideal when time is limited. Double Elimination requires two losses to be eliminated - after your first loss you drop to the Losers bracket and can still fight back to the grand final against the Winners bracket champion. DE produces more accurate results at the cost of more matches, which is why it is the default for serious competitive events. HubMatch also supports Round Robin and Swiss for organizers who need fairness or scale.
Before the tournament starts, check-in opens 15 minutes ahead of the scheduled time. Each captain must confirm their team is ready to play - teams that do not check in are removed from the bracket and waitlisted teams can be promoted into open slots. If you set a roster limit, captains also pick their active players during registration. Bracket generation runs after check-in closes, using one of three seeding methods: random (default), registration order, or skill-based seeding by team compElo. The whole flow is captain-driven and the organizer monitors progress.
Every match uses a 6-digit lobby code that bridges HubMatch and Rematch. The designated host creates a custom lobby inside the game client, copies the code, and shares it through the match interface. The opposing team sees the code in real time, joins the lobby, and play begins. Lobby codes are short-lived and scoped to one match, so there is no risk of stale codes leaking between unrelated matches. The system tracks who created the code and when, so disputes about "wrong lobby" or "code never shared" have an audit trail attached to the match.
After each match both teams submit a score with a screenshot. If both scores agree, the result is accepted immediately and the bracket advances. If they conflict, a dispute is raised and routed to the organizer with the screenshots already attached. There is also a timeout path: if the opposing team does not respond within the verification window, the submitted result auto-accepts. This three-state flow (agree / dispute / timeout) means matches always reach a final state without manual chasing, while still giving organizers a clean override path for the genuinely contested cases.
Pick the format that fits how you want to compete on HubMatch.
Scrims
Casual practice between teams
Scrims are practice matches between two teams - perfect for testing strategies, building chemistry, or warming up before a tournament. Captains post LFS (Looking For Scrim) listings with a date, time window, game mode, and series format. Other captains accept open slots on a first-come basis, and the system can auto-match listings with overlapping time windows. Scrims still count toward compElo but at 50% weight, so the pressure is lower than official competition. After the match, captains can rate the opposing team on a 1-to-5 scale, which appears on team profiles.
Tournaments
Single bracket events
Tournaments are bracket-based competitions in concentrated timeframes - hours or a single weekend. Any player can organize one. HubMatch supports Single Elimination, Double Elimination, Round Robin, and Swiss formats, and multi-stage tournaments that combine a group stage with a knockout bracket for larger fields. The platform handles bracket generation, seeding, check-in, scheduling, screenshot-based result verification, and dispute escalation. Organizers configure game settings (match length, overtime, mercy rule, spectators) once and they apply to every match. Prizes are distributed externally by the organizer.
Leagues
Multi-week seasonal competition
Leagues run across an entire season of weekly fixtures. Standings update after each matchweek using a 3-1-0 points system (some leagues add bonus points for mercy-rule wins), with configurable tiebreakers like goal difference and head-to-head record. Leagues support divisions with promotion and relegation, transfer windows that limit roster churn mid-season, and optional playoffs to crown a champion. Both captains submit availability windows each week and the system finds an overlapping slot. Leagues reward consistency, build rivalries, and produce narratives across a full season.
Why HubMatch over in-game matchmaking?
Four concrete things the game client cannot give you.
Real ELO that tracks YOU, not your squad
HubMatch runs two separate ELO ratings. tenMansElo measures you as a solo individual through the 10-Mans queue, where 10 players are drafted into two balanced teams. compElo measures you in team contexts - tournaments, leagues, and scrims - and it follows you personally when you change teams. A team's effective rating is the average of its players' compElo, not a separate team number. Both ratings start at 1200 and use a chess-style formula: beat stronger opponents and you gain more, lose to weaker and you lose more. A graduated K-factor accelerates calibration during your first 30 matches.
Find teammates who match your schedule, region, and position
In-game matchmaking gives you random teammates for one match. HubMatch lets you find people you can play with consistently. Browse player profiles filtered by position, platform, region, ELO range, and availability windows. Post an LFT (Looking For Team) listing or apply to LFP (Looking For Players) listings from team captains. Applications auto-create a tryout so captains can evaluate you before committing. Teams can hold 5-12 active players, with at least 3 for any competition and 5 for 5v5 formats - enough headroom to absorb scheduling conflicts without scrambling for substitutes every match.
Any player can create and run a tournament - no special permissions, no fee for events with prize pools under 1,000 EUR (a 1% commission applies above that threshold). The platform handles bracket generation, three seeding methods, check-in windows, automatic match scheduling, per-round series format (BO1 / BO3 / BO5), screenshot-based result verification, forfeit handling, and dispute resolution. Organizers configure game settings once and they apply to every match. Custom rule sections let you communicate expectations that fall outside standard settings. The same system scales from an 8-team community cup to a multi-stage 32-team major.
HubMatch has an official Discord bot that connects the platform to the HubMatch Discord server. Link your Discord account once (automatic if you sign in with Discord) and the bot sends DMs for match reminders, team invites, tournament check-ins, and scrim confirmations - each one a rich embed with a direct link back to the match. When a Pickup Queue or 10-Mans match is found, the bot auto-creates a temporary voice channel and moves all matched players into it. When a match is disputed, the bot opens a private text channel for the captains and admin with structured evidence submission and resolution buttons.