August 17, 2026
A week of new formats: official Blitz brackets with pods that fit your turnout, score adjustments in the open, double-handed play, full succession-duel reporting, best-of-three ladders with corrected place numbers, and a redesigned Discord match card.
If you play Unmatched, you probably know Blitz — Restoration Games' official tournament format where every match is a four-player free-for-all and only the winner survives the round. You can now run it here.
Set up a Single Elimination stage and choose the Blitz — 4-player pods preset: the bracket builds in pods of four, each pod plays one free-for-all, and the winner advances while everyone else is eliminated. Reporting is one tap — pick the winner — or enter the full finishing order if you want it recorded. Organizers keep their usual tools on pods too: setting seats, recording a result on a player's behalf, and forfeits all work the same as head-to-head brackets.
And pods fit your actual turnout: fields of 2–4, 8–16, or 32–64 all work, with short pods sharing the shortfall evenly — and if your headcount doesn't fit, the setup screen tells you exactly what to do about it before you announce anything. Players can also record which fighters they brought (organizers choose whether that's required), and the match form only offers fighters from your declared roster.
Organizers can now add bonuses and penalties — painting awards, sportsmanship, late drops — or score bespoke formats match by match. Every adjustment carries a reason that is shown publicly next to the standings marker, corrections happen as visible reversals rather than silent edits, and adjustments never touch ratings or strength-of-schedule tiebreakers. Bracket-only events get their own points panel.
In Unmatched, some fighters are meant to be played in pairs — one person commanding two heroes at once. You can now run and log matches that work this way: two players at the table, four fighters on the board, still a single one-on-one contest between the two of you.
An organizer turns it on with one setting — choose how many fighters each player brings, and the competition becomes double-handed. Every match it generates, whether from a bracket, a group, a Swiss round or a one-off, is created in the new format automatically, and results feed the same one-on-one rating ladder, because it is still one player against one player.
Reporting a game works the way a normal match does, with room for both fighters: pick each side's two, mark who won, and the result counts toward your record. And if you just want a casual game, there is now a double-handed quick-log next to the other friendly formats.
Some duels don't end when a fighter falls. In a succession duel, each player drafts a small stable of characters and cycles through them as they're knocked out — the game keeps going until one side has no one left to send in. It's one continuous game with real momentum: a surviving character carries their health into the next round of the fight, and a winner might sweep 3–0 on a single character or scrape through on their last legs.
You can now report these matches properly — the full knockout sequence, in order, with each character's health at every fall. The report form walks the fight step by step: pick the starting characters, record who fell and at what health, bring in the next character, and the form works out the winner from the sequence itself. Your characters stay on your side of the form the whole way through, and if a player concedes mid-duel, that's recorded faithfully too — a scoop is not the same thing as a knockout, and the match page says so.
The match page tells the story: the knockout differential up top, and the full sequence below — who took down whom, in what order, at what health — readable at a glance on a phone at the table. There's a quick-log for casual duels too: enter the knockout sequence and the winner follows from it, exactly like reporting a competition match. Casual games stay casual: friendlies never move ratings.
Ladder stages now honour the match format you set. If your ladder's default match format is best-of-three, challenges create a three-game series — the reporting wizard walks all three games, and the winner of the series takes the win on the ladder. Previously every ladder match was created as a single game no matter what the setting said; if you had already set best-of-three on your ladder, it takes effect from now on, and matches that were already played are unchanged.
Ladders offer best-of-one or best-of-three. Formats that can end in a draw stay off the menu on purpose: a drawn match has no winner, and on a ladder that would leave nobody to move up. Rank still moves on the match result, never per game — winning a three-game series counts as one match win, exactly like a single-game win. Learn more
Some ladder leaderboards showed the right order with the wrong place numbers — a player who'd played and lost could be numbered below people who hadn't played at all, so the places read 1, 2, 22, 23, 5 down the page. The stored places and the displayed order now agree everywhere, existing ladders were renumbered automatically, and ties among players yet to play are broken the same way every time.
The match-result card posted to Discord got a redesign: a compact header, and proper cards for every format — free-for-all pods show every player with medal placements (previously only two players made it onto the card), team and double-handed games show all the fighters involved, and succession duels show the knockout sequence. Verified and Corrected marks now appear on the card too, where before they were silently skipped. A day later the header tightened up further: your picks and pre-bans now sit beside the fighter art instead of leaving an empty band under it, and the stage name no longer appears twice in the card's byline.