

Team Fortress 2
LiveShootersHero shooterAction
- Platforms
- Release:
- 2007
- Developer:
- Valve
- Scale:
- Average concurrent players50,900
- Player rating:
- 91% · 1.2M
- Profile data as of:
- August 29, 2026
Nine distinct classes provide a broad range of tactical abilities and personalities. Constantly updated with new game modes, maps, equipment and, most importantly, hats!
Screenshots
Images from the source page, in source order. Select an image to view it full size.
Videos
Videos from the game’s source page, in source order. Select one to open the original.
Jungle InfernoNot specified
Team Fortress 2 Trailer 2Trailer
Mann vs. Machine - The Sound of MedicineNot specified
Mann vs Machine_TrailerTrailer
Meet the Pyro - TF2Not specified
Team Fortress 2: Meet The MedicNot specified
Team Fortress 2 Free to PlayNot specified
TF2 Mac TrailerTrailer
Team Fortress 2 TrailerTrailer
Team Fortress 2: Meet the HeavyNot specified
Team Fortress 2: Meet the Soldier (English)Not specified
Team Fortress 2: Meet the EngineerNot specified
Team Fortress 2: Meet the DemomanNot specified
Team Fortress 2: Meet the Scout (English)Not specified
Team Fortress 2: Meet the SniperNot specified
Team Fortress 2: Meet the SandvichNot specified
Team Fortress 2: Meet the SpyNot specified
Overview
- Franchise
- Team Fortress (brand)
- Team Fortress (series)
- Release date
- Windows — October 10, 2007
- macOS — 2010
- Linux — October 10, 2007
- PlayStation 3 — 2007
- Xbox 360 — 2007
- Developer
- Publisher
- Age rating
- ESRB M — Mature 17+ · IGDB mirror
- PEGI 16 — age 16+ · IGDB mirror
- USK 16 — age 16+ · Steam Store
- ACB MA 15+ — Mature Accompanied 15+ · IGDB mirror
- GRAC 19+ — Ages 19+ · IGDB mirror
- ClassInd 18 — Ages 18+ · Steam Store
- Content warnings
- Not specified by the storefront
- Interaction modes
- MultiplayerCross-platform play
- Session capacity
- 32 online, 32 online co-op, 24 offline, 24 offline co-op · IGDB mirror
- Access model
- Free to play
- Monetization
- In-app purchases
- Storefront price
- Unknown
- Store contents
- 520 Achievements, 1 DLC · Steam Store, August 29, 2026
- Languages
- EnglishRussianUkrainianGermanFrenchSpanishPortuguesePortuguese, BrazilItalianPolish
Classification
- Genres
- ShootersHero shooterActionEvidence:
- Setting and subject matter
- Unknown
- Camera
- First-person Evidence:
- Visual style
- Unknown
- Combat system type
- Shooting Evidence:
Scale
Concurrent players · period average
50,900
August 18, 2026 — September 17, 2026
- Detailed value
- 50,945.58
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Average concurrent Steam players over 30 days from Steam Charts: 50,945
- Date observed
- September 17, 2026
- Source
- Steam Charts
Concurrent players · period peak
70,000
August 18, 2026 — September 17, 2026
- Detailed value
- 70,026
- Coverage
- Steam
- Origin
- Published by source
- Confidence
- Medium — The site's calculation method is not published
- Basis
- Peak concurrent Steam players over 30 days from Steam Charts: 70,026
- Date observed
- September 17, 2026
- Source
- Steam Charts
- Ratings
- players91% · 1.2MSteam, US storefront · Steam reviews
- players82.8%Global · IGDB mirror
- critics80%Global · IGDB mirror
- critics92%Steam, US storefront · Steam Store
- Last update
- August 21, 2026 — Australian Hightower Highjinx 2026 (9 updates over 90 days) · Steam update feed
Concurrent players
period average · July 2012 — August 2026 · Steam · published by source · Steam Charts
- Change over period
- +10%increase from 45,600 (July 2012) to 50,300 (August 2026)
- Gaps
- No gaps in observed months
- Observations
- 170
Mechanics
Key game systems from the Mechanics Catalog. Assessment axes are independent and are not combined into a single score. An unassessed mechanic is unknown, not absent.
A persistent player organization created or recognized by the game itself, with a stable membership, a life beyond one session, a shared identity, functions, and goals.
For Team Fortress 2, the reviewed Valve material does not establish whether the observed product line contains a persistent in-game player organization with membership, identity, and collective action.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed Valve material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.4 · September 2, 2026
An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.
For Team Fortress 2, the reviewed Valve material does not establish whether the observed product line contains in-game transfer of value between players with rules affecting allocation or price.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed Valve material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.2 · September 2, 2026
A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.
Official-source search did not resolve transferable, contestable ownership that persists beyond one session for this product boundary. Silence was not treated as absence.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— On 2026-09-02, official-domain mechanic-specific searches for Team Fortress 2 did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.
research draft · methodology 0.3 · September 2, 2026
Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.
Official evidence confirms 6v6 Competitive Mode, MMR-based matching, thirteen ranks, a temporary abandonment penalty, and rank changes based on match performance. Seasonal structure remains unresolved.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- at most 2 of 5 — Basic ladder
- What limits the result:
- Seasons and rewards: Component seasonal_structure remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Medium— 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Competitive formats2 of 4 — Score 2 for structured formats is bounded by the cited official claim: “Competitive Mode’s rules and restrictions ... 6v6”
- Matchmaking3 of 4 — Score 3 for opponent matchmaking is bounded by the cited official claim: “MMR ... is then used to match you with players of a …”
- Rating and ladder3 of 4 — Score 3 for a recorded rating or leaderboard is bounded by the cited official claim: “Competitive Mode has 13 total ranks and titles”
- Seasons and rewardsNot assessed — Primary evidence did not resolve seasonal competition and rewards; retained as Unknown.
- Competitive integrity2 of 4 — Score 2: abandoning temporarily bans the player from matchmaking. This is a leave penalty, not evidence of systemic rating protection.
- Skill expression2 of 4 — Score 2: match-to-match performance changes rank, showing a noticeable performance role; the source does not establish a high skill ceiling or multiple tactical paths.
- Game integration1 of 4 — Score 1 for links to other game loops is bounded by the cited official claim: “Your match-to-match performance will determine how you rank up (or down).”
research draft · methodology 0.3 · September 2, 2026
A regular rhythm of meaningful updates, including seasons, patches, events, and a roadmap that supports a long product life.
The retained primary item identifies a release-related fact, but the package does not contain the complete dated release series, cadence observations, support-team boundary, and persistence evidence required by section 15.13. A positive live-service result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 15.13 is incomplete.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
A system for long-term character or account development through levels, skills, equipment, and specializations.
The targeted source check did not establish persistent cross-session progression that changes gameplay capabilities in Team Fortress 2. Silence was not classified as absence.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Encounter mode (record 1):
- Unknown— The checked source does not establish a specific player encounter contour.
- Progression role dimension in an encounter (record 1):
- Unknown— The source does not establish progression effects for either gear-and-stats or roster-and-roles.
- Progression role in an encounter (record 1):
- Unknown— Normalization, advantage, or a horizontal progression role in an encounter is not established.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— A mechanic-specific primary source was checked, but it did not establish both required criteria or an explicit negative statement.
Component scores (0–4):
- Path length and structureNot assessed
- Progression axesNot assessed
- Specialization choiceNot assessed
- Role of equipmentNot assessed
- Progression sourcesNot assessed
- Progress persistence and carry-overNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026





