Catalog
Team Fortress 2

Team Fortress 2

Live

ShootersHero 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!

Official website

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.

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 shooterAction
Evidence:
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

under 100over 1 million
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

under 100over 1 million
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

Concurrent players

period average · July 2012 — August 2026 · Steam · published by source · Steam Charts

119,0000
July 2012August 2026
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

RealmScanner is a research catalog for multiplayer games. Data comes from public sources; coverage and evidence appear beside each assessment.