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The 2015 Saxxy Awards Winners Have Been Revealed!

November 18, 2015 - SFM Team


We say this every year, but we had an especially hard time this year choosing the winners of the Saxxy Awards. The Extended category in particular was overflowing with quality submissions - who knew that the Heavy could be so adorable or so creative, how dark Nick's backstory was, and how hilariously terrifying a plane full of Scouts could be!


Congratulations to all the winners of the 2015 Saxxy Awards, who will be receiving the coveted Saxxy Award, equipable in Team Fortress, and to the Overall Winner, whose team will be flown out to meet the folks that make movies and games here at Valve.


Announcing the 2015 Saxxy Awards Nominees!

November 17, 2015 - SFM Team



What can we tell you about this year's nominees for the Saxxy Awards that hasn't already been said a million times over in the international cinematic press? That these entries will make you laugh? Cry? Cry a lot? Will make you cry so much you'll have to go to a special hospital? Will move you to quit your job and give your life over to charity? Will actually literally make you a better person by watching them?


No, there's no point in telling you what you already know. The only thing left to do is check out the nominees!


Get Voting For the Saxxys!

November 10, 2015 - SFM Team



Fire up your lightsaber and gas up that Millennium Falcon, folks, because after years of waiting, THE cinematic event of the year is finally only weeks away. That's right, voting has started on the Fifth Annual Saxxy Awards! Voting ends 3:00 PM PST on Monday, November 16th, so if you want your upvotes and downvotes to get counted, get in there and start watching! (Also, if you could help us out, don't forget to downvote entries that violate the Saxxy Awards rules: No ads, and the entry must link to any music/assets that weren’t created by the submitter.) Head over to Source Filmmaker for contest rules.


Scream Fortress VII is Here!

October 28, 2015 - TF2 Team



Every Halloween for the last six years we’ve guaranteed you that this year’s update will absolutely, for sure, 100% scare you to death. Since you’re reading this and apparently still have access to the mortal internet, those promises to kill you obviously didn’t pan out the way we’d all hoped. So this year we’ve decided to go for broke. Instead of creating one really scary but, let’s face it, non-lethal game mode, we’re resurrecting ALL our previous modes and tossing you into them AT ONCE! If you survive this year’s grim gauntlet of terrors past, then, honestly, we don’t know what to tell you. You’re some kind of unkillable, inhuman monster and it was unfair of you to expect us to scare you to death in the first place. For everyone else, though, make sure to savor clicking this link to the update page, because it will be the last link you ever click!


Mannpower Mode is Out of Beta!

October 28, 2015 - TF2 Team



Mannpower Mode is out of beta! Thank you so much to the TF2 community for all of your great feedback since we first launched the beta late last year. We think the mode is a lot more fast-paced and fun, and can't wait to hear what you think of the improvements. We're also shipping a map specifically designed for Mannpower called Hellfire as part of our Scream Fortress Update. So fire up the game, have some fun grappling around, and let us know what you think!


Below, please find a beginner's guide to everything you need to know about this mode.



Welcome to Mannpower Mode


Mannpower is a CTF-like game mode with powerups scattered throughout the map. When picked up, the powerups give you different abilities that you can use to help capture enemy flags. You can also use the grappling hook to fly through the air and get to places that feet alone can’t take you.


Flag Rules


Mannpower's flag rules differ slightly from regular CTF:


  • When dropped, flags will return after a period of time. This time does not reset if the flag is picked up again.
  • Flag carriers get a small amount of health regeneration.
  • Powered-up flag carriers do not get this benefit, and also suffer a grappling hook movement speed penalty.

Powerup Rules


  • Pick up powerups for various abilities. You own a powerup until you either drop it, die, or enter a respawn room.
  • You can only have one powerup at a time.
  • You can drop a powerup by pressing the “drop the briefcase” key (default is L). (First use will drop powerup, second use will drop briefcase.)
  • Powerups spawn throughout the level.
  • If you die while carrying a powerup, it will appear in the enemy team’s color. You cannot pick up an enemy colored powerup.

Grappling Hook Rules


  • Use the hook either by switching to slot 6 in your inventory, or by pressing and holding the “Use Item in Action Slot” key (default is H).
  • Fire and hold to shoot out the grapple wire. Upon contact with a viable surface, the grapple will reel you in.
  • To release the grapple, let go of the key and/or press your jump key to add some height to your dismount.
  • You can grapple into enemy players. When grappling into an enemy, let go of the grapple key and you will still pull into them. To detach, grapple again away from your target.

Powerup Types


  • Strength: 2x damage, no distance damage reduction
  • Haste: increased firing rate, reload rate, clip size, max ammo, movement speed, medigun healing and ubercharge meter rate
  • Resistance: 50% damage reduction from all sources, immune to plague transmission
  • Regeneration: Health, ammo and metal all regenerate
  • Vampire: damage dealt returned as health, increased max health, 25% damage resistance
  • Reflect: 50% of damage received reflected to dealer, 100% if it’s a sentry. Increased max health, 25% damage resistance
  • Precision: reduced bullet spread, no distance damage falloff, increased projectile speed, increased clip size on blast weapons
  • Agility: Increased movement speed, jump height and grapple speed, no fall damage, fast weapon switch, no movement penalty while carrying the flag
  • Knockout: increased melee damage, increased max health, melee hit forces victim to drop powerup, then flag; 4x melee damage against buildings; airblast and damage pushback immunity; restricts carrier to melee and hook only
  • King: Increased max health, small health regeneration, small fire and reload rate increase. Attributes shared with nearby teammates.
  • Plague: Radius health kit collection, touching an enemy gives them and their nearby team mates the plague. Plague victims bleed to death in 10 seconds unless they pick up a health kit or touch a resupply cabinet. Plague blocks King’s health regeneration and team buff.
  • Supernova: Discharge your supernova attack (grapple secondary fire) to briefly stun nearby visible enemies. Requires full Powerup meter. Powerup meter fills over time, or by dealing damage. Stunned enemies drop their powerups, and are pushed away from the supernova attacker. Once discharged, the Supernova powerup disappears and respawns. When the powerup meter is full, enemies will glow when in range