A Team Fortress 2-based multiplayer shooter where every match belongs to one persistent RED vs BLU war. Choose a side, deploy to a live front, and move the global map with every victory.

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Modyfikacja stworzona przez społeczność

This community-made mod requires that you own Team Fortress 2.

Kliknij tutaj, aby dowiedzieć się więcej o modyfikacjach na Steam.

Dołącz do Team Frontress Playtest

Poproś o dostęp, a otrzymasz powiadomienie, gdy producent będzie gotowy na przyjęcie większej liczby uczestników.
Ta gra nie jest jeszcze dostępna na Steam

Planowana data wydania: 4. kwartał 2026

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O tej grze

ONE WAR. THOUSANDS OF BATTLES.

TEAM FRONTRESS takes the familiar Team Fortress formula and connects its battles into one living multiplayer war.

Matches do not exist in isolation.

RED and BLU fight for territory across a shared strategic map. A victory advances an offensive. A defeat may push it back. Capturing a region moves the frontline — and the new state of the war determines what battle should happen next.

The war does not merely count matches. It creates the next one.

CHOOSE A SIDE. HIT DEPLOY.

Instead of splitting players across a collection of disconnected queues, TEAM FRONTRESS concentrates them around active fronts in one shared war.

Choose RED or BLU, open the war map and press DEPLOY.

The coordinator determines:

  • where an important battle is currently happening;

  • which stage of the offensive is active;

  • which battlefield fits the current population;

  • which side needs reinforcements;

  • whether an existing live battle still has room for you.

Want more control? Pick an active front yourself.

Just want to play? Hit DEPLOY.

EVERY VICTORY HAS CONSEQUENCES

Familiar game modes become stages of a larger military operation.

For example:

BREAKTHROUGH → ADVANCE → ASSAULT → REGION CAPTURED

One battle may be fought as Control Points.

The next may become Payload.

The final assault may use Attack/Defend.

If the attackers lose, their offensive can be pushed back.

If the defenders hold long enough, the entire offensive may collapse.

If the attackers clear the final stage, the territory changes hands and the frontline moves deeper into enemy territory.

The combat remains a fast class-based shooter.

But every match now has a place in the larger history of the war.

THE WAR SCALES WITH ITS PLAYERS

A large world should not require hundreds of concurrent players just to function.

When the population is small, TEAM FRONTRESS concentrates everyone around a single active front.

As more players come online, additional fronts can open.

Battle size can adapt as well:

  • compact skirmishes for a small population;

  • traditional 6v6 battles;

  • larger matches when enough players are available.

The strategic event remains the same.

Only the shape of the battle changes to fit the people who are actually online.

THE WAR CONTINUES WITHOUT YOU

Campaign state persists between matches.

You may log off after defending an important industrial region, then return the next day to discover that BLU broke through overnight and is already fighting for the next territory.

Or you may find that other players finished the offensive you helped begin.

The world does not reset when the scoreboard closes.

Every campaign gradually builds its own history:

who attacked, which territories changed hands, where an offensive collapsed, and who eventually reached the enemy headquarters.

THE SECOND GRAVEL WAR

After the Mann vs. Machine conflict, large parts of Mann Co.'s industrial network are left fragmented and without effective control.

Factories.

Warehouses.

Rail yards.

Power infrastructure.

Research facilities.

RED and BLU move in to claim what remains.

A new corporate war begins: THE SECOND GRAVEL WAR

FAMILIAR GAMEPLAY. A DIFFERENT CONTEXT.

TEAM FRONTRESS is not trying to replace Team Fortress combat with a strategy game.

The strategy exists around the matches, not instead of them.

If you simply want to play, you can.

Choose a class, join the battle, play the objective and help your team win.

The global layer exists to answer one question when the match ends:

“What did that victory actually change?”

KEY FEATURES

⚔️ One persistent RED vs BLU war

Core battles contribute to the same strategic campaign.

🗺️ A living frontline

Territory control, active offensives and live battles are visible on a shared war map.

🚀 DEPLOY

Jump directly into the battle where your side — and the current population — needs you most.

🔄 Matches with consequences

Victories and defeats advance or reverse offensives and can lead to territory changing hands.

👥 Population-aware warfare

The number of active fronts and the size of individual battles adapt to the number of players online.

🎮 Built on Team Comtress 2

TEAM FRONTRESS uses Team Comtress 2's bug fixes, performance improvements and quality-of-life work as its gameplay foundation.

🌐 A custom Game Coordinator

Matchmaking, fronts, campaigns, server allocation and persistent world state are managed by TEAM FRONTRESS's own coordinator.

🕒 A persistent campaign

The war survives individual matches and continues to develop while individual players are offline.

CURRENT DEVELOPMENT

TEAM FRONTRESS is currently in active development.

The first major milestone is focused on proving the core war loop:

  • RED versus BLU;

  • a global war map;

  • dynamic active fronts;

  • DEPLOY;

  • matchmaking;

  • population-aware battle sizes;

  • real match results affecting territory;

  • persistent campaigns;

  • dedicated game-server integration.

Deeper strategic and narrative systems will be developed only after the core war loop has been validated through real multiplayer testing.

ONE WAR. THOUSANDS OF BATTLES.

Join the war.
Fight your battle.
Move the front.

Oświadczenie w sprawie treści generowanych przez SI

Producenci opisują, jak ich gra korzysta z treści generowanych przez SI, w następujący sposób:

We may use AI to speed up creation of marketing materials and how even we should do that "marketing". And we may use AI for finding new ways to write better code, AI may analyze our code and so on. That's pretty ok that days, especially for free project that runs by enthusiasts.

So please review our final work, that's what matters.

Wymagania systemowe

Windows
SteamOS + Linux
    Konfiguracja minimalna:
    • System operacyjny: Windows 10/11
    • Procesor: Pentium 4 processor (3.0GHz, or better)
    • Pamięć: 4 GB RAM
    • DirectX: Wersja 9.0c
    • Sieć: Szerokopasmowe połączenie internetowe
    • Miejsce na dysku: 20 GB dostępnej przestrzeni
    • Dodatkowe uwagi: just modern PC should be enough
    Konfiguracja minimalna:
    • System operacyjny: Modern Linux distro
    • Procesor: Pentium 4 processor (3.0GHz, or better)
    • Pamięć: 4 GB RAM
    • Sieć: Szerokopasmowe połączenie internetowe
    • Miejsce na dysku: 20 GB dostępnej przestrzeni
    • Dodatkowe uwagi: just modern PC should be enough
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