One in the Chamber Tournament
July 29, 2023
Gentlemen, this is a mission of utmost importance. Succeed, and you will be rewarded handsomely - you will still be alive by the end.
The details to Fortress Faceoffs' newest covert operation have just been declassified! Teams of five avant-garde assassins will be brought to a new, top-of-the-line training course to perfect their fundamental skills of deadeye accuracy. To raise the stakes, all agents will only have one bullet in their revolvers at all times, and can only earn a new one through eliminating the enemy and confiscating their contraband! And yes, the documents really do contain this much alliteration in them.
Dare you miss your target, and you will be left with only your knife and your bravery. If you succeed in slashing your opponents to submission, you will also earn your bullet back. If you manage to backstab or headshot them, your next shot will be greatly improved with the power to pierce through multiple players! You can reserve these piercing charges for as long as you'd like, but don't get too cocky... or else you may not live long enough to use it!
Sign up today and wire the details to the top men in your secret circles! The games begin on August 11th @ 11:59 PM / 23:59 BST for all regions and will continue for roughly 2 weeks, though you do NOT have to actively participate this long! The top 8 teams will have their talent shown off live, proving once and for all that our tax dollars might actually be good for something! For more information about event rules, prizes, and more, join the Fortress Faceoffs Discord and try not to leave any traces behind!
Important Links:
Team Fortress 2 Update Released
July 28, 2023
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
Fixed names/descriptions for the most recent HugsTF medals
Updated pl_venice Gameplay Relocated first Blu spawn (now split into two individual spawns at random)
Moved 1st Red spawn further away into a new room
Added new upper entrance into building next to Point A (thanks Delila)
Added new exit from 2nd Red spawn room
Moved a building entrance near Point A to a new walkway area above
Removed upper entrance and Point C routes in building next to Point B
Added new raised position at the main open inside area between Points C and D
Added new route near Point D
Added new cubby spot at Point D
Removed part of the balcony at the final Point
Widened door between 2nd Blu spawn and Point B
Removed a door to upper room near first Blu spawn & connected the balconies
Opened section of the building next to Point C for faffing and uber charging
Altered the underneath of the balcony at the building next to Point C
Tweaked roof area near Point B to make it easier to counter
Tweaked walkway between Points A and B
Added some minor cover near Point A
Lowered railing at above position near Point C for Turrets
Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
Removed engineer building & added smoother clipping on the raised bridge
Added/removed/moved some health & ammo
Art Improved lightmap scale across the map to produce nicer shadows
Increased saturation and slightly adjusted style of some materials
Expanded the 3d skybox and made it viewable from more locations across the map
Fixed flag models
Made certain areas feel less like empty spaces
Misc Fixed strange missing texture error in middle connector
Fixed error in soundscapes
Added more direction signs across the map
Fixed misaligned payload particles
Boat near first Blu spawn has drifted off into the distance
Other minor changes
- Add ConVars to control Mann vs. Machine team limits on community servers
- tf_mvm_defenders_team_size
- tf_mvm_max_connected_players
Team Fortress 2 Update Released
July 28, 2023
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
- Add ConVars to control Mann vs. Machine team limits on community servers
- tf_mvm_defenders_team_size
- tf_mvm_max_connected_players
- tf_mvm_defenders_team_size
- Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
- Fixed names/descriptions for the most recent HugsTF medals
- Updated pl_venice
- Gameplay
- Relocated first Blu spawn (now split into two individual spawns at random)
- Moved 1st Red spawn further away into a new room
- Added new upper entrance into building next to Point A (thanks Delila)
- Added new exit from 2nd Red spawn room
- Moved a building entrance near Point A to a new walkway area above
- Removed upper entrance and Point C routes in building next to Point B
- Added new raised position at the main open inside area between Points C and D
- Added new route near Point D
- Added new cubby spot at Point D
- Removed part of the balcony at the final Point
- Widened door between 2nd Blu spawn and Point B
- Removed a door to upper room near first Blu spawn & connected the balconies
- Opened section of the building next to Point C for faffing and uber charging
- Altered the underneath of the balcony at the building next to Point C
- Tweaked roof area near Point B to make it easier to counter
- Tweaked walkway between Points A and B
- Added some minor cover near Point A
- Lowered railing at above position near Point C for Turrets
- Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
- Removed engineer building & added smoother clipping on the raised bridge
- Added/removed/moved some health & ammo
- Relocated first Blu spawn (now split into two individual spawns at random)
- Art
- Improved lightmap scale across the map to produce nicer shadows
- Increased saturation and slightly adjusted style of some materials
- Expanded the 3d skybox and made it viewable from more locations across the map
- Fixed flag models
- Made certain areas feel less like empty spaces
- Improved lightmap scale across the map to produce nicer shadows
- Misc
- Fixed strange missing texture error in middle connector
- Fixed error in soundscapes
- Added more direction signs across the map
- Fixed misaligned payload particles
- Boat near first Blu spawn has drifted off into the distance
- Other minor changes
- Fixed strange missing texture error in middle connector
- Gameplay
hugs.tf 2023
July 27, 2023

hugs.tf officially returns for its first live event since 2018! Join a range of charity-loving hat enthusiasts for a weekend full of pubs, show matches, creative segments, jumping and The Big Fat TF2 Quiz. Raising money for nearly a decade, this year's donations will once again go to SpecialEffect to put fun and inclusion back into the lives of people with physical disabilities by helping them to play video games!
The two-day livestream will take place on July 29th and 30th, starting at 11am BST / 12pm CEST / 6am ET and won't stop all day! Donations are now open over at the hugs.tf donation page!
And it doesn't stop there as the famous hugs.tf medals are back to be claimed! Any donations of at least £10 GBP or more will receive an in-game medal reward, with different medals offered for higher donations.
You can catch all the action over at the EssentialsTF Twitch channel.
To donate and find out more information, head to the hugs.tf website and join the hugs.tf Discord server!
Charity Cup 3: Summer Time
July 27, 2023

(Image credit: SFM - Bishop, Compositing - Deputy7)
Summer is finally here! Time for snow cones, sunglasses, and a chaotic clash of content creators in a 9v9 Highlander aimed to raise money for charity!
The Charity Cup brings a whole new spin on what would otherwise be a standard competitive highlander event! Content creators around the TF2 community have banded together in the name of charity and to beat the crap out of each other for your amusement! When donating during the live event, you can affect the game in many silly ways that affect both teams and may sway the odds during the match!
The event will support Starlight Children's Foundation. Bringing happiness to seriously ill children and their families, Starlight supports kids and families at more than 800 children’s hospitals and other health facilities in the US. They bring gaming stations to kids stuck in hospital beds, hospital wear for families that otherwise couldn't afford to have them, and so much more.
Spread the word and tune in on the 29th and 30th of July, @ 12:00pm / 3:00pm EDT for this two-day event representing creators from NA and EU! The event will be hosted live on Deputy7's Twitch channel! More information about donating can be found here!
Team Fortress 2 Update Released
July 26, 2023
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Updated koth_cascade Various player and projectile collision fixes
Various visual fixes and adjustments
Adjusted resupply locker positions
Updated cp_steel Fixed missing glass from bullet blocked windows
Removed some more ceiling light collisions
Improved clipping around B -> C building
Small safety improvement to Blu flank balcony to B
Some extra block bullets around B floor
Updated pl_phoenix Increased Red respawn wave time on D from 8 to 9
Fixed projectile collision bug around the payload elevator track
Fixed a case where the payload cart could get stuck at the base of the elevator
Various clipping fixes
Various visual fixes
Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish The script no longer forces mp_winlimit and mp_maxrounds to 0
Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
The Diamondback now gains 2 guaranteed crits upon backstab
Hale's attacks now pierce through damage absorption of the Wrangler shield
Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
Fixed bugs related to Your Eternal Reward's on-backstab disguise
Fixed Festive Eyelander not gaining heads on-hit
(Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
(Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
Fixed Hale disappearing when the game tries (and fails) to gib him
Both sides dying simultaneously now counts as Stalemate
Updated vsh_skirmish (additional changes) Added a live feed to the office
Improved clipping in multiple areas
- Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
- Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
- Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
- Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
- Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
- Fixed a crash that can occur when changing from VSH to another map
- Fixed a crash that can occur related to MP3s on VSH maps
- Fixed a crash that can occur when using changing model detail setting or using r_flushlod
- Fixed a crash when going between two sv_pure servers with maps packing custom content
- Fixed changing model detail setting or using r_flushlod not always taking effect
- Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
- Fixed custom particle overrides not being reloaded on servers without sv_pure
- Fixed game mode descriptions for some of the summer map stamps
- Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
- Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
- Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
- Updated/Added some tournament medals
- Updated cp_altitude
- Increased size of C capture area
- Reduced initial round timer from 6 to 5 minutes
- Increased max round timer length from 6 to 8 minutes
- Increased Blu respawn wave time on A from 3 to 4
- Increased Red respawn wave time on C from 8 to 9
- Reduced Blu respawn wave time on C from 3 to 2
- Various visual fixes and adjustments
Team Fortress 2 Update Released
July 26, 2023
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
- Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
- Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
- Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
- Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
- Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
- Fixed a crash that can occur when changing from VSH to another map
- Fixed a crash that can occur related to MP3s on VSH maps
- Fixed a crash that can occur when using changing model detail setting or using r_flushlod
- Fixed a crash when going between two sv_pure servers with maps packing custom content
- Fixed changing model detail setting or using r_flushlod not always taking effect
- Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
- Fixed custom particle overrides not being reloaded on servers without sv_pure
- Fixed game mode descriptions for some of the summer map stamps
- Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
- Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
- Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
- Updated/Added some tournament medals
- Updated cp_altitude
- Increased size of C capture area
- Reduced initial round timer from 6 to 5 minutes
- Increased max round timer length from 6 to 8 minutes
- Increased Blu respawn wave time on A from 3 to 4
- Increased Red respawn wave time on C from 8 to 9
- Reduced Blu respawn wave time on C from 3 to 2
- Various visual fixes and adjustments
- Increased size of C capture area
- Updated koth_cascade
- Various player and projectile collision fixes
- Various visual fixes and adjustments
- Adjusted resupply locker positions
- Various player and projectile collision fixes
- Updated cp_steel
- Fixed missing glass from bullet blocked windows
- Removed some more ceiling light collisions
- Improved clipping around B -> C building
- Small safety improvement to Blu flank balcony to B
- Some extra block bullets around B floor
- Fixed missing glass from bullet blocked windows
- Updated pl_phoenix
- Increased Red respawn wave time on D from 8 to 9
- Fixed projectile collision bug around the payload elevator track
- Fixed a case where the payload cart could get stuck at the base of the elevator
- Various clipping fixes
- Various visual fixes
- Increased Red respawn wave time on D from 8 to 9
- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- The script no longer forces mp_winlimit and mp_maxrounds to 0
- Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
- Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
- The Diamondback now gains 2 guaranteed crits upon backstab
- Hale's attacks now pierce through damage absorption of the Wrangler shield
- Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
- Fixed bugs related to Your Eternal Reward's on-backstab disguise
- Fixed Festive Eyelander not gaining heads on-hit
- (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
- (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
- Fixed Hale disappearing when the game tries (and fails) to gib him
- Both sides dying simultaneously now counts as Stalemate
- The script no longer forces mp_winlimit and mp_maxrounds to 0
- Updated vsh_skirmish (additional changes)
- Added a live feed to the office
- Improved clipping in multiple areas
- Added a live feed to the office
Team Fortress 2 Update Released
July 21, 2023
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
- Enabled Versus Saxton Hale (Community) support for Valve matchmaking servers
Team Fortress 2 Update Released
July 21, 2023
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
- Enabled Versus Saxton Hale (Community) support for Valve matchmaking servers
Team Fortress 2 Update Released
July 21, 2023
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Updated cp_hardwood_final Fixed a crash affecting a small number of players
Minor clipping adjustments throughout the map
Minor lighting issues fixed throughout the map
Adjusted areaportalwindow fade brush textures
Adjusted collisions for some props
Updated cp_steel More blockbullet /clipbrush swaps where needed
Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
Fixed more small unnecessary prop collision/clip removals
Fixed blatant texture misalignment
Addressed perch spot outside Red spawn on wood beam
Closed some accidental holes in geometry
Additional fixes to a sticky/shooting exploit through and under Red's E platform area
Increased pit damage to kill some certain class loadouts in a single trigger
Moved Blu spawns forward a little to previous distance
Extended projectile blocker brush along the top side of the Blu spawn building's roof
Fixed Sniper sightline into Red's first spawn points from E
Updated koth_rotunda Aligned various textures and fixed cubemap issue
Improved clipping
Improved lighting and reduced visual noise on some textures
Raised gate to flank route for ease of access
Aligned some props
Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
Added missing collision to some props
Sealed the map more
Updated cp_sulfur Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
Fixed a case where Blu could contest their own win
Fixed a case where you could build a teleporter under a platform and become trapped
Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
Altered Red spawn positons to spread them out when defending main point
Lowered Red's initial time to defend slightly
Convinced the boiling water to properly scald people that are submerged below the surface
Gravity density in the potplants has been correctly calibrated
Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
B can no longer be capped from the outside of the building
Area under Point A can no longer be accessed
Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
Updated pd_selbyen Fixed exploit that would let you build in spawn
Seal will now select a random skin every time it teleports to the break room (3 possible skins)
Adjusted oob seal animation timings
Fixed seal swimming animation
Added missing resupply cabinet on the Blu side
Added some missing clipping that would let players build in undesirable places
Fixed some floating windows
Fixed some props clipping through stuff
Fixed some displacements clipping through stuff
Fixed some displacement seams
Fixed some visible nodraws
Fixed some z-fighting
Various detailing additions
Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish TF_Bots now function in Versus Saxton Hale
Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
Fixed players dropping Player Destruction pickups
Fixed Hale sometimes holding Necro Smasher or Sandvich
Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
By community request, added Pyro VSH lines, performed by James McGuinn
Updated VSH voice lines for Spy
"Behind you" and "Above you" now play exclusively for the player the line is addressed to
Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
Mad Milk recharge rate returned to stock value
Demoman's Swords now deal less knockback than other melee weapons
Demoman's Shields will now break when absorbing a Hale punch
Fixed a bug relating to sending a class-restricted duel to Hale during Setup
Updated vsh_skirmish (additional changes) Fixed an exploit that allowed players to build out of bounds
Added decals to ammo pack locations throughout the map
Updated vsh_distillery (additional change) Fixed crash when using mat_phong 0
- Added main menu character for the Summer event
- Fixed pd_watergate capture zone not working properly
- Fixed geometry collision issue with the Wildflower Meadows Unusual effect
- Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
- Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
- Fixed the Strange Filter prefix for pd_selbyen
- Fixed broken materials for the second style of the Cranium Cover
- Updated koth_sharkbay
- Fixed the flying boat
- Removed collision from seagulls
- Updated Map Stamp icons