Team Fortress 2 Update Released
May 23, 2026
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_demolition Fixed some lighting issues with the pipes next to the control point
Replaced some textures in the radio rooms
Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)
Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)
Fixed a leftover prop being inside a wall
Fixed a texture in the jumppad using the wrong cubemap
Made the catwalk behind the office building a bit bigger
Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels
Updated plr_hacksaw and plr_hacksaw_event Removed attic balconies overlooking the capture zone
Moved a small pickup location into the attic
Fixed clipping errors
Updated cp_process_final Fixed various collision issues across the map Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
Some of these involved closing off open areas where explosions could vanish
Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't
Increased skybox height across the map to be consistent with other 5CP maps
Changed the small prop pipes at last to be nonsolid, but still block stickies Players should be able to cleanly walk and jump along these pipes without getting stuck
Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage
Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model
Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.
Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.
Removed some rocks near the angled ramp at 2nd and replaced them with crates
Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings
Made exterior fences more consistent with the bounding of the level
Changed some metal textures to better match the mirrored symmetry of the level
Added some additional detail behind the starting spawn room
Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete
Replaced some small pipes at the 2nd spire to make a more consistent platform
Made many existing light props nonsolid to prevent movement issues Most were already nonsolid, but this should make most props consistent
Updated cp_metalworks Fixed various collision issues across the map Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
Changed the level geometry at last to have more consistent collision While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues
Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through
Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.
Increased the door size of the first forward spawn
The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash
Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.
Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).
Fixed a section of displacement where players could get stuck in the ground
Slight visual tweaks throughout the level
- Fixed crash related to KeyValues
- Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)
- Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)
- Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)
- Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme)
- Fixed spacing issues for item descriptions (community fix from DiskIntegrity)
- Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)
- Fixed The Fancy Spellbook's large backpack icon not matching the small version
- Updated VScript to allow set damage for force calc (community fix from doclic)
- Updated the Snow Merc to count as an assister in the death notice
- Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs
- Updated the Die Regime-Panzerung to add a 'No Bullets' style
- Updated/Added some tournament medals
- Updated the Mann of the Hour
- Restored missing rim mask
- Made shapekeys for a few problematic face flexes
- Replaced incorrect normal map
- Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul
- Updated backpack icon to represent above changes
Team Fortress 2 Update Released
May 23, 2026
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 crash related to KeyValues
- Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)
- Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)
- Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)
- Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme)
- Fixed spacing issues for item descriptions (community fix from DiskIntegrity)
- Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)
- Fixed The Fancy Spellbook's large backpack icon not matching the small version
- Updated VScript to allow set damage for force calc (community fix from doclic)
- Updated the Snow Merc to count as an assister in the death notice
- Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs
- Updated the Die Regime-Panzerung to add a 'No Bullets' style
- Updated/Added some tournament medals
- Updated the Mann of the Hour
- Restored missing rim mask
- Made shapekeys for a few problematic face flexes
- Replaced incorrect normal map
- Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul
- Updated backpack icon to represent above changes
- Restored missing rim mask
- Updated koth_demolition
- Fixed some lighting issues with the pipes next to the control point
- Replaced some textures in the radio rooms
- Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)
- Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)
- Fixed a leftover prop being inside a wall
- Fixed a texture in the jumppad using the wrong cubemap
- Made the catwalk behind the office building a bit bigger
- Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels
- Fixed some lighting issues with the pipes next to the control point
- Updated plr_hacksaw and plr_hacksaw_event
- Removed attic balconies overlooking the capture zone
- Moved a small pickup location into the attic
- Fixed clipping errors
- Removed attic balconies overlooking the capture zone
- Updated cp_process_final
- Fixed various collision issues across the map
- Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
- Some of these involved closing off open areas where explosions could vanish
- Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't
- Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
- Increased skybox height across the map to be consistent with other 5CP maps
- Changed the small prop pipes at last to be nonsolid, but still block stickies
- Players should be able to cleanly walk and jump along these pipes without getting stuck
- Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage
- Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model
- Players should be able to cleanly walk and jump along these pipes without getting stuck
- Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.
- Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.
- Removed some rocks near the angled ramp at 2nd and replaced them with crates
- Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings
- Made exterior fences more consistent with the bounding of the level
- Changed some metal textures to better match the mirrored symmetry of the level
- Added some additional detail behind the starting spawn room
- Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete
- Replaced some small pipes at the 2nd spire to make a more consistent platform
- Made many existing light props nonsolid to prevent movement issues
- Most were already nonsolid, but this should make most props consistent
- Fixed various collision issues across the map
- Updated cp_metalworks
- Fixed various collision issues across the map
- Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
- Changed the level geometry at last to have more consistent collision
- While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues
- Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through
- Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.
- Increased the door size of the first forward spawn
- The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash
- Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.
- Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).
- Fixed a section of displacement where players could get stuck in the ground
- Slight visual tweaks throughout the level
- Fixed various collision issues across the map
Operation Memes vs Machines: Re-Peeled
May 04, 2026

(Image credit: washy)
The Year of the Horse has arrived, and Potato.TF thinks that calls for a celebration! After asking every horse in the area the best ways to enjoy this year, it was unfortunately nays across the board. Unsure what to take from this, Potato.TF decided to celebrate the best way they could think of: bringing back Memes vs Machines! The horses did give one piece of advice: do not release on April Fools under any circumstances! In hindsight it seems this was merely a clever prank. Good job, horses, maybe that long face of yours has more brains behind it than we thought.
Operation Memes vs Machines: Re-Peeled is a new Mann vs. Machine charity event brought to you by Potato.TF! Complete over 10 missions across new and returning maps and complete at least 8 missions to receive an in-game medal! Click here to get started!
Feeling generous? Potato.TF is also hosting a charity fundraiser supporting Hawaii Storm Relief! Donate as little as $5 to receive an in-game medal! Have the link to your Steam profile ready and click here for more information.
Destroy those robots while you can! The event will run until May 25th, 2026.
Important Links:
ÜBERFEST Trophy Design Competition
May 01, 2026

(Image credit: Concept artist - Endi, SFM artist - BloodiestBanana, Illustrator - Max Shortt)
This is where they'd put the trophy...
Are you the sort with a healthy dose of ideas but nowhere to use them? Have you just had one now and are wondering where you're going to find a plastic pelican at this hour? Then oh-boy does KritzKast have the competition for you!
KritzKast are looking for those with creative juices to spare, maybe even some artistic flare, or at the very least a friend or two who knows it's the sharp end of the pencil that goes down. This is absolutely the least effort you'll ever have to put into a creative endeavour to win big. Actually, technically to win very small, but still to win awesomely.
A fancy French cosplay studio (whose work you may have seen in certain "meet the real" videos) has volunteered to create the best esport trophy Team Fortress 2 has ever seen, for ÜBERFEST 2026! But KritzKast are notoriously work-shy, so to reach this trophy's full potential they need your ideas for what it should actually look like.
The winning idea will be made real, put on display during the LAN, and then awarded to the winning esport team! If it's your idea that's chosen, you and your team will each receive a one-of-a-kind handmade miniature replica of the trophy! There will also be plenty of Lo-Fi Longwave hats up for grabs!
The competition runs until the end of May!
Important Links:
Fireside Casts Highlander Tournament
April 14, 2026

(Image credit: Max Shortt)
Fireside Casts will be hosting their Cam's Cup Highlander tournament starting this Friday, April 17, @ 3:30PM EDT! The event honors a North American community member that recently passed away. Featuring 12 teams of 9 players, captains will gather to do a live draft the day before matches. The 12 teams will then be sorted into three divisions relevant to the teams' assumed skill levels and will be playing in a double elimination best-of-1 bracket.
On Friday, viewers can watch the live draft where captains will pick players to be on their respective teams. Then on Saturday and Sunday match coverage of the cup begins, featuring commentary from new and old faces alike!
Be sure to tune in and catch all the action! More details can be found on their Discord server.
Important Links:
Americana Contest Results
April 11, 2026

(Image credit: Waltz)
TF2 Painter's Workshop is proud to announce the winners of the Americana Contest have been chosen! The submission scores were averaged between five judges according to three criteria: Theme Adherence/Concept, Execution, and Personal Preference.
All of the winning submissions and the extras which scored at or above a 9/15 have been included in The Americana Collection! There's also a custom war paint case proposal!
All of the submissions have been included in the Americana Contest Entries collection!
To donate or participate in future events, join their Discord server!
MGE.tf 1v1 and 2v2 League
March 20, 2026

MGE.tf is launching a new season with the addition of 1v1 competition and the debut of a new region: Asia! Players will now be able to compete in both 1v1 and 2v2 leagues across North America, Europe, and Asia!
Players will face off in weekly deathmatch games against opponents of similar skill levels, creating a structured environment where everyone, from brand new players to top professionals, can sharpen mechanics and improve through consistent competition. Competitors can sign up for 1v1 or team up with a partner for 2v2, with multiple divisions to fight for glory, cash prizes and medals! Join their discord for league information and to train with other MGE players.
Who will be top of the leaderboards this season? Signups are open!
Important Links:
Team Fortress 2 Update Released
March 11, 2026
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 client crash related to material proxies
- Fixed Scout.NegativeVocalization04 sounds in Mann vs. Machine not playing because of a typo in the volume (community fix from That Hat Guy)
- Fixed The Spy-cicle not using its icicle lightwarp (community fix from BreavyTF2)
- Updated material for cp_coldfront to fix compression issue
- Updated the prop for Taunt: Heartbreaker to fix a missing material
- Updated koth_demolition
- Fixed a player clip on the helipad allowing players to stand outside the playable area (thanks Midnite)
- Fixed some player clip pixel walks on some doors
- Fixed a blockbullets floating above BLU spawn (thanks True_Boredom)
Team Fortress 2 Update Released
March 11, 2026
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 client crash related to material proxies
- Fixed Scout.NegativeVocalization04 sounds in Mann vs. Machine not playing because of a typo in the volume (community fix from That Hat Guy)
- Fixed The Spy-cicle not using its icicle lightwarp (community fix from BreavyTF2)
- Updated material for cp_coldfront to fix compression issue
- Updated the prop for Taunt: Heartbreaker to fix a missing material
- Updated koth_demolition
- Fixed a player clip on the helipad allowing players to stand outside the playable area (thanks Midnite)
- Fixed some player clip pixel walks on some doors
- Fixed a blockbullets floating above BLU spawn (thanks True_Boredom)
- Fixed a player clip on the helipad allowing players to stand outside the playable area (thanks Midnite)
Team Fortress 2 Update Released
March 06, 2026
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 the taunt prop for Taunt: Heartbreaker Updated the materials to add ambient occlusion
Updated the phong and rim lighting to show albedo tint
Updated the materials to add more depth
Updated the model to fix missing faces
Updated the model to fix stretching on lower LODs
Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1
Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
Updated koth_demolition Updated map lighting to make it more like a sunset, as well as giving it a more golden color
Replaced the models used for the capture point lights with a different one which has better collision and illumination
Reworked the capture point platform to give it a stronger design
Reworked all the catwalks to give them a more stylized look
Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look
Reverted a previous change to the capture point team change steam whistle
Removed all ambient_generics near the furnaces and fire pipe
Reworked the soundscapes to make them more efficient and work properly
Reworked the control room of the crane to give it a better design
Reworked some ropes from the crane to give them a better look
Fixed some props fading out incorrectly
Fixed ships in the 3d skybox casting shadows
Fixed cubemaps missing on parts of the map
Fixed reflective surfaces not having a cubemap attached to them
Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)
Improved water cubemaps
Restructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz)
Improved the visuals on the spawn platform to fit the previous change
Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)
- Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes
- Fixed a bug where certain custom maps would not load assets correctly on Linux
- Fixed some crashes relating to singleplayer TF2 SDK mods
- Fixed a memory leak on long running servers related to dynamic models
- Fixed client crash related to invalid D3D texture flag
- Fixed hearing teleporter spin sound when carried (community fix from Brandon Little)
- Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)
- Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)
- Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)
- Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)
- Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)
- Fixed network state changes for player condition vars (community fix from ficool2)
- Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)
- Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)
- Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)
- Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)
- Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)
- Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)
- Fixed cloak and rage meters being mispredicted (community fix from ficool2)
- Fixed prediction issues with Spy watches and cloak (community fix from ficool2)
- Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)
- Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)
- Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)
- Fixed Botkiller team color bugs (community fix from DiskIntegrity)
- Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume
- Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode
- Updated the Festivizer model for The Overdose to fix a problem with the LODs
- Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin
- Updated/Added some tournament medals
- Updated The Bare Necessities to fix not moving correctly while taunting
- Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses
- Updated alpha channel for Hydro water texture to remove inconsistencies
- Updated the Case of the Blues
- Updated rigging to fix intense stretching during taunt poses
- Updated materials to look less flat