
Teeworlds is a free online multiplayer game, available for all major operating systems. Battle with up to 16 players in a variety of game modes, including Team Deathmatch and Capture The Flag. You can even design your own maps!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Czech, Danish, Dutch, Finnish, Hungarian, Norwegian +7 more
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
casuals love it
zor amk
einfach nein
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
go play terraria
ME FOLLARON
jopiuh89k
Looks like a children's game. Plays like a psychological endurance test.
BEST GAME
я ток перестал быть зависимым от дднета, теперь зависим от тивордса
Teeworlds is one of those rare multiplayer games whose mechanics are far deeper than its presentation suggests. At first glance it looks like a cute Flash-era indie platformer with smiling circular characters. Five minutes later you realize it's actually a highly technical arena shooter where movement, momentum, prediction, weapon combos, and map knowledge matter far more than raw aiming. Originally released in 2007, Teeworlds is a free, open-source multiplayer game inspired by classic arena shooters like Quake while translating their design philosophy into a 2D side-view format. It emphasizes physics-driven movement, instant respawns, simple weapon pickups, and extremely high skill ceilings. Overall Rating Gameplay: 10/10 Movement: 10/10 Skill Ceiling: 10/10 Accessibility: 7/10 Presentation: 7.5/10 Content Variety: 8.5/10 Community (today): 6.5/10 Longevity: 9/10 Overall: 9.3/10 Visual Style The first thing most people notice is how deceptively simple everything looks. Characters are literally floating balls with tiny feet. Weapons are minimalist. Maps have colorful cartoon textures. Animations are intentionally basic. This simplicity is actually one of Teeworlds' strengths. Because the game avoids visual clutter, every important object is readable instantly: enemy position weapon spawn hook trajectory projectile travel explosion radius Unlike modern shooters overloaded with effects, Teeworlds never obscures information. Everything exists for gameplay. Controls Teeworlds uses: WASD movement Mouse aiming Mouse shooting Hook button Weapon switching Sounds simple. It isn't. The game has one of the highest mechanical skill ceilings of any 2D multiplayer game. Movement Movement is where Teeworlds becomes exceptional. Most platformers treat movement as transportation. Teeworlds treats movement as combat. Every jump influences positioning. Every hook changes momentum. Every grenade blast changes trajectory. Every shotgun blast affects velocity. Eventually players stop thinking about running. They're flying. The Hook The grappling hook is arguably the greatest mechanic in the game. Unlike many grappling hooks that simply pull you somewhere... Teeworlds' hook behaves like a physical rope. It creates momentum. It swings. It stretches. It pulls. It accelerates. It interacts with players. It interacts with geometry. It allows: pendulum swings instant direction changes aerial combat teammate pulling enemy dragging rescue plays movement tricks Years later people still discover new hook techniques. Momentum Momentum separates beginners from experts. Beginners: Run. Jump. Shoot. Experts: Convert every surface into acceleration. Use explosions as propulsion. Chain hook swings. Cancel velocity. Preserve speed. Reverse direction instantly. Watching a top player almost looks like watching speedrunning rather than PvP. Combat Combat is incredibly fast. Weapons are simple: Hammer Gun Shotgun Grenade Laser That's it. No upgrades. No attachments. No rarity. No leveling. Skill determines outcomes. Hammer The hammer is the only melee weapon. It: deals damage knocks enemies away launches teammates creates movement combos At high level play, the hammer is less about damage and more about positioning. Gun The pistol seems weak. Actually... It teaches prediction. Shots travel slowly. Landing consistent hits requires understanding movement. Shotgun This weapon completely changes mobility. Instead of just damaging opponents... It pushes players. Experts use shotgun recoil for: climbing escaping changing direction combo movement The shotgun becomes part of traversal. Grenade Launcher One of the deepest weapons. Grenades: bounce explode launch players control space create denial zones Expert grenade players predict movement several seconds ahead. Laser Rifle Probably the highest skill weapon. The laser: ricochets pierces travels instantly Learning bank shots is an art. Great laser players kill opponents they cannot even see directly. Weapon Balance One of Teeworlds' greatest achievements. No weapon feels obsolete. Each fills a role. Hammer: Close-range control. Gun: Reliable poke. Shotgun: Utility. Grenade: Area denial. Laser: Precision. The game constantly rewards switching weapons. High-level gameplay often involves changing weapons several times within seconds. Skill Ceiling This is where Teeworlds becomes legendary. You can play 500 hours... ...and still feel like a beginner. Players with 5,000+ hours still improve. Mechanical mastery includes: hook timing prediction wall movement recoil movement grenade jumps laser angles map routing teammate coordination positioning momentum conservation Almost every mechanic compounds with another. Map Design The official maps are excellent. They encourage: verticality multiple attack routes risk versus reward weapon control flag movement Every platform matters. Every wall matters. Good maps create constant movement. Nobody hides behind cover for minutes. Capture the Flag Arguably Teeworlds' defining mode. Flag runs become movement puzzles. The best flag carriers barely touch the ground. Entire teams coordinate hook chains. Defenders predict movement instead of camping. Matches feel more like sports than shooters. Deathmatch Pure mechanics. Respawn. Fight. Improve. Lose. Respawn again. There is almost zero downtime. Community Maps One of the biggest reasons Teeworlds survived for so long. Thousands of custom maps exist. They include: races puzzle maps parkour survival cooperative modes competitive maps experimental physics Because the game is open source and supports community content, custom servers became a defining part of its identity. DDRace Eventually, an entire subculture emerged around the community-made mode DDRace, which transformed Teeworlds from an arena shooter into a brutally difficult cooperative physics platformer. The standalone project DDRaceNetwork (DDNet) became the most active branch of the community, with players spending thousands of hours mastering hook mechanics and teamwork on intricate custom maps. Many players today know Teeworlds primarily through DDNet rather than the original PvP modes. Audio Minimal. Functional. Nothing amazing. Nothing annoying. Weapon sounds communicate exactly what matters. Learning Curve This is simultaneously the game's greatest strength and weakness. New players often: miss shots can't hook properly fall into spikes get destroyed by veterans die repeatedly The game explains very little, so much of the mastery comes from observation and practice. Competitive Depth Teeworlds rewards: prediction spacing positioning resource control movement optimization team coordination reaction speed Very little depends on luck. Matches usually feel deserved. Technical Performance One of Teeworlds' hidden strengths. Tiny download. Runs on almost anything. Low latency. Fast loading. Minimal hardware requirements. Even older computers can maintain excellent performance. Weaknesses Despite all its strengths, the game isn't perfect. The biggest issues are: Small player base. Vanilla deathmatch and capture-the-flag servers are far quieter than they were in the game's peak years, with much of the active community concentrated in DDNet. Steep onboarding. New players receive little guidance and can be overwhelmed by experienced opponents. Slow official development. While the game remains maintained, official updates have historically been infrequent, with much innovation coming from the community instead. Legacy Teeworlds quietly influenced a generation of physics-based multiplayer games. Its DNA can be seen in later indie titles emphasizing: momentum grappling hooks arena combat emergent movement Even years after release, developers and players still cite its hook mechanics as among the most satisfy
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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