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Team Fortress 2

A History of the TF2 Economy, From First Hats to War Paints

How Team Fortress 2 grew from a shooter with unlockable weapons into a full item economy: drops, crafting, trading, keys, the Steam Market and war paints.

4 min readHistory

Mann Co. Supply Crate Series #1
Mann Co. Supply Crate Series #1 on TF2Skins.gg ↗

Team Fortress 2 shipped in 2007 as part of The Orange Box with nine classes and no inventory to speak of. Within a few years it had hats, crafting, a cash store, player-to-player trading and its own reserve currency. Several systems Steam games now take for granted, the Steam Community Market among them, launched with TF2 first. Here is how that economy was built, update by update.

2008–2009: unlocks, drops and the first hats

The first new items arrived with the Gold Rush Update on April 29, 2008, which also introduced the Unique quality. Those first unlockable weapons were tied to achievement milestones, and players soon ground achievements just to get them.

The Sniper vs. Spy Update on May 21, 2009 changed the model. It introduced the random item drop system and brought the game's first cosmetics. Duplicates piled up quickly, so the WAR! Update on December 17, 2009 added crafting: smelt two weapons into scrap, combine scrap into reclaimed and refined metal, and turn metal into new items. The current drop system, with drops every 30 to 70 minutes of play up to a weekly cap, followed on April 20, 2010.

One crafting event became legend. Between July 5 and July 9, 2010, crafting anything gave a small chance at a Golden Wrench. Only 100 were ever made.

2010: the Mann-Conomy

September 30, 2010 is the economy's founding date. The Mann-Conomy Update introduced the Mann Co. Store, Steam Wallet funds and microtransactions, item trading, Mann Co. Supply Crates and the keys to open them. It also added two new qualities: Vintage, which was assigned to Unique items players already owned before the update, and Unusual, with the first series of particle effects.

Keys became tradable on October 20, 2010. Crates were released in numbered series that rotated out of the drop pool; Series #1 and #2 stopped dropping on November 19, 2010. As of October 14, 2026, a Mann Co. Supply Crate Series #1 listed from $22.85 on Steam, up 52.33% over the previous seven days, a reminder that even a 16-year-old crate still trades.

2011: Genuine, free-to-play and Strange

The Genuine quality arrived on February 3, 2011, to mark promotional items. The Über Update on June 23, 2011 was the turning point. It made TF2 free to play and added the Strange quality, with kill counters and ranks.

Free-to-play changed the economy's size and shape. Free accounts got limited drops and could not trade until they spent money in the store, which upgraded them to Premium. Steam's own trading system opened as a beta on August 9, 2011, letting players trade outside the game, and Trade Offers followed on September 4, 2013.

2012: the Steam Community Market

Strange Parts arrived on March 22, 2012. Then in December 2012 Valve launched the Steam Community Market as a beta, and at launch it supported only Team Fortress 2. Players could sell items for Steam Wallet funds, with buyers paying a 5% Steam fee plus a 10% TF2 fee. That fee structure still applies, and the Steam marketplace remains the largest single venue for TF2 items.

2013–2014: Mann Up rewards and new qualities

Two November 2013 updates reshaped high-end trading. On November 12, the Collector's quality arrived through Chemistry Sets that turned 200 copies of an item into one Collector's version. On November 21, the Two Cities Update introduced Australium weapons and killstreak kits as rewards for Mann vs. Machine's paid Mann Up mode.

Holiday content created its own collectibles. Festive weapons first dropped from the Naughty Winter Crate in 2011, and more batches followed in later winter updates. Halloween spells could be collected for the last time during Scream Fortress 2014.

2015–2017: skins, contracts and war paints

The community kept adjusting its own rules too. On March 31, 2015, backpack.tf announced that Earbuds would no longer be treated as currency, leaving keys and metal as the standard units.

The Gun Mettle Update on July 2, 2015 brought weapon skins with grades and wear, contracts, and the first cases. Unlike crates, cases mostly need their own key and only give items from their own list. Late 2015 brought trade holds: trades could be held for up to 15 days unless both sides used the Steam Guard Mobile Authenticator. The Festivizer followed on December 22, 2015.

Scream Fortress 2016 added the Unusualifier for taunts. The Jungle Inferno Update on October 20, 2017 replaced the old skin system with War Paints, overhauled contracts with the ConTracker, and added bonus drops to cases. You can see its descendants in the war paint catalog.

2018 to now: seasonal cases and new safeguards

Since 2019, the rhythm has been steady: a cosmetic case for summer, one for Scream Fortress and one for Smissmas, often with War Paint cases alongside. Each brings new Unusual effects, and older cases are retired from the drop pool as new ones arrive. On July 13, 2018, Valve blocked players in Belgium and the Netherlands from opening crates, after the crate system was found to conflict with those countries' gambling laws. Steam also added protections against account takeovers, including, since late 2023, a mobile confirmation for creating a Web API key.

The newest chapter began on October 1, 2026, when Scream Fortress 2026 added the Haunted Hoard Case.

What the history means for traders today

A few lessons carry forward:

  • Retirement creates scarcity. Crate series, cases, Festive weapons, spells and Chemistry Sets all became more collectible once they stopped dropping. The crate category is full of examples.
  • Keys outlasted every rival currency. Earbuds and other stand-ins came and went, while the key has stayed central since 2010.
  • Valve can change the rules overnight. Trade holds, market fees and drop pools have all shifted with a single patch. Any long-term bet on TF2 items is a bet that the rules stay favorable.

Track today's movers on the trending page and you are watching the latest page of a history that started with a handful of achievement unlocks.