Team Deathmatch
Two teams, one timer, and every ridiculous weapon Croteam ever dreamed up.
Team Deathmatch is a competitive multiplayer mode in the Serious Sam franchise, developed by Croteam. Players are divided into two opposing teams, and the objective is straightforward: rack up more eliminations against the other team before the round timer expires. It sits alongside other multiplayer modes in the series and offers a structured, team-oriented alternative to free-for-all deathmatch.
Across the franchise—from the original 2001 release through Serious Sam 4 (2020)—Team Deathmatch has remained a staple of the multiplayer offerings. The mode lets players coordinate, revive (in later entries), and use the series' signature oversized arsenal in a fast-paced, team-based setting that contrasts sharply with the single-player spectacle of mowing through alien hordes.
- Type
- Multiplayer game mode
- Structure
- Two competing teams
- Objective
- Out-kill the opposing team before the timer ends
- Developer
- Croteam
- Franchise
- Serious Sam
- Scoring basis
- Eliminations (kills) per team
Lore & Background
In the world of Serious Sam, humanity's survival hinges on one shotgun-toting hero and the sheer volume of firepower he can bring to bear. Team Deathmatch, by contrast, strips away the alien invasion and turns the conflict inward: it is humans against humans, or in some interpretations, rival factions testing their mettle in the very arenas where the real war was fought. The mode borrows the visual language of the campaign—ancient ruins, alien-tech installations, desert outposts—but repurposes them as contested ground where the only enemy wearing a helmet is the player on the other team.
The lore framing is deliberately light. Croteam has never written a deep narrative justification for why Sam's allies would turn on each other; the mode functions as a training ground, a sparring match, or simply a way for the player community to settle scores. The alien backdrop is set dressing, a reminder that the real threat is still out there while the humans bicker over who owns the minigun.
What gives Team Deathmatch its identity in the Serious Sam canon is the weapon ecosystem. The series is famous for absurdly large guns, rocket launchers, and vehicles that double as weapons. In a team-based context, that arsenal becomes a tactical question: do you anchor the team with a stationary heavy weapon, or do you roam with a shotgun and a rocket launcher, trying to create space for your squad?
In Their Own Story
The server ping was terrible, but nobody cared. You crouched behind a broken column in what used to be a Zorbian temple, the alien glyphs on the stonework half-swallowed by rubble. Your teammate's voice crackled over the comms: "They're pushing the east corridor, I've got the minigun set up. You flank."
You checked your loadout—a shotgun on your hip, a rocket launcher slung across your back, a pistol as a backup you'd never use. The timer read four minutes. Your team was down by three kills. You could hear the distinctive whine of a railgun charging somewhere to the left, the kind of sound that meant someone was about to turn a wall into gravel.
You moved. The temple floor was slick with something you chose not to identify. A flash of red armor rounded the corner—opposing team, shotgun out, already pumping. You fired a rocket. The explosion was, as always, disproportionate to the situation. The red armor was no longer a problem. Your teammate called out a number, and the kill feed ticked. Three minutes left. You grinned, reloaded, and ran back toward the fight.
Reader's Guide
Team Deathmatch in Serious Sam works on a simple premise: you and your teammates are on one side, the other players are on the other, and whoever has the most kills when the clock hits zero wins. There is no base to capture, no objective to hold—just kills, teamwork, and the occasional vehicle that someone will inevitably drive into a wall.
Picture a moment from a mid-series multiplayer map: you're in a narrow courtyard flanked by alien-tech towers. Your teammate takes a position on the upper walkway with a heavy gun, pinning two opponents in the central corridor. You loop around the back, pop a rocket at the support player, and your teammate finishes the rest. That's the rhythm—cover, reposition, eliminate, repeat.
Between entries, the core loop stays the same but the presentation and toolset shift. Serious Sam 1 and 2 offered the mode with the era's graphics and a smaller weapon pool. Serious Sam HD refined the original's visuals and feel. Serious Sam 3: BFE brought the mode into a more modern engine with updated maps and the series' expanded vehicle roster. Serious Sam 4 carried the mode forward with the latest iteration of Croteam's tech and a broader selection of weapons and arenas.
Community hot takes tend to split along predictable lines. Fans of the mode praise the chaos of a well-coordinated team swinging a vehicle-mounted cannon at the other squad. Critics argue the maps are too open for the weapon spread, making it hard to get a fair fight, and that the lack of a respawn penalty (in most entries) encourages camping. The most common complaint across all entries: the rocket launcher is simply too good, and nobody has fixed it.
Did You Know?
- The Serious Sam series is developed by Croteam, a studio based in Zagreb, Croatia, and Team Deathmatch has been part of the multiplayer offering across multiple mainline entries.
- The franchise is famous in single-player for waves of dozens of alien enemies at once; Team Deathmatch inverts that by making the player the target of human opponents wielding the same absurdly large weapons.
- Serious Sam 4 (2020) continued the series' tradition of offering multiplayer modes alongside its single-player campaign, keeping Team Deathmatch available as a competitive option.
- The series' weapon roster includes vehicles that function as mobile platforms for heavy weapons, and these have been a popular (and often destructive) choice in team-based multiplayer.
More in Gameplay & Mechanics
Elsewhere in the Serious Sam universe
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