Watercolour map of the Lowmarch: the Hearthguard's blue home in the south-west, the Rustcoats' red in the north, the Mustard Company's ochre in the east, and the churned front between them.
Live Last known Unknown

Concept map of the Lowmarch. Move across it to fly the recon plane.

A cozy artillery game · in development

Shellfall

You command Old Marta, a railway gun far behind the lines. The war is out of sight: you see it only through recon, painted on a watercolour map table. Every careful shot lets your side dig a little further forward.

The Steam page opens later in development

I'm the old gunner on the hill. I can't win the war alone, but every careful shot I make lets my side dig a little further forward.

Tilly Brandt, gunnery instructor, called back to command Old Marta
The shot

Everything turns on a single shot

Find a target through recon. Read its bearing and range on the map table and look up the elevation in the firing table. Turn the heavy barrel, pick a shell and how many powder bags to load, then pull the lanyard. The shell flies for most of a minute while the crew pours tea. Then a spotter radios where it landed, and you correct.

  1. Spot
  2. Solve
  3. Set
  4. Load
  5. Fire
  6. Watch
  7. Correct
Sgt Abelard · Spotter 206:42

Add 50, left 20.

Fenn: one turn up, a notch left.

Firing table · range by charge
ChargeMax rangeFlightSpread
1 bag6 km25 s40 × 15 m
2 bags10 km35 s70 × 25 m
3 bags14 km45 s110 × 35 m
4 bags18 km60 s160 × 50 m

How the shot works

The map table interface: the gunner's notebook with a firing solution on the left, the radio log and recon panel on the right, a target bracketed in the middle.
Interface concept The map table by day, with a machine-gun nest being bracketed at the crossroads.
Recon and the fog of war

You only know what recon saw

The front is 4 to 15 km away and out of sight. Unknown ground is blank paper with a pencil survey grid. Spotters, an observation balloon and recon planes paint it in, and what they saw stays on the map, fading as it ages, until someone looks again.

Your shells fall into that fog. Only the impact report tells you what you hit, and what you destroyed stays ruined on the map until recon shows otherwise.

Live Last known · 3 min ago Last known · 2 h ago Unknown

Fog of war · Spotters, balloons and planes

A watercolour battlefield seen from above. Inside an observation balloon's circle the ground is in full colour with tiny soldiers and a shell burst; outside it the same ground is pale and empty.
Concept art Inside the balloon's live circle the war is in full colour. Outside it, the faded last-known map.
The ground remembers

Every shell leaves its mark

Heavy shells stamp real craters into the ground, and the rain fills them. Trench bays cave in under direct hits, breaches invite a charge, and abandoned lines slump, flood and grow over with grass. They never simply vanish.

Your side can only dig forward where you have made it safe to dig: smoke to hide the sappers, shrapnel to keep the enemy's heads down. Over a war, the valley becomes a record of everything that happened in it.

Officer request · Sector W207:15

Cover our dig at grid C4.

Trenches · Digging a new line

The same trench in four states, painted in watercolour: a fresh dig face with a lantern, a held trench with sandbags and angled bays, a bay collapsed by a direct hit, and an old stretch overgrown and holding water.
Concept art A dig face, a held trench, a collapsed bay and an old line gone to grass.
Old Marta

Every shot tells them where you are

Old Marta is a heavy railway gun that spent twenty years rusting in a museum depot. Each shot gives her away a little. Once the enemy's flash-spotters and sound-rangers have two or three good bearings, ranging shots start to fall on the yard, wide at first, then closer.

So you limber up, roll along the rails to another siding and emplace again. From there every bearing and range is new, and the solutions in your notebook are stale until you work them out again.

Flash spotters06:51

They have two bearings. Move soon.

  1. Limber up30 s
  2. Travel1 m 40 s
  3. Emplace30 s

Old Marta · Exposure and moving the gun

Old Marta in soft clay: the railway gun under a camouflage net on a misty siding, two small tank engines, an ammunition wagon and the crew around a campfire with a kettle and a sleeping cat.
Concept art Old Marta on her siding at dusk, the only close-up in the game.
The Lowmarch

One war that never stops for a menu

The Lowmarch is a lowland valley of farms, canals, forests and walled towns, fought over by three armies. It is one continuous war. Where Old Marta stands on the rail network decides which stretch of front her guns can reach, and the rest of the front fights on without you.

Pick a siding on the map and the train takes you there. Stay west to finish a dig, and the line may break in the east.

Hearthguard, your side Rustcoats Mustard Company
The valley
64 × 48 km
Old Marta's reach
up to 18 km
One war day
96 min
Warning before an attack
2 war hours

One continuous war · The Lowmarch

The whole valley painted as one watercolour map: fronts, villages, rail lines and yards, grassy scars of old trenches and dense crater stipple where the fighting was heaviest.
Concept art The whole valley at full zoom-out, scars and all.
Letters, the radio and the crew

A story told without leaving the gun

Orders come by radio and pneumatic tube. Letters from villagers, soldiers and your own family wait at the sidings you pass, and some of them ask for something: spare an orchard, light the sky on a certain night. You can keep those promises, or miss them for good.

When a place with an open story operation falls while you are elsewhere, the story does not end. It branches, and the ruins stay on the map.

  • Tilly Brandt retired gunnery instructor, in command
  • Fenn the young loader, counts the seconds
  • Sgt Abelard radio and spotters, dry humour
  • Grete drives the little tank engine, Pudding
  • Pip rides the ammo wagon, watches the sky

The crew · Letters

Letter · Received at Brennhof depot

Light up the sky on the 14th so my son can see it. He is in the line at Velde and he writes that the nights are very dark there.

Anna Halloran

Asks for: a star shell over VeldeBefore 14 Nov, 21:00
Received
Watercolour war, clay gun

Watercolour from far above, clay up close

The war is a soft watercolour and ink painting, seen from high above: tiny soldiers, crater stipple, trenches drawn as ink lines. The only close-up is the gun. Zoom onto Old Marta and you drop through a band of clouds into a matte clay gun yard, warm lamps in blue fog, and on into her cockpit.

A bird's-eye trench battlefield at dusk painted in soft watercolour and ink, with tiny soldiers and warm lights at the dugouts.
Concept art · the war Soft washes, ink lines and paper grain.
The same scene in soft matte clay, with puffy round trees and warm lanterns in blue fog.
Concept art · the gun Matte clay, warm lamps, blue fog.

Art direction · The map table and the gun yard

The campaign

Four seasons of the same war

Each season opens a chapter, a handful of story operations at fixed places in the valley, and something new to learn. You reach them by rail, in the order you choose. A campaign runs 10 to 15 hours, and Valley Mode keeps the war going afterwards.

Autumn · Chapter one

Dusting off Marta

Tilly arrives; the front is about to break.

Winter · Chapter two

The Long Line

Cold, short days; letters from the villages behind the lines.

Spring · Chapter three

Two Rivers

The Mustard Company enters; old friendships are tested.

Summer · Chapter four

The Last Shell

Peace talks begin.

The campaign

In the workshop

Follow Old Marta out of the depot

Shellfall is still being made, and it starts with what matters most: a single shot that feels worth firing. Everything else is built on top of that, one step at a time. Here is where it stands and what comes next.

Now Working on: The shot updated 13 Oct 2026

Latest dispatch · 13 Oct 2026

Dusting off Marta

Shellfall has a home on the web. Here is what the game is, how it looks, and the first thing being made: a shot worth firing.

The road ahead · All dispatches · Atom feed

  1. The shot Now

    Making a single shell feel worth firing: the heavy turn of the barrel, the boom, the long flight and the crater it leaves.

  2. A living war

    Armies that fight on whether you fire or not, with trenches, fog of war and recon.

  3. First playable

    Old Marta on the move, enemy guns hunting her, a first dig to cover and a first story operation, in the finished look.

  4. The campaign

    The third army, all six shells, four seasons of story, letters and Valley Mode.

  5. Launch

    Polish, Steam Deck, accessibility options, a demo for everyone to try, then release.

  6. The shared war

    After launch: one war for every player, on one shared war map.

Later, on this site

A window onto the war

One day you will be able to look in on the Lowmarch right here in your browser, painted live by the game itself: the same watercolour, the same fog, the same war clock.

Recon is developing the photographs…

About the window onto the war