Roadmap
What is being made now, and the road from the first shot to launch and the shared war.
Shellfall is made in steps, and each step has to work before the next one starts. The most important comes first: nothing else is built until a single shot is fun on its own.
Now Working on: The shot updated 13 Oct 2026
The road ahead
Each step is done when the line under it is true.
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.
Done when Firing 50 shots in a row, in a plain test scene, is still a pleasure.
A living war
Armies that fight on whether you fire or not, with trenches, fog of war and recon.
Done when The front breaks if you sit idle, and you can find your targets in the fog.
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.
Done when Playtesters come back to it again and again with nothing new added.
The campaign
The third army, all six shells, four seasons of story, letters and Valley Mode.
Done when The Steam page opens and the demo finds its players.
Launch
Polish, Steam Deck, accessibility options, a demo for everyone to try, then release.
Done when Enough players to fight a shared war.
The shared war
After launch: one war for every player, on one shared war map.
Right now: laying the foundations
Before the war can be fought, the basics have to be right. These are the steps of the first stretch, in order.
| Step | What it brings | State |
|---|---|---|
| Groundwork | An empty game that starts cleanly on Windows, Linux and the Steam Deck. | Now |
| The first shot | A plain test gun with real ballistics and sound, fun to fire 50 times in a row. | |
| The two looks | The watercolour war and the clay gun yard, matching the concept art on a Steam Deck screen. | |
| Art workflow | New art goes from the modelling tools into the game without hand fixes. | |
| Ground and craters | Shells dig real craters, a hundred a minute, without slowing the game. | |
| Trenches and rails | Trenches and track cut into the ground and read as ink lines from above. | |
| Fog of war | Recon paints the ground in like wet watercolour, and the map remembers it. | |
| The gun yard and cockpit | Old Marta's clay yard and cockpit, running smoothly on a Steam Deck. | |
| The cloud dive | The dive through the clouds from the map to the gun, quick and seamless every time. | |
| Steam Deck | 2 000 tiny soldiers on screen at a steady frame rate on a Steam Deck. |
Why it is made this way
- The shot first. If firing a shell is not a pleasure on its own, it gets fixed before anything else is built. See The shot.
- Made for the Steam Deck. Both looks are checked on a real Steam Deck screen early, so the watercolour reads as well in your hands as on a monitor. See Art direction: watercolour war, clay gun.
- Every feature earns its place. Each one has to answer one question: does it make the next shot mean more?
- Single player first. The campaign is finished before the shared war is added, and the shared war builds on the same world. See The shared war.
News from each step goes out as a dispatch.