The shared war

After launch, every player's war feeds one shared front. You never fight another player directly, but what they do shapes the ground you fight on.

PlannedUpdated 13 Oct 2026

The shared war comes after launch. Shellfall ships first as a single-player game, built so that the shared war can be added later as an update or an Early Access phase.

All players fight in one persistent war. Your army's progress is local; the war's progress is shared. What you achieve in the sectors within your gun's reach adds pressure to the front for your faction, and every other player sees where the front has moved.

Two layers

LayerWho shares itWhat it holdsHow fast it changes
Your warJust youYour gun, your recon, the sectors in your reach in full detailSeconds to minutes
The global warEvery playerFront lines per sector, the rail network, ruins and big destruction, faction intelOnce every 10 minutes

You never fight another player directly. The enemy soldiers in your reach are run by the game, but where they stand, which rails they have and what is already in ruins all come from the global war, and so from what the other side's players have done.

What you achieve shows at once around your gun. Your successes there, such as a destroyed depot, a finished dig or a stopped charge, are reported a few times a minute, and contributions are checked. At the next update the front moves, combined with everyone else's work.

How the front moves

Each sector counts the pressure from each side's successes over the last two hours or so. The front moves by the difference, and never faster than a set cap.

In a sectorThe front
Both sides active, about as successfulHolds
Both active, one clearly more successfulMoves toward the weaker side, faster for a bigger gap
Three players on one side, one on the otherMoves slowly toward the smaller side; a lone defender slows it but cannot hold it forever
Only one side playingMoves at a slow, capped rate; it never jumps
The side that pushed stops playingStays where it reached; nothing slides back
Nobody playingFrozen

Three things stop one side running away with the war. The further an attacker gets from its newest rail line, the less each success is worth until engineers lay new track (see The rail network). Sectors near a faction's main line and depots get a defence bonus. A faction with fewer active players gets higher rewards and a pressure bonus, so joining the weaker side pays.

What you see

  • The war map. The whole valley: fronts, recent movement, how many gunners fight where, and the state of the rails.
  • Choosing where to fight. You drive. Pick a siding and the route goes around any line the front has cut. Or, when you start, report straight to The hot zone, where contributions count double.
  • Arriving. The ground around you streams in from the shared state. Nothing reloads; clouds and Fog of war hide what is still being built.
  • Shared intel. Your faction's recon feeds one shared last-known layer, so a depot one player destroyed shows as ruins for everyone on that side. See The intel map remembers.

If other players' pushes take a place with one of your operations, your story branches as usual. See Operations and requests.

The whole valley as one watercolour world
Concept art: the whole valley at full zoom-out, with fronts, rail yards and old trench scars.

Single player, same war

The same systems run offline. In the campaign, the story drives the front. In Valley Mode, simulated gunners on both sides push it. See The campaign: four seasons and One continuous war.