The map table and the gun yard

Shellfall is played from two places: high above the watercolour war, and down in the clay gun yard beside Old Marta. A short dive through the clouds joins them.

PlannedUpdated 13 Oct 2026

Most of Shellfall is played from far above the war, looking down on a watercolour painting of the Lowmarch. The only close-up in the game is Old Marta herself, in soft clay. Between the two lies a band of cloud, and one key takes you through it.

Four views, two styles

ViewWhenStyleWhat you see
Bird's-eye battlefieldMost of the gameWatercolourTerrain, trenches, craters, woods, villages, rails, and soldiers as tiny figures 3–8 px tall
Map tablePlanning, the war mapWatercolourThe whole valley; soldiers become ink dots; unknown ground is blank paper
Gun yardZoomed onto the gunClayOld Marta, Pudding, the wagons, the siding, the crew by the fire, Pip
CockpitClosest zoom on the gunClayFirst person: the elevation wheel, bearing scale, dials, firing table, lamp and tea

Above the war

The bird's-eye camera looks almost straight down. You never zoom in close on the war: the closest battlefield zoom shows about 500 m across, where soldiers are small figures, trenches are lines with bays, and craters and trees are readable shapes. Nothing smaller is drawn. Zoom all the way out and the same world becomes the map table, with Fog of war and the intel layers on top. This is where you find targets, read bearings and ranges, send Recon: spotters, balloons and planes and choose your next siding.

Down at the gun

Zoom onto Old Marta and you drop into the gun yard, where you see her from above on her siding. The bearing ring sits around the gun, the elevation dial bottom left, the ammo rack and charge bottom centre, and the exposure meter top left. Zoom further and you are in the cockpit: the only first-person view in the game. The battlefield itself is never shown in clay. See Old Marta.

The clay gun yard at dusk
Interface mock-up from the design system: Old Marta loaded with three bags, the elevation dial bottom left, the ammo rack bottom centre and the crew by the fire.

The cloud dive

Press Tab, or Select on a gamepad, to switch between the battlefield and the gun. The camera dives through a band of soft clay clouds. For a moment they cover the whole screen, and that is when the picture changes from watercolour to clay. Zooming out rises back through them. It takes about 0.8 s each way. With reduced motion on, the dive becomes a cut. See Accessibility.

Clay clouds parting over the watercolour map
Concept art: clay clouds part around the watercolour map as the gun below takes on its clay form.

What both views share

Some things stay on screen wherever you are, so switching views never hides an alert.

ElementWhereShows
Front status barTop centreSupply and strength of each sector in reach
Wind and weatherTop rightWind direction and speed, rain, visibility, the war clock
Radio logRight edgeSpotter reports, orders, incoming-fire warnings
Gunner's notebookSlides out on the leftPinned targets, solutions, stale markers, letters
SubtitlesBottomEvery radio and crew line

Each view also keeps a small window onto the other. In the gun yard and cockpit, a round watercolour mini map shows your target pins and the line of your current bearing. On the map table, a small gun window shows the exposure meter. While a shell flies, a marker follows its arc across the map. See The shot and Controls.