Verified brief

Facts on this page are bounded to the linked official sources. Unpublished dates, values, codes, and features are marked as unconfirmed.

What ammunition is confirmed

The Steam presentation advertises 30 unlockable ammunition types and abilities. That wording combines ammunition with abilities, so it must not be rewritten as “30 confirmed shell models.” The full item-by-item release list and exact statistics are not supplied in the official overview.

The developer FAQ does confirm several shell families inspired by First World War and interwar heavy artillery or naval ordnance. These include high-explosive fragmentation, armor-piercing, smoke, illumination or star shells, phosgene, tear gas, and propaganda leaflet shells. It also hints at experimental ammunition without revealing every detail.

Progression unlocks new ammunition and reconnaissance or battlefield-control options. The Requisition Console is the interface through which supplies and abilities are requested. Exact costs, order, prerequisites, and quantities should be checked in version 1.0.

Ammunition questions answered

Are there exactly 30 shells?

No such claim is verified. The official wording is 30 ammunition types and abilities, which combines more than one progression category. A shell-only count requires a current item list.

How many ready rounds are carried?

The developer says the two rear cylinders stage a 12-round ready supply. More ammunition remains on logistics trucks and is hoisted into the machine when needed. Exact mission resupply rules are not published in the overview.

Does smoke damage targets?

The official example emphasizes smoke as a tactical tool that can reposition eligible allied units toward the smoke. Damage, radius, duration, and every target interaction are not stated. Check the release build for current behavior.

Are chemical shells historically exact?

The categories take inspiration from historical heavy artillery, but the overall machine and one-person operation are fictionalized. The developer prioritizes clear mechanics and atmosphere. No real-world handling or effects should be inferred from the game.

Destructive shell categories

High-explosive fragmentation ammunition is a confirmed destructive category. Armor-piercing shells are also named, providing a separate role against hardened targets. The official material does not publish damage, blast radius, penetration, dispersion, or requisition cost values.

Shell selection is only one part of a correct shot. The Operator still needs accurate map measurements, the right calculator inputs, matching powder charges, and correct gun elevation and rotation. A powerful shell loaded for the wrong target or solution can still fail the mission.

The twin guns are 800 mm, but caliber does not establish exact shell mass or behavior in the game. Do not import real Schwerer Gustav values into an in-game table without confirmation. The machine mixes real inspirations with dieselpunk scale and simplified operation.

Smoke, illumination, chemical, and propaganda shells

Smoke shells provide a tactical effect rather than only direct destruction. A developer answer during the demo period explained that smoke near a non-fortified allied unit could cause that unit to reposition toward the smoke. Current release behavior and mission restrictions should be checked in the game.

Illumination or star shells support night operations. Phosgene and tear-gas shells represent chemical categories named by the developer. Propaganda leaflet shells extend ammunition beyond physical damage and fit the campaign’s focus on information and control.

These names do not confirm universal target rules, duration, radius, immunity, or scoring values. Experimental shells are deliberately not fully disclosed in the FAQ. Any complete table needs evidence from the current release build, not extrapolation from the category descriptions.

Manual loading and ammunition storage

Reloading is physical. The Operator works the handles, loading bridge, chamber lock, shell feed, and powder charges rather than pressing one abstract reload command. If a required stage is not performed, the machine does not complete it automatically.

The developer says two shell cylinders at the rear of the turret provide a 12-round ready supply. Additional ammunition is stored outside on logistics trucks and hoisted into the rear when replenishment is needed. This system draws inspiration from French tank autoloaders while being scaled for the fictional machine.

The ready-supply figure does not reveal the exact mix of shell types, reload timing, truck behavior, or mission resupply rules. Those details can depend on the current build and campaign state. No extra quantities are invented here.

Values that remain unconfirmed

Exact shell damage, armor penetration, weight, velocity, dispersion, blast radius, effect duration, requisition cost, unlock order, and charge-to-range table are not provided in the supplied official sources. Community databases may contain measured values, but each one needs a build number and reproducible method before being treated as verified.

The ballistic calculator uses range, shell selection, powder charges, and elevation as part of the firing solution. Changing ammunition can require recalculation. The safest guide is to use the current game instrument and keep the loaded configuration consistent with it.

Future free content and expansions may add or adjust ammunition. A roadmap statement does not identify which shells will change. This page will update only when patch notes or release-build evidence provide exact facts.

Confirmed scope: named shell categories, manual loading, 12-round ready supply, and 30 advertised ammunition types plus abilities. All unpublished numeric values are To be confirmed.