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Every Day We Fight News

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[p]You’re caught in a time loop. You and your band of resistance fighters are humanity’s last hope. You’ll need all your wits – and a little firepower – to overcome a mysterious alien threat. Learn new abilities, find new weapons, and discover new techniques in this uniquely recursive experience, where real-time exploration meets turn-based tactics and roguelite strategy. 
[/p][p]Every Day We Fight is 35% off as part of the Hooded Horse August Sale! [/p][p][/p][p]HOODED HORSE AUGUST SALE[/p][p][/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p]

Update #9: Objective Hotfix

[p]Here's another quick patch addressing an important objective tracking bug.[/p][p][/p][h3]Every Day We Review[/h3][p]Reviews are important at every stage of Early Access, and in our efforts to bring you the best experience possible, we'd appreciate it immensely if you took the time to throw in even a word showing what you think of the game.[/p][h3][/h3][h2]0.7.1.3 Changelog[/h2][h3]Navigation[/h3]
  • [p]Fixed issue where player's would not be able to return to the sewers.[/p]
[p][/p][p]In our latest big update, 0.7.1.1, we added some much needed progression changes, so if you're curious as to how the game plays nowadays because you're a returning player, be sure to check them out.[/p][p][/p][h3]Join the Thorns' Community![/h3][p]You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. We also have a community wiki that can help answer questions you have about the game. You never know, we might even add you to the in-game hall of fame![/p]

Every Day We Fight News Roundup at the Hooded Horse August Publisher Sale

[p]Every Day We Fight is part of the Hooded Horse August Publisher Sale at 35% off on Steam. Check it and other games out in the sale. Below is a recap of the latest news and updates for Every Day We Fight.
[/p][p]Hooded Horse August Publisher Sale 2025[/p][p][/p][h2]
Latest Update News Roundup for Every Day We Fight[/h2][p]Here is a roundup of the latest news for Every Day We Fight as the team continues to work hard on more content. Thanks to your feedback and Steam reviews, you've helped shape future patches in their goals and content!

Patch 0.7.1.1 focuses on quality of life and stability. Fast travel from the Map menu lets you hop between manholes. The Sewer Hideout gains a Rift Hunter item that credits Discord contributors and a new loot spawner in Acts 2 and 3 that unlocks new gear across runs. Overwatch AI sees initial improvements.

The rest of the patch tightens combat XP awards, balances prison-act loot, cleans up UI and visuals, fixes navigation and puzzle blockers, optimizes Steam Deck defaults, and resolves soft locks and other edge cases.

Read the full post for more details:
[dynamiclink][/dynamiclink]
Alright, that's it for now. Happy gaming! [/p][p]~The Hooded Horse Team[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Update #8: Sewer Hotfix

[p]Here's a quick patch addressing the recent changes to the sewer hideout. [/p][p][/p][h3]Every Day We Leave a Review[/h3][p]Spotting these bugs is in part thanks to you guys, so keep it up! It can be short, long, endlessly scrolling, whatever you think or feel about Every Day We Fight, we want to read it.[/p][h3][/h3][h2]0.7.1.2 Changelog[/h2][h3]Navigation & Environment[/h3]
  • [p]Fixed issue where player's would not be able to leave the sewer hideout after starting a new timeline from the prison.[/p]
[p]In case you missed it, we recently added a loot spawner that shows up once Act 2 begins, as well as a hall of fame interactable in the hideout. If you've been an active member of our Discord community, your name is in there![/p][p][/p][h3]Join the Thorns' Community![/h3][p]You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. We also have a community wiki that can help answer questions you have about the game.[/p]

Update #7: In-Game Hall of Fame, Act 2-3 Loot Update & Fast Travel from Map

[p]We've heard from members of the community that fast travelling could be better, so this update adds some much needed functionality to the current map menu. You'll be able to select a manhole from the map and tunnel away to your desired location! Additionally, in an effort to strengthen the time loop element, when starting Act 2 you will now have access to a loot spawner, with a second one being added in Act 3. This will give you access to undiscovered loot, in addition to the loot pool you spawned in with!

As a thank you to all those who've taken the time to join our Discord community and engaged with our team, we've put together a tribute in the Sewer Hideout with all the names of those who've either sent in a suggestion, reported a bug, or have been awesome overall in these last couple months. If your name isn't there, who knows, we might even update it in the future.[/p][p][/p][h3]Leave a Review if You've Jumped In [/h3][p]If you've spent some time in For Every Day We Fight, we'd really appreciate hearing what you think.[/p][p]Even a short review helps. Please let us know what's working, what feels off, or anything that has caught your attention. It's a big help as we continue to update and improve the game. [/p][p][/p][h3]Every Day We Roadmap![/h3][p]We understand some of you may be curious to learn more about our full Early Access plans, and we have not forgotten about it nor you. With the post-launch fiesta now behind us, our team is dedicating some serious time into the finalization of these plans. The goal will be to outline the major feature updates for the coming ~year's worth of development time, along with including a little bit of that time to all your suggestions and feedback in general.[/p][p][/p][p]Bonus, Game Difficulty & Aiming Accessibility![/p][p]We've heard from many of you that you want more control to configure Every Day We Fight's systems, namely to tailor the games difficulty and mechanical aim requirements. We're hard at work on the next major update which will give players many options when configuring their campaign.[/p][p][/p][h2]0.7.1.1 Changelog[/h2][h3]Quality of Life[/h3]
  • [p]Fast Travel from Map Menu: When opening the Map UI, you will now be able to select manholes to travel to.[/p]
  • [p]Sewer Hideout Update: A new Rift Hunter item has been added, which includes a list of all our Discord community contributors![/p]
  • [p]New Loot Spawner: Starting in Act 2, and continuing on into Act 3, located in the Sewer Hideout, loot spawners pull from the locked pool, meaning that each new run you unlocke new gear to play with.[/p]
  • [p]Overwatch: Several improvements to the AI overwatch, more on this to come - check out our Discord![/p]
[p][/p][h3]Combat & AI[/h3]
  • [p]Fixed XP on enemy kills not being awarded[/p]
  • [p]Balanced randomized loot sizes in Prison Acts[/p]
[p][/p][h3]User Interface & Visuals[/h3]
  • [p]Objectives fixed to not overlap in map menu[/p]
  • [p]Skip-cutscene UI now appears properly during cutscenes[/p]
  • [p]Skip dialogue in prologue is now possible [/p]
  • [p]Leo’s Donate Skill description texts have been updated to be clearer[/p]
  • [p]Blood on Rifter corpses was too fluorescent[/p]
  • [p]Acacian Stock Stat was missing “AP” text, fixed[/p]
  • [p]Fixed storm center texture resolution[/p]
  • [p]Fixed red AoE spheres appearing near explosives on load[/p]
[p][/p][h3]Navigation & Environment[/h3]
  • [p]Fixed thorns standing in vehicle fires[/p]
  • [p]Disabled manual saving & fast travel during delays, tutorials, or mission dialogues[/p]
  • [p]Fixed enter cover command being cancelled by click-to-move[/p]
  • [p]Fixed combat zone barrier in Hotel Side skirmish[/p]
  • [p]Fixed climbing progression blockers[/p]
  • [p]Fixed thorns not stopping movement when entering combat mode[/p]
  • [p]Fixed navigation & jump link through wall in puzzle buildings[/p]
  • [p]Fixed jumping through closed windows in puzzle buildings[/p]
  • [p]Fixed thorns standing in vehicle fires[/p]
  • [p]Fixed aim/throw view not cancelling click-to-move movement[/p]
  • [p]Fixed camera collision at Bus Depot (rear side)[/p]
  • [p]Fixed potential teleport into locked-out areas of Prison[/p]
  • [p]Fixed encrustation being shootable through closed doors[/p]
  • [p]Fixed teleporting out of world in certain areas[/p]
  • [p]Fixed navigation on scaffolding at Thorn Stash Alleyway[/p]
[p][/p][h3]Performance[/h3]
  • [p]Steam Deck: Optimized preset settings on first launch, for a smoother experience[/p]
  • [p]Fixed swapping inputs not visually updating properly[/p]
  • [p]Fixed “Skip Prologue” button not reflecting its state[/p]
[p][/p][h3]System Stability[/h3]
  • [p]Fixed potential soft-lock in prologue[/p]
  • [p]Fixed reveal of combat zone/sequencer replaying incorrectly on load[/p]
  • [p]Fixed navigation in Act 3 ambush skirmish combat zone[/p]
  • [p]Fixed ability to skip Ambush Combat Zone in Act 3 Dish Zone J[/p]
  • [p]Fixed aim/throw view not cancelling click-to-move movement[/p]
  • [p]Fixed speed-up widget reacting to spacebar[/p]
  • [p]Fixed proximity mine sound playing during credits[/p]
[p][/p][h3]Join the Thorns' Community![/h3][p]You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback. We also have a community wiki that can help answer questions you have about the game.[/p]