Dev Diary #6 - Turn-by-Turn Combat Breakdown in Every Day We Fight
Play-by-play of the day
Hey Thorns! In case you missed it, Every Day We Fight is launching into Early Access on July 10th, 2025!
You can check out the announcement here: https://steamcommunity.com/games/1546080/announcements/detail/596271781985125865
Today we give you a tactical preview of an encounter you'll face off against, which was requested in our last dev diary's comments.
[h2]Approaching the enemy[/h2][hr][/hr]Before we start our fight of the day, assessing the level of the enemy Rifters in our run is crucial to our success. Checking for key mechanics such as party health status and consumables like grenades and bandages will help decide our approach. We also have skills to consider, which can greatly affect our approach. For example, Dylan's taunt or Vivian's hologram can help direct attention to specific points on the battlefield and enable better viewing angles to take easier shots.
[h2]Round 1, fight![/h2][hr][/hr]Starting a fight with as much information on the enemy presence is critical, we wouldn't want to be surprised by any elite units that are way out of our league. Next up, calculating our action economy, Thorns have various skills to refresh their action points (AP), but early on, you'll have to be pretty efficient. While reloading is infinite in that you don't need to craft ammunition, it does get pretty expensive!
[h2]Enemy Phase[/h2][hr][/hr]Setting up can only cover so many outcomes, the AI will not pull its punches. During the enemy phase, Rifters slithered their way through my back line and made quick work of Dylan. While scrambling for cover can work in a lot of situations, there were too many Rifters to justify moving him where I did in hindsight.
While unfortunate, this did allow me to utilize the melee ability on Leo and Viv to get some free damage in on these relatively weak Engineer Rifters. The melee skill costs 5 AP, which is pretty efficient when you get surrounded like I did. Luckily, I was also able to land a point-blank Longhaul (rifle) headshot on the second Rifter, instantly turning the tide.
And with that, I cleaned house, ending this small skirmish with a man down and a decent spread of experience across my Thorns.

In case you missed it, we've had several content creators check out the game and play it. One of which, Christopher Odd, has even worked on it! Check out the hour and a half-long feature, which covers just about every aspect of this build.
[previewyoutube][/previewyoutube]
Thanks for reading through all that, if you enjoy these dev diaries, feel free to drop a comment to let us know what you're curious to learn. We'll be back June 3rd with another diary, possibly even with some new announcements.
Hey Thorns! In case you missed it, Every Day We Fight is launching into Early Access on July 10th, 2025!
You can check out the announcement here: https://steamcommunity.com/games/1546080/announcements/detail/596271781985125865
Today we give you a tactical preview of an encounter you'll face off against, which was requested in our last dev diary's comments.
[h2]Approaching the enemy[/h2][hr][/hr]Before we start our fight of the day, assessing the level of the enemy Rifters in our run is crucial to our success. Checking for key mechanics such as party health status and consumables like grenades and bandages will help decide our approach. We also have skills to consider, which can greatly affect our approach. For example, Dylan's taunt or Vivian's hologram can help direct attention to specific points on the battlefield and enable better viewing angles to take easier shots.
"For my first move, I'll set up my Thorns at strategic angles to get some early shots in. The plan is to thin the Rifter's numbers as much as possible before they get to act."

"Engage!"
[h2]Round 1, fight![/h2][hr][/hr]Starting a fight with as much information on the enemy presence is critical, we wouldn't want to be surprised by any elite units that are way out of our league. Next up, calculating our action economy, Thorns have various skills to refresh their action points (AP), but early on, you'll have to be pretty efficient. While reloading is infinite in that you don't need to craft ammunition, it does get pretty expensive!

"I managed to take down two of the engineers patrolling. I'll save some actions I could spend on movement and use them to reload and set up some overwatch zones."
[h2]Enemy Phase[/h2][hr][/hr]Setting up can only cover so many outcomes, the AI will not pull its punches. During the enemy phase, Rifters slithered their way through my back line and made quick work of Dylan. While scrambling for cover can work in a lot of situations, there were too many Rifters to justify moving him where I did in hindsight.

"They're making a move!"

"Man down!"
While unfortunate, this did allow me to utilize the melee ability on Leo and Viv to get some free damage in on these relatively weak Engineer Rifters. The melee skill costs 5 AP, which is pretty efficient when you get surrounded like I did. Luckily, I was also able to land a point-blank Longhaul (rifle) headshot on the second Rifter, instantly turning the tide.

"Knuckle sandwich, comin' right up!"

"Cleanup on aisle 6"
And with that, I cleaned house, ending this small skirmish with a man down and a decent spread of experience across my Thorns.

In case you missed it, we've had several content creators check out the game and play it. One of which, Christopher Odd, has even worked on it! Check out the hour and a half-long feature, which covers just about every aspect of this build.
[previewyoutube][/previewyoutube]
Thanks for reading through all that, if you enjoy these dev diaries, feel free to drop a comment to let us know what you're curious to learn. We'll be back June 3rd with another diary, possibly even with some new announcements.