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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.

"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.

New turn-based strategy game is like XCOM if the aliens interrupted WW2

XCOM makes it abundantly clear that a full-scale alien invasion would put humanity very much on the back foot. But what if they had arrived during a time where our world was already in the midst of a WW2-style global conflict? That's the premise of new turn-based strategy game Every Day We Fight, and it combines the small-scale squad tactics of Commandos with a mysterious time loop. Built by Signal Space Lab and published by Manor Lords and Against the Storm studio Hooded Horse, the game is now headed for early access in the summer.


Read the rest of the story...

Every Day We Fight heads into Early Access on July 10th!

Did we say May 6th? Well surprise early announcement! You've been reading up a lot on the game and it's intricacies, but now let's sit down and talk for real. Every Day We Fight is headed into Early Access on July 10th, did you read that right? July 10th!

But let the hype speak for itself, check out our awesome trailer which showcases a ton of new, never-before-seen parts of the game! Enjoy~

[previewyoutube][/previewyoutube]

By now you probably know you'll be able to play Every Day We Fight on July 10th. So here's the next step - rally the troops and assemble your friends! Every effort counts, a mention here a link in DMs, you name it. We intend to continue curating talking points without spoiling too much of the experience, so if that's your jam, be sure to follow us across all of our socials, or just the ones you really like.

To be the first to know when the game becomes available, wishlist the game, and join our Discord.

Dev Diary #5 - Backtrack Star

Doubling back, it's a viable strategy

Hello, Thorns! LP again, here to talk about exploration in Every Day We Fight. This time around, we will focus on the rare blue mineral encrustations called Elixium.

[h2]The Elixium Dart Gun[/h2][hr][/hr]Acquiring some Rifter hardware will unlock the ability to destroy Elixium. This small hand-held gun is your answer to all Elixium barriers to entry, opening previously inaccessible areas.

"It comes right off!"


[h2]Exploration made simple[/h2][hr][/hr]After a little exploring and destroying Elixium, you'll likely find yourself exploring the world to discover as many points of interest as possible. The Thorns are an efficient team, capable of finding their way past any obstacle in the search for valuable loot. Most doors will be open to you, but some areas will contain locked doors. Finding an angle to shoot off the locks will open new areas. Additionally, backtracking through these homes means you'll come across a ton of shiny little drops, and just about every single one of these will net you experience points for your Thorns, save for the scrap piles.

"Welcome on in, make yourself at home"


[h2]Heating up for trouble[/h2][hr][/hr]Not everyone takes kindly to exploration, especially not stray Rifters. When you're out in the world, snooping around, you'll likely encounter Rifters patrolling the streets. Have you recently annoyed one too many Rifters? If so, you may end up increasing your heat level, increasing the concentration of enemy units, and their potency. Be careful not to bite off more than you can chew! These fights can be both a blessing and a curse, depending on how prepared you are. There's a ton of loot and experience in it for you if you're feeling the urge to grind!

"Is it me or is it getting hot in here?"


If you enjoy these dev diaries and would like to see other topics covered in future ones, feel free to drop a comment. We'll be back to talk about some REALLY COOL news on May 6th.

Dev Diary #4 - A Newcomer's Fresh Take

Overcoming new challenges

Hey there, Thorns! I'm LP, and I'm new to the team behind Every Day We Fight. The team thought it could be interesting to share my take on how the gameplay feels for newcomers.

[h2]"Scramble!"[/h2][hr][/hr]Combat kicks off with Rifters engaging my squad, and I'm immediately given a tactical choice. I need to scramble to safety to avoid losing a unit. I've not played many tactics games that allow for reactive gameplay, but my hundreds of hours of experience in other turn-based games kicked in to put me through the motions. That quickly shifted as I was required to zoom in, aim, and shoot Rifters to survive. Wild, I was not expecting an experience resembling an FPS game. As I'm processing all the possibilities, I notice I can explode objects. Which begs the question, what can't I shoot?

"A tactical retreat to be sure, I'm not running away or anything."


[h2]"Explosions! I've got to make more explosions!"[/h2][hr][/hr]On my way down a nearby broken bridge, I noticed a few explosive barrels nestled in some trucks and cars. Shooting my surroundings to get places wasn't originally on my bucket list, but now I find myself looking to make as much noise as possible in the open world. Many gamers will probably ask the same question, is there friendly fire? Short answer, yes. It even goes both ways as I discovered when 2 Rifters shot each other while tracking my scrambling Thorns. Shooting a conveniently placed barrel allowed me to parkour across a bus and make it over the bridge as I continued on.

"Don't miss, don't miss, don't miss..."


[h2]Frozen in Time[/h2][hr][/hr]All along the broken bridge, I saw these ghost like people just standing there. The frozen people, is what I'll call them for now, give me the chills every time I come across them, as if they're bound to come to life at a moment's notice. There's an eerie stillness in the world and I came across several. I wondered what exactly transpired before this freeze frame in history. Luckily the world's full of little lore tidbit you can peer into to glean more info. As I hopped from one story to another, I naturally found myself surrounded by more Rifters, maybe they're related, I guess I'll find out after playing more.

"What if we're actually the ones frozen and they're the ones looking at us? Woah."


[h2]Skilling Made Easy[/h2][hr][/hr]As I progressed through the open world, I defeated enough Rifters and my Thorns managed to level up, opening a whole new world of possibilities! The branching skill builds offer some interesting choices, and each point invested leans into the build you're going for even more. I could already envision early on what I wanted each Thorn's final form to be in my head, but I frequently reiterated my decisions. The farther along you get in the city, the more enemy types you encounter, naturally your strategy needs to be adapted.

"Phew, no spreadsheet required."


I hope you enjoyed this Dev Diary and my first impressions. I'm looking forward to diving deeper into some of the Rifters the Thorns will face off against in our next Dev Diary on April 8th.