Greetings, fellow Thorn members!
We're excited to announce that Every Day We Fight will be included in Steam's Strategy Fest this week!
We've got a new demo for you to get hands on with full of improvements and new content to explore too. Jump in TODAY and test your mettle against The Harvester. We have a few new tricks for returning players too! ;)
As always, if you enjoy your time with the game, consider adding us to your wishlist so you don't miss out when we officially launch!
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[h3]Patch Notes:
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[h3]New Mission Types added & overall progression updated:
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- This demo of Every Day We Fight has been updated to include 3 different missions. This allows us to test a more complete slice of gameplay that includes more robust character progression as you progress through each mission & unlock additional weapon components & skills.
- Mission 1: Kill the Elite Enemy - Defeat the enemies & the Elite enemy that spawns.
- Mission 2: Disarm the Stasis Bomb - Defeat the enemies.
- (OPTIONAL) Disarm the Stasis Bomb before it erases innocent civilians.
- Mission 3: Destroy the Harvester
- Defeat the enemies.
- (OPTIONAL) Destroy the Cognos Harvester before it teleports away.
- Missions must be completed in order to unlock the next one from the Missions screen.
- Optional objectives do not have to be successfully completed.
- Weapon Component drops improve at the start area upon completion of the previous mission.
[h3]Mission Changes
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Based on feedback from our previous demos as well as internal playtesting, the Harvester fight has been updated:
- To improve the pacing, the fight no longer transitions between combat & exploration modes.
- The Thorns must now navigate the alleyway & destroy all 3 power cells before the Harvester teleports away.
- Destroying a power cell will extend the remaining time for the Thorns as the Harvester loses power.
- The remaining time is displayed on the Harvester (temp UI).
- New VFX & SFX have been added for the Harvester.
[h3]Other Changes/Additions:
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- A save data system has been implemented. Mission progress will be saved upon successful completion of each mission, as well as unlocked Skill Points. Note: You can’t save during combat.
- Partial skill trees have been added for Leo & Dylan. Skill trees are still WIP and don’t contain all skills or their final designs.
- Dylan’s character model has been updated.
- New idle animations have been added.
- Many major & minor bug fixes across all systems
[h3]Known Issues:
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- Enemies who are KOed by a proximity punch will sometimes stand up after they die.
- Enemies will in some rare instances be able to shoot through walls
- Holding the middle mouse button to move the camera when a cinematic begins can cause the cursor to behave erratically. Click the middle mouse button again once back in gameplay to fix the cursor.
- Dylan’s Taunt ability doesn’t currently taunt enemies as intended, and they will still attack other units.
- There is a rare chance of a crash during loading or restarting missions on lower end hardware. Usually if attempted a second time the game will load correctly.
- Proximity Punch can trigger from enemies traversing ladders causing time dilation before they can be targeted.
- Infrequently, Thorns will fail to scramble after attempting to.
- Cinematic camera reveals of mission objectives disable the ability to tab through Thorns, until entering aim view.