Store data
- UK price
- £9.99
- US price
- Awaiting regional check
- Positive reviews
- 72%
- Total reviews
- 387
- Release date
- 22 October 2026
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A mysterious alien invasion threatens humanity – time has come to a stop for all but your small band of freedom fighters. Caught in a seemingly endless loop, you must shape these ordinary civilians into heroes. Countless lives hang in the balance: you are humanity’s only hope to thwart the invaders.
With every new time loop, newly acquired experience and skills remain. As you explore the multiple districts of your wartorn city, anything you discover in one loop is available to you from the start of the next. Welcome to the resistance!
CONTROL IS IN YOUR HANDS
Your tactical prowess will be put to the test when the bullets start to fly – armed and positioned appropriately, allies can work closely together to assist one another, interrupt enemy movements, and bring about a quick end to challenging circumstances.
Take direct control of every shot as you aim down the sights, find where your target is weakest, and unleash a hail of bullets. Hit chances are determined entirely by your positioning, your aim, and your reaction time, with ballistics taking firing angles and obstructions into account.
Your resistance fighters can react to both friend and foe across turns on either side. Every individual has access to unique reflex actions to intercept enemy movement and assist allied kills, or to scramble away from enemy fire. Will you reserve your reflexes for defensive maneuvers when things take a turn for the worse, or will you use them to apply constant pressure on the enemy?
YOUR CHOICES MATTER
12 unique guns, dozens of skills to unlock, and over 100+ different gun attachments & parts (including some with legendary perks). Discover interesting combinations and tailor each character’s loadout to your tactical needs.
In war, sacrifices must be made. Will you attempt to save other civilians at the risk of losing your progress? Or will you sacrifice the lives of those frozen in time in the interest of advancing your ultimate goal?
Your strategies can make or break an encounter. Sneak around the battlefield to obtain an optimal position, seek out opportunities to use the world around you, or go in guns blazing: every fight is different.
Multiple difficulty modes make the game as accessible - or difficult - as you would like. Including Iron Man mode and Forever War mode for those who truly want a challenge.
END THE FOREVER WAR
Take on a variety of mission types to thwart the alien invaders – shut down their harvesters, defuse their bombs, and take out their occupying troops to gain the skills you need and secure victory.
To break their hold, however, you must ultimately defeat the Rifter leaders. Hard to kill, heavily armored, and dangerously armed, these leaders hold the key to this war – every time one falls, the time loop shifts forward, bringing the Forever War closer to an end.
Your resistance grows stronger with each success, and with each failure – after all, for you, death is only the beginning.
We think you'll love Every Day We Fight if you enjoy…
XCOM® 2, STAR WARS Zero Company™, MENACE, Jagged Alliance 3, Warhammer 40,000: Mechanicus, Wartales, Phoenix Point, Warhounds, Cyber Knights: Flashpoint
| # | ||
|---|---|---|
| 01 | Aid Prologue | 72.8% |
| 02 | Aid First Thorn Stash | 52.8% |
| 03 | Aid Act One | 37.9% |
| 04 | Aid First Gold Key | 32.8% |
| 05 | Aid Act Two | 18.9% |
| 06 | Aid Act Three | 7.0% |
| 07 | Aid Ending | 6.9% |
| 08 | Aid All Discoveries And Locations | 2.1% |
| 09 | Aid All Weapon Mods | 1.2% |
| 10 | Aid All Weapons And Gear | 0.9% |
| 11 | Aid All Nightmare Complete | 0.3% |
The 0.9 Update is the largest update Every Day We Fight has released since launch. It includes new content, heavily requested QoL features, and so many bug fixes. We appreciate your feedback throughout the Early Access and your patience in waiting for this update. We’re fully committed to delivering the game the community has been asking for. Friendly reminder, the best way to support indie development is reviewing the game. We’re just gamers asking gamers to help us keep gamers entertained. Steam Reviews: Your Feedback MattersThe update is out now, so it would really help if you left a Steam review and shared your thoughts on Every Day We Fight. We’re reading through the Steam forums, Discord, subreddit, and Steam reviews to see what you like, what you’d like improved, and how we should prioritize future changes. Thorn Side QuestsEach character now has a side quest providing deeper i...
Read full update on Steam ↗Bug FixesFix issue where selecting a save game from the main menu would not allow the save to be continued. Join the Thorns' Community!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.
Read full update on Steam ↗Bug FixesFix issue with using Renew Timeline causing characters to be set to level 0 and progress being lost. Players encountering this issue can recover their status, saves are located in \\AppData\\Local\\Fuji\\Saved\\SaveGames\\. 1.sav is the save data for the first slot. _1.sav is a checkpoint for the first slot. In the backup folder, you will find 20 saves for each save slot. They are labeled with a UTC timestamp. It is safe to take one of these backups and copy it into the savegames folder directly, then renaming the save to match the correct save slot (ex. 1.sav). The problem was caused by hard checkpoints never being made by the game due to the error. Thus it can still be possible to encounter this issue when continuing a save from 0.8.2.2 version if you renew the timeline before hitting another checkpoint at the end of each Act. Any player having issues recovering their save...
Read full update on Steam ↗Small but critical update resolving the following issues. Bug FixesFixed issue with Act 2 Hotel 3rd Reinforcement failing to spawn if the initial spawn were to get killed during 1st TurnFixed issue with Act 3 save checkpoint races conditionsFixed "Leave the Sewers" objective appearing and Thorns spawning in sewer when returning to gameplay after completing a skirmish if it was reloaded mid-combatFixed issue with Thorns losing all progress after using rewind device during Act 3 final fight. Join the Thorns' Community!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.
Read full update on Steam ↗Bug FixesFix issue where using rewind device would reload player after combat has started.Fix softlock in prison act 3.Fix save data flushing to disk at the wrong moment.Fix stasis bomb mission to resolve potential soft lock. Join the Thorns' Community!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.
Read full update on Steam ↗Gameplay AdjustmentsIntroducing Nightmare Difficulty.Adjust Karg armor.Speed up skip dialogue ui.Save System now presents notifications related to save file corruption.We now make a backup save when quitting the game or quitting to the main menu, through the pause menu or end run screen.Added a recovery file from backup routine. Executed if save file corruption is detected.Reworked backup save slot logic to decouple it from the save slot task.Backup saves now limited to snapshots, manual saves and in-combat saves. To limit the cycling of backups.Reduced emissive intensity on striker armor to improve visibility in aim view.Healing from ability now only occurs when a hologram creates a burning surface.Ladders now pulse red if they are blocked. Bug FixesFix stairs in prison arena act 3 not traversible in combat.Fix Harvester state not being reset as they should.Fix SFX and VFX retriggeri...
Read full update on Steam ↗Bug FixesFixed issues which could lead to users being soft-locked when reloading a save in the Prison environment.Join the Thorns' Community!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.
Read full update on Steam ↗Calling all Thorns. The 0.8.2.0 update has been released on the test beta branch. This update includes the introduction of the Nightmare Difficulty. This new difficulty option will reward players with a new achievement if they can successfully complete the entire campaign. We're looking for feedback on how challenging and enjoyable this new difficulty setting is. We'll be rewarding any Thorns brave enough to share their feedback on the beta on our Discord or in the Steam discussions with a new server role so that they can flex their might. Join the Thorns' Community!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.
Read full update on Steam ↗Bug FixesIssue caused by erroneously placed save checkpoint in Act 3 Final Fight.Fixed softlock in harvester and stasis bomb.Bomb state in Harvester Fight now saved.Several Crash Fixes.Join the Thorns' Community!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.
Read full update on Steam ↗Update 0.8.1.0 introduces autosaves for each turn in combat. In combat saving has been the most heavily requested feature since launch, and we will be adding manual saving in combat in an upcoming update. We are working hard on features and content to increase the playtime and replayability, more on these soon. The next update will be introducing a new difficulty “Nightmare” and achievement for those looking for a challenge. The best way to encourage the team is to review the game, each and every one really matters to us and helps new players discover Every Day We Fight. Major FeatureIn combat saving.The game now autosaves at the start of each turn. We’ve updated the save file structure as can be seen below. Saves are located in \\AppData\\Local\\Fuji\\Saved\\SaveGames\\. 1.sav is the save data for the first slot. _1.sav is a checkpoint for the first slot. In the backup folder, you wi...
Read full update on Steam ↗The 0.8.0.2 update focuses on introducing the ability to swap between interact/pickup targets as well as adding the ability to influence max HP to the difficulty configuration menu. We’ve updated the test beta branch with the latest update on the in combat save functionality. This will be included in the next release, thanks to everyone that helped test it out so far! Remember, the best way to support the development is by reviewing the game and joining the Discord. We’re excited about what’s up next, but until then we’ll be crushing bugs and making content. On a personal note, if anyone has any tips on how to attach a gargantuan nose prosthetic to my face it would be much appreciated. My Leo costume is facing some structural engineering challenges. Happy Halloween!GameplayIntroducing the ability to swap pickup/interaction targets.Introducing the ability to set Health in difficulty se...
Read full update on Steam ↗Every Day We ReviewReviews 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.0.8.0.1 ChangelogGameplayFix for bullets spraying outside of reticle.Fix for explosion audio not playing.StabilityCrash fixesJoin the Thorns' Community!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!
Read full update on Steam ↗Welcome Thorns, to the second major milestone update for our Early Access period! Manual saves, in-combat saves, revisited click-to-move, are the cornerstones of 0.8.0.0 major update. The best way to support us on this journey is to review the game. We can’t stress how impactful it is when you share your comments with the community. Together we can continue to develop Every Day We Fight into a unique and satisfying game. Thank you for your continued support!Every Day We Experiment!To the real ones out here testing our upcoming changes, thank you! For anyone interested, all you've got to do is go into the game's settings under Betas and switch to the test branch.Hall of Fame UpdatedAs of our latest community update, we added a way to commemorate the outstanding Thorns who've put in some serious effort in helping us eliminate bugs. In our previous statement, we let you guys know we'd be...
Read full update on Steam ↗Here's another quick patch addressing an important objective tracking bug.Every Day We ReviewReviews 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.0.7.1.3 ChangelogNavigationFixed issue where player's would not be able to return to the sewers.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.Join the Thorns' Community!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...
Read full update on Steam ↗Here's a quick patch addressing the recent changes to the sewer hideout. Every Day We Leave a ReviewSpotting 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.0.7.1.2 ChangelogNavigation & EnvironmentFixed issue where player's would not be able to leave the sewer hideout after starting a new timeline from the prison.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!Join the Thorns' Community!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.
Read full update on Steam ↗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.Leave a Review...
Read full update on Steam ↗Welcome Thorns, to the first major community-driven update for our Early Access period! Click-to-move, gun, Thorn, and Rifter rebalancing are all included in our biggest update yet. To celebrate, we'd like to give thanks to the awesome members from our community and those of you who've taken the time to leave a review. Positive or negative, we've taken it to heart to cook up a banger of an update.Every Day We Test! We recently added a way for players to test out upcoming changes, for those benevolent angels who want to help out our small team with debugging here and there. All you've got to do is go into the game's settings under Betas and switch to the test branch. Now, let's get on to the good stuff! 0.7.1.0 ChangelogQuality of LifeClick-to-move: You can now alter your control scheme via the control options, no need for WASD if you really don't want to!“Skip Line” feature: Can now s...
Read full update on Steam ↗Every Day We Debug (More)!Fixes need fixing too (sometimes). We're hard at work at expanding saving options in Every Day We Fight. We are starting work on saving in combat but it will take some time to deliver. Expect some more updates this week. 0.7.0.16 ChangelogSystem StabilityVarious Softlocks: Fixed issues introduced by the new manual saving and other potential softlocks.Join the Thorns' Community!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.
Read full update on Steam ↗Manually saving has been a major ask in reviews, and we have been dedicating a lot of time to making sure it interacts well with the game. We've taken longer to implement this as it is heavily involved in the game's architecture, and we don't want to cut corners with you. If you haven't already, we'd love it if you could share your thoughts about Every Day We Fight in a Steam review. Not only would it help us a lot. It's also a powerful way to implement the changes and additions you want to see.Every Day We Debug!In an effort to address all the bugs that you wonderful Thorns have been submitting, we've created a public bug tracker. We will be updating it frequently to reflect which bugs are being worked on, in order to avoid dedicating too much time to duplicate issues. We humbly request that if you're curious and looking to support us that you take a look at this board and relay any...
Read full update on Steam ↗We continue to focus our efforts on increased stability. We’re beginning to look closely at the difficulty curve throughout the experience. These changes should start to give players more resources at key moments. Additionally we are looking at toning down the lethality of Rifters on the first turn when they enter the fight.Every Day We Read Reviews!Reviews have been incredibly helpful for our team, from crash reports to missing walls. Every bug you fight and take the time to share with us goes a super long way towards us fixing it in a timely manner. We're also focusing in on some quality of life changes that some of you have mentioned in your forum posts and reviews. Out of Combat Saves are ComingReminder that we've especially heard you loud and clear on saves. Saving anywhere outside of combat is already in testing, and we'll have it out as soon as we can. This is just the beginnin...
Read full update on Steam ↗Focused our efforts on ensuring that save games cannot enter a blocked state due to errors in mission flow or spawning all required elements to clear obstacles. We’re also dedicated to making UX improvements to increase the readability of the game, and we’ll continue adding regular quality of life changes. Your Voice Matters - Out of Combat Saves are ComingLaunch is just the beginning. We’re reading every message, watching people play, and taking notes. We'll continue working on resolving the bugs and other issues. It would help our team so much if you could leave a Steam review, sharing your honest feedback and thoughts. We've especially heard you loud and clear on saves. Saving anywhere outside of combat is already in testing, and we'll have it out as soon as we can. 0.7.0.13 ChangelogUser Interface & VisualsMovement Cost Readability: Improved the readability of the movement AP cost...
Read full update on Steam ↗Some improvements to performance and stability. Fixes to save game behaviour interactions with mission flow, resolving soft locks. A few gameplay fixes, but more importantly, the first buffs. Now, leveling up should feel more epic. Leave a Review if You've Jumped In If you've spent some time in For Every Day We Fight, we'd really appreciate hearing what you think.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. Saves in Every Day We FightWe've heard your feedback on saves in Every Day We Fight. We're exploring solutions and will implement improvements on that front as soon as possible.0.7.0.12 ChangelogCombat & AIChallenge Audio: Fix for the Challenge completion/failed sound playing multiple times afterAI Targeting: Fixed Karg firing at Thorn after en...
Read full update on Steam ↗If you ran into crashes during exploration or found your progress blocked by missing chunks or inaccessible buildings, this update will help. Thanks to everyone who flagged these; it made tracking them down much faster. 0.7.0.11 ChangelogExploration Crash: Fix for a crash encountered during exploration.City Loading: Fix for parts of the city not loading chunks, blocking progression.Hotel Access: Fix for the hotel being inaccessible when requiring entry to complete an objective (collecting the Resonator – Act 1).We're already working on a larger update, which is why it'd help if you left a Steam review, letting us know your thoughts about Every Day We Fight. We're poring through our Steam forums, Discord community, subreddit, and Steam reviews to see what you like, what you'd like to have improved, and how we should prioritize those changes. You can find us on Discord, Reddit, and Twit...
Read full update on Steam ↗49 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
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