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Every Day We Fight Wiki

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Every Day We Fight is a turn-based tactics game where you aim every shot yourself in first person, and your three fighters can react during the enemy's turn. This wiki covers the rules the game actually documents: how Action Points and Reflexes are spent, how armor comes off plate by plate, how Heat trades risk for loot, and what survives each time the loop resets.

Developer: Signal Space LabPublisher: Wild Hog GamesPC 1.0 release: Oct 22, 202611 Steam achievements

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Your Every Day We Fight Journey

1Learn how a turn worksAction Points pay for moving, shooting, reloading and Overwatch, and only some leftovers carry into your next turn. Start with the Action Points page, then the beginner guide.
2React instead of hopingReflex actions let your Thorns scramble out of gunfire, assist a kill or fire back, and the Rifters get reactions of their own. The Reflexes page explains the per-round limit and the three character reflexes.
3Plan the loop, not the fightExperience and skills survive a reset, and the loop moves forward when a Rifter leader falls. Read the time loop progression page to understand what a failed run still earns you.

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What is Every Day We Fight?

Every Day We Fight is a turn-based tactics game from developer Signal Space Lab, published by Wild Hog Games. Its combat is unusual in one specific way: there are no hit percentages to roll against. You take control of every shot in first person, hit chance comes from your position, your aim and your reaction time, and ballistics account for firing angles and obstructions. Outside combat you move through a city frozen under an alien dome, choose where a fight begins, and set the squad up before the first bullet leaves the barrel.

Your squad is three civilians who become fighters across repeating days: Vivian, Leo and Dylan. There is no recruiting and no custom squad building, so the improvement comes from skills, gear and gun parts rather than new faces. Dying is not a game over screen; it resets the day, keeps the experience and skills you gained, and hands you another attempt at the same problem. The campaign's clock only moves when a Rifter leader falls.

The game left Early Access with its 1.0 update on 22 October 2026, which brought new guns, 52 new gun parts, Ambush and Sabotage missions, a reworked Heat meter, customisable difficulty settings and Forever War mode for players who finish the campaign. The Steam page lists 11 achievements, full controller support and Steam Deck Verified status for the PC version. An Xbox Game Preview listing on the Xbox Store carries a release date of 25 March 2026 as a separate, earlier console listing.

A squad of three fighters seen from behind, looking toward a glowing alien harvester in a street.

Developer

Signal Space Lab

Publisher

Wild Hog Games

PC release

Oct 22, 2026 (Steam)

Xbox Game Preview

Listed 3/25/2026

Steam price snapshot

$11.99 (Steam listing, Oct 2026)

Achievements

11 on Steam

Reference Library

Explore Every Day We Fight Guides

Eight starting points, ordered the way most players need them: learn a turn, then the loop, then the fights, then the settings and the PC specifics. Every page below is one of the 21 published articles on this wiki.

Every Day We Fight Beginner Guide

Start here if manual aiming is new to you: the fixed three-person squad, why every shot is a skill check, how Reflexes change the turn order, and what to expect from difficulty and the loop.

Three fixed charactersVivian, Leo and Dylan, with no recruiting and no custom squad building.
No hit percentagesPosition, aim steadiness and reaction time decide your shots.
Reactions on both sidesYour squad and the Rifters can act off-turn.

Every Day We Fight Time Loop Progression

What a reset keeps and what it costs: experience and skills carry over, discoveries are available from the start of the next loop, and only a dead Rifter leader shifts the clock forward.

Skills persistNewly acquired experience and skills remain after every loop.
Bosses move the storyEach Rifter leader that falls shifts the time loop forward.
Death is not a wipeA failed attempt still leaves the squad stronger.

Every Day We Fight Walkthrough

A practical path through the opening: the first firefight outside Faber Labs, the blocked bridge, the first two resets and the trip to the Rugosa Hotel, plus the combat rules you reuse for the rest of the campaign.

Opening fightsLearn aiming, cover and grenades on the first encounters.
Version noteScene detail comes from an Early Access recording; 1.0 placement can differ.
Combat rulesThe habits you keep for the whole campaign.

Every Day We Fight Action Points

The per-character turn budget: what moving, shooting, reloading, grenades and Overwatch each cost, which leftovers roll into the next turn, and why banking points is a partial safety net.

One poolMovement, attacks, reloads and Overwatch draw from the same budget.
CarryoverOnly some leftover points survive into your next turn.
Weapon costs differA heavy gun is not a free swap for a pistol.

Every Day We Fight Reflexes

How the reaction system works in practice: one reflex action per unit per round, a short dive with gunfire following you in slow motion, and the three character-specific reactions.

VivianKill Assist finishes enemies a teammate has nearly taken down.
LeoCovering Fire answers when a teammate is shot at.
DylanProximity Punch hits anything that gets close.

Every Day We Fight Overwatch

Overwatch here is a cone you set and a shot you take yourself. It spends Action Points and the character's Reflex, and it roots the watcher in place, so the setup decision is the whole play.

You aim the reactionThe camera drops behind the gun when the cone is tripped.
Two costsAction Points plus that turn's Reflex action.
No escapeA Thorn on Overwatch cannot scramble away from return fire.

Every Day We Fight Weapons and Gun Parts

The arsenal two layers deep: named guns and what they do to shields, armor and health, plus the gun-specific parts that trade one stat cost for another on your weapons screen.

12 unique gunsListed on the Steam page, before the 1.0 additions.
5 new guns at 1.0Boomer, Shredder, Roaster, Stumper and Riptide.
52 new parts13 of them epic, with unique perks.

Every Day We Fight Difficulty and Modes

Where the challenge knobs live: adjustable difficulty with customisable settings added at 1.0, Iron Man mode chosen when you start a new game, and Forever War after the campaign.

Adjustable difficultyIron Man modeForever War mode

Frequently Asked Questions

Is Every Day We Fight official on this site?

No. This is an unofficial fan wiki. Developer and publisher information comes from the game's Steam page, Xbox Store listing and the developer's own patch notes and announcements, and it is labelled as such throughout.

Who develops and publishes Every Day We Fight?

Signal Space Lab develops the game and Wild Hog Games is the publisher listed on the Steam store page. The Xbox Store Game Preview listing names Hooded Horse as publisher and Signal Space Lab as developer.

What platforms is Every Day We Fight on?

The Steam release covers Windows PC and left Early Access with the 1.0 update on 22 October 2026. The Xbox Store lists a separate Every Day We Fight (Game Preview) version with a release date of 25 March 2026.

How much does Every Day We Fight cost?

The Steam page listed $11.99 at the time our source was saved (Steam listing, October 2026), and a separate Steam page capture carried a 60% discount headline. Both are dated snapshots, not a current price, so check the store page before buying.

Does Every Day We Fight work with a controller?

Yes. The Steam page lists full controller support and names Xbox controllers, and the game holds Steam Deck Verified status.

Do my skills carry over when the time loop resets in Every Day We Fight?

Yes. The Steam page states that newly acquired experience and skills remain with each new time loop, and anything you discover in one loop is available from the start of the next.

Pick your first fight

If you are new, read the beginner guide and then the Action Points page before a long session. If you already know the turn structure, jump to Reflexes and Overwatch, or check the system requirements before you install.