Every Day We Fight Wiki
Fan-Made Community GuideEvery 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.
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Beginner Guide: Your First LoopsA newcomer's guide to Every Day We Fight: manual aiming, reflex actions, the fixed three-person squad, time-loop carryover and difficulty options.
Fast Travel in the 1.0 UpdateFast travel is a quality-of-life feature in Every Day We Fight, added during Early Access and included in 1.0. Here's what the notes say.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.

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.
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.
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.
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.
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.
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.
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.
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.
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.
