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Every Day We Fight Fast Travel in the 1.0 Update

Fast 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.

Every Day We Fight Fast Travel in the 1.0 Update
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Fast travel exists in Every Day We Fight, but it is documented as a quality-of-life convenience rather than a system the developers explain in detail. It was added during Early Access and is part of the 1.0 release that left Early Access on October 22, 2026. The 1.0 notes also record a fix for a specific case where the Thorns could not fast travel at all.

What the feature is

The developers describe fast travel in the same breath as click-to-move: a navigation convenience layered on top of exploration, so you spend less time walking the city's districts and more time on missions. The official Steam page lists it under "QOL features like fast travel and click-to-move" in the 1.0 announcement, alongside interface improvements and in-combat and manual saves.

What the notes do not provide is a tutorial: no menu path, no key or button, no list of fast-travel points, and no stated unlock condition. Treat any specific "press this to fast travel" instruction you see elsewhere with suspicion unless it comes with a screenshot or video from a current build.

Every Day We Fight When it arrived

When it arrived

Fast travel was not introduced by 1.0. The September 18, 2026 "Road to 1.0" post, recapping what the team had accomplished "so far throughout early access," lists "Tons of QOL changes: UX/UI, fast travel, click-to-move, etc." among those Early Access improvements. The October 22, 2026 1.0 notes repeat it in the same summary of heavily requested changes.

Practical upshot: if you last played an early Early Access build and remember walking everywhere, fast travel is a later addition. If you are on 1.0, it is part of the build you have.

If fast travel does not seem to work

The 1.0 detailed patch notes include one concrete, named cause: "Fixed The Thorns being unable to Fast Travel when Save Slots are full." In other words, a full set of save slots could block fast travel before that fix landed.

Conditional things worth checking if it still misbehaves:

  • Confirm you are actually running the 1.0 build, since the fix ships with it.
  • If you have created many manual saves, free up a slot. Multiple saves per playthrough and manual saves were added in the 0.9 update, so long-running saves can accumulate.
  • Report it with your build version if it persists, because a blocked fast travel with free slots would be a new problem rather than the documented one.

These are reasonable steps based on the documented bug, not a tested repair sequence.

Every Day We Fight Related movement and map changes in 1.0

The 1.0 notes list several changes near fast travel that are worth knowing about, though the notes do not say they are part of the same system:

  • A Map Menu rework allowing gradual zooming when scrolling, plus a fix for the zoom level not resetting when reopening the menu.
  • Skirmish icons added to the map, and a fix for side mission icons being covered by other icons.
  • A fix for manholes being blocked from selection when clicked in the Map Menu.
  • Fixes for teleporter and hologram interactions, including a teleporter that could not be selected again after cancelling.

If your mental model of "fast travel" is "open the map and click a point," these map fixes are the closest thing in the notes — but the notes never state that fast travel runs through the Map Menu.

Version and platform notes

The fast travel references come from the Steam version's announcements and patch notes. The Xbox Game Preview listing dated 3/25/2026 does not describe fast travel, so it is not a source for how the feature behaves there. Nothing in the material states which platforms or builds fast travel is available on beyond what the Steam notes describe.

FAQ

Is there fast travel in Every Day We Fight?

Yes. The developers list fast travel among the quality-of-life features added during Early Access and carried into the 1.0 release on October 22, 2026.

Why can't I fast travel when I have plenty of save slots?

A full set of save slots was a documented blocker: the 1.0 notes list a fix for the Thorns being unable to fast travel when save slots are full. On 1.0 that cause should no longer apply, so report anything similar with your build version.

Does the game tell you how to unlock or use fast travel?

The announcements and patch notes only name the feature. They do not describe an unlock requirement, a menu path, or a control, so there is no verified button sequence to quote.

Was fast travel new in the 1.0 update?

No. The September 18, 2026 "Road to 1.0" post already counts fast travel among Early Access quality-of-life improvements; 1.0 repeated it in its summary and fixed a save-slot-related bug.

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