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Every Day We Fight Click to Move: What 1.0 Notes Say

The 1.0 patch notes list click-to-move as a quality-of-life feature added during Early Access, alongside fast travel, but don't explain how to enable it.

Every Day We Fight Click to Move: What 1.0 Notes Say
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Yes — click-to-move is part of Every Day We Fight. The developer's 1.0 announcement on the official Steam page names it among the quality-of-life features added during Early Access, in the same breath as fast travel. What the notes do not do is explain how the option is enabled, or whether it covers combat as well as exploration.

Where click-to-move is mentioned

Two Steam announcements from the developer, Signal Space Lab, refer to it:

  • The Road to 1.0 post (September 18, 2026) lists what had already been accomplished in Early Access, including "Tons of QOL changes: UX/UI, fast travel, click-to-move, etc."
  • The 1.0 is Officially Here post (October 22, 2026) repeats the same summary of Early Access improvements: "QOL features like fast travel and click-to-move."

So the feature predates the 1.0 launch rather than arriving with it. Both posts describe it as a convenience layered onto existing mouse-and-keyboard play, not as a replacement control scheme.

Every Day We Fight What the notes leave open

What the notes leave open

The announcements are summaries of a much longer changelog, and the click-to-move line is a single item in a bulleted list. They do not state:

  • whether it is on by default or must be switched on somewhere;
  • which menu holds the setting, if there is one;
  • whether it applies only while exploring the city or also during turn-based combat;
  • whether it coexists with WASD-style movement or overrides it.

Anyone who tells you a specific toggle location or default state is going beyond what the developer wrote. Treat such instructions with caution until you can confirm them in your own build.

How movement is described elsewhere

A hands-on preview of an Early Access build published by Video Games Good describes two distinct movement situations. Outside combat, you walk freely around the city sandbox, choosing manhole exits and setting your squad up before a fight begins. Once combat starts, the preview says movement is constrained by each unit's available action points. That split is a useful frame: a convenience like click-to-move fits naturally into the free-roaming exploration layer, while tactical combat is built around spending action points on grid-style movement. The patch notes themselves never make that distinction explicit, so treat it as a reasonable reading rather than a confirmed rule.

Every Day We Fight What players have asked for

What players have asked for

The Steam Community hub for the game carries a short discussion thread titled "I would like to use the mouse to move," posted around the 1.0 launch, in which a player asks for point-and-click movement in the style of Diablo 2. That is a request for a particular feel of cursor-driven travel, not a report that the feature is absent — and it is a reminder that "click-to-move" can mean different things to different players. If you were hoping for Diablo-style pathing across an isometric view, the developer's QOL line may not describe the same thing you have in mind.

The same hub also has a thread from a player who could not rebind the keyboard to arrow keys instead of WASD, which is a separate input question from click-to-move but worth knowing if your goal is simply to avoid WASD.

If you cannot find the behaviour

A few conditional checks, offered as general suggestions rather than confirmed steps:

  • Confirm you are outside combat. If the feature is exploration-oriented, a turn-based encounter with action-point movement is the most likely place for it not to apply.
  • Look through the game's settings and controls screens yourself rather than relying on secondhand paths; the patch notes do not name a location.
  • Note your build. The click-to-move line comes from the 1.0 release of October 22, 2026; older Early Access builds may behave differently.

FAQ

Is click to move available in Every Day We Fight?

Yes. The developer's 1.0 announcement on the official Steam page lists "QOL features like fast travel and click-to-move" among the improvements made during Early Access.

Was click-to-move added in 1.0?

No — it was already in place before 1.0. The Road to 1.0 announcement of September 18, 2026 lists click-to-move among the quality-of-life changes completed during Early Access, and the 1.0 post repeats that summary.

Does click-to-move work during combat?

The patch notes do not say. They mention the feature only as a general quality-of-life addition, and the preview material describes combat movement as limited by action points, so the combat case is unconfirmed.

Where do I turn click-to-move on?

That is not documented. Neither Steam announcement names a toggle, a default state, or a menu location for it.

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