About the Game
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
Screenshots
10 imagesVersion Information
Steam Patch Notes
Official update history
Bug Fixes
Fixed 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.
Bug Fixes
Issue 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.
Every Day We Review
Reviews 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 Changelog
Gameplay
Fix for bullets spraying outside of reticle.
Fix for explosion audio not playing.
Stability
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. You never know, we might even add you to the in-game hall of fame!
Here's another quick patch addressing an important objective tracking bug.
Every Day We Review
Reviews 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 Changelog
Navigation
Fixed 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 of fame!
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 Changelog
System Stability
Various 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.
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 Fight
We'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 Changelog
Combat & AI
Challenge Audio: Fix for the Challenge completion/failed sound playing multiple times after
AI Targeting: Fixed Karg firing at Thorn after encrusting them
Aiming Sequence: Fix for AI not waiting for the end of the Aiming animation before planning
KO Conditions: KO death no longer occurs in the final fight
Combat Zones: Fixed Combat Zones Act 1 and 2 about the Combat Zone Complete screen appearing early
Reload Crash: Fixed for bleeding units reloading crashing the game
Level-Up Buffs: Players now refill health, reload all weapons, and reset all cooldowns when they level up (let there be buffs)
User Interface & Visuals
Combat UI: Fix for unit highlight/health bar tooltip to appear in Combat
Cover Prompts: Only Bidirectional covers now have the switch sides prompt
Map Marker Visibility: Fix for map marker texts rendered underneath other map markers
Input Icon Flicker: Fix for input icons flickering on when switching units
Navigation & Environment
Act 3 Navigation: Fixed Rifter Stash Hotel Act 3 Navigation
Cover Transition Issues: Fixed many cover locations, making units fall in when you enter from out of combat mode
Tutorial Flow: Move Tutorial Camera Rotation Alternative earlier
System Stability
Save System – Hotel Act 1: Fixed the Save for Hotel Act 1
AutoSprint Settings: Fixed AutoSprint setting not sticking on relaunch
Overwatch Improvement: Overwatch should perform as expected now.
Performance
Exploration Performance: Improved performance in exploration (micro-stuttering)
Rendering Efficiency: Minor rendering performance improvement
Localization
Language Support: Audio / Language text string now localized in all languages
We’re continuing to address issues as they are identified. Expect another update in a day.
You can find us on Discord, Reddit, and Twitter for discussions, updates, bug reports, and to share your feedback.
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 Changelog
Exploration 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 Twitter for discussions, updates, bug reports, and to share your feedback.
Current Release
Build 26109244
Uploaded Oct 23, 2026
System Requirements
How to Install
Fuji.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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