Home Products Changelog

Release Notes for Every Day We Fight

0.8.2.1

Bug Fixes

Fix issue where using rewind device would reload player after combat has started.

Fix softlock in prison act 3.

Fix save data flushing to disk at the wrong moment.

Fix stasis bomb mission to resolve potential soft lock.

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.


0.8.2.0

Gameplay Adjustments

Introducing Nightmare Difficulty.

Adjust Karg armor.

Speed up skip dialogue ui.

Save System now presents notifications related to save file corruption.

We now make a backup save when quitting the game or quitting to the main menu, through the pause menu or end run screen.

Added a recovery file from backup routine. Executed if save file corruption is detected.

Reworked backup save slot logic to decouple it from the save slot task.

Backup saves now limited to snapshots, manual saves and in-combat saves. To limit the cycling of backups.

Reduced emissive intensity on striker armor to improve visibility in aim view.

Healing from ability now only occurs when a hologram creates a burning surface.

Ladders now pulse red if they are blocked.


Bug Fixes

Fix stairs in prison arena act 3 not traversible in combat.

Fix Harvester state not being reset as they should.

Fix SFX and VFX retriggering without checking for visibility state change.

Fix for prox punch sfx triggering after rifter died.

Fix Rifter Inventory item not playing SFX on drop.

Fix Characters Stats not being accurately displayed on combat end-screen after returning to reloading gameplay mid-combat.

Fix for hearing objective completion sfx multiple times over.

Fix for multiple rifters using the same cover location.

Fix If the game is reloaded during spawning in Prison sequencer it cannot be watched again.

Fix camera not teleporting when progressing from part 1 to part 2.

Fix Rifter in Prologue Part 2 being fire when player enters combat if part 1 was completed quickly.

Fix for failed 'X' free-roam effect to appear in-combat.

Fix for failed 'X' during scramble.

Fix most dropped items failing to persist when returning to gameplay mid-combat.

Fix music failing to switch after use of level rewind.

Fix text occasionally remaining on screen for a while after dismissing dialogue.

Fix Punch failing to consume AP when killing last spawned Rifter.

Fix difficulty can be altered mid-Combat by adjusting settings in the Main Menu.

Fix progression being blocked due to menus failing to close after opening Skills Menu as combat is initiated.

Fix SFX missing at start of opening cinematic.

Fix a bug with backups not working for manual or in-combat saves.

Fix stasis bomb reappearing when returning to gameplay mid-Combat after detonation in stasis bomb mission.

Fix softlock in harvester and stasis bomb missions.

Fix progression being blocked by "Karg Was Killed!" screen when returning to gameplay after killing Karg during Rifter Activity while no other Rifters are spawned.

Fix not being able to click HUD during conversations.

Fix for inaccurate movement AP displayed during move preview.

Fix weapon ammo being reset if a mag is equipped upon returning to gameplay.

Fix Thorns can become stuck next to edge of platform at south side of Riverside Market.

Fix Hold Breath AP cost text appears very small in Weapons Menu Mod stats when set to certain languages.

Disable aim time dilation out of combat.

Fix Thorns being able to place the Overwatch after throwing the Teleporter, but before teleporting.

Fix Rifter body props are displayed before Combat is finished in Combat Zones.

Fix LOD changes are visible on the buildings in the background during sequencer after collecting Dish Intel in Building 3 Zone A.

Fix Damage preview not visible with armor breaker weapon mod.

Fix locations cannot be selected while performing actions when using mouse navigation.

Fix Thorns perform reload animation even if ammo is full when gaining a level.

Fix Camera is next to Thorn's head for split second when resuming gameplay inside building.

Fix Splash screen/intro movie audio is forced to Oculus Virtual Audio Device if Quest HMD is connected to PC via Link.

Fix Aim View being entered automatically after scrolling to Resonator Darts when using a controller.

Fix for missing mission data in quests menu and visual padding fix.

Fix Thorn's portrait icon turning grey after entering or exiting a cover position when out of combat.

Fix landing impact SFX are not heard from AI followers after jumping.

Fix default grey texturing is present on ladders.

Fix weapon mod disappears if it's unequipped while a redundant mod is present after returning to gameplay.

Fix Power Cell deployment being delayed when returning to gameplay mid-combat in Harvester Mission.

Fix Power Cell respawns after destroying two of them when returning to gameplay mid-combat in Harvester Mission.

Fix Rifter fog of war VFX being reset to their current locations when returning to gameplay mid-combat.

Fix characters are able to enter mantle spots from outside the building in Bus Depot.

Fix Some UI screens and widgets present a visibly rough gradient on the right side of the screen, when on high Gamma.

Fix dropped items near any railing causing the dropped item to fall out of the map.

Fix issue when the camera moves into the wall behind the map table in the Sewers causing the screen turns black.

Fix light sources originate from above certain street lamps.

Fix issue when using click to move when fast travelling, making the unit try to move to world origin on load.

Fix Hailstorm shots going through engineer when using specific scope.

Fix Grenadiers consistently drop redundant weapons.

Fix potential crashes.



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.


0.8.1.2

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.


0.8.1.1

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.


0.8.1.0

Update 0.8.1.0 introduces autosaves for each turn in combat. In combat saving has been the most heavily requested feature since launch, and we will be adding manual saving in combat in an upcoming update. We are working hard on features and content to increase the playtime and replayability, more on these soon. The next update will be introducing a new difficulty “Nightmare” and achievement for those looking for a challenge. The best way to encourage the team is to review the game, each and every one really matters to us and helps new players discover Every Day We Fight. 


Major Feature

The game now autosaves at the start of each turn. We’ve updated the save file structure as can be seen below. Saves are located in \AppData\Local\Fuji\Saved\SaveGames\. 1.sav is the save data for the first slot. _1.sav is a checkpoint for the first slot. In the backup folder, you will find 20 saves for each save slot. They are labeled with a UTC timestamp. It is safe to take one of these backups and copy it into the savegames folder directly, then renaming the save to match the correct save slot (ex. 1.sav).


 

Gameplay

Optimization

Visual

Bug 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.


 


v0.8.0.2.f (2025-10-29)

The 0.8.0.2 update focuses on introducing the ability to swap between interact/pickup targets as well as adding the ability to influence max HP to the difficulty configuration menu. We’ve updated the test beta branch with the latest update on the in combat save functionality. This will be included in the next release, thanks to everyone that helped test it out so far! Remember, the best way to support the development is by reviewing the game and joining the Discord. We’re excited about what’s up next, but until then we’ll be crushing bugs and making content.

On a personal note, if anyone has any tips on how to attach a gargantuan nose prosthetic to my face it would be much appreciated. My Leo costume is facing some structural engineering challenges. Happy Halloween!

Gameplay

Bug 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.


v0.8.0.1.c (2025-10-03)

Welcome Thorns, to the second major milestone update for our Early Access period! Manual saves, in-combat saves, revisited click-to-move, are the cornerstones of 0.8.0.1 major update. The best way to support us on this journey is to review the game. We can’t stress how impactful it is when you share your comments with the community. Together we can continue to develop Every Day We Fight into a unique and satisfying game. Thank you for your continued support!

Every Day We Experiment!

To the real ones out here testing our upcoming changes, thank you! For anyone interested, all you've got to do is go into the game's settings under Betas and switch to the test branch.

Hall of Fame Updated

As of our latest community update, we added a way to commemorate the outstanding Thorns who've put in some serious effort in helping us eliminate bugs. In our previous statement, we let you guys know we'd be adding to the list, so keep an eye out when you're inspecting the Thorns' hideout!

0.8.0.0 Changelog

Features

[NEW!] Difficulty Settings

This update is the start of our efforts to give players more control over their experience. The new difficulty presets allow players to set the degree of challenge.

[NEW!] Manual Saves

In case you missed it, there's a manual save option in the game's settings, available at any point whilst out of combat!

One More Thing...

The test beta branch has a preview of our next big feature: mid-combat saving. We’ll be conducting an extended beta for this feature to ensure the highest level of stability. Please use caution when testing this branch, making copies of save files is highly recommended. Player feedback is greatly appreciated and we rely on you to guide us in adapting our plans for Early Access, to meet your expectations.

Coming Soon ...

We're working on updates for the rendering of our first person view, and preparing new highly detailed 3D models and textures for all weapons. We're working hard making sure everything looks great as we prepare to introduce new weapons.

Quality of Life

Exposed options for those wanting more control over the game settings. We’ll be expanding on options in upcoming updates, as we’re working hard on providing ones to configure the aiming/action features. Stay tuned.

Performance Improvements

Improve performance of map manager. 

Minor Improvements

Update wall of fame.

Added an extra camera setting that optionally pitches camera when in click to move mode.

Added a confirmation message when going to the prison.

Bug Fixes

Fixed an issue where dying would make you phase through the ground if you were in cover.

Fixed purple mod pick-up issue on bed.

Fixed Harvester teleport MPC update applies to lighthouse instances. Resolves severe blowout once the harvester missions are complete.

Fixed monument not having a navigable base.

Fix Bridge navigation in the Bus Depot and Alleyway Combat Zones.

Fix Missing Geometry.

Holding breath was using reaction dilation value instead of aim dilation value.

broken locked door.

Skip UI now works as intended.

Dead enemies no longer block cross combat zone throws.

Been there, done that achievement bug fix.

Fix for controller navigation in the audio menu.

Fix for Rifter AI is not able to attack Vivian's Hologram if it's placed in a blocked out area.

Fix for a minor material bug in prologue. Vertex paint was not updated on one mesh in the bridge.

Fix for throwable items blocking AI followers, clipping into the active Thorn.

Reduced restrictions and tightened remaining restrictions for proximity punch reaction activation.

Explosive fear radius now scaled up to ensure overlap.

Sprint tutorial prompt no longer cancels sprint.

Fix for materials vertex paint issue in prologue. Replaced with simpler material stack. Uses DF instead of Vertex Paint.

Fix missing geometry on the side of stairs in various parts of the city. Fixed placement issue in hub where decor asset covered spawned weapon.

Fix Thorn Stash Ladder Position End Point.

Fix material bug where water would not spawn on cobblestones. Minor visual polish to stairs and ground materials.

Units now stop moving when selected

Added 2 new test strings to warn the player about going back to Faber Labs Generic for Acts 1 and 2, and a finale version for Act 3.

Fix Rifters directing Overwatch upwards.

We no longer accept input when the loading screen is active.

Weapon lift and stow montages now scale off unique time dilation value.

Dead pawns now defog themselves.

Many Crash Fixes

Fix for bullets spraying outside of reticle.

Fix for explosion audio not playing.

System Stability

Many crash fixes

As always, should you encounter any new crashes, be sure to send in a crash report or reach out to us via Discord. Thank you to all who’ve done us this service so far!

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.


v0.7.1.3.a (2025-08-30)

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

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.


v0.7.1.2.c (2025-08-25)

Here's a quick patch addressing the recent changes to the sewer hideout.

0.7.1.2 Changelog

Navigation & Environment

Fixed issue where player's would not be able to leave the sewer hideout after starting a new timeline from the prison.

In case you missed it, we recently added a loot spawner that shows up once Act 2 begins, as well as a hall of fame interactable in the hideout. If you've been an active member of our Discord community, your name is in there!


v0.7.1.1.j (2025-08-22)

0.7.1.1 Changelog

Quality of Life

Combat & AI

User Interface & Visuals

Navigation & Environment

Performance

System Stability


v0.7.0.1v (2025-08-12)

Welcome Thorns, to the first major community-driven update for our Early Access period! Click-to-move, gun, Thorn, and Rifter rebalancing are all included in our biggest update yet. To celebrate, we'd like to give thanks to the awesome members from our community and those of you who've taken the time to leave a review. Positive or negative, we've taken it to heart to cook up a banger of an update.

Every Day We Test!

We recently added a way for players to test out upcoming changes, for those benevolent angels who want to help out our small team with debugging here and there. All you've got to do is go into the game's settings under Betas and switch to the test branch.

Now, let's get on to the good stuff!

0.7.1.0 Changelog

Quality of Life

SteamDeck

Applying quality video preset for Steam Deck on first launch

Balance Adjustments

Difficulty Tuning

Hailstorm Adjustments

Revolver Buffs

Rattler Buffs

SMG Adjustments

Scrap Value Buffs

Experience Adjustments

Overall, we’ve changed many XP values to be more rewarding for combat encounters versus exploring. Though there are a few exceptions, like accessing a Thorn Stash.

General Fix

Fixed combat zones/skirmishes to grant XP upon completion

Kill XP Changes

Ability & Support Actions

Exploration & Interaction

Combat Zone Objectives

Attachment Adjustments

Here we made many changes to attachments across several rarity tiers.

Acacian Scope

Terragonian Scope

Punchpacker Scope

Shieldbuster Scope

Death Dealer Scope

Acacian Muzzle

Terragonian Muzzle

Death Dealer Muzzle

Acacian Stock

Terragonian Stock

Armor Breaker Stock

Pain Gainer Breaker Stock

Punch Packer Stock

Shield Buster Stock

Armor Breaker Mag

Performance Improvements

Gameplay Bug Fixes

System Stability

What feels like a million and one updates to the crashes all of you have reported have been addressed with this update. Should you encounter any new crashes, be sure to send in a crash report or reach out to us via Discord. Thank you to all who’ve done us this service so far!

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.


v0.7.0.16e (2025-07-24)

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.

System Stability

Various Softlocks: Fixed issues introduced by the new manual saving and other potential softlocks.


v0.7.0.14f (2025-07-16)

0.7.0.14 Changelog

Movement Cost Readability: Improved the readability of the movement AP cost when moving the destination cursor over a cover location

Reinforcements Nerfed: Enemies are now limited to 10AP when they spawn as part of a reinforcement wave

Improved Weapon Drops: Adding more weapon spawns, increase weapon variety in sewer hideout

Act Finale Tuning: Add loot spawns before final Act fights

Grenadier Tuning: These big brutes will now move first in the turn order.

Invincible Enemies: Enemies weren't taking damage when you initiated combat, now they do.

Crash Fixes: Fix several of the most frequently encountered crashes

Environment Art: Fixed a missing wall

Save State Fix: Fix for save games entering a blocked state

Puzzle Progression Fix: Fix for encrustations not spawning in, making solving some puzzles impossible.

AI Softlock Fix: Fix for AI getting stuck and never ending their turn

Save System – Hotel Act 1: Fixed the Save for Hotel Act 1

AutoSprint Settings: Fixed AutoSprint setting not sticking on relaunch

Exploration Performance: Improved performance in exploration (micro-stuttering)

Rendering Efficiency: Minor rendering performance improvement

Rewind Device Buffs: Players now have 2 uses of the Rewind Device. There will be more buffs upcoming for this feature soon

Thorns no longer take damage out of combat: Elixium don't hurt me no more

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

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

Level-Up Buffs: Players now refill health, reload all weapons, and reset all cooldowns when they level up (let there be buffs)

A ton of performance improvements addressing crashes and stuttering