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
- Implemented save file backups.
- Update enemy drop tables.
- Update Karg health.
- Set health bar segment value per difficulty.
Update damage mitigation and armor values for various difficulty settings. - Added Rewind Device use in pause-menu.
- Added a 0.33 second warmup to the proximity mine to increase tension.
- Re-enabled the restart button to help players restart the timeline if they are softlocked.
- Hold to skip all dialog feature.
- Introduce Health difficulty settings.
- Adding Very Hard difficulty.
Optimization
- City streaming performance improvements.
Visual
- Shield Update progress. Hit responses are projected along ellipsoid. Particle system used to render multiple hits additively.
- Shrunk Pistol muzzle flash so the bullets travel can be seen when shooting.
- Sewers now have a custom loading screen.
- Minor positioning tweak to the Subtitles.
- Jump animations updated.
Bug Fixes
- Fixed screen turning black when camera moves into back wall in Sewer Hideout.
- Fixed light sources originating from above certain street lamps.
- Fixed click to move still working when fast travelling, making the unit try to move to world origin.
- Fixed bullet pooling to not recycle inflight bullets. This could cause some hits to travel through units.
- Fixed using a rewind device potentially causing objectives to vanish.
- Fixed two Skill descriptions updated to indicate a damage % increase rather than a fixed HP damage influence.
- Fixed proximity punch soft lock.
- Fixed move action view estimates damage previews being inaccurate in some cases.
- Fixed stairs in prison not working.
- Fixed rounding error in cutout mask which caused specs to appear on opaque surfaces.
- Fixed fast forward not showing up at correct times.
- Disable right click scrolling in whats new menu.
- Fixed floating point issue resulting in incorrect tiling for health bars.
- Fixed being able to collect weapon mod through wall in Gas Station while sprinting.
- Fixed desync between speech and bubble widget.
- Fixed Aim View control being lost for a few seconds after Rifter Stash tutorial in Bus Depot.
- Fixed Rifters killed point blank while initiating Combat not being counted towards "Kill 3 Rifters with" Challenge Objective.
- Fixed item tooltips appearing through vehicles.
- Fixed Rattler Weapon failing to dismember Rifters. We now accumulate damage taken during one frame and assess for dismemberment on tick.
- Fixed Rifters firing very slowly when using Single Fire Mode in Overwatch. Increased single shot fire rate by 50% across the board.
- Fixed typo in warning message when returning to sewers.
- Fixed Bad collision on door meshes blocking navigation in the hotel.
- Fixed Hand cursor icon appears when dragging and holding the right mouse button on the Riff Hunters list.
- Fixed Bandages dialogue and tutorial window are triggered every time even if there are no bandages.
- Fixed failing to click skip dialogue.
- Fixed subtitles failing to appear after full skip of dialogue.
- Fixed Strikers' back Armor clipping through the environment when they're in full cover positions.
- Fixed dried Elixium appearing white when not directly lit.
- Fixed building navigation being difficult when paths are hidden with cutout implementation.
- Fixed tactics widgets animation showing when pausing during cutscene.
- Fixed interactables not being consistently selectable with cursor.
- Fixed inaccurate shotgun estimations.
- Fixed harvester cells logic being faulty.
- Fixed Grenadier logic being influenced by a generic distance check, leading him to not be able to take action if a player unit was within 250 units of him.
- Fixed LB cycling options in wrong order when using a controller in the menu.
- Fixed a crash within the reaction execution manager that can occur during world teardown.
- Fixed pick up prompt failing to appear when next to dropped weapons.
- Fixed Main Menu background being zoomed-in when set to an ultrawide aspect ratio.
- Fixed Rifters Scrambling from shot that destroys their Encrustation.
- Fixed controller focus loss in pause menu.
- Fixed Full-Auto recoil behaviour is inconsistent during Overwatch.
- Fixed not being able to scroll in end game screen with controller.
- Fixed for stretched enemy health bar (incorrect scaling on health segment values).
- Fixed Building 5 from Alleyway Combat Zone Camera Collision.
- Fixed Prologue part 2 cutscene plays while thorns are not in view.
- Fixed Bobbing on Power Cells, now there is even less bobbing on every combat zones.
- Fixed Rifter weapon challenge appearing without Rifter weapon in inventory.
- Fixed Reload stats being erroneously displayed for acquired Rifter Weapons.
- Fixed stairs in the Hotel Combat Zone being not Navigable during Combat.
- Fixed Vivian's Kill Assist Free Reload sometimes triggering on normal kills.
- Fixed Weapon Fire Mode not being saved after reloading the game.
- Fixed Thorns being a different location after loading the game after quitting during autosave upon discovering a new location.
- Fixed Loading icon failing to appear before spawning at Prison.
- Fixed Cursor reappears after clicking on-screen again when performing targeted actions in Combat.
- Fixed Thorns failing to Reload their Weapons when leveling up due to Punch.
- Fixed Units in certain positions being difficult to target due to cursor getting stuck on nearby assets.
- Fixed softlock in prologue part 1.
- Fixed "Cinematic in progress" text being displayed under greyed out Save Game option when dialogue is playing.
- Fixed Thorns being revived when gaining a Level while downed. We now add an effect that refreshes the character if a downed character levels up.
- Fixed Rifter HUDs not being visible when aiming steeply downwards at them.
- Fixed Kill Assist bark and Reflex SFX being heard when killing a Rifter with a Rattler.
- Fixed Inaccurate UI displayed when scrolling between adjacent snap-targeting cursor Abilities while using a controller.
- Fixed not being able to swap between ability actions consistently during combat.
- Fixed UI navigation with controller for wall of fame widget.
- Fixed AoE spheres being displayed for destroyed vehicles when aiming explosives near them.
- Fixed damage previews not being displayed for Proximity Mines
- Fixed Health buffs for Feels Good and Health Impact are not given when Proximity Punch is used to kill last spawned Rifter during 1st Turn.
- Fixed several Difficulty Multipliers defaulting to inaccurate values.
- Fixed camera collision in Bus Depot Building.
- Fixed Move cursor reading the mouse movement while the Title is paused during combat.
- Fixed Bark being heard from different Thorn when Leo Punches a Rifter after using Donate.
- Fixed Hold Breath being automatically exited when used to initiate Combat.
- Fixed Game revealing out of world when clicking "Quit Game".
- Fixed Bayview Building Rooms Volumes and Duplicate Sign Boards.
- Fixed Rattler shots counting multiple times towards “Hit Rifters in the head-" Challenge Objective.
- Fixed "Area Cleared" text appearing at start of intro sequencer for Part 2.
Fixed Health buff being inaccurately described for Leo's Enabling Healer Skill when Text Language is set to French. - Fixed an issue with difficulty resetting when skipping prologue.
- Updated collision on crater to stop nav generation holes and capsule hitching.
- Fixed an issue with difficulty settings not being saved when skipping prologue.
- Fixed SFX not being heard when clicking on Back prompt in New Game Difficulty screen.
- Fixed Alleyway Bayview Building Camera Collisions
- Fixed Extraneous 'F' key prompt being displayed on Map Menu.
- Fixed Cursor hitbox fails to match End Turn UI area.
- Fixed Gameplay being frozen after exiting Riff Hunters screen by clicking on screen and pressing Esc.
- Fixed Thorns getting stuck on cover module in Prison fight Part 1.
- Fixed being able to hold skip during transition of dialog lines.
- Fixed Thorn followers moving in a stuttery manner after exiting Cover at end of Combat.
- Fixed Bus Depot and Bus Depot Rear Craters Navigation.
- Camera now returns to default pan configuration when using controller.
- Fixed Unit outlines and UI flickering when using controller and exit aim view.
- Fixed Throwable items being blocked by AI followers clipping into the active Thorn
- Fixed autosaves occurring too frequently. We now only backup once in 5 seconds at the most.
- Fixed Thorn being able to mantle onto the balcony while encrustations are still present.
- Fixed Ability conflicts occuring due to other Thorns being selectable when performing actions.
- Fixed Inspect Prompt in Act 3, one of Dishes being in the incorrect location.
- Fixed a cover spot that cannot be used in Cell Block A combat zone.
- Fixed Prologue Bus Bridge Navigation.
- Fixed Thorns being able to move with Mouse navigation at the start of Teleporter tutorial.
- Fixed Proximity Punch being canceled when Overwatch is triggered immediately after.
- Fixed Voice and Text Language settings can be changed with keyboard while in Pause Menu while disabled.
- Fixed Thorn followers failing to regroup when exiting deactivated Combat Zone while Split Up.
- Fixed Ignited surface failing to consistently deal Status Effect to units.
- Fixed Vehicle Damage getting reset when returning to gameplay Mid-Combad
- Fixed enemy loot drops colliding with each other on spawn and flying into space.
- Fixed Autosave failing to occur when the last Rifter is killed at the end of their turn.
- Fixed two swappable interactables being active at same time.
- Fixed instance of end turn working right after Rifter turn start.
- Fixed Dialogue and SFX being heard while in the menu.
- Fixed Damage numbers not being red for Critical shots.
- Fixed non-unit health widgets not showing in aim view.
- Fixed armor accessories being affected by multi-floor masks.
- Fixed preset window staying open when scrolling difficulty settings.
- Fixed Thorn health exceeding max when swapping difficulty.
- Minor changes to better randomization of drop locations.
- Fixed the swap interactables input not being a bindable control.
- Fixed Combat Zone barks being heard when exiting deactivated Skirmish Zones.
- Fixed Scramble being triggered when outside AoE of Grenadier Elixium Bomb attack.
- Fixed bark being heard from the incorrect unit when switching Thorns after picking up Rifter Weapon.
- Fixed Armor damage audio and UI banner being present at start of opening cinematic in Part 1 when on Story Difficulty Preset.
- Fixed Proximity Mines failing to explode when units enter their detonation radius during Combat.
- Fixed being able to end turn when the UI says it's disabled.
- Fixed the Alleyway Combat Zone Courtyard Floor and Bridge Floor on Building Bayview.
- Fixed missing floor in Combat Zone Alleyway.
- Fixed explosive attacks are unaffected by Difficulty settings.
- Fixed shields not regenerating on clean transition to OOCM (and not unshattering themselves). Ensured player notifications patch through as well to showcase shield shattering properly.
- Fixed Thorns being fired upon before Scramble prompt appears when attacked immediately after Combat is initiated by triggering a detection circle.
- Fixed Punch attacks being unaffected by Difficulty settings.
- Fixed Skirmish Missing Floor for Zone E, Ambush Zone B and Zone D.
- Fixed backing out of the start new game warning screen uses inconsistent button prompts when using a controller and those prompts are not exposed.
- Fixed Dylan still being Injured after being healed in Parts 1 & 2 when on Story Difficulty Preset.
- Fixed Thorn Activity failing to end after End Turn bar is filled if projectiles are still active.
- Fixed Not all collectibles that grant xp playing the xp collection vfx when interacted with.
- Fixed the multi-floor focal point rubberbanding when FPS is low.
- Fixed the multi-floor focal point going to world origin on death.
- Fixed Missing Floors on Hotel Combat Zone and Ambush Skirmish Zone A.
- Fixed Fast travelling not teleporting camera correctly.
- Fixed the screen fading in and out on enter combat erroneously.
- Fixed Injured Status Effect being present for most Rifters at full Health when on Story Difficulty Preset.
- Fixed camera failing to teleport to selected unit on post combat load.
- Fixed the Skip dialogue bar is automatically canceled when adjusting Thorn's direction.
- Fixed Bus Depot Combat Zone Exterior Ladders navigation.
- Fixed Fast Forward staying enabled without holding the appropriate key after entering the Pause Menu.
- Fixed Act 3 Cinematic Entrance playing more than 1 times in Bus Depot and Hotel Combat Zones.
- Fixed Teleport SFX being heard when a Rifter is killed.
- Fixed for other button presses cancelling progress in hold to skip.
- Fixed hold breath during enemy overwatch locking the player in time dilation.
- Fixed an issue where loading into an empty combat arena would softlock the game on turn end.
- Fixed some explosives not creating VFX.
- Fixed Combat Zone Act 2 to 3 - Stasis Bomb and Harvester Turn Count Flow for Reinforcement Enemies.
- Fixed not gaining keys on end of combat causing soft-lock.
- Fixed erroneous XBOX 360 controller icons displayed when using a controller.
- Fixed Act 2 Starting objectives' descriptions not being displayed next to the Markers on the Map.
- Fixed Cutout Shader for Dish Buildings Roof Multi-Floor.
- Fixed Achievement What's Behind Door Unlock not unlocking at the right time.
- Fixed navigation in Skirmish 5 that was blocked by a street lamp.
- Fixed Multi-Floor in Prison Wall Structure.
- Fixed Cutout Shader for Half Stair in Hotel Combat Zone.
- Fixed assets inside the building section being occluded when the selected unit is in the crater in Prison Combat Zone.
- Fixed getting stuck in the nav mesh at the top of the ladder in the Bus Depot.
- Fixed ‘A’ button actions being performed when pressing the right stick to skip dialogue.
- Fixed being unable to click on your second inventory item in lower resolution.
- Fixed the Thorn moving to an extraneous location when clicking on harbour.
- Fixed thorns being able to shoot through the lanterns
- Fixed the Thorn not automatically following cursor position when enabling Mouse Free-Roam Movement after pausing while holding left mouse button
- Fixed for bullets spraying outside of the reticle.
- Fixed changing the scrap multiplier updating the UI if the interact prompt is already active.
- Fixed explosion SFX not being heard.
- Fixed Overwatch and Punch failing to trigger when clicking near the centre of icons after triggering and cancelling Proximity Punch.
- Fixed slider not manipulating the custom preset.
- Fixed Default Difficulty Preset being different from Reset.
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
- Introducing the ability to swap pickup/interaction targets.
- Introducing the ability to set Health in difficulty settings.
- Loading back into a snapshot now teleports players to the nearest manhole.
- Player units now enter cover when loading back in.
- Jump animations updated.
Bug Fixes
- Visual changes to health bars
- Fix for assets inside building section not being occluded when selected unit is in crater in Prison Combat Zone
- Fix for getting stuck in nav mesh at top of ladder in Bus Depot
- Fix for right thumbstick not executing A-button actions out of combat
- Fix for issue where you can't click on your second inventory item in lower resolution
- Fix for Thorns being able to shoot through the lanterns
- Fix for bullets spraying outside of reticle
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
- Fixed issue where player's would not have any objectives.
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
- Fast Travel from Map Menu: When opening the Map UI, you will now be able to select manholes to travel to.
- Sewer Hideout Update: A new Rift Hunter item has been added, which includes a list of all our Discord community contributors!
- New Loot Spawner: Starting in Act 2, and continuing on into Act 3, located in the Sewer Hideout, loot spawners pull from the locked pool, meaning that each new run you unlocke new gear to play with.
- Overwatch: Several improvements to the AI overwatch, more on this to come - check out our Discord!
Combat & AI
- Fixed XP on enemy kills not being awarded
- Balanced randomized loot sizes in Prison Acts
User Interface & Visuals
- Objectives fixed to not overlap in map menu
- Skip-cutscene UI now appears properly during cutscenes
- Skip dialogue in prologue is now possible
- Leo’s Donate Skill description texts have been updated to be clearer
- Blood on Rifter corpses was too fluorescent
- Acacian Stock Stat was missing “AP” text, fixed
- Fixed storm center texture resolution
- Fixed red AoE spheres appearing near explosives on load
Navigation & Environment
- Fixed thorns standing in vehicle fires
- Disabled manual saving & fast travel during delays, tutorials, or mission dialogues
- Fixed enter cover command being cancelled by click-to-move
- Fixed combat zone barrier in Hotel Side skirmish
- Fixed climbing progression blockers
- Fixed thorns not stopping movement when entering combat mode
- Fixed navigation & jump link through wall in puzzle buildings
- Fixed jumping through closed windows in puzzle buildings
- Fixed thorns standing in vehicle fires
- Fixed aim/throw view not cancelling click-to-move movement
- Fixed camera collision at Bus Depot (rear side)
- Fixed potential teleport into locked-out areas of Prison
- Fixed encrustation being shootable through closed doors
- Fixed teleporting out of world in certain areas
- Fixed navigation on scaffolding at Thorn Stash Alleyway
Performance
- Steam Deck: Optimized preset settings on first launch, for a smoother experience
- Fixed swapping inputs not visually updating properly
- Fixed “Skip Prologue” button not reflecting its state
System Stability
- Fixed potential soft-lock in prologue
- Fixed reveal of combat zone/sequencer replaying incorrectly on load
- Fixed navigation in Act 3 ambush skirmish combat zone
- Fixed ability to skip Ambush Combat Zone in Act 3 Dish Zone J
- Fixed aim/throw view not cancelling click-to-move movement
- Fixed speed-up widget reacting to spacebar
- Fixed proximity mine sound playing during credits
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
- Click-to-move: You can now alter your control scheme via the control options, no need for WASD if you really don't want to!
- “Skip Line” feature: Can now skip dialogue lines
- Teleportation Device: Removed priming animation
- Text Size: Functionality for minimum text size rework
- UI Settings: UI size changes to settings menu
- Fast Forward button on controller change
- New functionality: Added 'Invert Cam Rotation' functionality and exposed setting
- New confirmation widget used for starting 'New Game'
- Minor changes to existing confirmation widget
- Added new dynamic confirmation prompt feature
SteamDeck
Applying quality video preset for Steam Deck on first launch
Balance Adjustments
Difficulty Tuning
- HP: Increased Thorn HP from 200 to 250
- Shocked Ailment: damage has been nerfed: 25 DM per turn -> 10 DMG per turn
- Leo’s Donate: cost was increased from 10 AP -> 12 AP
- Overwatch: AP cost reduced 10AP -> 5AP
- Elixium Encrustations: Reduced encrusted duration to 2 turns
- Heat Level: Adjust heat level multiplier to decrease difficulty at high heat levels in the city. Prison fights retain their difficulty
- Striker and Grenadier behaviour fine tuning (more work on this coming)
- Karg is now immune to encrusted and KO effect
- Primed Weapon Skills can only trigger once per round (restarts on Player Turn)
- Skills cannot revive, only items can revive in combat
- Act 2/3 spawn credit adjustments
- Armor Absorption - damage is reduced by 15 per hit
Hailstorm Adjustments
- Base Damage: 35 → 40
- Suppression Mag Damage: 35 → 20
- Continued Shot Cost: 2 AP → 1.5 AP
Revolver Buffs
- Base Damage: 40 → 50
- Bleeding Mag Damage: 40 → 25
Rattler Buffs
- Shotgun Base Damage: 20 → 23
- Shotgun Shock Mag Damage: 20 → 12
SMG Adjustments
- Base Damage: 25 → 20
- Burning Mag Damage: 25 → 10
- First Shot Cost: 4 AP → 3 AP
- Continued Shot Cost: 1 AP → 0.75 AP
Scrap Value Buffs
- Small Scrap: 5–25 → 10–40
- Medium Scrap: 30–50 → 50–80
- Large Scrap: 60–80 → 100–150
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
- Weakspot Kill: 750xp → 300xp
- Hold Breath Kill: 400xp → 300xp
- Moving Target Kill: 750xp → 500xp
- Melee Kill: 500xp → 750xp
- Reaction Ability Kill: 750xp → 300xp
Ability & Support Actions
- Use Ability: 250xp → 400xp
- Use Medkit: 250xp → 400xp
- Revive: 500xp → 750xp
Exploration & Interaction
- Access Thorn Stash: 250xp → 500xp
- Inspect Environment: 250xp → 150xp
- Collect Narrative: 250xp → 150xp
- Discover Manhole: 250xp → 150xp
- Discover Combat Zone: 250xp → 150xp
- Discover Secret Area: 250xp → 150xp
Combat Zone Objectives
- Complete Combat Zone: 2000xp → 2500xp
- Complete Combat Zone Challenge: 2000xp → 1000xp
- Complete Combat Zone Optional Objective: 1000xp → 1500xp
Attachment Adjustments
Here we made many changes to attachments across several rarity tiers.
Acacian Scope
- Variant Common B Accuracy Stat Multiplier: 0.75x → 0.9x
- Variant Rare B Accuracy Stat Multiplier: 0.5x → 0.75x
Terragonian Scope
- Variant Common B Accuracy Stat Multiplier: 0.5x → 0.75x
- Variant Rare B Accuracy Stat Multiplier: 0.3x → 0.65x
Punchpacker Scope
- Accuracy Stat Multiplier: 0.5x → 0.75x
Shieldbuster Scope
- Accuracy Stat Multiplier: 0.5x → 0.75x
Death Dealer Scope
- Accuracy Stat Multiplier: 0.3x → 0.6x
Acacian Muzzle
- Variant Common B Weapon Bloom Stat Multiplier: 0.75x → 0.9x
- Variant Rare B Weapon Bloom Stat Multiplier: 0.5x → 0.75x
- Variant Rare A First Shot Cost: +1AP → Continued Shot -0.25AP
- Variant Rare B First Shot Cost: +1AP → Continued Shot -0.25AP
Terragonian Muzzle
- Variant Common B Weapon Bloom Stat Multiplier: 0.75x → 0.9x
- Variant Rare A First Shot Cost: +1AP → 0 AP
Death Dealer Muzzle
- Weapon Bloom Stat Multiplier: 0.25x → 0.5x
Acacian Stock
- Variant Common A Accuracy Stat Multiplier: 0.9x → 0.95x
- Variant Rare A Accuracy Stat Multiplier: 0.85x → 0.9x
- Variant Rare A Magazine Size Increase: 3 → 1
Terragonian Stock
- Variant Rare A Accuracy Stat Multiplier: 0.85x → 0.9x
Armor Breaker Stock
- Accuracy Stat Multiplier: 0.7x → 0.85x
- First Shot Cost: -2AP → -1AP
Pain Gainer Breaker Stock
- Accuracy Stat Multiplier: 0.8x → 0.9x
- First Shot Cost: -2AP → -1AP
Punch Packer Stock
- Accuracy Stat Multiplier: 0.8x → 0.9x
- First Shot Cost: -2AP → -1AP
Shield Buster Stock
- Accuracy Stat Multiplier: 0.8x → 0.9x
- First Shot Cost: -2AP → -1AP
Armor Breaker Mag
- Magazine Size Increase: 3 → 1
Performance Improvements
- All intro video variants now in 2K with a low bitrate
- Updated Manhole Icon on the map menu so the Fast Travel points stand out from the rest of the icons on display
- Optimizations to collision and simplification - Building connectors, streets, paths
- Heuristics update + Collision optimization - Others
- Re-harvest buildings for content streaming
- Streaming frame consistency improvements
- Content system now recycles selection objects + misc changes
- Fixed sync loading mode for content system
- Fixed Unit Repositions performance issue
- Adjustment to broadphase settings
- Multiple audio-related optimizations
- Pass for blurry codex images
- Fixes for UI icons appearing blurry
Gameplay Bug Fixes
- Added Combat fail sfx
- Enemies pawns spawn delay now standardized to 0.5 x their squad index seconds (or a random variance between 2-5 if they don't have a squad)
- Vivian’s Shock Drop now only activates in-combat
- Fix for injured effect on screen
- Added back health reduction in Prologue Part 2 for Dylan
- Relaxed constraints around explosion propagation for Elixium encrustations
- Increased ladder height to give more space for the pawn to land
- Fixed a bug where exiting combat zone as the selected unit would teleport you into the zone erroneously
- Player units now nav walk instead of land walk when in combat
- Fix for inaccurate amount of rewind devices (retries) in end of combat screen
- Fix for using the Thrasher to damage the Thorn when shooting last shot not registering
- Stop Thorn movement when swapping units after Click-To-Move
- Update balance of harvester spawn credits
- If player units fall out of world, they now get teleported back to their last safe location (or manhole/ combat zone if there is no safe location)
- Fix for crash when returning to main menu after Act 3 Final Fight
- Fix for allowing click-to-move movement to go through Units when holding
- Fix for characters keep moving through sequencers
- Visual fix for skip prologue button reflecting value
- Fix for being able to move out of cover (WASD)
- Fix for Vivian's hand faced the wrong way while holding a mangler
- Fix for being stuck when pausing during skip cutscene
- Prologue soft-lock fixes
- Fixed potential softlocks in Hotel Act2 caused save checkpoint spamming in that flowgraph during load
- Fix for Killing Holograms are counted the same as killing Rifters
- Update Karg under suit new material
- Fix for map marker locations not showing up (or disappearing)
- Fix for when a Player may be teleported to the wrong place if they walk far enough
- Fix existing saves in flow for Act 2 Prison
- Fix edge cases where trigger dependency partially breaks flow for dish ambushes
- Fix objective volume sizes so they trigger on save load
- Fix for Dead Rifters are not occluded by Multi-Floor
- Fix Progression Blocked Act 2 Objective not getting display after pickup all teleport parts
- Fix for use cases of action button tooltips (not) showing inappropriately
- Fix for explosive preview spheres showing for split second when loading in
- Fix for resonator tooltip stuck/lagging behind at times
- Fix Objectives Local Item in Act 3 not updating after discovering the items
- Fix Blocker on Force Quit the game during the teleporter tutorial slide
- Fix spawn points players are getting stuck on.
- Fix for being able to jump down through Encrustation in Zone E - Building 4
- Controller DPad icons don't show up when switching thorns on KB now Swapping enter cover/run inputs for KB
- Action Button tooltip only show one at a time
- Fixed not having rewind option in the last fight
- Fix Multi Floor in Prison by increasing the limit of floor to 3 instead of 2
- Updated a CHALLENGE objective text about Killing X Rifters with damage from each Thorn to be more clear
- Fix Save and Load for Teleport Parts in Act 2 after Finishing Combat Zones
- Fixed issue with Doors blocked by encrustations not working after the manual save update
- Fixed controller key bind inputs displaying briefly when using keyboard and mouse
- Fix smoke patches holes
- Updated discord URL
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!
- Crash Fixes: Too many to count.
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