Every Day We Fight on Steam - User reviews, Price & Information

Quick menu

Caught in a time loop, your band of resistance fighters is humanity’s last hope. Real-time exploration meets turn-based tactics and roguelite strategy as you learn new abilities, seek out new weapons, and develop new techniques to overcome the mysterious alien threat.

Every Day We Fight is a strategy, rpg and turn-based strategy game developed by Signal Space Lab and published by Hooded Horse.
Released on July 10th 2025 is available only on Windows in 11 languages: English, French, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese, Russian, Portuguese - Brazil and Polish.

It has received 377 reviews of which 287 were positive and 90 were negative resulting in a rating of 7.2 out of 10. 😊

The game is currently priced at 29.99€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified Every Day We Fight into these genres:

Media & Screenshots

Get an in-depth look at Every Day We Fight through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows® 10 (64-bit)
  • Processor: Intel® Core™ i5-4590 (quad-core) / AMD® FX-Series™ FX-8350 (quad-core)
  • Memory: 8 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 1050 Ti (4 GB) / AMD® Radeon™ RX 470 (4 GB)
  • DirectX: Version 11
  • Storage: 20 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2025
Overall I enjoyed my time with the game, and would recommend it as something a little bit different to fans of things like Xcom, Gears Tactics and Cyberknights Flashpoint. It's a more straightforward affair than any of those, but taking 12hrs for a fairly comprehensive completion on Hard difficulty (the default), it didn't outstay it's welcome. First person aiming is a welcome change from 90% misses, but does end up trivialising things somewhat - on multiple occasions I dealt with supposedly tricky situations on the first turn. During my play-through I had just three wipes - after which I reloaded from a checkpoint - once early on and twice on final mission. The difficulty feels quite binary - either win easily or get destroyed - partly due to the high lethality on both sides, several enemy types can easily kill 1 of your 3 people if caught in the open or flanked (Though if you win the fight they'll come back to life). Likewise, your people can happily dispatch multiple enemies in a single turn. There's minimal armour for your people so they remain fairly squishy throughout. One gets a shield but this character best lends them self to sniping, which is incredibly powerful given the player aiming, so the shield seemed somewhat redundant. Skill trees were a mixed bag, each character having a unique one with 3 sections. Some were interesting and genuinely made the characters specialised and powerful, while others - particularly those involving applying a 'status effect' such as electrified or bleeding, neither of which were ever explained - seemed lifted from a completely different game. The approach to action points (AP) was a refreshing change from other genre titles. Each character is given 20 (I think), albeit 5 can be carried forward to the next turn. Everything (including movement) cost differing amounts of points. For example firing the sniper rifle cost considerably more than firing a pistol. Most things could be done as many times as you like, except punching, which seemed a bit weird to be limited given it was relatively weak on two of the characters. As ever maximising action point economy is crucial so weapon mods that reduced AP costs are a priority. Similarly one character can gift action points at the cost of their own, so they basically become a buff support as the game progresses. The plot feels quite thin. and tonally it struggles. There's quite a bit of world building that hints at a fairly bleak existence, but the characters' dialogue will frequently include quips or attempts at humour that didn't quite mesh for me. They also make frequent logical leaps to propel the plot that don't necessarily feel justified, but will naturally turn out to be correct. It's not /bad/ per se. But it's definitely not /good/. Enemy types are fairly distinct, albeit behaviour is generally to just bum rush the player, which makes it fairly trivial to set up kill zones and first person aiming means even when they're in cover you can generally hit them without issue. Out of combat you can explore the city and complete various puzzles to access loot, this is generally about finding an angle to shoot off a lock, blowing a hole in something with a grenade or explosive barrel, or clearing blue crystals or teleporting to certain locations (these last two require items from the main plot). Almost every location has a combination of these puzzles and the city remains accessible throughout, so it becomes a bit pointless exploring until you have the two items unlocked, as otherwise you'll need to return to each location. In theory the motivation is to get 'scrap' that enables crafting, but honestly the crafting system seemed largely pointless. I made perhaps 4 items in the whole game and ended with over 20k scrap. The encounters with enemies shower you in more than enough loot to kit out your weapons which can be customised with 4 different mods, including 1 powerful epic mod. The epic mods were somewhat interesting, but after equipping one I rarely thought about it again, nor did I often go out of my way to proc their special effects. Similarly there are different guns, including alien ones, but none of them seemed notably better than the starting ones, so I finished with the same three guns I started with - just kitted out with mods. Not sure if I got unlucky, but I only found what I think is the equivalent of a basic SMG (the Buzzard) about 9 hours into the game. Weapon mods offered significant upside, but were annoying in that they seem to have just two names but then had differing underlying stats - I think the name meant they had a particular primary attribute, but then the other stat could vary. Either way I quickly identified what I felt was the best and didn't tinker much after that. Final mission - requiring you to shoot off armour pieces without killing target was pretty frustrating, given this is not something we'd been trying to do the rest of the game. The visibility of armour versus exposed skin needs to be dramatically improved - use a clear different colour! There were a bunch of other minor annoyances / areas for improvements: - Map shouldn't unzoom when you reopen - Map should zoom toward cursor - Teleporter use in 'explore' mode should be MUCH faster - Other characters immediately jumping off ledge you've teleported to is a bit immersion breaking - The loot appearing in the sewers seemed largely pointless? - Enemies getting to act after teleporting in can occasionally be incredibly fatal if you choose poorly - e.g. in one fight enemy reinforcements came from each angle, I went toward one that happened to spawn 4 guys, while the other two spots spawned 1 each. - Mantle / Hide prompts should be a different colour (and possibly use a different key) to picking up loot - KO mechanic never seemed to be explained, was it just a random chance on punching? Nor did the challenge count punching someone to death - Identifying which doors can be opened would be nice - easiest way currently is to just pan camera into wall. - Didn't seem to be a way of cancelling an ability - I would end up right clicking which would aim down sights. - Controls menu is horribly structured with two locked scrollable panes - just add the bottom section to its own tab. - UI for mods is pretty annoyingly console-y - a lot more info could be presented. This has possibly ended up sounding more negative than it should. Overall I'd give it a 6.5 out of 10 - it's pretty good, but there's plenty of room for improvement. But the core gameplay of being able to take the shots myself was very satisfying compared to my moronic, supposedly highly-trained xcom soldiers missing with a SWORD from point blank range. On the flipside, I'm in no hurry to give it another play through.
Expand the review
Aug. 2025
I've just completed the game, so I have complete understanding of all aspects of the current state of it (it is still in Early Access at the time of writing which is late August, 2025). Long post, sorry, but worth reading, I hope. I have read some of the negative comments from other users, some of them I halfheartedly agree with like yes, the main characters are not sexy, they are 30+ and 40+ and they are not overly interesting either but these criticism are missing the main point: this game is about _average_ people who had nothing really special going on in their lives until the alien invasion, they are not celebrities, models, super soldiers so I think them having "average" looks, physical builds and capabilities is both forgivable and understandable. I will continue with the negatives since they are less in number: even though the world is detailed and well designed, it has still a lot of content repeating, like there are the same posters everywhere and the same writings in some streets over all the shops. I think AI could be put on the job to bring more variance and nuance into the environment making it more believable. The positives are a lot more when it comes to the game: - The graphics are not extremely good, not overly detailed but they fit the expectations of a modern-time tactical shooter. - The revisited concept of the tactical fighting is extremely good and the added FPS elements (which are really not testing the player's reaction and aim as all the shooting happening in really slomo) also takes away most of the RNG (which most tactical shooter players really hate) to hit percentages. It works like the 3rd person cuts in XCOM2 but instead of watching your character shooting, it is you who actually aim and shoot (at a really slowly moving target). It just works really good, making the fights a lot more engaging and interesting. Reflex moves and shots are another brilliant addition and can help you to escape a lot of "a single grenade wiped out the whole squad" situations. - Audio is a bit generic and is okay, voice acting is really good albeit not superb, the music is atmospheric (but definitely not something that you would whistle during a shower after you played the game). - The game in overall is challenging but only until you realize that you do not need to fight all the fights until you die (when you would need to restart the day without most of your equipment, start looting again, go fight the same fight with a lot shittier equipment - even though currency (called scraps) and character progression is preserved). At the time of the writing you can just skip all that (and I recommend that you do so because of the bugs the game still has at this time) because the game does not save the progression during fights, when you quit you can just start the game again and continue from the start of the battle (where you can even back off fully in a lot of cases). Be warned: the game is in Early Access and has several really frustrating bugs: - Characters can get stuck in terrain (you switch to another, move away until they will jump back to you) - this happened to me only during exploration. - Unclimbable ladders: happens during exploration and during the stealth phase (before initiation) of the combat. In this chase your character climbs the ladder all the way up, then they awkwardly stop on the top and fall back to the floor below. I found no direct way around it, you need to look for another route (or use the teleport device) - Harvester cores that move around randomly can fall out of alignment so their intake ports are impossible to shoot or can wander into the frame of the harvester where you are really not able to affect them in any way. It is never a mandatory goal to kill the harvester but completionists (like myself) will have to start the whole map all over hoping that you will get better luck next time. - There are some items that are displayed but you cannot really pick them up (the option simply does not appear when you are near them). It would be nice to have : - The game has a very nice hit-location concept, going as far as you able to shoot off pieces of the armor from the enemy, but there is no way (aside from visual checking which is not always possible) to know the status of the enemy's body parts. This gets really frustrating during the last mission where it is your actual task to shoot off all the pieces of the final boss. - The city map indicates stuff if you get close to them that you could pick up but not picked up yet, this is nice but since there is no indication to what parts of the map you have covered, you never know if you collected all the stuff from a spot or you never were there. This could be easily fixed with a highlighting effect of areas that you characters had visual coverage of (and thus already covered). - Smoke works really funny. Only your characters can deploy it (trough items or abilities) but in most cases it works against you (you really cannot see and aim through it, you do not see enemies or objects inside) but enemies are just shooting in mostly hitting you (albeit their chances are lowered, but not by much) and they are all-aware of your presence in the smoke. At this time playing I would recommend skipping the smoke effects altogether. - There should be a "coup de grace" skill to finish off downed enemies. With certain abilities you can KO your opponents but they still just lay on the ground and you need to shoot them (which is really frustrating for armored foes) multiple times to kill them otherwise they just get back up and you need to fight them again. You cannot even punch them at the time of the writing which would help (physical attacks bypass the armor in this game). The game mechanic called "bleeding" which ought to mitigate this issue somewhat is just not powerful enough. - Controls: It is really easy to make mistakes with movement and there is no undo button (which can be understandable considering the rogue-lite style of the game) but it is also very easy to skip your turn if you press enter by mistake - there should be at least a warning coming up at least when you did not perform any actions with at least one of your characters not just skipping the whole turn on hitting the wrong button. Reaction shots are also frustrating, most of the FPS shooters require you to right-click to ADS during combat which becomes a muscle-reflex in which case in this game you just exit from and thus loose your reflex shot. With all this said , I would give 7.5 (8 if all the above were corrected) and a strong recommendation. Even if you do not like some aspects of the game, the fresh ideas it brings to tactical combat makes it really worth the time (roughly 20-30 hours) to beat the campaign.
Expand the review
July 2025
25 hours play time. there's a lot to enjoy in this tactical turn based game. Part XCOM, part (almost) Dark Souls, this is game very much focuses on the combat, with limited exploration as you make your way around a time locked city, unearthing the history of where and how it came to be in the state it's in. There's a lot to find, and a lot to read all of which makes for a compelling and interesting back story to what the hell is going on in the game. I mention that first because I think it's been missed in most reviews and is worth highlighting. However, as previously alluded to, the focus of the game is very much the combat system. It's really good - meaningful decisions every turn, setting up your little team is critical before engaging, as is understanding each of their skills, and how they interact and synergise with one and other. The enemies, although limited in variation are all interesting and all serve very different roles on the battlefield. Battles are often fraught, with a strong feeling that you are only one click away from disaster. That's because you are, generally speaking, only one click from disaster. This is a very unforgiving game, but it's also factored into how the game works. It's not being unfair in it's difficulty, it'll be because you haven't quite learned how all the different enemies work, and how all the different abilities interact with each other. That's baked into the game design, and each new "run" is just a chance to try again having that little more knowledge than you did before. You'll either get along with that or not I guess, but it's definitely the one thing I would tell you to know before you start. It's still early access and still needs some smoothing, and bug fixing, and some alignment of mechanics. However it's a whole lot of fun, and when you manage to clear one of the set piece battles it's extremely satisfying. Definitely worth checking out if you like XCOM or any of those sort of games.
Expand the review
July 2025
First and foremost, the game is good. The graphics looks good, the characters seem pretty cool and the city looks nice. There are a few issues I encountered while playing, but considering the game came out today into the early access, I’m okay to wait a bit for the devs to iron things out. The thing I noticed the most is that you can’t point and click. Considering the game genre, it felt kinda counter-intuitive to use WASD to move. I don’t mind it, but it would be nice if this feature can be implemented in the game later on. In terms of performance, I saw some people were complaining about it in the reviews. For me personally, the game gave me a few stutters and crashed once, while I was running towards Karg’s location for the second time. I have a mid-tear laptop, so I decided to run the game with DirectX 11 and didn’t have any stutters or crashes moving forward. Talking about controls, I feel like the sprint should be introduced way earlier than it is right now. I was okay with running through the tutorial location a few times since I thought it was the character’s normal running speed, plus the game kept teaching me new stuff. When I finished the tutorial and gained the sprint ability, I felt a bit bamboozled. I think it would be better to let us use it after the first Karg encounter, just so we can speed things up a bit. Also, I would personally swap cover button (L Shift) and sprint (Space), just because it feels more natural. Otherwise, no other complaints. I’ve finished the tutorial, explored the city a bit and finished some puzzles, but I think I would definitely keep an eye on this game’s future improvements. The game definitely has a cool vibe to it, and I liked it!
Expand the review
July 2025
Played through a bit of the first act (got totally wiped). Very fun game, reminds me very much of Valkyria Chronicles more than it does X-COM. The gameplay loop is very fun, and I am waiting to discover more weapons and interactions, The art style and the cutscenes are lovely, and the game comes built-in with the ability to retry fights once (or more if you enable story mode) which is always appreciated
Expand the review

Similar games

View all
Jagged Alliance 2 - Wildfire Even if the regime is totally inept and corrupt, don't suppose for a moment that you as the liberator will be greeted with open arms.JAGGED ALLIANCE 2: WILDFIRE brings you back to Arulco. The population is being terrorized by a reckless army; in the meantime the main export goods are drugs.

Similarity 87%
Price -94% 0.61€
Rating 7.5
Release 16 Nov 2012
Mercenaries Blaze “Mercenaries Blaze”is the 5th fantasy tactical simulation RPG. Turn-based battles are carried out on an isometric map. Attack and defense results vary depending on the direction you face, distance and elevation, making gameplay challenging enough to satisfy the even pickiest strategy lovers.

Similarity 79%
Price 19.99€
Rating 7.2
Release 10 Jun 2021
Jagged Alliance 3 The country of Grand Chien is thrown into chaos when the elected president goes missing and the paramilitary force known as “the Legion” seizes control. Hire mercs, meet interesting characters, and fight in tactically deep turn-based combat in this true successor to a beloved franchise.

Similarity 78%
Price -96% 2.01€
Rating 8.7
Release 14 Jul 2023
The Last Spell Defend the last bastion of humanity with your squad of heroes! Exterminate fiendish monsters with magic and brute force by night and re-build your battered city defenses by day in this tactical RPG with rogue-lite mechanics.

Similarity 78%
Price 24.99€
Rating 8.9
Release 09 Mar 2023
Hard West 2 Hard West 2 is a journey to the heart of darkness in the American West. Take control of a supernatural posse and catch the mysterious Ghost Train. Outsmart, outcheat and outgun your enemies in this turn-based tactics game set in a Wild West world where nothing is as it seems.

Similarity 75%
Price -81% 5.60€
Rating 7.9
Release 04 Aug 2022
The Banner Saga 3 Banner Saga 3 is the epic conclusion to a sweeping viking saga six years in the making. This strategic RPG, acclaimed for its strong story and compelling characters has won over 20 awards and been nominated for 4 BAFTA awards.

Similarity 75%
Price -44% 14.15€
Rating 7.8
Release 26 Jul 2018
Silent Storm Gold Edition Silent Storm from leading Russian developer Nival is a true 3D tactical turn-based Role-Playing-Game set against the backdrop of WWII. As the conflict rages on the frontlines, you’ll be leading a small multinational squad behind enemy lines to gather information and wreak havoc on your enemies while trying to thwart a mysterious new...

Similarity 75%
Price -92% 0.83€
Rating 8.4
Release 02 Oct 2013
Hard West When a tragic turn of events sets one man down a path of supernatural chaos and revenge, he must brutally hunt down all those who wronged him. Fight and survive through 8 unique story-based scenarios, and try your hand at 40 individually designed turn-based combat missions

Similarity 74%
Price -94% 1.30€
Rating 7.3
Release 18 Nov 2015
Mutant Year Zero: Road to Eden A tactical game combining the turn-based combat of XCOM with story, exploration, stealth, and strategy. Take control of a team of Mutants navigating a post-human Earth. Created by a team including former HITMAN leads and the designer of PAYDAY.

Similarity 73%
Price -86% 5.13€
Rating 8.8
Release 04 Dec 2018
Fell Seal: Arbiter's Mark Fell Seal: Arbiter's Mark is a turn-based tactical RPG with a focus on storytelling and strategic battles. Unfold a mature story as you progress through hand-crafted scenarios, controlling your own group of Arbiters, with each character customizable from a wide selection of classes and abilities!

Similarity 73%
Price -99% 0.57€
Rating 8.5
Release 30 Apr 2019
Banner of the Maid Command the French Revolution in this hardcore turn-based strategy RPG. As Pauline Bonaparte, lead Line Infantry, Cavalry, and Artillery across dynamic battlefields. Navigate the political chaos of Paris, upgrade your generals, and enjoy a unique blend of historical warfare and anime aesthetics.

Similarity 73%
Price -87% 2.33€
Rating 8.5
Release 27 May 2019
King's Bounty: Warriors of the North King’s Bounty: Warriors of the North is the next chapter in the cult RPG/adventure saga.

Similarity 73%
Price -90% 1.02€
Rating 7.7
Release 25 Oct 2012

Frequently Asked Questions

Every Day We Fight is currently priced at 29.99€ on Steam.

Every Day We Fight is currently not on sale. You can purchase it for 29.99€ on Steam.

Every Day We Fight received 287 positive votes out of a total of 377 achieving a rating of 7.18.
😊

Every Day We Fight was developed by Signal Space Lab and published by Hooded Horse.

Every Day We Fight is playable and fully supported on Windows.

Every Day We Fight is not playable on MacOS.

Every Day We Fight is not playable on Linux.

Every Day We Fight is a single-player game.

Every Day We Fight does not currently offer any DLC.

Every Day We Fight does not support mods via Steam Workshop.

Every Day We Fight does not support Steam Remote Play.

Every Day We Fight is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Every Day We Fight.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 29 January 2026 00:40
SteamSpy data 25 January 2026 03:45
Steam price 29 January 2026 04:34
Steam reviews 27 January 2026 08:07

If you'd like to dive deeper into the details about Every Day We Fight, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Every Day We Fight
  • SteamCharts - Analysis of Every Day We Fight concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Every Day We Fight compatibility
Every Day We Fight
Rating
7.2
287
90
Game modes
Features
Online players
2
Developer
Signal Space Lab
Publisher
Hooded Horse
Release 10 Jul 2025
Platforms
Clicking and buying through these links helps us earn a commission to maintain our services.