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

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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, turn-based tactics and turn-based strategy game developed and published by Signal Space Lab.
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 421 reviews of which 314 were positive and 107 were negative resulting in a rating of 7.1 out of 10. 😊

The game is currently priced at 14.99€ on Steam with a 50% discount, but you can find it for 8.66€ 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.

30 hours played
Sept. 2026
Awesome! Game of the Year for me. I love that I do not have pay learn a quazillion of skills. There are only a couple of weapons and gears. The mechanics are easy to learn. You do not need to watch a 100 hour youtube guide to be able to play. The game will explain you everything. But the tactical variety is infinite. Sometimes the less is more. Try it! I've loved it. Best spent money and time. Oh, and it won't need a high tier gamer pc either.
16 hours played
Jan. 2026
This game is best described as a fantastic idea with a conspicuously flawed implementation. But it's still Early Access, so that's understandable. The good: - Scramble mechanic. I predict this will become a turn-based tactics staple in the future. - First-person control for overwatch shots. As above, this is brilliant and will become ubiquitous. The bad: - Kind of buggy. Lots of pickups can't be picked up because they somehow started existing between vertical planes. - There's a stealth mechanic, but it's nonsensical and even worse: borderline worthless. The game says that a "hiding" player character won't auto-follow the focused player character, but they do. The game doesn't allow executing a proper ambush; you get at most one shot to initiate combat, then the enemies take their normal full turn while you watch, helpless. You can't even set overwatch, even when the game has announced that enemies are about to beam in. Nor does there appear to be any kind of stealth-kill mechanic; doing literally anything - even using a mobility skill - will start combat and give the enemy the initiative. - Item drops and crafting appear intended to be very important to the gameplay, but they're basically irrelevant. Weapon attachments help, but not that much, and even high-tier ones for some reason include penalties that seem to make them a wash. - Speaking of item drops; picking up a weapon mod will automatically install that mod on the weapon the character is holding if that weapon can support it. If this is the intended behavior, it shouldn't be. - Characters can pick up alien weapons and various utility items, which is good, but they ought to be able to drop them without using them and/or give them to another character. The meh: - Two player characters are basically dumb comic relief and one is smart and in charge. I leave it as an exercise to the potential buyer to guess which is the smart one. It's not totally over the top, though. It's noticeable and tiresome, but it shouldn't stop you from enjoying the game. - In a similar vein, the ample and conspicuous use of literal yellow paint feels like a very bad joke, but the game keeps making it over and over again. - The "exploration mode" UI in general is cumbersome and feels more like an obstacle than an interface. It needs many improvements, but I'd prioritize these: - The teleport ability needs a hotkey, and it needs to NOT change the camera altitude when activated. - Re-do the graphics so that doors aren't blocked by things that would, in reality, be trivial to move out of the way. That just adds insult to annoyance. All in all, there's a lot to like about this game. it has conspicuous and deep flaws, but the concept is great, and anyone who enjoys turn-based tactics should support this game and encourage developers to make more like it.
12 hours played
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.
19 hours played
Oct. 2025
+ Very high quality XCom style gameplay. I have really enjoyed my time with the game. - Short - Very short. - Too easy. I've only died once while I was figuring the controls out. The enemies are easy to crowd-control and their hitpoint/armour/shield pools are they only challenge. - The heat mechanic maxes out too soon and there are too few fights for it to actually matter. I wish it would carry on ramping up until you can't win so you can experience the groundhog-day mechanic at all difficulty levels. In fact, why even have difficulty levels? The heat mechanic should make them obsolete.
9 hours played
Oct. 2025
I mostly decided to check the game out from seeing it on Christopher Odd's YouTube channel. I like the concepts the game has compared to most normal turn based games, you being in control of your own aim opposed to say XCOM's style of chance to hit and missing with a 99% chance to hit. My only complaint, is that I wish it were longer, having beaten all 3 acts within 9 hours. Hopeful to see what they continue to do with the game in the future!!

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Frequently Asked Questions

Every Day We Fight is currently priced at 14.99€ on Steam.

Yes, Every Day We Fight is currently available at a 50% discount. You can purchase it for 14.99€ on Steam.

Yes, Every Day We Fight received 314 positive votes out of a total of 421 achieving a rating of 7.06.
😊

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

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

No, Every Day We Fight is not playable on MacOS.

No, Every Day We Fight is not playable on Linux.

This information about Every Day We Fight is not available yet.

This information about Every Day We Fight is not available yet.

No, Every Day We Fight does not support VR.

Every Day We Fight is a single-player game.

No, Every Day We Fight does not currently offer any DLC.

No, Every Day We Fight does not support mods via Steam Workshop.

No, Every Day We Fight does not support Steam Remote Play.

Yes, 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 23 August 2026 22:37 UTC
SteamSpy data 31 August 2026 19:00 UTC
Steam price 11 September 2026 18:33 UTC
Steam reviews 10 September 2026 18:05 UTC

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  • SteamCharts - Analysis of Every Day We Fight concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Every Day We Fight compatibility
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