Every Day We Fight in Steam Strategy Fest!

Every Day We Fight

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.

Greetings, fellow Thorn members! We're excited to announce that Every Day We Fight will be included in Steam's Strategy Fest this week! We've got a new demo for you to get hands on with full of improvements and new content to explore too. Jump in TODAY and test your mettle against The Harvester. We have a few new tricks for returning players too! ;) As always, if you enjoy your time with the game, consider adding us to your wishlist so you don't miss out when we officially launch! ---------- To get involved with the community: -[url=url=https://discord.gg/JecuyCnJWF] Join our Discord server![/url] - [url=https://twitter.com/signalspacelab]Follow us on Twitter![/url] --------- [h3]Patch Notes: [/h3] [h3]New Mission Types added & overall progression updated: [/h3] [list] [*] This demo of Every Day We Fight has been updated to include 3 different missions. This allows us to test a more complete slice of gameplay that includes more robust character progression as you progress through each mission & unlock additional weapon components & skills. [*] Mission 1: Kill the Elite Enemy - Defeat the enemies & the Elite enemy that spawns. [*] Mission 2: Disarm the Stasis Bomb - Defeat the enemies. [*] (OPTIONAL) Disarm the Stasis Bomb before it erases innocent civilians. [*] Mission 3: Destroy the Harvester [*] Defeat the enemies. [*] (OPTIONAL) Destroy the Cognos Harvester before it teleports away. [*] Missions must be completed in order to unlock the next one from the Missions screen. [*] Optional objectives do not have to be successfully completed. [*] Weapon Component drops improve at the start area upon completion of the previous mission. [/list] [h3]Mission Changes [/h3] Based on feedback from our previous demos as well as internal playtesting, the Harvester fight has been updated: [list] [*] To improve the pacing, the fight no longer transitions between combat & exploration modes. [*] The Thorns must now navigate the alleyway & destroy all 3 power cells before the Harvester teleports away. [*] Destroying a power cell will extend the remaining time for the Thorns as the Harvester loses power. [*] The remaining time is displayed on the Harvester (temp UI). [*] New VFX & SFX have been added for the Harvester. [/list] [h3]Other Changes/Additions: [/h3] [list] [*] A save data system has been implemented. Mission progress will be saved upon successful completion of each mission, as well as unlocked Skill Points. Note: You can’t save during combat. [*] Partial skill trees have been added for Leo & Dylan. Skill trees are still WIP and don’t contain all skills or their final designs. [*] Dylan’s character model has been updated. [*] New idle animations have been added. [*] Many major & minor bug fixes across all systems [/list] [h3]Known Issues: [/h3] [list] [*] Enemies who are KOed by a proximity punch will sometimes stand up after they die. [*] Enemies will in some rare instances be able to shoot through walls [*] Holding the middle mouse button to move the camera when a cinematic begins can cause the cursor to behave erratically. Click the middle mouse button again once back in gameplay to fix the cursor. [*] Dylan’s Taunt ability doesn’t currently taunt enemies as intended, and they will still attack other units. [*] There is a rare chance of a crash during loading or restarting missions on lower end hardware. Usually if attempted a second time the game will load correctly. [*] Proximity Punch can trigger from enemies traversing ladders causing time dilation before they can be targeted. [*] Infrequently, Thorns will fail to scramble after attempting to. [*] Cinematic camera reveals of mission objectives disable the ability to tab through Thorns, until entering aim view. [/list]