Every Day We Fight

Every Day We Fight · Getting started

From the first loop to lasting growth: discovery, action points and workbenches.

Every Day We Fight
© Signal Space Lab

Explore for new items before spending heavily on a loadout. Discoveries expand future loot choices; XP, skills and Scrap survive death, while equipped gear and mission items do not. Spend skill points between fights, then use the crafting planner to reserve enough Scrap for the next batch.

Results: 10

BEGINNING A RUN

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At the beginning of each run, the items to choose from are random.

Initial items include Weapons, frag grenades, and bandages.

Explore the city to discover new Gear, Weapons, and Weapon Mods.

After dying, equipped gear, modded weapons, Thorn Stash keys and mission items, are lost.

Earned XP and SP, unlocked Skills, collected Scrap, and new Discoveries are retained.

All discovered weapons, mods, and gear are added to the randomized loot pool.

ITEM DISCOVERY

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On nearing discoverable items, ? icons are added to the map.

When collected, they are added to the random pool for future runs.

INITIATING COMBAT

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Combat is initiated through aggressive actions -OR- when a Thorn is detected by a Rifter.

Plan your attacks carefully to give the Thorns the best chance of surviving the encounter.

COMBAT & ACTION POINTS (AP)

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In combat, units have limited Action Points to spend during their turn.

Actions such as Moving, Shooting, Reloading, and Holding Breath all cost AP.

When ending your turn, up to 5 unspent AP carries over to the next turn.

COVER IN COMBAT

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Obstructions and cover positions only provide protection when they physically block the path of a bullet.

Depending on the angle of incoming fire, the cover position may not prevent damage from being taken.

If it can be targeted, it can be hit!

RETICLE ACCURACY

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Shots are biased towards the center of the reticle, but they can land anywhere within it.

The weapon recoils and the reticle blooms with each shot fired, significantly decreasing the accuracy — especially with fully-automatic weapons.

A weapon’s accuracy can be improved or degraded, depending on the weapon Mods applied to it.

REFLEX ACTIONS

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Thorns, as well as most Rifters, can perform one Reflex Action per turn. These are triggered under specific

circumstances and are available when a hash mark icon appears next to a Thorn or Rifter name.

Reflex Actions are replenished at the start of the Thorn or Rifter turn cycles, respectively.

LEVELING UP

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Thorns earn Experience Points (XP) for the actions they perform.

They will level up upon reaching certain XP thresholds.

With each level reached, the Thorns are awarded one Skill Point (SP).

SKILLS MENU

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Use a Thorn’s available Skill Points (SP) to unlock their various abilities.

Spend at least one Skill Point (SP) in a Skill to gain access to the next one in the chain.

THORN STASHES

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Stashes are where Thorns can replenish inventory items, change Weapons, and gather different Mods.

Items are contained within tiered loot rifts: COMMON, RARE, and EPIC.

Common rifts hold basic items, while Rare and Epic ones contain better selections.

Accessing Rare and Epic rifts requires keys obtained by completing optional objectives in combat.

Items within the rifts are randomly selected from what’s been discovered in the city.

The more items found, the greater the variety.

Workbenches can be used to craft items with Scrap that has been gathered.

All items discovered in the city can be crafted with Scrap.

Up to three items can be crafted at a time.

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© Signal Space Lab