
Every Day We Fight is developed and published by Signal Space Lab, and is currently available on PC via Steam Early Access. This turn-based tactical roguelite throws players into the boots of resistance fighters battling an overwhelming alien threat in a decaying urban Earth setting. Available with a 33% launch discount is this a game worth picking up?
Early Access Reception
Signal Space Lab are known for experimental narrative and interactive projects. With this ambitious title they venture into tactical strategy. Seeking to combine XCOM-inspired tactical combat with roguelite meta-progression. The game is planned for a full release later this year with expanded content, missions, and polish based on community feedback.
If you’re as intrigued as I am by Every Day We Fight’s mix of tactical combat and roguelite upgrades, let me know your thoughts in the comments below. Are you ready to lead your squad to victory, or will you fall to the alien horde over and over again?

Gameplay
At its tactical heart, Every Day We Fight places you in command of a squad of resistance fighters as they push back against a mysterious alien force devastating Earth. Gameplay unfolds across procedurally generated urban maps. Missions are tackled using turn-based strategy with cover-based shooting mechanics. The narrative focuses on humanity’s last desperate push against an unstoppable foe. All told through mission briefings, squad chatter, and environmental storytelling without revealing major mid-to-endgame spoilers here.
Players utilise Action Points to move, shoot, and deploy skills, making positioning and environmental cover vital to survival. While DNA from XCOM is evident, Every Day We Fight stands apart thanks to its roguelite loop: death is not the end, as permanent upgrades and meta-progression empower future attempts. New to this game is its persistent progression system. Each run unlocks skills and upgrades that carry forward, creating a rewarding sense of growth absent from more traditional squad tactics titles. While the tactical systems are robust, areas needing improvement include enemy AI behaviour, which can feel erratic or overly passive, and progression pacing, where certain upgrades unlock too late to meaningfully impact your current run.

Graphics & Audio
Played on PC at 1440p, Every Day We Fight delivers a gritty post-apocalyptic aesthetic rooted in decaying urban streets and collapsed buildings. Environments feel lived-in and ravaged, enhancing immersion. Character models and animations are currently Early Access standard. Functional but unpolished, with some animation stiffness. Frame rates remain stable, and I experienced no crashes during my sessions. Occasional UI issues were present, such as overlapping icons or delayed skill inputs, but nothing game-breaking. Graphical glitches were minimal.
Accessibility options are limited at present with current toggles mainly covering basic HUD scaling and colour adjustments. However these are expected to be expanded upon.
Audio design shines, delivering atmospheric music that underscores each tense decision, alongside ambient effects to ground you in the urban battlefield. The soundtrack is subtle but effective, while gunfire and alien screeches add to combat immersion.

Longevity
With its roguelite structure, Every Day We Fight currently offers 10-20 hours of tactical gameplay. This is depending on skill level and upgrade pursuit though. Future updates promise expanded mission types and enemy variety to boost replay value further.
Final Thoughts
Every Day We Fight stands as a promising tactical roguelite that. And despite Early Access caveats, it delivers a satisfying gameplay loop. The uneven AI and basic animations hold it back from reaching XCOM level tactical mastery. Or even Into The Breach’s refined progression, but its unique grounded narrative and persistent upgrades keep each run meaningful.
I felt genuine tension guiding my battered squad through crumbling cities, and each defeat only fuelled my determination to return stronger. It left me wanting a little more. A little more polish, more enemy types, and a little more desperate last stands.
Disclaimer: A code was received in order to write this preview.
If you enjoyed this review, why not check out a previous article about another tactical roguelite by clicking here.
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