Every Day We Fight crafting and loot choices
Every Day We Fight: discover items for future loot choices
Explore for collectable item discoveries. The reference says nearby discoverable items add question-mark clues to the map; collecting them adds the item to the future random pool. If a route is physically blocked, identify the tool requirement rather than repeatedly checking the same inaccessible corner.
Finding a weapon or part for the first time changes what can appear later. It does not turn every future chest into a guaranteed copy of that item.
On this page
Turn a nearby clue into a collected discovery
- Explore the surrounding area and check the map when a question-mark clue appears.
- Look for the actual collectable item from a usable angle. A map clue is a search lead, not proof that the item has already been collected.
- If a door, weak surface or Elixium barrier blocks access, match the obstacle to its own tool or line-of-fire check.
- Collect the item and check the discovery/item feedback before leaving.
- When preparing a later loadout, expect the available random selection to draw from what you have found; use crafting for an available discovered gear or mod you need deliberately.
Separate collection from the next drop
| What happened | What it establishes | What it does not establish |
|---|---|---|
| A nearby question mark appeared | A discoverable item is nearby | That the route is already open. |
| The discovery was collected | The item's discovery can expand future selection | That the next chest must contain it. |
| A known item appears at a workbench | You may plan a deliberate craft if supported | That its cost is unchanged across every build. |
Blocked access may be a progression gate
The exploration reference explicitly notes items behind encrustations or in out-of-reach places. Some require tools acquired through the story. Mark the unresolved obstacle and continue the appropriate campaign progress instead of treating every unreached clue as a missing item bug.
This guide supplies the discovery workflow. It does not claim a complete location map, a fixed order of randomized loot, or exact coordinates for every 1.0 run.
If it does not work
- The question mark remains but you cannot reach it: check the physical obstruction and required traversal tool.
- The discovered item does not appear in the next chest: random availability is not a guaranteed reward schedule.
- You only looked at the item: confirm the collection interaction and feedback.
- A supposed route comes from old EA footage: do not assume the same placement in a later randomized run.
How to tell it worked
The item is actually collected and recorded as a discovery, rather than merely visible on the map. Later random selections can include it; any immediate craft still needs its own requirements.
Sources & version
Steam / Windows PC. Published Codex/reference entries checked 2 November 2026; exact capture build/date is not declared. The instructions are bounded to those stated conditions, not a personal 1.0 test or an all-later-build guarantee.
- IndieTome — Getting started — Complete discoveries, skills, reticle, cover and stash entries checked 2 November 2026. Exact capture build/date not declared.
- IndieTome — City & exploration — Relevant complete weak-surface and reward-rift entries checked 2 November 2026. Exact capture build/date not declared; no fixed current map route inferred.
Source check: 2026-11-02. See our source and version policy.