Every Day We Fight weapons and mods
Every Day We Fight: use the fire mode that applies the wanted status
Check the weapon and equipped mod for the desired fire mode, select an available mode in the current combat controls, and watch the target's status feedback. Once a special mode applies its status, the reference says that mode enters a cooldown; firing ordinary shots is not proof it has refreshed.
Dealing damage and applying a status are separate results. The selected gun needs the relevant mode, and that mode may need several hits before its effect is applied.
On this page
Match the fire mode to the effect
| Mode | Effect listed by the reference | Check before relying on it |
|---|---|---|
| Hollow-Point | Bleeding | The actual status is applied, not only HP damage. |
| Incendiary | Ignited | The target receives the burning status. |
| Electrifying | Electrified | The status has triggered rather than only building up. |
| Paralyzing | Paralyzed Arms and Paralyzed Legs | Read which action is disabled on the target. |
| Suppression | Suppressed | The target's shooting cost/status changes. |
Check equipment, hit feedback and cooldown
- Inspect the current gun's modes and the mod that grants the wanted effect. The reference includes rare-magazine examples, but a color alone is not a mode guarantee.
- Choose the relevant available mode using the controls your build displays. No universal keybinding is asserted here.
- Land the needed hits and inspect the target's status icons. The required number of hits varies by weapon.
- If applying the same effect with several Thorns, coordinate their matching modes; the reference says they can contribute toward triggering the status.
- After the effect triggers, inspect the mode's cooldown before planning to apply it again.
Include the mode in the AP plan
Full-auto modes use an initial shot cost and a lower subsequent-bullet cost in the reference. That does not provide one universal burst price for every gun. Read the current HUD cost before holding the trigger.
A mod can change capacity, reload cost or mode availability as well as damage. Recheck the complete loadout after replacing a magazine instead of assuming every higher-rarity part preserves the same behavior.
Use the release fire-mode feedback
The official1.0notes make the current fire mode blue and add the fire mode to crafting details. These can help verify the selected mode and the part before spending Scrap. The notes do not provide a universal mode-switch key; use your own current controls.
If it does not work
- One hit dealt damage but no status appeared: the source does not promise single-hit application for every weapon.
- The special mode is unavailable: check the equipped mod and its cooldown.
- You selected normal fire: a status listed on another available mode is not automatically applied.
- The target can still move or shoot: inspect the exact status and duration rather than assuming every control effect disables every action.
How to tell it worked
The intended status appears on the target, and the weapon's mode/cooldown feedback matches the action you used.
Sources & version
Steam / Windows PC. Published Codex/reference entries checked 2 November 2026; exact capture build/date is not declared. The installed game's item or status card controls any differing later-build condition. No personal 1.0 test or universal weapon guarantee.
- IndieTome — Combat tactics — Relevant complete action, status and fire-mode entries checked 2 November 2026. Exact capture build/date not declared; no personal playtest.
- IndieTome — Weapon mods — Relevant full named item cards checked 2 November 2026. Exact capture build/date not declared; compatibility must follow the installed game's card.
- Official 1.0 release notes — 22 October 2026 — Contemporaneous official body/source record reused from this site's first-release research. It confirms expanded weapons and parts, difficulty/saves and balance changes; it does not verify every third-party build or later build.
Source check: 2026-11-02. See our source and version policy.