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Every Day We FightUnofficial PC field guide

Every Day We Fight exploration obstacles

Every Day We Fight: choose a reachable teleporter landing

Steam / Windows PC · 1.0 footage + Codex limits · Sources checked 2026-11-02

The short answer

Use the multi-floor camera view to aim one floor above your active Thorn. The gear reference limits upward throws to one floor, while downward throws have no height restriction. Combat and exploration also move different numbers of Thorns.

A destination on another floor is an aiming and throw-height question, not simply a marker on the map.

On this page

Check height, mode and landing

  1. Confirm you have unlocked the Teleporter and that its action is available.
  2. Use the multi-floor camera offset to inspect the intended landing.
  3. Choose a reachable destination no more than one floor above your active Thorn.
  4. Throw the device to the intended point and check where the squad lands.

Who will move?

StateExpected movement
Outside combatThe Thorns teleport as a group.
During combatThe active Thorn teleports individually and pays AP.

Do not assume unlimited combat uses

Each Thorn has a device, and a combat cooldown applies. The source does not give a universal AP cost or cooldown duration, so use the values displayed in your run.

If it does not work

  • Destination too high: choose one floor up and reassess from there.
  • Combat action unavailable: check AP and cooldown.
  • Check the ceiling and other physical obstructions as well as the selected floor; the 1.0 example encounters a blocked ceiling. The height rule alone does not guarantee a valid throw.

How to tell it worked

The active Thorn, or the exploration group, arrives at the device's landing location.

Sources & version

Steam / Windows PC 1.0. Teleporting and a ceiling obstruction appear at 48:53 to 49:07 in the 22 October 2026 gameplay. One-floor upward and group/individual details come from a public reference with capture build unknown.

Source check: 2026-11-02. See our source and version policy.