Every Day We Fight weapons and mods
Every Day We Fight: choose a mod that fits the carried gun
Match the exact weapon and part type to the item's compatibility card. Named magazines belong to their matching gun, while stock and other attachment rules vary. If a compatible item fits, compare shooting, reloading and hold-breath costs as well as its benefits before replacing a useful part.
A mod's name or rarity does not establish that it fits the active gun. Start with the compatibility line, then inspect what the part changes about the action you want to take.
On this page
Check the item before changing the loadout
- Select the weapon you intend to modify and read its exact name.
- Read the new part's compatibility line. A Rattler magazine is not a generic magazine for every shotgun.
- Check the part category and the corresponding attachment slot on that weapon.
- Compare the new card with the equipped part: note AP increases as well as accuracy, recoil, range or capacity improvements.
- Fit the intended part through the current equipment screen and confirm the resulting gun statistics or available modes.
Compare the next action, not just rarity
| Part change | Useful question | Failure to avoid |
|---|---|---|
| Larger magazine | Does it reduce an inconvenient reload in the planned encounter? | Assuming every larger magazine also lowers reload cost. |
| Better zoom or accuracy | Can the shot use the extra precision? | Ignoring a higher hold-breath or shoot cost. |
| Wider Overwatch area | Does the wider lane cover the needed approach? | Treating it as extra reaction shots. |
| A conditional epic perk | Can this Thorn trigger it and use its reward? | Equipping a perk whose required event never occurs. |
Read the particular card when references disagree
The reference lists model-specific magazines and two-handed stock examples. Some older generic muzzle/scope entries use broad compatibility language; that does not establish that every later weapon accepts every category. Use the current weapon's displayed compatibility and slot availability rather than extending an older phrase across the expanded 1.0 arsenal.
This is an equipment check, not a way to bypass the separate primary/secondary weapon rule.
If it does not work
- The part will not fit: recheck exact gun name, category and current compatibility card.
- The gun now cannot afford the planned action: compare the new AP costs, including aiming or reloading.
- The perk does nothing: use its event-specific trigger check rather than assuming rarity means an always-on bonus.
- Do not destroy or scrap an equipped useful part merely to test an incompatible one.
How to tell it worked
The part is fitted to the intended compatible weapon and the resulting costs/effects match the comparison you made.
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 — 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.
- IndieTome — Weapons — Full weapon/reference entries checked 2 November 2026. Includes release-added weapon names, but does not declare its precise capture build/date.
- 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.