Thorn Activity: the tactics layer with its sight cone out
Every Day We Fight · Battle / Tactics
Art style Realistic 3D
About this game
Developer: Signal Space Lab · Publisher: Wild Hog Games · Platform: PC (Steam) · Art style: Realistic 3D · Screen type: Battle / Tactics
More Every Day We Fight screens in the Gallery
What to study
The tactics layer that Every Day We Fight's reflex mode hangs off, caught mid-enemy-phase: THORN ACTIVITY as an oversized headline, the active unit's vision drawn as a translucent cone with an eye glyph, and an Overwatch tooltip that explains itself in full sentences including its 5 AP cost. The squad is three comic portraits with separate AP pools (18/16/25), so the interface treats action points as per-person stamina rather than a shared meter. Objectives, two optional challenges with progress (0/3), a teleport countdown, floor-switch keys (T/G), and the equipped weapon's reload cost all sit at the edges, a dense screen that stays readable because every system gets exactly one home corner. Frame at about 0:13 in the Gameplay Trailer video (Steam), a pipeline scene-change survivor (candidates/v0_0006.png at 13.1s).
Patterns
How the screen is arranged.
portrait-row quest-tracker action-bar
Components
Parts on screen.
Card Banner List Portrait Vitals bar Action bar Tooltip Quest tracker
Screen inventory
- top centre: the enemy phase is a headline, not a banner ad, THORN ACTIVITY in oversized caps, with ENTER END TURN and a red NEXT TURN block naming whose move comes after
- the active unit's sight cone is drawn as a translucent wedge across the cobblestones, ending in an eye glyph, vision shown as geometry, with the Overwatch tooltip spelling out its rule (guards an area, requires reflex action and weapon ammo, 5 AP)
- bottom-left: the whole squad as comic portraits with level, segmented health, and individual AP totals (18 / 16 / 25 AP), three action economies tracked side by side, the selected fighter's card raised and lit
- left edge: an event countdown (TELEPORTS IN 4 TURNS) over the objective list, with two optional (CHALLENGE) lines tracked in place, destroy the Harvester, land 3 headshots (0/3)
- bottom centre and right: a numbered ability bar (keys 4–9, grenade on 9) and the equipped HAILSTORM at 29/30 with SWAP X / 6 AP RELOAD R, costs printed on the actions themselves
- the field stays readable underneath it all: enemies get red name bars (ENGINEER), allies green (LEO, VIVIAN, DYLAN), and one enemy is shown as a red silhouette through the building wall
Top 3 colors
#181612 23%#5a4b3a 21%#70604b 16%
Top three palette colors by share. The remaining colors make up the rest.
Source and credit
© Signal Space Lab / Wild Hog Games, Every Day We Fight screenshot: Gameplay Trailer and 1.0 Launch Trailer videos (Steam), shown for design study and commentary. PlayCraft is an unofficial fan project, not affiliated with or endorsed by Wild Hog Games.
Source tier 2 (publisher-released) · screenshot: Steam store page · Steam page
Source details
Fetched 2026-10-22. verified 2026-10-22: pipeline scene-change frame (candidates/v0_0006.png, 13.1s) inspected visually at full resolution (1920x1080 native), settled tactics frame, sight cone, portrait row, ability bar and Overwatch tooltip sharp and legible
no published policy found (checked 2026-10-22); fair-use study use, takedown honored within 48h
Rights holders: see Copyright & takedown.