Project Introduction

Every Day We Fight challenges the form of the turn-based tactics genre by introducing a unique blend of strategy and action elements. It’s three key design pillars include:

TAKING CONTROL DURING ACTION MOMENTS: In EDWF there are two modes of play: top down tactical, and 3rd person over the shoulder. Players are in full control as their units execute their commands. Choosing when and where to shoot adds tactical depth to the action. The 3rd person gameplay is urgent, exciting, and strategic.

CONSTANT PLAYER AGENCY: Engagements in EDWF possess a uniquely natural and dynamic quality since the flow of combat can be interrupted to perform reaction abilities. Players stay significantly more engaged than traditional TBT titles with urgent and strategic decision making during the enemy turn. After strategic moves are taken on their turn, the player can then play an active role during the opponent turn, facing a variety of mechanisms of short-term actions.

DEEP TACTICAL DECISION MAKING: The key to overcoming the challenges keeping the player from their goal is making the right choices on the battlefield. Turn-based tactics games are traditionally derived from board games like chess – with highly complex strategic choices. EDWF evolves the genre by giving a greater degree of control over specialized units while also placing them in complex tactical environments.

About Developer

Signal Space Lab is an interactive creation studio specializing in immersive XR entertainment, video games, and audio production.

Signal Space Lab’s trajectory is built upon the interest and development of innovative and dynamic content, including games and new media visual projects. Starting as an audio house in 2015, the studio opened an interactive unit to develop from XR specific content to current-gen console and PC titles for commercial and entertainment formats. Throughout the years Signal Space has built its reputation as one of the leaders in Audio for interactive media, having worked for some of the biggest brands in the games industry such as:

- Sid Meier’s Civilization Series (Firaxis/2K)
- NcSoft’s Lineage Series
- Universal Studios Key IP’s such as Jurassic World, Dragons, Kung Fu Panda, etc.

In parallel, the studio has strengthened its understanding of development from smaller indie developers that - although not multimillion-dollar studios - are creative and accessible. As a result of these projects, the studio has been able to work much closer with their developer teams, gain invaluable experience in the development process, and most importantly build a network of colleagues and mentors that will guide the company’s growth. Examples include:

- Most notably We Happy Few, for Compulsion Games
- Kids – Budge Studios (Strawberry Shortcake, My Little Pony, Hello Kitty, Barbie, and more)
- Ludia Games, audio for all titles since 2015
- Execution Labs for Heroes Vs. Dungeons (unreleased)

As a Developer, the studio has been establishing its position as one of the most innovative ones in the XR space. Some examples include:

- We Happy Few: Uncle Jack Live VR (Aug. 2018): A Hybrid CGI + Live Action Interactive piece, used as a promotional component for the We Happy Few game by Compulsion Games and Gearbox Publishing. Critically praised for its innovative approach to Interactive VR, it also has over 100k downloads in the PSVR + Oculus stores. Website:

- My Paper World (April 2019): An iOS AR game for kids using Origami and eco-friendly messages as part of the gameplay. Website:

- Afterlife (August 2019): An award-winner interactive live-action VR film showcasing our proprietary technique called Seamless Interactive Cinematic VR. At the Raindance Film Festival 2019, Afterlife won in two categories for Best Cinematic Experience and the Discovery Award: Best Debut Experience. Also nominated as Best Immersive Experience: Fiction, at the Canada Screen Awards. Afterlife is available on Oculus, GearVR, PlayStation VR, Vive, Steam and iOS handheld devices. Website: