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How to play · Rules

How to play After Dusk

A complete guide to cooperative survival: the squad's goal, moving through the city, searching buildings, fighting the infected, the horde and noise, controls on muta.pro and tactics for the win.

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In brief

Goal
Reach the evacuation
Players
1–4
Game
30–60 min
Difficulty
High
Genre
Cooperative

Goal of the game

“After Dusk” is a cooperative survival game: you are not rivals but a single squad against the game itself. The action unfolds on a map of a night city made of square cells — streets, shops and buildings. The squad's main task is to reach the evacuation point 🚁 in the far corner of the map before the infected wipe out every survivor. Victory and defeat are shared by all: bring at least one fighter to the helicopter and everyone wins; if every survivor falls, the raid is over.

Setup

A squad of several survivors starts in the city corner farthest from the evacuation. Each hero has their own health (5 points by default). Ammo and inventory (medkits and weapons) are shared across the squad, and the danger level is set by the “Horde / Noise” gauge. A few infected already wander the streets. On the left is the list of fighters and their health bars, in the centre is the map, on the right are resources, the die, the action buttons and the raid log.

How the game goes

Survivors phase

Players take turns, one fighter at a time. On their turn a hero may move once and perform one action — search or attack — and then ends the turn.

Movement

Press “Move” and click a highlighted adjacent cell. Each turn allows one move to a neighbouring street or to a building. You cannot step onto another cell that holds an infected.

Searching buildings

While standing on a shop or building, press “Search” and roll the die. The higher the roll, the more valuable the find — a weapon, ammo or a medkit. Any search raises the noise by one.

Fighting the infected

If an infected stands next to you, press “Attack”, pick a target and roll the die. A high roll deals more damage. A shot spends ammo; with a weapon found you can strike even without ammo.

Horde and noise

The “Horde / Noise” gauge rises from searching and shooting. The higher it is, the more infected pour out of the alleys in the next night phase — try not to make noise without need.

Infected phase

When the squad has finished its turns, night falls: new infected appear and all of them step toward the squad. Once right beside a fighter, an infected bites and removes one point of health.

Victory and defeat

The squad wins as soon as any survivor reaches the evacuation cell 🚁 — the helicopter picks the team up before the horde closes in. The squad loses if the health of all fighters drops to zero and no one is left standing: a fighter with zero health is out (marked with a 💀 icon). The wounded can be helped with a medkit from the shared inventory. All of this is a shared result: it matters not to save yourself but to get the team out, so decide together who dashes for the helicopter and who covers.

Controls on muta.pro

🚶
Move
The “Move” button highlights adjacent cells — click the one you want to move the active fighter.
🔦
Search
On a cell with a building, press “Search” — the die roll determines the find and adds it to the squad's inventory.
🔫
Attack
The “Attack” button marks nearby infected in red — click a target, the die decides the outcome and damage.
📻
Turn and radio
“End turn” passes the order to the next fighter, and in the radio chat on the left the squad coordinates its actions.

Tips for beginners

Mind the noise

Every search and shot raises the horde gauge. Search only when needed and don't fire in vain, or crowds will flood in at night.

Stock up along the way

Ammo, weapons and medkits are shared. A couple of early finds greatly ease the breakthrough to the evacuation.

Don't get separated

The infected head for the squad every night. Stay compact, cover the wounded and never leave a fighter alone.

Move toward the goal

The main thing is the helicopter. Don't clear the whole city: sometimes it's better to slip past the infected straight to the evacuation point.

Breakthrough strategy

“After Dusk” is won not by clearing the city but by the route. The infected step toward the squad every night, so the longer you stand still, the tighter the ring closes. The main strategic thought is simple: every turn should shorten the distance to the helicopter 🚁 or provide a resource that secures that breakthrough. Everything else is lost tempo, and tempo here is dearer than ammo.

🚁

The squad (◉) holds the top line and goes straight to the evacuation instead of descending toward the infected (●).

Count the turns to the goal

Estimate how many moves a fighter needs to reach the 🚁. If your reserve of nights is short, forget searching and run — getting there matters more than gearing up.

Search only along the route

Enter only the buildings that lie right on the way. A detour aside for a medkit almost always costs more than the medkit itself.

Keep the noise low

The “Horde / Noise” gauge is the regulator of the night's tempo. While it stays low, few infected come out of the alleys and the corridor to the helicopter remains open.

One dashes, the rest hold

You don't have to save the whole squad — the win is shared. Appoint a “runner” for the evacuation, and let the others make noise and draw the infected onto themselves.

Tactics on the cells

Tactics is what you decide here and now, looking at the neighbouring cells. The infected move toward the nearest fighter, so geometry can be managed: where to stand, whom to expose, where to retreat. Remember the phases: first the whole squad moves, and only then the infected take their step — you always have the right to move first.

A fighter in the gap (yellow cell) holds the throat of the street: the infected come one by one, not the whole crowd.

Fight before the horde's step

Attack an infected while it is not yet right beside you — the squad plays its phase earlier, and a lucky roll removes the threat before it can bite.

A narrow spot is your friend

Stand in the passages between buildings. Then one infected reaches the fighter at a time, not a half-circle at once.

Bait and dash

A wounded fighter off to the side draws the horde onto himself. While the infected head for him, the healthy one calmly slips through to the evacuation.

Resources and the die

Ammo, weapons and medkits are shared across the squad, and that changes the whole economy. The die decides the outcome of a search and an attack, so you must think in probabilities, not “lucky or not”. A low roll in combat is a miss and a wasted round, so risky shooting is best backed by a reserve.

Ammo versus weapon

A shot strikes at once but spends a round. A found weapon lets you fight in melee when the ammo runs out — save it for the breakthrough.

The medkit is a shared buffer

Heal whoever is closer to the 🚁 and must get there. A medkit on the “runner” is worth more than on a fighter who will stay behind to cover anyway.

Don't shoot point-blank without need

Every shot raises the noise. If the infected would leave your route in a turn anyway, it's cheaper just to part ways than to fire.

An early search pays off

A couple of finds in the first turns, while the horde is small, means ammo and medkits for the final dash. Searching later is more dangerous.

Count the roll's odds

High damage doesn't always come up. Plan so that a miss on an infected doesn't leave a fighter open to a bite.

Common mistakes

Squads lose “After Dusk” almost always for the same reasons: they make too much noise, they hoard too long and they run too late. Sort out these traps and half the losses vanish.

🚁

The squad got noisy, the horde grew and cut off the path to the helicopter — the typical end of clearing instead of dashing.

  1. Clearing the whole city. Killing every infected is needless and harmful: shooting raises the noise, and the horde renews at night anyway.
  2. Scattering one by one. A stray fighter becomes the nearest target for all the neighbouring infected and dies first. Stay compact.
  3. Delaying the breakthrough. The longer the squad “prepares”, the tighter the ring. The window to the helicopter closes with every night — set out earlier.
  4. Hoarding resources “for later”. A medkit in the inventory doesn't save a fighter who is out. Heal in time and spend ammo where it opens the route.

Frequently asked questions

How exactly do you win?
Get at least one survivor to the evacuation cell 🚁 in the far corner of the map. As soon as a fighter stands there, the raid counts as a win for the whole squad.
What is the die for?
The die is rolled when searching and when attacking: its value determines what you found in the building and how much damage you dealt to the infected.
How do ammo and weapons differ?
A shot uses up ammo but is available at once. A found weapon lets you strike in melee, including when the ammo runs out.
What do you do with the wounded?
Heal them with a medkit from the shared inventory. A fighter whose health drops to zero is out; if all are out, the squad loses.
Is it even worth killing the infected?
Only those blocking the route or about to bite. Mass shooting raises the noise and is pointless: at night the horde renews, while you lose ammo and tempo.
How best to divide roles in the squad?
Appoint one “runner” who dashes for the evacuation, and one or two coverers who draw the infected onto themselves. The win is shared, so you save the route, not every fighter.
What matters more — searching buildings or moving?
Over distance, movement is almost always more important. Search only the buildings that stand right on the way to the helicopter, and only while the horde gauge is low.
Why do the infected grow more numerous every night?
Their number rises with the “Horde / Noise” gauge, which searching and shooting push up. The more quietly the squad acts, the fewer infected come out of the alleys in the night phase.
Can you win solo with bots?
Yes, the mode is built for 1–4 players. Solo, you control the whole squad yourself, so calmly plan who runs and who covers, without coordinating moves with people.
Is there any point in standing in doorways and narrow spots?
Yes. In a narrow cell one infected reaches a fighter per turn, not a half-circle at once, so the gaps between buildings are the best position for defence and trades.
Ready for a game?
Create a room, invite a friend with a code or play against a bot.

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