Till Dusk
Till Dusk is a tense survival extraction. Find your way throughout the map, stick to trails or risk going through wooded areas, find objective items, and remember where you came from as you have to find your way back...
Controls
- WASD to move
- Mouse to aim
- Left click to shoot (interact with UI)
- Scroll wheel to swap through the hot bar
- E to interact with lootable objects (requires mouse to hover)
Features
- Semi-Procedural environments: Noise-driven foliage placement keeps tree & ground cover varied between plays
- Objectives: Players are tasked to find objective items that are randomly dispersed around the maps' POIs
- A* Enemies: Zombies route with A*, & wander until aggravated.
- Time Pressure: Days --> Night system influences not only lighting, but zombie spawn rate.
- Stamina: Punishing stamina bar that mirrors Tarkov's system
What's next
- Lootable containers!
- Items that affect one's playthrough outside of objective items
- Flashlight, Food, etc.
- Items that affect one's playthrough outside of objective items
- More Objectives!
- Additional zombie variants!
- Polish (Sound, UI, Lighting)
- Wave difficult
Art Used
- Post-Apocalypse Pixel Art - Asset Pack by TheLazyStone
- Free Pixel Survival Items Pack - Asset Pack by Domin Dev
Github
| Updated | 1 day ago |
| Published | 3 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | mjacob |
| Genre | Survival |
| Made with | Unity |
| Tags | 2D, extraction, Pixel Art, Procedural Generation, Zombies |
| Content | No generative AI was used |






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