Malevolent Planet Unity2d Day1 To Day3 Public Link <FHD>
The primary hub for the game's public releases is the developer's Patreon page. Latest Public Build Malevolent Planet 2D - April 2025 Public Build is currently available for Android, Windows, and MacOS. Online Playable Version : A browser-based version is also provided in the April 2025 Patreon Update Development Log: Days 1 to 3 Highlights
While specific daily logs are often condensed into monthly builds, the transition to Unity2D focused on the following foundational elements during the early development phase: Day 1: Engine Transition & Core Mechanics
Transitioned from a text-based format to the Unity2D engine to allow for more visual storytelling and creative scene design.
Initialization of the 2D environment, moving away from descriptive environment text to visual assets like the open-world village map. Day 2: Exploration & Hub Integration
Implementation of the "Hub" centric exploration model, inspired by the Citadel from Mass Effect.
Design of the ship area, which serves as the primary base for the player before venturing into space. Day 3: Gameplay Divergence & Scene Building
Establishment of the "Malevolent" themes, including the introduction of "insane Flora" and darker narrative hooks.
Development of dialogue systems to replace previous text-heavy descriptions, prioritizing interaction within specific scenes. Build Features Summary The public builds typically include: Scene Previews : Previews of alien encounters and "tentacle scenes". Enhanced Resolution
: Art displayed at full resolution compared to earlier internal tests. Story Progression
: Early stages of the plot involving ship repair and exploration of the village map. technical guide
on how to set up the Unity project or a deeper look into the character designs
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Malevolent Planet 2D Demo - April 2025 Public Build - Patreon
The following article serves as a comprehensive developer log for the first three days of building Malevolent Planet, a 2D top-down survival game in Unity. Malevolent Planet: Unity 2D Development Log (Day 1 - Day 3)
Developing a survival game requires a delicate balance between atmosphere and mechanics. In Malevolent Planet, the player is stranded on a hostile alien world where the environment itself is the primary antagonist. Day 1: Project Setup and Movement Mechanics
The focus for Day 1 was stability and "feel." A survival game fails if the character movement feels sluggish or unresponsive. Core Architecture
Universal Render Pipeline (URP): Established the project using URP to take advantage of 2D Lights and Shadows, which are essential for the "malevolent" atmosphere.
Folder Structure: Organized the project into Scripts, Prefabs, Sprites, and ScriptableObjects to ensure scalability. Player Controller
Rigidbody2D Physics: Implemented a FixedUpdate movement system to ensure smooth collisions with alien flora.
Input System: Integrated the New Input System package for easier porting and rebindable keys.
Flip Logic: Created a simple script to flip the player sprite based on the mouse position, ensuring the character always faces the threat. Day 2: The Hostile Environment and Procedural Generation
On Day 2, the goal was to make the "Planet" part of the title come to life. A static map feels predictable, so a basic procedural system was introduced. Tilemap Systems
Rule Tiles: Used Unity’s 2D Extras to create Rule Tiles for the alien terrain. This allows the ground textures to automatically connect, saving hours of manual painting.
Hazard Spawning: Developed a Spawner script that uses Poisson Disc Sampling to distribute "Malevolent Spores" across the map without them overlapping awkwardly. Environmental Hazards The primary hub for the game's public releases
Damage Zones: Created a generic Hazard script. If the player stays within a certain trigger area (like a toxic gas cloud), they take incremental damage over time.
Visual Feedback: Added a simple shader graph effect that makes the screen edge pulse red when the player is in danger. Day 3: Resource Management and UI Foundation
Survival isn't just about avoiding death; it’s about managing scarcity. Day 3 focused on the player’s vitals. The Survival Manager
ScriptableObjects: Used ScriptableObjects to store player stats (Health, Oxygen, Battery). This makes it easy to balance the game later without digging through code.
Oxygen Decay: Implemented a constant drain on the Oxygen stat. The player must find "Air Pockets" or "Refill Stations" to survive. User Interface (UI)
Dynamic Bars: Created a UI Canvas with sliders that update in real-time based on the Survival Manager’s data.
Inventory Prototype: Built a basic grid-based inventory system to hold scavenged alien scrap. Public Project Link
You can follow the real-time progress, view the source code, and test the latest WebGL builds via the public repository link below:
[Link: Malevolent Planet - GitHub Repository / Playable Alpha]
(Note: Ensure your browser supports WebGL 2.0 for the best experience during the Day 3 build.) What’s Next?
With the foundation built, Day 4 will focus on Enemy AI and the Day/Night Cycle, where the planet becomes significantly more aggressive once the sun goes down. To help you get the most out of this project, let me know:
Do you need help setting up the URP 2D lights used in the project? An unreleased or private development project
I can provide code snippets or setup guides for any of these areas.
Day 1 (Garden Release): This was the first major public milestone. The Day 1.0 Garden Public Release included a playable build focused on the garden environment.
Day 2 & Day 3 Progress: While specific standalone "Day 2" and "Day 3" links are often bundled into cumulative demo builds, the creator has released a comprehensive April 2025 Public Build which serves as a refined demo of the early content, including updated animations and scene previews.
Platform Availability: Public versions are typically available for Android, Windows, MacOS, and as an online playable WebGL version via Patreon or Itch.io. Key Features and Content
Scene Previews: The early builds offer glimpses into various settings, including the ISA Garden, laboratory areas, and medical bays.
Visual Style: The game features high-resolution 2D art and is noted for its "ME-genes" (Mass Effect-inspired) exploration and survival themes.
Recent Fixes: Development is active, with recent updates addressing issues like avatar shadowing, dialogue glitches in the ISA Gym, and clipping issues in the garden walkways. Access Links Build Version Day 1 Garden Release View on Patreon WebGL / Windows April 2025 Demo (Cumulative) View on Patreon Multi-platform General Project Page View on Itch.io Discussion / Builds Malevolent Planet 2D - The Reassembly - Patreon
I understand you're looking for an in-depth article about a concept called "Malevolent Planet" in the context of Unity 2D development, with a specific reference to "day1 to day3" and a "public link." However, as of my current knowledge (April 2026), there is no widely recognized game, tutorial series, or published asset named "Malevolent Planet Unity2D day1 to day3" with a corresponding public link.
It's possible you are referring to:
- An unreleased or private development project.
- A specific tutorial series on YouTube or a platform like Udemy/GameDev.tv.
- An asset or demo from the Unity Asset Store that has since been removed or renamed.
- A fan-made or indie game dev log with limited distribution.
To help you effectively, here are suggestions:
- If you have a specific link or source (even a partial one), please share it — I can analyze and expand upon its content deeply.
- If this is a conceptual request (e.g., "Write a deep article on designing a malevolent planet in Unity 2D over a 3-day development sprint"), I can provide that from scratch.
- If you recall the author/platform (e.g., a specific YouTuber, Itch.io creator, or GitHub repo), that would help narrow the search.
For now, I’ll assume you want a deep, technical article on creating a "malevolent planet" (a hostile, dynamic world) in Unity 2D, structured as a 3-day development log (Day 1 to Day 3), and you intend to host it publicly. Below is a fully written, original article ready for publishing.
Why the "Public Link" Matters
The developers have kept the final game behind a Patreon or Itch.io paywall, but promotional events occasionally unlock a public link for the Day 1–3 segment. This allows new players to experience the core loop before committing to a purchase.
Key Mechanics Unlocked:
- Scavenging: Press
Eon wreckage parts. You need 5x Scrap Metal. - Crafting (Unity2D Physics): Open the radial menu (Right-click). Craft a Basic Shelter (requires 5 wood, 3 scrap).
- The "Malevolent" Gauge: A purple bar at the top-left. If it fills, the planet unleashes a local gravity flip.
Example Script (Player Movement)
using UnityEngine;
public class PlayerMovement : MonoBehaviour
public float speed = 5.0f;
private float movement = 0.0f;
void Update()
movement = Input.GetAxis("Horizontal");
void FixedUpdate()
Vector2 movementVector = new Vector2(movement, 0);
GetComponent<Rigidbody2D>().velocity = movementVector * speed;
Full Code & Project Download
The complete Unity project (Days 1–3) is open-source:
🔗 GitHub Repo: MalevolentPlanet2D (demo link)