Malevolent Planet Unity2d -day1 To Day3 Public ... Jun 2026

Native engine compatibility allows deployment across Steam , Itch.io , Windows, MacOS, Android, and browser-based WebGL environments.

Commander Thorne realized the planet wasn't attacking them—it was absorbing them into a "Unity." The ship’s walls were becoming organic, pulsing with bioluminescent veins. The "Public" log ends here, as the distinction between the crew’s consciousness and the planet’s network began to blur.

The final stretch of the public build builds up to the climax of the prologue arc. Emma completes her final evaluations, and players see the immediate consequences of their Day 1 and Day 2 moral decisions right before her scheduled departure into deep space. Known Issues and Current Development Status Malevolent Planet Unity2D -Day1 to Day3 Public ...

The opening phase focuses on establishing baseline environmental mechanics. Emma must navigate the academy grounds, specifically the central Garden map area.

Malevolent Planet places the player on an alien world where the ground, flora, and native creatures share a single malicious intent. Built in Unity2D with Tilemaps, Cinemachine, and a custom behavior tree system, the game entered a public test phase on [Date]. This report covers , Day 2 (difficulty spikes) , and Day 3 (first patch response) . Native engine compatibility allows deployment across Steam ,

Approximately 2–3 hours of gameplay across the first three narrative days. Option 3: Short & Punchy (Social Media Style) Malevolent Planet 2D | Public Update: Day 1 to Day 3 The first three days of Emma’s descent into the Malevolent Planet are now public! New Content: Explore the Space Academy and your ship's departure.

By Day 3, the "easy" mode is over. Enemy spawns increase, and environmental hazards (like Acid Rain or Heatwaves) may trigger. This is the day you establish a permanent foothold. The final stretch of the public build builds

: Introduces structural narrative stakes where external figures threaten Emma's academy standings, forcing tough player choices.

What I did

public class EnemyAI : MonoBehaviour