Malevolent Planet Unity2d Day1 To Day3 Public Link < RECOMMENDED | 2027 >
After crash-landing on the alien world, your character faces situations no training could have prepared her for. The choices are many, and it’s up to you whether to maintain your innocence or surrender to the planet’s tempting, often perverse desires.
On Day 2, our developer focused on creating game mechanics and assets. They started by creating a player controller script that would allow the player to move and jump. They also added a few enemies and obstacles to the scene, and created a basic collision detection system.
The first day is dedicated to establishing the foundation of the game. The focus is on the Unity interface and basic 2D physics.
If you prefer the original text‑based experience (which includes the full Life‑Simulator and more extensive content), you can download it for free: malevolent planet unity2d day1 to day3 public link
Unity 2D with Tilemaps forms the ground. I used a Rule Tile for varied terrain (dirt, corrupted patches, magma cracks). The malevolence is driven by a PlanetController singleton that manages global hostility.
using UnityEngine; using System; public class PlayerAttributes : MonoBehaviour [SerializeField] private float maxHealth = 100f; [SerializeField] private float oxygenDepletionRate = 1.5f; public float CurrentHealth get; private set; public float CurrentOxygen get; private set; public static event Action OnPlayerDeath; void Start() CurrentHealth = maxHealth; CurrentOxygen = maxHealth; void Update() DepleteOxygen(); private void DepleteOxygen() if (CurrentOxygen > 0) CurrentOxygen -= oxygenDepletionRate * Time.deltaTime; else TakeDamage(5f * Time.deltaTime); public void TakeDamage(float amount) CurrentHealth -= amount; if (CurrentHealth <= 0) CurrentHealth = 0; OnPlayerDeath?.Invoke(); public void ReplenishOxygen(float amount) CurrentOxygen = Mathf.Min(CurrentOxygen + amount, maxHealth); Use code with caution. 2. Collectible Oxygen Canisters Create a 2D Sprite GameObject named OxygenCanister . Add a CircleCollider2D set to . Create a script called Collectible.cs :
Create a folder hierarchy in the project view: _Project/Scripts , _Project/Sprites , _Project/Prefabs . After crash-landing on the alien world, your character
Day 3 also marks the point where your character’s options really expand. After the events of the linear introduction, you are free to roam multiple locations, accept side quests, and build relationships with crew members. The game’s “Skip System” lets you jump directly to this open‑ended portion if you’ve already completed the linear story.
The final day of the cycle is about turning a "prototype" into a playable "game." This phase focuses on user experience and technical finalization.
Open Unity Hub and create a new project using the . Name the project MalevolentPlanet_2D . They started by creating a player controller script
The link below is for demonstration or limited public access (Days 1–3 only). Full game includes Days 4–7 and an alternative ending.
using UnityEngine; public class HazardZone : MonoBehaviour [SerializeField] private float dps = 10f; private void OnTriggerStay2D(Collider2D collision) if (collision.TryGetComponent (out var player)) player.TakeDamage(dps * Time.deltaTime); Use code with caution. 2. Spore Spawner Night Loop
Malevolent Planet 2D is an adult-themed, top-down RPG focusing on "lewd exploration" and survival, with early gameplay (Days 1–3) highlighting the initial alien world setup and diverse NSFW encounters. The Unity-based project features a day/night cycle, branching narrative choices for the protagonist, and is available on PC, Mac, and Android, with noted early-access issues regarding mobile scaling and specific combat scenarios. Access the latest public demo at
The decision to rebuild the game in Unity came after SugarMint grew weary of maintaining the complex JavaScript codebase. Bugs would kill creativity and negatively affect the player experience. By switching to Unity, the developer gained support for all platforms the text version ran on (Web, PC, Android), plus the ability to use a 3/4 top‑down view (similar to Among Us ) for navigation. The Unity version also fills in narrative gaps by starting from the protagonist’s adventures at the International Space Academy (ISA), while still offering choice-driven Visual Novel scenes, including the mature content the series is known for.
