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Malevolent Planet Unity2d Day1 To Day3 Public Repack

The original developer has not issued a DMCA takedown for this repack. In a public statement (via Discord, July 2024), they said: "I pulled the demo for creative reasons, not commercial. If people want to experience the original Day1-3 vision, I won’t stop them. Just don’t repack Chapter 2." This greenlit the community to preserve the early build.

That said, if you enjoy the repack, consider supporting the dev by purchasing the full Malevolent Planet: Chapter 2 & 3 Bundle when it releases.

Code: MIT
Assets (art/shaders): CC BY-NC 4.0
Malevolent concept: Public domain for non-commercial use


Let me know if you want:

The planet is watching. Repack responsibly.

Malevolent Planet Unity2D: Days 1 to 3 Devlog [1, 2] Welcome to the official devlog for Malevolent Planet, our upcoming top-down survival horror game built in Unity2D! [1, 2] This public repack summarizes our massive progress during the first three days of core development. We are laying the groundwork for a tense, atmospheric experience where the environment itself wants you dead. 🛠️ Day 1: Core Mechanics & Player Controller

On the first day, we focused entirely on making the game feel responsive and setting up the basic gameplay loop.

Top-Down Movement: Smooth grid-based physics and player controls. malevolent planet unity2d day1 to day3 public repack

Inventory System: A basic grid to collect and manage resources.

Atmospheric Lighting: Initial setup of Unity's 2D URP lighting system to create claustrophobic shadows. 🗺️ Day 2: World Generation & The "Malevolent" AI

Day 2 was all about making the planet feel alive and dangerous. We moved away from static maps to something much more dynamic.

Procedural Generation: Randomly generating biomes, resource nodes, and alien ruins.

Dynamic Fog of War: Restricting player vision to heighten the sense of dread.

Planet AI: The environment reacts to your presence. Making too much noise or harvesting too many resources triggers aggressive planetary defenses. 👾 Day 3: Combat, Enemies, and UI Polish

We wrapped up the third day by giving the player something to fight back with and cleaning up the interface. The original developer has not issued a DMCA

Enemy Pathfinding: Implemented A* pathfinding for alien swarms to actively hunt the player.

Combat System: Basic melee and ranged combat mechanics with screen shake effects.

Diegetic UI: Health and stamina bars that blend naturally into the game's sci-fi aesthetic. 🚀 What is Next?

We are just scratching the surface of what this malevolent world has to offer. In our next sprint, we will be focusing on advanced enemy mutations and resource crafting.

Which specific feature are you most excited to see us expand on for Day 4?

“I downloaded the repack expecting a janky demo. Instead, I got three hours of escalating dread. Day 1 lulled me. Day 2 confused me. Day 3 broke me—not through jump scares, but through the slow realization that the planet was learning my playstyle. The pixel graphics hide an intelligent system.”

The Day 3 conclusion in this repack is abrupt but haunting. You don’t defeat the planet. You merely survive until the beacon activates—and then the screen cuts to black with one line of text: “The planet was patient. It will wait for your return.” Let me know if you want:

No credits. No main menu. Just a loop back to Day 1 if you press any key.

[MEGA / Google Drive / Itch.io link placeholder]

Password (if any): malevolent_public


Day 1 – Foundation

Day 2 – Systems

Day 3 – Progression


Day 1: Conception and Planning

The journey of "Malevolent Planet" began on what was supposed to be a routine day. The team, fueled by a passion for creating something unique and engaging, gathered to brainstorm ideas for their next project. The concept of a game set on a planet where players must navigate through a world controlled by an evil force was born. The initial plan was ambitious: to create a game using Unity2D that would challenge players and provide an immersive experience.

  • Basic Collision:

  • Character arcs (one-line each):
  • Emotional beats & set moments (6):
  • Day‑2 deliverables: