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Malevolent Planet Unity2d Day1 To Day3: Public Fixed

The development of Malevolent Planet 2D, an adult-oriented sci-fi RPG built in Unity, has reached a significant milestone with the release of the "Public Fixed" build covering content from Day 1 to Day 3. This update transitions the game from its original text-heavy JavaScript roots into a more immersive, top-down visual experience. The Evolution of Malevolent Planet Unity 2D

Originally conceived as a text-based project, the developer transitioned to the Unity Engine to better support multi-platform play and resolve persistent bugs in the older codebase. The current 2D version features a 3/4 top-down perspective reminiscent of popular RPG Maker titles. Content Breakdown: Day 1 to Day 3

The public "fixed" build consolidates several major updates that were previously exclusive to Patreon supporters.

Day 1: The Garden ReleaseThe story begins at the International Space Academy (ISA). This initial phase focuses on Emma’s training and includes updated chibi art, a functional inventory menu, and a character screen.

Day 2: The Classroom ExpansionThis day introduces the Classroom and Gym maps. Key updates include:

New Dialogue UI: Added features like "Auto Play," "Skip," and "Hide" buttons to streamline the visual novel segments. malevolent planet unity2d day1 to day3 public fixed

NPC Interactions: Introduction of classmates and new specialized animations.

Day 3: The Departure & BeyondDay 3 wraps up the Academy arc as Emma prepares for her departure into space. Recent fixes have ensured that narrative flow remains consistent across these three critical opening days. Key Fixes in the "Public Fixed" Build

The "Fixed" designation refers to several technical hurdles overcome during the transition from Unity 2020 LTS to Unity 2022 LTS. Notable improvements include:

Engine Stability: Resolved infinite loops and native code crashes that plagued earlier builds.

Resolution & UI: Adjustments were made to the options menu to prevent text from being cut off on high-refresh-rate monitors. The development of Malevolent Planet 2D , an

Bug Patches: Fixed issues where Emma’s portrait would disappear after intro cutscenes and refined quest journal dragging mechanics. How to Access

The game is currently available through the Malevolent Planet 2D Steam Page and its Patreon Dev Log, where players can find both downloadable and WebGL browser versions. Malevolent Planet Unity 2D Teaser Screenshots + Early GIF


Unity 2D Specific Optimizations for Days 1-3

Because Malevolent Planet relies heavily on Tilemap.renderer and SpriteShape, the public build suffered from memory spikes. Here is how to keep Days 1 through 3 running at 60 FPS.

Malevolent Planet Unity 2D – Day 1 to Day 3 Public Fix Guide

2. Fixes (public & community‑tested)

Day 3: The Boss Spawn Deadlock

The Problem:
Day 3 is the first major scripted event: the Malevolent Core spawns in the planet’s depths. But due to a layer collision mismatch (Unity’s 2D Physics layers vs. Sorting Layers), the Core would either spawn inside unbreakable terrain or not spawn at all. In 15% of public reports, the boss’s AI state machine froze mid-attack, leaving the player stuck in an unwinnable loop.

The Fix (Public Build v1.0.4 – hotfixed within 6 hours): Unity 2D Specific Optimizations for Days 1-3 Because

  • Reassigned the Core’s Collider2D to a custom "Boss" layer, ignoring terrain collisions only during spawn animation.
  • Hard-coded a fallback spawn point at (0,0) if the procedural pathfinding fails after 3 attempts.
  • Added a public console command (/forcecore) as a temporary player-side workaround (will be removed in v1.1).

Result: The boss now spawns reliably. Players still die—but it’s their fault, not the code’s.

Surviving the Abyss: Mastering Malevolent Planet – A Unity 2D Post-Mortem (Day 1 to Day 3 Public Fixed Build)

4. Unity 2D specific checks

  • Rigidbody2D → set Gravity Scale to 3–5 for planet feel.
  • Tilemap colliders: ensure Composite Collider 2D is used for performance.
  • Camera follow → use Camera.main.transform and clamp to planet bounds.

Day 2 — Implement gameplay fixes, UX polish, and quality improvements (8–10 hours)

Objectives

  • Apply gameplay bug fixes intended for this Public Fixed release.
  • Improve UX/feedback on critical systems (controls, health, checkpoints).

Tasks

  1. Apply priority bug fixes (address top 3–5 user-reported issues)
    • Examples: collision glitches, enemy AI stuck states, player invulnerability bugs, save/load corruption.
    • Write clear commits referencing changelog.
  2. Input & responsiveness
    • Verify Input settings (old Input Manager vs. Input System). Ensure controls are responsive on keyboard/controller.
    • Adjust fixed-update vs update usage for movement physics to reduce jitter (use FixedUpdate for Rigidbody2D physics).
  3. Camera & view
    • Check Camera follow (Cinemachine or custom); confirm bounds and smoothing are stable.
    • Ensure camera doesn’t reveal off-level artifacts.
  4. UI/UX fixes
    • Ensure health/hud updates correctly and without flicker.
    • Add lightweight feedback: hit flashes, sound cues for critical actions.
  5. Performance tuning
    • Use Unity Profiler to identify major spikes.
    • Address common 2D issues: excessive dynamic batching breaks, too many SetActive toggles, heavy per-frame allocations (avoid Linq in Update).
  6. Playtesting
    • Run through first 3 levels/scenes to reproduce previously-reported issues.
    • Log steps to reproduce any remaining bugs.
  7. Build & test
    • Produce a new Public Fixed build (increment version).
    • Run on target platform; verify fixes and UX improvements.

Deliverables by EOD Day 2

  • Updated build with gameplay fixes.
  • Playtest notes and updated changelog.

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