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.
The public releases for "Malevolent Planet 2D," a project built in Unity2D, follow a structured "Day" system reflecting in-game progression. The following report summarizes the key fixes and content added during the public releases for Day 1 through Day 3. Day 1: Garden Public Release
This release centered on the initial environment and foundational gameplay mechanics. Fixes & Technical Updates:
Resolved various WebGL-specific bugs to ensure stable browser play.
Implemented a new Inventory Menu and Character Screen for better item management. Content Additions: New Map: Introduced the ISA Garden area.
Art Upgrades: Updated "Chibi" character art and added two new animations. Day 2: The Reassembly
Development during this phase focused on refining character interactions and fixing visual glitches in the academy setting. Fixes & Technical Updates:
Character Outfits: Fixed an issue where the character would mistakenly wear the academy outfit instead of the night dress when returning from the showers on the first night.
Quest Markers: Fixed a bug where the "Pheromone Bush" quest marker remained visible after completion.
Visual Clipping: Addressed character clipping issues in the ISA Garden where sprites would walk through flower pots. Content Additions:
Introduced a Ship Facilities Upgrade Menu to advance specific questlines. malevolent planet unity2d day1 to day3 public fixed
Added the Ship's Gym as a new location, including unique gym-related outfits. Day 3: Blackmail Letter Release
The Day 3 update significantly expanded the narrative scope and improved backend performance. Fixes & Technical Updates:
Performance Optimization: Implemented substantial changes to memory management and CPU usage to improve stability.
Save/Load System: Enabled the "Save to File" and "Load from File" features for Windows users. Content Additions:
New Questline: Introduced the "Blackmail Letter Part 1" quest. Animations: Added two new narrative-driven animations.
You can track future updates or download the latest builds via the Malevolent Planet 2D Patreon or the Steam Community Hub. Malevolent Planet 2D - The Reassembly - Patreon
Based on development updates from early 2024 (reflecting the "fixed" public build phase leading up to March 2024), Malevolent Planet 2D
transitioned from early prototype mechanics to a stable "re-assembled" state, addressing major engine crashes and implementing core day/night systems Here is a solid report on the progress and fixes:
Project Status: "Malevolent Planet 2D - The Realization/Reassembly" Engine Update: The project successfully upgraded from Unity 2020 LTS to Unity 2022 LTS
, resolving persistent crashing/infinite loop issues that plagued earlier builds. Key Mechanic - Day/Night Cycle: Because Malevolent Planet relies heavily on Tilemap
Added to the core loop and active, with ongoing integration into specific map areas (forest/lake/waterfall). Content & Gameplay (Day 1-3 Focus): Human Camp Scene:
Animate a new scene in the human camp, overcoming layering and sprite issues. New Quests:
Implementation of "Suspicious Grass Quest" (featuring new bedtime illustrations and animations) and initial planning for the first mission content. Dialogue & Exploration:
Finalized dialogues for the lakeshore content, including character interactions with crewmates. Public Build Fixes & Improvements UI/Mini-map:
Fixed the bug where the mini-map remained visible during dialogues. The mini-map now hides correctly when the dialogue window is active. Input Handling:
Resolved a race condition where clicking the bottom center of the screen during initial dialogue would skip conversation and cause an empty dialogue window. Graphics & Scaling:
Addressed issues with button appearances ("Hide/Skip" toggles) and adjusted character layering (tubes/floors in reception area). Performance:
Transitioned away from Unity Light2D system for certain areas to improve performance on older/weaker hardware, opting for pre-rendered lighting overlays. Known Issues & Next Steps (Post-Reassembly) Android/Renderer:
Ongoing investigation into "Unable to initialize the Unity Engine Graphics API" errors, with potential fixes relying on the latest Unity updates. Asset Issues:
Addressing a temporary bug where the character sprite appears improperly on scene start. Upcoming Content: A malevolent planet needs hostile life
Development focuses on the "Mass Effect-esque" gameplay loop, focusing on crew management and NPC interaction.
This report is based on findings from Alwiane's development logs (Patreon) up to March 2024. Malevolent Planet 2D - Choo Choo Status Update - Patreon
A malevolent planet needs hostile life. Day 2 was dedicated to the AI and the atmospheric hazards that define the "survival" aspect of the game.
A. Day/night cycle stops
if (timeOfDay >= 1f && currentDay == 1)
currentDay = 2;
timeOfDay = 0f; // Reset after day change
B. Enemies not spawning on Day 2
if (enemySpawner == null)
enemySpawner = FindObjectOfType<EnemySpawner>();
Day 3 is where the malevolent planet distinguishes casual survivors from veterans. In the day1 to day3 public fixed build, Day 3 includes a scripted “Planetary Wrath” mini-boss: The Lithovore.
Objectives
Tasks
Deliverables by EOD Day 3
To handle the "Malevolent" aspects (random encounters or stat changes), the system likely employs a ScriptableObject-based Event Bus or a C# Action system.
// Example of a decoupled event trigger
public class GameEvent : ScriptableObject
public void Raise()
// Notify all listeners that a planet event occurred