Malevolent Planet Unity2d Day1 To Day3 Public Link 💯

Day 1 – The Arrival

Day 2 – Whispers in the Soil

Day 3 – The First Trial


Survival Tip: Do not use your flashlight during Day 1 night. The Echo-Mites are attracted to light sources.


The complete Unity project (Days 1–3) is open-source:
🔗 GitHub Repo: MalevolentPlanet2D (demo link)


By [Author Name] | Updated: October 2023 malevolent planet unity2d day1 to day3 public link

The indie game development scene has been buzzing with a unique, atmospheric horror-platformer hybrid known as Malevolent Planet. Built on the versatile Unity2D engine, this title has captivated a niche audience with its pixel-art dread and unforgiving mechanics. If you are searching for the "Malevolent Planet Unity2D Day1 to Day3 Public Link," you are likely a backer, a beta tester, or an enthusiast trying to access the early survival build.

This article serves as your complete guide. We will cover what Malevolent Planet is, how to locate the verified Day 1 to Day 3 public link, and a survival guide for the first three in-game days.


By day 2, the public build reveals the planet’s core mechanic: symbiotic exploitation. Certain glowing flora (dubbed "Veinblooms") provide passive health regeneration but slowly drain the durability of any crafted tool stored in the player’s inventory. Unity 2D’s lighting system renders Veinblooms with a pulsing shader, visually tempting the player. The day 2 challenge is a scavenger hunt for "Stabilizer Cores"—rare drops from mutated rock formations that must be harvested without triggering a tremor (timed minigame using Unity’s Input System).

The malevolent planet here shifts from geological to chemical hostility. The public link’s forum comments noted that day 2 includes a hidden counter: every time the player fails the tremor minigame, the world’s "Malice Index" increases, causing background flora to develop eyes (sprite swapping via Unity Animator). This non-aggressive horror—being watched by plants—is more unsettling than direct combat. The planet does not attack; it observes and adapts.

The first day in the public build follows a classic survival loop: crash-landing, basic resource gathering, and shelter. However, Malevolent Planet’s key innovation is passive malevolence. At sunrise (in-game 5 minutes), the 2D side-scrolling terrain appears static—trees, ore veins, and abandoned structures. The player collects wood and stone using Unity’s Tilemap system. But subtle cues foreshadow danger: background parallax layers occasionally show shifting silhouettes, and the audio mix includes low-frequency rumbles that intensify near certain soil tiles. Day 1 – The Arrival

The public link’s day 1 ends with a scripted event: at dusk, the ground tiles the player harvested begin regenerating in jagged, unnatural shapes, blocking the return path to the makeshift shelter. The malevolence is not a monster but the planet’s adaptive geology. Players learn that every extracted resource triggers a proportional terrain mutation elsewhere. This creates a tactical puzzle absent from typical survival games—mining too aggressively collapses escape routes.

Good luck, survivor. The planet is watching. And it hates you.


Have you found a different public link? Share your experience in the comments below. Keep exploring.

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.

Key components Day 1:

Hazard types (ScriptableObjects):

Code snippet – Hazard spawning:

public class HazardSpawner : MonoBehaviour
public GameObject[] hazards;
    public float spawnIntervalMin = 5f, spawnIntervalMax = 10f;
void Start()  StartCoroutine(SpawnRoutine());
IEnumerator SpawnRoutine()
while (true)
yield return new WaitForSeconds(Random.Range(spawnIntervalMin, spawnIntervalMax));
        Vector2 spawnPos = GetRandomGroundPosition();
        Instantiate(hazards[Random.Range(0, hazards.Length)], spawnPos, Quaternion.identity);
Vector2 GetRandomGroundPosition()
// Raycast from random x at top of screen to find ground
    float randX = Random.Range(-Camera.main.orthographicSize * Camera.main.aspect, Camera.main.orthographicSize * Camera.main.aspect);
    RaycastHit2D hit = Physics2D.Raycast(new Vector2(randX, 10f), Vector2.down, 20f, LayerMask.GetMask("Ground"));
    return hit.point;

End of Day 1: Basic hostile planet with spawning hazards. Public build: [Day1 build link placeholder]. Day 2 – Whispers in the Soil