PAWARUMI - MsK`


The image text might ring a bell to a few musicians but it's just a joke, the music of the game didn't change, I just had no idea what to write :D

This update addresses a few very small bugs we noticed since the previous one.

Patch Notes
  • Tutorial is not mandatory anymore
  • Fixed confused trinity UI when firing the super attack
  • Fixed reset local leaderboard button not working
  • Fixed very rare case of boss warning staying stuck on screen
  • Added more kickstarter backers to the in-game credits
PAWARUMI - MsK`


There is good news here! We were waiting for more bug reports but we only got so few. Looks like we did a good job right? We even took the liberty of improving a few things that we didn't notice and we had our heads buried in all the work needed to get the official release done.

I'd like to take the time here to give a big thank you to everyone who reviewed the game so far on steam: 100% positive reviews is totally heartwarming! :)

Patch Notes
  • Allow unlocking of no-miss achievements in training mode
  • Added spaces in the score for easier legibility
  • Improved text reveal animation
  • Improved legibility of crush FX on enemies
  • Render shield/super UI FX below bullets to improve legibility
  • Fixed overscan issues with cutscenes on non-16/9 screens
  • Fixed jittering of missiles' locks when the environment is moving very fast
  • Mac/Linux: fixed distortion effect
  • Level: Xibalba
    • Fixed infinite point leeching on midboss in easy and normal mode
    • Brighter colors for swarm introduction sequence
    • Moved down some enemies in boulder sequence so that they don't appear behind dialog in certain languages
    • Boss: Removed unwanted attack prior to last attack
  • Level: Dune Ocean
    • Fixed random FX in the sky in normal mode
  • Level: K-7Z4-C0A7L
    • Fixed stuttering at the beginning of the labyrinth
    • Properly positioned explosion for blast launchers
    • Improved framing of 3 big lasers on top of the spaceship
  • Minor bugfixes and improvements
  • Added more kickstarter backers to the credits
PAWARUMI - MsK`


There is good news here! We were waiting for more bug reports but we only got so few. Looks like we did a good job right? We even took the liberty of improving a few things that we didn't notice and we had our heads buried in all the work needed to get the official release done.

I'd like to take the time here to give a big thank you to everyone who reviewed the game so far on steam: 100% positive reviews is totally heartwarming! :)

Patch Notes
  • Allow unlocking of no-miss achievements in training mode
  • Added spaces in the score for easier legibility
  • Improved text reveal animation
  • Improved legibility of crush FX on enemies
  • Render shield/super UI FX below bullets to improve legibility
  • Fixed overscan issues with cutscenes on non-16/9 screens
  • Fixed jittering of missiles' locks when the environment is moving very fast
  • Mac/Linux: fixed distortion effect
  • Level: Xibalba
    • Fixed infinite point leeching on midboss in easy and normal mode
    • Brighter colors for swarm introduction sequence
    • Moved down some enemies in boulder sequence so that they don't appear behind dialog in certain languages
    • Boss: Removed unwanted attack prior to last attack
  • Level: Dune Ocean
    • Fixed random FX in the sky in normal mode
  • Level: K-7Z4-C0A7L
    • Fixed stuttering at the beginning of the labyrinth
    • Properly positioned explosion for blast launchers
    • Improved framing of 3 big lasers on top of the spaceship
  • Minor bugfixes and improvements
  • Added more kickstarter backers to the credits
PAWARUMI - MsK`


Stress has been off the charts for us this last week! But we made it, right in time, the final version of Pawarumi! Well, truth be told, some things we wanted didn't make the cut. But they might come in an upcoming update. A colorblind mode would be helpful to many right?

But we are very happy with how Pawarumi turned out! As you can see from the very long patch notes, we've been very busy putting all our best efforts in polishing the game. Most notably, our sound designer, musician and friend, Grégory Desmurs managed to finally get the time to raise the quality and it's stunning!

Patch Notes
  • Added 30 achievements!
  • Golden Chukaru for Kickstarter backers!
  • Improved sound mixing and performance
  • Added a sound effect when shield bar gets full
  • Added a sound jingle to level ending and game over
  • Added sound effects to story cut-scenes and dialogs
  • Added sound effects to tutorial
  • Added a small delay when unpausing game
  • Exponential increments on Super Attack's combo
  • Made center of shield more transparent while active
  • Raised computations from 50Hz to 60Hz for smoother movements
  • New statistics screen
  • Improved animation when firing weapons
  • Improved menu animations and icons
  • Updated credits screen to properly include Kickstarter backers
  • Support for more controllers
  • Improved input behavior of virtual keyboard
  • Improved resolution of important textures in low resolution mode
  • Require pressing the button for 1.5 seconds before resetting the local leaderboard
  • Brang back shortcut to training screen when getting out of a training session
  • Bigger default scores in local leaderboard
  • Removed "Early Access" message from the top right corner
  • Fixed glitchy rendering of explosions when setting of Special Effects was set to High
  • Level: Alaska
    • Improved explosions and animations of barrage
    • Moved jaguar enemy below dialog
    • Wait a little more before starting "cliff" cutscene to let fight jaguar enemy
    • Hard & Normal boss: bottom satellite will now move upwards if top satellite gets destroyed
    • Fixed music not playing if restarting level in training mode
  • Level: Xibalba
    • Added sound effects to the boss
    • Added sound effects to environment
    • Improved lighting quality
    • Fixed swarm enemies ending up shooting like crazy in hard mode
    • Fixed camera sometimes going though big boulder on game over
  • Level: Industral Complex
    • Added sound effects to the boss
    • Made boss eyes scary
  • Level: Dune Ocean
    • Added sound effects to the boss
    • Removed a buggy blue condor tank at the beginning of the level
    • Simple water animation in the city
    • Improved lighting quality
  • Level: K-7Z4-C0A7L
    • Added big bonus for beating the boss in hard mode, based on shield and super available
    • Improved collider of energy balls
    • Improved balancing on final boss and last fight
    • Added sound effects to labyrinth
    • Added ending musics
    • Added sound effects to the boss
    • Improved behavior of enemies between pillars
    • Darkened wormhole in last fight for better legibility
    • Darker skybox to improve legibility
    • Fixed scoring when defeating boss in normal mode
    • Fixed super attack trying to attack enemies on the other side of the ship
    • Fixed labyrinth hitting player while it shouldn't have
    • Fixed music loop
  • Various performance improvements and bugfixes
PAWARUMI - MsK`


Stress has been off the charts for us this last week! But we made it, right in time, the final version of Pawarumi! Well, truth be told, some things we wanted didn't make the cut. But they might come in an upcoming update. A colorblind mode would be helpful to many right?

But we are very happy with how Pawarumi turned out! As you can see from the very long patch notes, we've been very busy putting all our best efforts in polishing the game. Most notably, our sound designer, musician and friend, Grégory Desmurs managed to finally get the time to raise the quality and it's stunning!

Patch Notes
  • Added 30 achievements!
  • Golden Chukaru for Kickstarter backers!
  • Improved sound mixing and performance
  • Added a sound effect when shield bar gets full
  • Added a sound jingle to level ending and game over
  • Added sound effects to story cut-scenes and dialogs
  • Added sound effects to tutorial
  • Added a small delay when unpausing game
  • Exponential increments on Super Attack's combo
  • Made center of shield more transparent while active
  • Raised computations from 50Hz to 60Hz for smoother movements
  • New statistics screen
  • Improved animation when firing weapons
  • Improved menu animations and icons
  • Updated credits screen to properly include Kickstarter backers
  • Support for more controllers
  • Improved input behavior of virtual keyboard
  • Improved resolution of important textures in low resolution mode
  • Require pressing the button for 1.5 seconds before resetting the local leaderboard
  • Brang back shortcut to training screen when getting out of a training session
  • Bigger default scores in local leaderboard
  • Removed "Early Access" message from the top right corner
  • Fixed glitchy rendering of explosions when setting of Special Effects was set to High
  • Level: Alaska
    • Improved explosions and animations of barrage
    • Moved jaguar enemy below dialog
    • Wait a little more before starting "cliff" cutscene to let fight jaguar enemy
    • Hard & Normal boss: bottom satellite will now move upwards if top satellite gets destroyed
    • Fixed music not playing if restarting level in training mode
  • Level: Xibalba
    • Added sound effects to the boss
    • Added sound effects to environment
    • Improved lighting quality
    • Fixed swarm enemies ending up shooting like crazy in hard mode
    • Fixed camera sometimes going though big boulder on game over
  • Level: Industral Complex
    • Added sound effects to the boss
    • Made boss eyes scary
  • Level: Dune Ocean
    • Added sound effects to the boss
    • Removed a buggy blue condor tank at the beginning of the level
    • Simple water animation in the city
    • Improved lighting quality
  • Level: K-7Z4-C0A7L
    • Added big bonus for beating the boss in hard mode, based on shield and super available
    • Improved collider of energy balls
    • Improved balancing on final boss and last fight
    • Added sound effects to labyrinth
    • Added ending musics
    • Added sound effects to the boss
    • Improved behavior of enemies between pillars
    • Darkened wormhole in last fight for better legibility
    • Darker skybox to improve legibility
    • Fixed scoring when defeating boss in normal mode
    • Fixed super attack trying to attack enemies on the other side of the ship
    • Fixed labyrinth hitting player while it shouldn't have
    • Fixed music loop
  • Various performance improvements and bugfixes
PAWARUMI - MsK`


Two years ago, some french dudes started a small video game project that was supposed to be a very simple shoot’em up, no original gameplay, no risks taken. Time passed and the small simple game became a much more original one, discovered its identity and developed its game system way beyond what it was supposed to be. Two years later, Pawarumi is now ready to unravel its story.

Starting today you can discover what is the narrative behind the universe of the game. Who is Axo? Who are you fighting against? Why are you fighting? The story answers a lot of these questions while leaving you other ones to find on your own.

Shoot’em up are clearly not a genre suited for narration. But we tried to develop something that is interesting and not overwhelming, for those of you that are here just for the explosions and scoring! :)



And I’m taking the time once again to thank Alexandre Chaudret, who made those awesome illustrations which allowed us to tell you the story of Pawarumi.

But it’s not the only thing we’ve been working on those past weeks. We improved a lot of things in the game thanks to your feedbacks, from user interface to Chukaru’s design, level balancing and final touches on animations. We hope that you will appreciate all of these. We honestly think that they are pushing Pawarumi out of the beta state nicely. That means that the next update will be for the final release! In a couple of weeks, January the 30th!



Patch Notes
  • Story cutscenes!
  • Improved in-game text dialog (top-left corner instead of bottom, longer, prettier)
  • Ship design upgrade
  • Easier to read Super level UI
  • Jaguar Missiles Lock now more visible
  • Condor enemies are now more bluish and less whitish
  • Updated Game Over animation
  • Added titles of every level when they start
  • Added ability to set opacity for the trinity interface
  • Improved enemy introduction animations in various levels
  • Fixed current weapon being stopped if trying to use the super attack without enough Energy
  • Fixed enemies firing while in cutscenes
  • Level: Alaska
    • Improved bulwark animations
    • Thicker lines on boss to help read coloring
  • Level: Industrial Complex
    • Explosion of boss parts in the background now easier to see
    • Improved boss explosion
    • Improved lava colors
  • Level: Xibalba
    • Improved design of boss' cups
  • Level: Ocean Dune
    • Added some enemies from city entrance up to pyramid introduction for better pacing
    • Reworked pyramid enemies to ensure that the same score can be reached with every possible combination of enemies coming out of it
    • Added conditional enemies on pyramid for better pacing
    • Improved environment lighting
    • Fixed trees popping out in the background while fighting mid boss
    • Fixed some enemies passing through each other
  • Level: Sector K-7Z4-C0A7L
    • Updated design of Blast enemies
    • Swarm shoots more in hard mode
    • 3 big lasers now also shoot bullets in hard mode
    • Added bullet cancel after 3 big lasers
    • New explosion animation for final boss
    • Improved cage explosion animation
    • Improved boss animations
    • Fixed game sometimes moving on without killing all 3 big lasers
    • Fixed camera sometimes passing through enemies in the cutscene before the labyrinth
    • Fixed spaceships highlights being too bright
    • Fixed debris of first laser sometimes going through player's ship
PAWARUMI - MsK`


Two years ago, some french dudes started a small video game project that was supposed to be a very simple shoot’em up, no original gameplay, no risks taken. Time passed and the small simple game became a much more original one, discovered its identity and developed its game system way beyond what it was supposed to be. Two years later, Pawarumi is now ready to unravel its story.

Starting today you can discover what is the narrative behind the universe of the game. Who is Axo? Who are you fighting against? Why are you fighting? The story answers a lot of these questions while leaving you other ones to find on your own.

Shoot’em up are clearly not a genre suited for narration. But we tried to develop something that is interesting and not overwhelming, for those of you that are here just for the explosions and scoring! :)



And I’m taking the time once again to thank Alexandre Chaudret, who made those awesome illustrations which allowed us to tell you the story of Pawarumi.

But it’s not the only thing we’ve been working on those past weeks. We improved a lot of things in the game thanks to your feedbacks, from user interface to Chukaru’s design, level balancing and final touches on animations. We hope that you will appreciate all of these. We honestly think that they are pushing Pawarumi out of the beta state nicely. That means that the next update will be for the final release! In a couple of weeks, January the 30th!



Patch Notes
  • Story cutscenes!
  • Improved in-game text dialog (top-left corner instead of bottom, longer, prettier)
  • Ship design upgrade
  • Easier to read Super level UI
  • Jaguar Missiles Lock now more visible
  • Condor enemies are now more bluish and less whitish
  • Updated Game Over animation
  • Added titles of every level when they start
  • Added ability to set opacity for the trinity interface
  • Improved enemy introduction animations in various levels
  • Fixed current weapon being stopped if trying to use the super attack without enough Energy
  • Fixed enemies firing while in cutscenes
  • Level: Alaska
    • Improved bulwark animations
    • Thicker lines on boss to help read coloring
  • Level: Industrial Complex
    • Explosion of boss parts in the background now easier to see
    • Improved boss explosion
    • Improved lava colors
  • Level: Xibalba
    • Improved design of boss' cups
  • Level: Ocean Dune
    • Added some enemies from city entrance up to pyramid introduction for better pacing
    • Reworked pyramid enemies to ensure that the same score can be reached with every possible combination of enemies coming out of it
    • Added conditional enemies on pyramid for better pacing
    • Improved environment lighting
    • Fixed trees popping out in the background while fighting mid boss
    • Fixed some enemies passing through each other
  • Level: Sector K-7Z4-C0A7L
    • Updated design of Blast enemies
    • Swarm shoots more in hard mode
    • 3 big lasers now also shoot bullets in hard mode
    • Added bullet cancel after 3 big lasers
    • New explosion animation for final boss
    • Improved cage explosion animation
    • Improved boss animations
    • Fixed game sometimes moving on without killing all 3 big lasers
    • Fixed camera sometimes passing through enemies in the cutscene before the labyrinth
    • Fixed spaceships highlights being too bright
    • Fixed debris of first laser sometimes going through player's ship
PAWARUMI - MsK`


Pawarumi is now available on a new platform, MacOS! Because we think everyone deserves to play no matter their operating system! But that's not all, we have also tweaked many parts of the game!



Patch Notes
  • Added MacOS support
  • Super attack shots now slowdown on hit to do more damage on thin enemies
  • New super level meter (still work in progress, tell us what you think of it!)
  • Rumble controller on player death
  • End level animation
  • Level: Ocean Dune
    • Reworked the pyramid introduction cutscene
    • Improved explosion of boss
    • Limited Jaguar doom spheres spawned by first part of the boss
  • Level: Xibalba
    • Raised difficulty of enemies in mine area
    • CPU optimisation to swarm area
    • Fixed audio of mines (less annoying!)
    • Improved rendering quality
  • Level: Industrial Complex
    • Raised difficulty in hard mode
    • Bigger explosions of boss parts being built
    • Arms building boss parts now progressively explode
    • Fixed lightmaps
    • Improved rendering quality
  • Level: Sector K-7Z4-C0A7L
    • Added big debris to explosions
    • Pillars don't spawn rings forever anymore
    • Boss flies away after generating 8 debris shields
    • Improved boss animations
    • First laser and boss: improved design of shields triggered by super attack in hard mode
    • Fixed boss getting stuck in last fight if player used its super attack
  • Fixed menu flickering on Linux when playing in non-16/9 resolutions
  • Fixed rare camera glitch on level loading
  • Minor bugfixes and tweaks
PAWARUMI - MsK`


Pawarumi is now available on a new platform, MacOS! Because we think everyone deserves to play no matter their operating system! But that's not all, we have also tweaked many parts of the game!



Patch Notes
  • Added MacOS support
  • Super attack shots now slowdown on hit to do more damage on thin enemies
  • New super level meter (still work in progress, tell us what you think of it!)
  • Rumble controller on player death
  • End level animation
  • Level: Ocean Dune
    • Reworked the pyramid introduction cutscene
    • Improved explosion of boss
    • Limited Jaguar doom spheres spawned by first part of the boss
  • Level: Xibalba
    • Raised difficulty of enemies in mine area
    • CPU optimisation to swarm area
    • Fixed audio of mines (less annoying!)
    • Improved rendering quality
  • Level: Industrial Complex
    • Raised difficulty in hard mode
    • Bigger explosions of boss parts being built
    • Arms building boss parts now progressively explode
    • Fixed lightmaps
    • Improved rendering quality
  • Level: Sector K-7Z4-C0A7L
    • Added big debris to explosions
    • Pillars don't spawn rings forever anymore
    • Boss flies away after generating 8 debris shields
    • Improved boss animations
    • First laser and boss: improved design of shields triggered by super attack in hard mode
    • Fixed boss getting stuck in last fight if player used its super attack
  • Fixed menu flickering on Linux when playing in non-16/9 resolutions
  • Fixed rare camera glitch on level loading
  • Minor bugfixes and tweaks
PAWARUMI - MsK`


Even if we do extensive testing on every of our releases, nobody is perfect! Quickly after the release of the last update, 2 players noticed a bug we thought was important enough to be quickly addressed.

We also took the opportunity to add a few tweaks suggested by a friend of ours that hadn't had the chance to make the cut last time :)

Patch Notes
  • Level: Sector K-7Z4-C0A7L
    • Lowered life from the blast launchers at the beginning
    • Fixed 3 pillars being sometimes skipped and preventing the player from being able to move in the labyrinth
    • Simplified the color-change AI of the pillars and prevented the player from being able to keep them at only one color
    • Made enemies coming after each pillar destruction come faster
    • Made the first part of the labyrinth slightly easier in normal mode
...

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