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
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 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
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
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
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
You've been training a little more than a month on the first four levels of Pawarumi... Are you ready now to play the last level? It's finally here!
Every level in Pawarumi as his original elements that twist the genre in several ways. But this last level twists Pawarumi itself! The way we use the camera and the game mechanics is totally original and quite different from the rest of the game. The reason why we chose to do so will totally make sense in an upcoming update where we’ll finally reveal the story.
This last level has proven to be tougher to create than we first thought it would be. This is mainly because it ended up being a lot more fun and original than what we had planned at first!
This is the first release of this level and we are already planning updates to it to make it even better. Tell us everything you liked and didn't like about it so we can add to the task list and make the level even more awesome! To do so, you can participate to our Steam Forums or join our Discord or simply shoot us a friendly e-mail!
Please share and retweet the news! Make those leaderboards explode!
Good luck and have fun!
Patch Notes
The last level of Pawarumi, Sector K-7Z4-C0A7L
Legibility of the Xibalba level has been improved
Distortion FX on explosions has been fixed and now works properly at any resolution
Player's Condor Laser is now a little bit darker for improved legibility of bullets
Fixed enemies not being hit just before the Dune Ocean Mid Boss
You've been training a little more than a month on the first four levels of Pawarumi... Are you ready now to play the last level? It's finally here!
Every level in Pawarumi as his original elements that twist the genre in several ways. But this last level twists Pawarumi itself! The way we use the camera and the game mechanics is totally original and quite different from the rest of the game. The reason why we chose to do so will totally make sense in an upcoming update where we’ll finally reveal the story.
This last level has proven to be tougher to create than we first thought it would be. This is mainly because it ended up being a lot more fun and original than what we had planned at first!
This is the first release of this level and we are already planning updates to it to make it even better. Tell us everything you liked and didn't like about it so we can add to the task list and make the level even more awesome! To do so, you can participate to our Steam Forums or join our Discord or simply shoot us a friendly e-mail!
Please share and retweet the news! Make those leaderboards explode!
Good luck and have fun!
Patch Notes
The last level of Pawarumi, Sector K-7Z4-C0A7L
Legibility of the Xibalba level has been improved
Distortion FX on explosions has been fixed and now works properly at any resolution
Player's Condor Laser is now a little bit darker for improved legibility of bullets
Fixed enemies not being hit just before the Dune Ocean Mid Boss
From the beginning of the development of Pawarumi, releasing the game for Linux was on the schedule. Even with its growing community of players, Linux gamers are still often forgotten by the game industry. This is something we couldn’t let happen as we have Linux users in the team at Manufacture 43!
That’s not all folks
Being in early access mean that we listen to your feedback… In fact, saying that we read them will be more accurate. Whether it’s on the Steam forums, our Discord server or other dedicated forums we thank you for all your valuable feedbacks. They help us make the game better for everyone. Among the things we tweaked, bullet visibility was improved, better sound feedbacks have been added to support the game mechanics and user experience overall has been tweaked to be more satisfying.
Coming up next!
Soonish, the last level of the game will finally be available to the world. This last level has proven to be tougher to create than we first taught it would be. This is mainly because it ended up being a lot more fun and original than what we had planned at first! We are hard at work on it and we promise it will be a true last level, worthy of your training on the first four!
Patch Notes
Linux support
Xibalba level, Hard mode: Nerfed swarm
Xibalba level, Boss: faster cup movement
Leaderboard: Added last level played
Audio: Alert when a level of super is charged
Audio: Alert when life is low
Audio: Various improvements, most notably 3D positioning
Visuals: Better bullet and enemy legibility
Visuals: added ability to reduce texture resolution for improved performance on low-end systems
Tutorial: Added difficulty selection before diving into arcade mode
Training Mode: Added ability to immediately restart level after dying
From the beginning of the development of Pawarumi, releasing the game for Linux was on the schedule. Even with its growing community of players, Linux gamers are still often forgotten by the game industry. This is something we couldn’t let happen as we have Linux users in the team at Manufacture 43!
That’s not all folks
Being in early access mean that we listen to your feedback… In fact, saying that we read them will be more accurate. Whether it’s on the Steam forums, our Discord server or other dedicated forums we thank you for all your valuable feedbacks. They help us make the game better for everyone. Among the things we tweaked, bullet visibility was improved, better sound feedbacks have been added to support the game mechanics and user experience overall has been tweaked to be more satisfying.
Coming up next!
Soonish, the last level of the game will finally be available to the world. This last level has proven to be tougher to create than we first taught it would be. This is mainly because it ended up being a lot more fun and original than what we had planned at first! We are hard at work on it and we promise it will be a true last level, worthy of your training on the first four!
Patch Notes
Linux support
Xibalba level, Hard mode: Nerfed swarm
Xibalba level, Boss: faster cup movement
Leaderboard: Added last level played
Audio: Alert when a level of super is charged
Audio: Alert when life is low
Audio: Various improvements, most notably 3D positioning
Visuals: Better bullet and enemy legibility
Visuals: added ability to reduce texture resolution for improved performance on low-end systems
Tutorial: Added difficulty selection before diving into arcade mode
Training Mode: Added ability to immediately restart level after dying