- Steam Deck Visual Fix - 17 September 2025
I just pushed an update that fixes a rendering bug in some levels of the game when played on Steam Deck. As such, this patch only concerns the Linux version of the game. GL&HF! Edit: pushed two patches for Windows and macOS too. They fix a security issue with Unity, the game engine used by Pawarumi.
- Highway to Heal Crowdfunding - 13 June 2025
Hi everyone, Two months ago we released the demo of our upcoming game, Highway to Heal. It's a solarpunk adventure game where you drive an ambulance to reach out to patients and provide them first care in the beautiful city of Le Mascaret, a utopian city thriving in the middle of the difficulties of a very unstable climate. https://store.steampowered.com/gfxproxy/betagfx/apps/2213710/extras/Conduite02.gif?t=1749629414 Feedback so far is pretty good! We already updated it twice to add show new features, improve the game, the interface, fix bugs, etc. We plan on regularly updating it as a our development goes so that you're always able to play the best version of it. We think it's also interesting as a speedrunning challenge! https://store.steampowered.com/gfxproxy/betagfx/apps/2213710/extras/desinfect.gif?t=1749629414 As you might know, we then started a crowdfunding campaign on Ulule an…
- City Ambulance: Rescue Express Weekly Development Log! - 14 February 2025
Hi everyone! We have started a weekly development log. Every week, we will post on our progress on making City Ambulance: Rescue Express, focusing on specific subjects of the game that have noticeably progressed. The first post is on the game's hub, follow it to not miss any! Weekly DevLog #1 - Vehicle AI & Environment Graphics Have a nice week-end!
- City Ambulance: Rescue Express - 12 July 2024
For more than two years now, Manufacture 43 started working on a new game, of a totally different genre. What came to be named City Ambulance: Rescue Express, or City Ambulance fort short, or CA:RE for extra short, will be a fun and positive minded driving game! Heavy work is undergoing as we add more missions, characters, ambulance customisations, streets and parks to our big european city! Check out more about the game on our store page: https://store.steampowered.com/app/2213710 We don't have a release date yet, but what we have is a nomination for France's Game Cup! This contest saw us selected amongst two other finalists to be voted by the public in order to win 20000€ (21,699$US) to finance the game in a KissKissBankBank campaign (a french crowdfunding platform). Not only this is quite the honor, we now would love to have your help winning! >> VOTE FOR US
- Pawarumi Certified on Deck - 6 July 2023
Pawarumi is now certified on Steam Deck! We only had to fix a tiny UI bug where some texts where cut at the bottom of the screen. The game was fully playable already. Enjoy! :)
- Maintenance Patch - 13 February 2023
Fixed graphical glitches on enemies on Linux/AMD (Steamdeck) and macOS (M1)
- Update #9 Blast Gallery - 27 May 2020
With the PS4 release and the incoming Switch update, months and MONTHS of optimization work has been done on the game. We are updating the Steam version too so that your old computer in the attic can be yet another machine you can play Pawarumi on! But this update is not just about running faster, it also has a few user experience improvement. Most notably, we've added an achievement gallery! Patch Notes Display achievements in the main menu and unlock images in the gallery! Added Traditional Chinese thanks to our partner Eastasiasoft Reduced timeout of Industrial Complex mid-boss Improved main menu UI Added option to skip cutscenes between levels Renamed "Easy" difficulty to "Discovery" Renamed "Hard" difficulty to "Heroic" New font for Chinese (simplified and traditional) Improved graphics in levels "Ocean Dune" and "K-7Z4-COA7L" Globally improved performance (TONS of improvements) Bu…
- Update #8: Major Performance & UX Update! - 26 July 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F29113379%2F409f2876884328c933d64d1286752dd9460e8a50.png As you may have noticed, Pawarumi has been released on Switch and Xbox One on July 24th. Major Performance has been hard at work to make it come to life and also took some time to make some slight user experience improvements in the process! Many optimizations have been done in order to make the game run smoothly on consoles. This update brings all those changes to the PC. What for, you may ask? They make the game run much much smoother and should even bring 120FPS rendering to those of you with 120Hz screens! And if you have an old computer, behold the smoothness that comes with those changes! Our 10 year old iMac can now run the game easily in 1280x720! Patch Notes Added possibility to display the points won by destroying each enemy Added many sound effects Added vi…
- Update #7: Minor bugfixes - 9 July 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F29113379%2F071f28992bc231bf17d801967e61f5b5d483b845.png 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
- Update #6: Cleaning the cockpit - 13 March 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F29113379%2Fca9fdff83c1a88c9308d84889a57957b3b8db583.png 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' loc…
- Update #6: Cleaning the cockpit - 13 March 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F29113379%2Fca9fdff83c1a88c9308d84889a57957b3b8db583.png 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' loc…
- Update #5: Confront the Neo-Aztec Apocalypse! - 30 January 2018
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 de…
- Update #5: Confront the Neo-Aztec Apocalypse! - 30 January 2018
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 de…
- Bonkers-looking arcade shooter Pawarumi coming this month - 24 January 2018
Pawarumi is a "retro futuristic sci-fi pre-Columbian" arcade shooter that launched on Steam Early Access last October. At the time, small French indie developer Manufacture 43 said it expected to remain in Early Access for two to three months. It sounds like they were right: Pawarumi will officially release on January 30, the studio announced today.  Neo-Aztec is probably a more useful descriptor here. Basically, Pawarumi imagines a world where ancient civilizations not only didn't die off, but advanced a branch of technology built on light and gravity rather than, say, electricity and steam. Hence the neon-lit stone ships plowing through ancient-looking temples.  "Through their technology and their wisdom, they managed to make contact with three ethereal and much more powerful beings," Pawarumi's site explains. "Those deities took physical in the shape of a serpent,…
- Update #4: Let me tell you a story... - 15 January 2018
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…
- Update #4: Let me tell you a story... - 15 January 2018
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…
- Update #3 How do you like them apples? - 3 January 2018
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 lightma…
- Update #3 How do you like them apples? - 3 January 2018
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 lightma…
- Update #2.1 One got through! - 12 December 2017
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
- Update #2.1 One got through! - 12 December 2017
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