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Update #4: Let me tell you a story...



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