
City Ambulance: Rescue Express is an open-world driving adventure game set in a climate-friendly future city. Hit the streets as Jakub & Mishra, our paramedic duo on duty to rescue locals. Face traffic, storms and more, the clock is ticking!
IT'S TIME TO CA:RE IN CITY AMBULANCE: RESCUE EXPRESS
City – Explore the streets of Le Mascaret in this open-world adventure set in a climate-friendly future!Ambulance – Use your driving skills and equipment to overcome traffic and various obstacles!
Rescue – Reach & Treat your patients, then have a chat while driving them to the hospital.
Express – Do all of the above as fast as you can!
Challenge your paramedics skills and recsue locals from Le Mascaret in over 40 missions in City Ambulance. While off duty, explore the city, look for items and discover the history of this future world.

DRIVE ACROSS THE CITY AND TREAT YOUR PATIENTS
Enable the Sport mode on your ambulance to sprint across all neighborhoods but stay on road and dodge other’s vehicles – your patient’s health and your vehicle’s condition depend on it!Just driving? Definitely not! It is your duty to give emergency care to your patients. Whether stationary or on the go, provide pre-hospital treatments!

DISCOVER A GREENER FUTURE WHERE LOCAL COMMUNITY IS KEY
Face a variety of obstacles: construction sites, traffic accidents, torrential rain, sandstorms and blizzards won't make your job any easier.After a huge crisis and revolution, citizens are now rebuilding a world step by step by empowering local communities. They are your patients and they have a lot of stories to tell about this new world in the making.

WORK AS A TEAM AND BECOME A VALUABLE PART OF THE CITY
Visit the various city services available to assist you on your mission: repair and customize your ambulance in a Garage with various unlockable upgrades, choose your treatment tools in a Pharmacy and access the city's most reliable traffic information in the neighborhood’s Town Hall.Performance will be evaluated by your peers. Do your best to eventually move up the ranks!
FEATURES:
- 40+ rescue missions
- Customizable vehicle and medical equipment.
- A large handmade open-world European inspired city to explore with several architectural styles.
- Many ambulance upgrade collectibles to find through the city.
- Multiple medical care gestures based on timing to treat your patients during missions.
- Many characters with their own personal stories to discover.
https://store.steampowered.com/app/2213710/City_Ambulance_Rescue_Express/
Devlog #21 - What have we been up to?
\nThis new design continues to draw inspiration from the amazing works of Luc Schuiten . Classical materials like wood and glass are used in a much more novel way. Drawing in the power of millennias of evolution, the windows are designed much like the beautiful wings of butterflies. Air is pumped naturally at the bottom of buildings and expelled through their roofs, animating the buildings with light breezes to cool them.\n\n
\nHe also tuned and added new shapes to the rest of the city to help distinguish the various neigborhoods. How cool are these honeycomb solar panels?!\n\n
\n\n
\n\nBut as you can see in this awful tiny 5MB limited gif, this technology had a minor flow: everytime we changed anything, we had to fully rebuild the city. This takes about a minute so it\'s not really a problem when we are creating big new sections. But when we start tweaking all the details, the wait becomes annoying really fast... What you see on the right of this gif is a new \"live\" city editing mode that automatically refreshes only the affected part of the city, making the flow of creation much faster and enjoyable!\n\nIt\'s not perfect and will always need a final full rebuild of the city to avoid any bugs. This is the kind of thing that is done behind the scenes and rarely get a chance to see. It\'s one of those things that don\'t show up in the final game but is still very important in the development.\n\nBTW, if you\'re interested in our city generation technology, drop us an e-mail!\n\n
Hello everyone,\n\nSince the last big demo update (which got a small update so you can save progress), you might be wondering if we spent our time sleeping. Well, you wouldn\'t be too wrong about that, as we both took some well deserved time off! About two-three weeks for each of us. So you can guess that, the rest of the time, we worked a lot! There has been a lot of bugfixing, but also new features. Let me show you some of them.\n\n
New district
\nTom has been banging on triangles and blasting textures to create a new style of building that you will see in an upcoming district of the city. Like all of our districts so far, it doesn\'t really have a name yet so we just call it Future. Neons all over you think? This is not Sci-Fi Singapore! Welcome to Le Mascaret, where trees are very heavily guarded by firepeople, well taken care of and sometimes used to build buildings without the high pollution of classical concrete.\n\n
\nThis new design continues to draw inspiration from the amazing works of Luc Schuiten . Classical materials like wood and glass are used in a much more novel way. Drawing in the power of millennias of evolution, the windows are designed much like the beautiful wings of butterflies. Air is pumped naturally at the bottom of buildings and expelled through their roofs, animating the buildings with light breezes to cool them.\n\n
\nHe also tuned and added new shapes to the rest of the city to help distinguish the various neigborhoods. How cool are these honeycomb solar panels?!\n\n
\n\nLive City Editing
\nLe Mascaret is getting bigger and bigger. We developed a powerful technology that enables us to edit a simple high level representation of the city and generate from it the visuals, the collision areas, the data needed to drive the vehicles and even the minimap! That\'s one damn powerful Build button.\n\n
\n\nBut as you can see in this awful tiny 5MB limited gif, this technology had a minor flow: everytime we changed anything, we had to fully rebuild the city. This takes about a minute so it\'s not really a problem when we are creating big new sections. But when we start tweaking all the details, the wait becomes annoying really fast... What you see on the right of this gif is a new \"live\" city editing mode that automatically refreshes only the affected part of the city, making the flow of creation much faster and enjoyable!\n\nIt\'s not perfect and will always need a final full rebuild of the city to avoid any bugs. This is the kind of thing that is done behind the scenes and rarely get a chance to see. It\'s one of those things that don\'t show up in the final game but is still very important in the development.\n\nBTW, if you\'re interested in our city generation technology, drop us an e-mail!\n\nStruggles
\nOn a more personal note, I discovered yet another unexpected indie developer struggle: to be afraid, even ashamed, of working on my own creation. Not that I don\'t like what we do, that there is too much work or that the work is too hard, nothing like that. You see, developing video games is expensive and we are running out of money. Again. Yup, this is not surprising to us. We survived the previous times and I think we will continue surviving. \n\nI spent most of last year working on Flight Simulator and that put money on the table so that we can safely work on Highway to Heal for most of this year. But it\'s far from being enough money to finish the game. And since working on our game doesn\'t yield any money until it\'s released, working on it is simultaneously kind of a waste of time for our company. A bit of an Ouroboros situation...\n\nEven writing this is hard. First because I\'m no writer! Secondly, because this feels even worse than working on the game, since it doesn\'t help us get closer to the release of the game and doesn\'t yield any money to help that either! Still, I feel it\'s necessary to keep people in the loop, to be honest with our players, our backers, anyone who supports us.\n\nNonetheless, we discussed the situation with Tom and we\'re ready to see this through, even if it means we don\'t have a salary at all for some months... We have been chasing wild options to finance the rest of the development. You might see a few surprises in the coming months, if we see some of these through. But like we often do, we also help other developers with their projects. \n\nHelping others helps us too
\nRecently, we helped a few games and I\'d like to take some time to show them to you, as they are pretty cool.\n\nhttps://store.steampowered.com/app/2148970/Skygard_Arena/\nRecently out of early access, I had the pleasure to spend a week with the lovely developers of this tactical MOBA. I helped them fix some of performance issues so that players could have a much better experience playing the version 1.0 of the game! \n\nhttps://store.steampowered.com/app/1681060/Exogate_Initiative/\nLocal to our city of Bordeaux, I had completely forgotten that Maxime asked my help some months back to tackle a very strange bug: the performance of their game was degrading immensely after a couple of hours. Kind of annoying when you spent hours improving your space expedition base. Fortunately, Maxime got back to me and I could take a look at it and it seems I fixed it! A patch containing this fix amongst many improvements they did is coming.\n\n\nWeewoo!
\nAs often, I have no idea how to finish these posts. I can say that we will continue to make our best efforts for virtual sirens to scream loud! We will happily read your feedback, your comments. Come chat on our discord!\n\n- Daniel[ 2025-10-06 12:54:02 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 20.04 LTS
- Processor: Intel i5 4690Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Geforce GTX 660 or equivalent
- Storage: 1 GB available space
Recommended Setup
- OS: Ubuntu 22.04 LTS
- Processor: AMD Ryzen 5 1600Memory: 16 GB RAM
- Graphics: Geforce GTX 1060 or equivalent
- Storage: 1 GB available space
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