1. NAKWON: LAST PARADISE
  2. News

NAKWON: LAST PARADISE News

Dev Talk: Latest Improvements for October

[p]Hello, Survivors.
Welcome to the October Dev Talk.[/p][p][/p][p]This time, we would like to share two features that we're currently working on: new weather effects and the equipment modification system.[/p][p][/p][h2]1) New Weather Conditions[/h2][p]Expeditions will take place under a broader spectrum of weather conditions—from the calm of an ordinary night, to heavy rain and thunder, and even the first light of dawn. Each setting will alter the environment, demanding new strategies and approaches, even within the same location.[/p][p][/p][p]As you can see from the video, rainy and stormy weathers will be darker than regular nights and also marked by louder environmental sounds.[/p][p][/p][p]Visibility will be more limited, but sudden flashes of lightning will briefly illuminate the surroundings.
In addition, the sound of rain will muffle other noises, making zombies less sensitive to sound.[/p][p]The weather system is designed not only to enhance visual immersion but also to create new gameplay experiences.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]2) Equipment Modification[/h2][p]In addition to crafting equipment in your shelter, it will also be possible to modify existing gear.
Basic items obtained through farming or crafting can be modified in their appearance and stats.
[/p][p]Each modification grants additional attributes and alters the visual design to reflect them. For example, mounting blades into a wooden club increases both penetration and damage.[/p][p][/p][p]Items can also be modified in more than one way. A piece of armor may be reinforced to improve defense, or altered to boost durability, depending on choice, letting players tailor equipment to their preferred builds.[/p][p](Please note that the shared content may be subject to change.)[/p][p][/p][p]We understand that many people have been eagerly waiting for the game. We deeply appreciate our community’s support and will continue to share more details as soon as possible. Stay tuned to our news as many more features are coming![/p][p][/p][p]Thank you and we wish you a joyful Thanksgiving.
See you again in the next Dev Talk.[/p]

August Q&A

[p][/p][p][/p][p]Dear Survivors,[/p][p]This Q&A has been compiled based on questions uploaded in the official NAKWON Discord this month.[/p][p]Please note that the detailed development direction and planned content may change depending on the progress of development.[/p][p]Our Discord continues to host vibrant community discussions and original content, so we invite all survivors to join the conversation! [/p][p]Join the Discord [/p][p][/p][p][/p][h3]Q. Suggestion: Add a match timeline feature that visualizes player movement and where events (like kills, deaths) happened.[/h3]
[p]Currently, NAKWON is preparing a post-session summary screen that will provide a recap of the various events encountered during gameplay, as suggested. Please look forward to further details to be shared through upcoming contents.[/p]
[p]
[/p][h3]Q. For the next test, will there be only a single map, or will additional areas be added so that more maps are available?[/h3]
[p]We are planning to add multiple maps; However, the number and types of maps for the next test haven't been decided yet. We are preparing to deliver a richer and more engaging gameplay experience than the pre-alpha, so please look forward to it![/p]
[p]
[/p][h3]Q. Will there be a feature to visit friends’ homes or the homes of random players, as well as allow others to visit mine?[/h3]
[p]We are positive about the feature that allows visiting others’ shelters and plan to implement it at some point. However, it has not yet been decided whether it will be included at the point of the release. While it is an important feature to enhance social satisfaction, its development is scheduled to begin only after we’ve completed higher-priority elements.[/p]
[p]
[/p][h3]Q. It would be more enjoyable if the weapons that can already be crafted at the workbench could also be modified. Adding a separate Craftsmanship level, where a higher level increases the chance of achieving higher quality during modification, would also be a good idea.[/h3]
[p]We are considering a workbench system where both weapon crafting and modification are possible. There will be specific recipes, and you can choose the way you want to modify your weapon. Stats and appearance will change depending on your choice. For example, a baseball bat can be modified into a nailed baseball bat. A concept such as a Craftsmanship level does not exist for now, but the workbench itself has levels. By raising its level, the number of recipes available for both crafting and modification will increase.[/p][p]While not offering total freedom, our gear modification will involve selecting from a variety of recipes, which we feel should largely satisfy your expectations for customization.[/p]
[p]
[/p][h3]Q. You've mentioned adding new equipment, such as riot gear. Will new armor types have specialized roles, like stab-proof vests offering high resistance to blades, or will they simply be integrated as general-purpose armor that provides a flat defense bonus?[/h3]
[p]We're leaning towards a system where armor types have specific affinities, much like a rock-paper-scissors mechanic. For example, cloth armor might be weak to bladed weapons, whereas metal armor would be highly resistant. On top of this system, individual pieces will still feature different defense values and other detailed stats, creating a fun and rewarding experience for players who enjoy farming and collecting gear for any situation.[/p]
[p][/p]

Dev Talk: Latest Improvements for August

Dear Survivors.

Welcome to the August DevTalk.

Today, we will take a brief look at what you can do back at your shelter after returning from an expedition.

[h2]1) Explore the City[/h2]
  • Visit various shops and facilities within NAKWON
  • Only facilities located within areas permitted by your current citizenship rank are available


[h2]2) Accept & Complete Quests[/h2]
  • You can pick up quests from:
    • The SNS app on your in-game tablet
    • The job office in NAKWON
    • NPCs in NAKWON
  • Accepted quests can be managed via the tablet’s Quest app.


[h2]3) Manage Furniture in Your Shelter[/h2]
  • You can arrange and use various furniture in your shelter
  • Crafting Station: Build weapons and armor. Upgrade it to unlock additional blueprints
  • Cooking Station: Prepare various meals. Upgrades unlock new recipes
  • Dismantling Bench: Break down unwanted items to collect base materials
  • We are also working on power generators, resource production furniture and more


[h2]4) Morning Activities Before Expedition[/h2]
  • Before the next expedition, you get to choose an activity to spend your morning
  • Options include earning money through day labor, gaining experience through studying, or simply resting to pass the time
  • Each choice affects your rewards, as well as hunger and stress levels
  • Some actions are only available on specific days (ex. religious services on Sundays)


Please note that these features are still under development and may be revised or removed in the future.

We’re preparing a wide range of life-related content to deliver the experience of surviving in a ruined world.

Development is ongoing with dedication, and we look forward to sharing this world with you soon.

Thank you, as always, for your patience.

July Q&A

[p][/p][p][/p][p]Dear Survivors,[/p][p]This Q&A has been compiled based on questions uploaded in the official NAKWON Discord this month.[/p][p]Our Discord continues to host vibrant community discussions and original content, so we invite all survivors to join the conversation! [/p][p]Join the Discord [/p][p][/p][p][/p][h3]Q. Are the spawn locations fixed at the start of the game? If so, I’m concerned that this might allow experienced players to target new players at the start of the match.[/h3]
[p]To ensure smooth and fair gameplay, we have fixed spawn points in carefully selected locations to prevent clipping issues and support gameplay balance. To address the concern you mentioned, each match randomly selects a subset of these spawn points to prevent potential abuse. Spawn points have been spaced far apart from each other to reduce the risk of interference in the early game.[/p][p]In addition, matchmaking will use an MMR system to minimize large skill gaps between players.[/p]
[p]
[/p][h3]Q. In addition to the sports gear, protective gear crafted from books, and police riot equipment shown in the trailer, will there be other improvised gear made from materials like metal, leather, or wood?[/h3]
[p]In addition to the equipment shown in the previously released footage, a diverse lineup of items is currently in the works for future updates. We will continue to introduce items crafted from diverse materials and in varied forms, all designed to embody the rugged, improvised aesthetic fitting the post-apocalyptic world.[/p]
[p]
[/p][h3]Q. It would be great to see improvised firearms such as handguns or shotguns added to the game.[/h3]
[p]The differences between standard firearms and improvised guns would likely be limited to factors like accuracy and lethality.
From an immersion point of view, we're more positively considering the addition of alternative ranged weapons, such as bows or slingshots, rather than focusing on firearm crafting.[/p][p]As for firearms, we're exploring various directions internally and will share more detailed information at a later time.[/p]
[p]
[/p][h3]Q. Will there be different types of bags with varying inventory sizes available?[/h3]
[p]We haven't finalized the specific details regarding the variety of bags.[/p][p]Since inventory size can significantly affect overall game balance, we're reviewing our options carefully before making any decisions. However, as bag appearance is mainly a cosmetic feature, we're considering giving players the freedom to customize it to their preferences.[/p]
[p]
[/p][h3]Q. Which regions will servers be available in for NAKWON?[/h3]
[p]We have not yet come to a decision on server regions.[/p][p]However, we are actively exploring the best possible options to ensure a stable and comfortable environment for everyone.[/p][p]We will share detailed information through our community channels once our plans for server regions are more finalized.[/p]
[p]
[/p][h3]Q. Will NAKWON feature voice filtering or modulation based on the player's surrounding environment?[/h3]
[p]Sound-based gameplay is a one of NAKWON's core elements, and we're dedicating significant effort to refining it. We're currently using external plugins to enhance spatial and distance-based audio for in-game voice chats, as well as other approaches to provide a more immersive audio experience.[/p]
[p]
[/p][h3]Q. After dying or escaping, will players be able to spectate others who are still in the game?[/h3]
[p]In duo mode, if one player dies, one will be able to spectate one's surviving teammate.[/p][p]Spectating non-teammate players is a feature that has not been confirmed yet and will be decided through further internal discussions.[/p]
[h3]

Q. What if firearms were given disadvantages so they could only be used as a last-resort option for short, decisive encounters?[/h3]
[p]Firearms are planned to carry sufficient risks to offset their high ranged lethality compared to regular weapons.[/p][p]One example under consideration is the sound of gunfire attracting nearby infected.[/p][p]With these risks in mind, firearms are being designed to allow for varied usage, such as a last-resort option in critical situations or a means of initiating combat decisively.[/p]
[p][/p][p][/p][h3]Q. Will there be a system that shows how the player died?[/h3]
[p]While we haven’t made a final decision on including a death cam showing how players died, there's a high chance it will be added. It will serve as a way to prevent abnormal gameplay and unauthorized programs, while strengthening player reporting. Discussions on this feature are currently ongoing.[/p]
[p][/p][p][/p][h3]Q. Is PvP mandatory? Or can we choose a PvE mode?[/h3]
[p]NAKWON will offer multiple game modes, including PvPvE and PvE, allowing players to choose the mode that best suits their playstyle.[/p][p]The PvPvE mode allows for player-versus-player combat in addition to encounters with infected enemies, enabling dynamic interactions and competition between players.[/p][p]The PvE mode, on the other hand, does not allow PvP. This mode is designed for players who prefer to avoid the stress of PvP and focus solely on combating infected enemies. It’s ideal for those looking to gather resources in a safer, more stable environment.[/p][p]However, to maintain balance across modes, the types of obtainable rewards and gameplay conditions may vary depending on the selected mode.[/p]
[p][/p]

June Q&A

[p][/p][p][/p][p]Dear Survivors,[/p][p]This Q&A has been compiled based on questions uploaded in the official NAKWON Discord this month.[/p][p][/p][p]Our Discord continues to host vibrant community discussions and original content, so we invite all survivors to join the conversation! [/p][p]Join the Discord [/p][p][/p][p][/p][h3]Q. What is the "ZOMBIES vs VAMPIRES FEST", and does NAKWON's participation as an upcoming title mean that the release date has been confirmed?[/h3]
[p]Steam regularly hosts events that spotlight a wide range of games across various genres.
For May, the theme was Zombies vs Vampires; we saw it as a great opportunity to introduce the world of NAKWON and highlight its core features to a broader audience.[/p][p][/p][p]While we’re not quite ready to share a specific release date, we are continuing to polish various aspects of the game, including action, progression, and housing systems.[/p][p][/p][p]We’ll continue to share updates through our Dev Talks to answer your questions and keep you informed as development progresses.[/p]
[p]
[/p][h3]Q. Could you share an approximate release date of the game?[/h3]
[p]We are currently focusing development efforts on several key areas, including expeditions, action, progression, and housing.[/p][p][/p][p]While we are doing our utmost to deliver a polished and high-quality experience, we kindly ask for your understanding as we are not yet able to share a specific release schedule at this time.[/p][p][/p][p]We will continue to share updates through our Dev Talks to address your questions and keep you informed. Thank you once again for your continued interest and support.[/p]
[p]
[/p][h3]Q. Some of the violent scenes in the trailer appear intense enough to potentially trigger a reclassification. Is the team preparing for the possibility of Korea's Game Rating and Administration Committee rejecting the rating?[/h3]
[p]Thank you for your interest in NAKWON’s content rating.[/p][p][/p][p]Currently, the pre-alpha version of NAKWON has received a "Restricted" classification through the official rating review process. This rating was issued due to unrestricted depictions of weapons and the presence of blood effects during combat - both of which fall under the category of “violence.”[/p][p][/p][p]For titles that have already been rated, any new game elements added before external testing must undergo an update review. During this process, any newly rated content descriptors will be added accordingly.[/p][p][/p][p]We plan to complete this update review process ahead of any external testing to ensure a smooth and uninterrupted experience for our players.[/p][p][/p][p]Thank you once again for your support.[/p]
[p]
[/p][h3]Q. There are reports that BGM copyright issues are making it difficult to create NAKWON content on YouTube. Are there any plans to revise the copyright policy to help promote the game?[/h3]
[p]Currently, NAKWON uses music tracks that are officially licensed through music licensing websites for use in our videos. Since we do not own the copyrights to these tracks, it is difficult for us to carry out any additional procedures related to the music rights.[/p][p][/p][p]To prevent any potential copyright issues, we will conduct pre-release checks for future videos before they are made public.[/p]
[p]
[/p][h3]Q. Will military-infected enemies appear in the game? If so, will players be able to loot and use their military equipment?[/h3]
[p]Currently, there are no specific plans for military-type infected enemies. However, as development progresses, there is a possibility that such enemies may be added in the future.[/p][p][/p][p]That said, we are implementing a system where players can loot equipment carried by infected. For example, in the recently released trailer, players can obtain gear from a special infected enemy through combat—though the drop is subject to a certain probability.[/p]
[p]
[/p][h3]Q. Will the game feature infected NPCs based on different professions, such as soldiers, firefighters, or doctors? And will it be possible to loot and use their gear?[/h3]
[p]At this stage, only a few individuals such as police officers or fellow expedition members have been turned into special infected types. However, we plan to introduce a broader variety of infected in future development phases.[/p][p][/p][p]We are also exploring the possibility of allowing players to loot equipment worn by these special infected. That said, as the game is still in development and not yet in its final phase, please note that these plans are not final and may be subject to change.[/p]
[p]
[/p][h3]Q. How about adding limited-time challenge content with higher difficulty by allowing access to restricted areas through unofficial entrances not managed by the Nakwon Governance Committee?[/h3]
[p]The concept of unofficial entrances has been left open for potential future use, though there are currently no specific plans to utilize them.[/p][p][/p][p]While we do not have any immediate plans to use them directly for challenge content or as a means of accessing higher-difficulty areas, it is possible that such a concept could be incorporated into a separate, more difficult mode in the future.[/p][p][/p][p]Thank you for the interesting suggestion![/p]
[h3]

Q. How can content creators or streamers apply to participate in game tests such as closed betas?[/h3]
[p]At this time, there are no specific events or testing opportunities planned for creators.[/p][p][/p][p]Should any such plans be confirmed in the future, we will share the details through a separate announcement.[/p][p][/p][p]We will continue to provide updates about the game through our community channels and Dev Talks. We truly appreciate your continued interest and support. Thank you![/p]
[p][/p][p][/p][h3]Q. What happens if I get attacked while using the "Use Box Tactic" skill from the Stealth trait? Also, can I change the type of box to avoid being detected by other players?[/h3]
[p]If you hit a player who is hiding inside a box, a distinct sound cue will help you identify them. The player being hit will take increased damage or stronger stagger effect; similar to being struck while crouching.[/p][p][/p][p]In short, players inside a box will receive more damage, and attackers will be able to tell they hit someone.[/p][p]We're also planning to introduce the ability to change the type of box as part of an advanced trait.[/p][p][/p][p]That said, the box skill is actually harder to detect than you might think. During expeditions, there are so many other things to pay attention to that players often overlook the boxes entirely.[/p]
[p][/p][p][/p][h3]Q. Is the number of inventory slots fixed and the same for all players?[/h3]
[p]While the inventory slots are same for all players for now, we’re keeping the possibility open for changes depending on main specialties or traits in the future.[/p][p][/p][p]We’re exploring ideas like reducing inventory space for players who choose utility-focused specialties such as stealth or maneuver. However, nothing has been finalized yet.[/p][p][/p][p]We plan to continue adjusting the balance through ongoing development and testing.[/p]
[p][/p][p][/p][h3]Q. Is there a reason the game uses a third-person perspective?[/h3]
[p]After extensive discussions and internal testing regarding the game’s camera perspective, we concluded that a third-person view is more suitable than first-person for supporting survival and stealth gameplay. Considering NAKWON's environment, we believe that third-person offers advantages in the situations like hordes of zombies approaching from all directions.[/p][p][/p][p]In a third-person environment, there’s a concern that combat might lose some of its tension when players are positioned with their backs against a wall in a standoff. Fortunately, NAKWON is centered around melee combat, which naturally forces players to close the distance and engage at close range. This leads to more opportunities for both sides to respond and react, helping maintain tension and interactivity during encounters.[/p][p][/p][p]Additionally, when using firearms, the camera switches to first-person view to help minimize issues that can arise when shooting from a third-person perspective.[/p][p][/p][p]In this way, we are exploring multiple approaches to ensure NAKWON’s camera adjusts to the optimal perspective depending on the situation. We look forward to hearing your feedback during future public tests once you have the chance to experience it for yourself.[/p]
[p][/p][p][/p][h3]Q. If a box large enough for someone to hide in suddenly appears in a specific location, wouldn’t that make stealth meaningless? I’m curious if there are plans for level design that dynamically changes structures, box locations, or monster spawns on each map as a countermeasure.[/h3]
[p]NAKWON is being developed as a game where players 'have the chance to improve their skills.' In the case of stealth play, we want to create an environment where players can counter box-hiding tactics by learning and memorizing the placement of objects and structures on the map. For this reason, we intentionally keep the locations of related structures and objects fixed in NAKWON.[/p][p][/p][p]While you may expect box hiding to feel similar to experiences in other games, such as the hide-and-seek modes in Counter-Strike, there are aspects of NAKWON that play out differently once you actually experience it. The objective of the game is not to find players hiding in boxes, but to loot and survive amidst zombies and other players. In most situations, players are too focused on surviving to pay attention to every box around, and this creates opportunities for box hiding to become a meaningful variable.[/p][p][/p][p]We also hope that box hiding will create a skill gap depending on how and when it is used, and that players who can effectively spot and distinguish hidden enemies will likewise demonstrate superior skill.[/p]
[p][/p][p][/p][h3]Q. Is the combat system as refined in melee as in "FOR HONOR" or is it more of a button-mashing style?[/h3]
[p]A comparable game to NAKWON in terms of combat would be the Chivalry series. NAKWON is being developed so that players can enjoy combat even without advanced control skills, but those with higher control proficiency will be able to engage in more complex and refined combat exchanges.[/p][p][/p][p]NAKWON features combat that leverages weapon trajectories and hitboxes. The trajectory of an attack varies depending on the mouse aim, and whether the attack lands and how effective it is will depend on the interaction between the weapon and the hitboxes of the target’s body or armor.[/p][p][/p][p]Attack motions also differ based on the weapon type, and the vertical trajectory changes according to the mouse aim. Likewise, defense mechanics are designed so that players need to aim accurately to block attacks based on hitboxes. This means that new players may enjoy combat as straightforward brawls, while more experienced players can read and react to weapon types and attack trajectories with greater precision.[/p]
[p][/p][p][/p][h3]Q. What is the purpose of looting in NAKWON[/h3]
[p]A loot and escape game needs a strong motivation for looting. Without it, players would have little reason to risk venturing into dangerous areas where they could lose valuable assets. That is why NAKWON is designed to provide players with powerful incentives for looting.[/p][p][/p][p]NAKWON is a survival game where players must endure day by day. As shown at the shelter scene in the recent overview trailer, characters have two statuses: Satiety and Stress.[/p][p][/p][p]Each time you go on an expedition, a day passes in the game. Satiety level decreases and stress level rises. To avoid starving or going mad from stress, you must go out on expeditions and secure the necessary resources.[/p][p][/p][p]This system is designed to function like a survival simulation, encouraging players to gather more resources, build better shelters, and strive for higher citizen status to manage their stress and satiety status.[/p][p][/p][p]Various story quests and repeatable quests will be provided to help guide players in how to achieve these goals. Shelter customization and decoration systems are in development, offering further motivation for players who have reached a more stable stage of survival.[/p][p][/p][p]Through these systems, we aim to provide not only the fun of PvPvE gameplay, but also the enjoyment of MMORPG and survival simulation elements. This will help sustain strong motivation for continued expeditions.[/p]
[p][/p][p][/p][p][/p]