1. NAKWON: LAST PARADISE
  2. News

NAKWON: LAST PARADISE News

December 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 development details and content plans 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. Are there plans for Spanish localization and controller support?[/h3]
[p]We plan to support Spanish in a future update, as we are committed to allowing as many users as possible to enjoy the game. There are currently no plans for controller support. However, please note that this may be reconsidered in the future depending on our development circumstances.[/p]
[p]
[/p][h3]Q. Will there be multiple game editions?[/h3]
[p]Details regarding edition content and sales policies have not yet been finalized. We will announce this information through our official channels as soon as decisions are made.[/p]
[p]
[/p][h3]Q. Can you explain in detail how the NAKWON Talk system works, especially how it handles NPC interactions and player-to-player communication? I would also like to learn more about NAKWON’s overall game mechanics, including AI design, art direction, combat & movement, sound visualization mechanics, zombie AI & threat mechanics, map size & layout, weather & other events, special exit systems, and the housing content.[/h3]
[p]Currently, NAKWON Talk isn’t meant for direct text input—it functions as a quest system that is presented in a chat-style interface within a tablet.[/p][p]We’re not using AI to generate art illustrations, but we understand that some of our initial or in-progress illustrations may resemble AI-generated work. We’re making greater efforts so that our work isn't perceived as a product of AI.[/p][p]We’re continually refining player and zombie animations but the movement speed you saw was an intentional design within the game mechanics that should have a significant impact on the overall gameplay.[/p][p]Sound visualization isn’t available by default—it’s a skill that needs to be unlocked. We’re looking forward to hearing your feedback once you’ve had a chance to play it.[/p][p]Zombies are designed to be a serious threat, not through individual intelligence or strength, but through sheer numbers, persistence, and infection mechanics.[/p][p]Maps are designed to feel spacious, featuring vertical layouts and large-scale structures that enhance the overall sense of scale.[/p][p]Each session has a random weather condition and will directly affect the gameplay experience.[/p][p]In addition to normal extraction methods, there will be special exits that can only be used under certain conditions.[/p][p]Shelter is assigned by the NAKWON government based on the citizen status.[/p][p]Overall game mechanics will continue to be refined throughout the development process, with player feedback remaining a key reference moving forward.[/p]
[p]
[/p][h3]Q. Is it possible to have separate microphones for team chat and for speaking to nearby players?[/h3]
[p]As mentioned, the microphone system consists of two options: team only voice chat and global voice chat.
While communication between players is possible through global voice chat, it is not designed to affect zombie behavior, such as causing zombies to react to sound.[/p][p]Although implementing such interactions would be technically straightforward, it was intentionally excluded due to concerns that it could create multiple gameplay issues.
For this reason, the current design ensures that voice chat does not influence zombies.[/p][p]In terms of drawing zombie attention, alternative methods already exist, such as striking nearby walls or using other in world actions, which are considered sufficient substitutes.[/p]
[p]
[/p][h3]Q. Will players be able to move zombie or human corpses? How will it affect gameplay?[/h3]
[p]The idea of moving corpses has been discussed as a game element. I'm afarid it's currently low on our development priority list due to other ongoing work. We definitely think it’s an interesting suggestion, and this idea will be reviewed later depending on our progress.[/p]
[p][/p][p][/p][h3]Q. What stage is the current project at, and is there any progress related to upcoming tests that you can share?[/h3]
[p]Regarding the next test, we should have some good news in the new year. We can’t spill the details just yet, but thanks so much for hanging in there with us.[/p]
[p][/p][p][/p][h3]Q. There’s a lot of excitement around NAKWON’s potential for player interactions, social features, and cross-platform play—but realistically, is launch within the next two years feasible?[/h3]
[p]I can’t say for sure whether it will launch within the next two years, but we should have some news about the next test to share with you very soon.[/p]
[p][/p]

Dev Talk: Latest Improvements for December

[p]Hello, Survivors
Welcome to the December DevTalk.[/p][p][/p][p][/p][p]As the year draws to a close, it’s hard to believe December is already over. We originally planned this month’s DevTalk to be a simple message to mark the end of the year. But after thinking about everyone who's believed in us and stayed with us, I felt it was only right to speak honestly rather than just giving a formal message. Today, I’d like to share a few things about NAKWON and my honest thoughts as its director.[/p][p][/p][p]I know many of you are waiting to hear what’s next for NAKWON, especially regarding open tests and release. Our team is moving forward with greater focus than ever, working within our constraints to improve both the quality and scale of the game.[/p][p][/p][p]Typically, most games don’t begin open testing until at least 1 or 2 years into development, but NAKWON held its Pre-Alpha Test after 11 months. This was because NAKWON was a fresh approach within an emerging genre, and we felt it was essential to first validate our vision through direct player feedback.[/p][p][/p][p]Looking back, it proved to be invaluable—early tests allowed us to connect with our player base and shape NAKWON’s identity more clearly.[/p][p][/p][p]Dev Talk was created to make this anxious wait a little easier while staying connected with you. Every time we release a video, I record and edit them myself on my work computer instead of using a professional editing team. That's because I want to share what it’s really like behind the scenes of development. They're a little rough around the edges, but I hope you’ll see them as a sincere effort to share how NAKWON is being made.[/p][p][/p][p]Recently, I’ve been playing the latest build every day, working to narrow down what makes NAKWON unique and fun. There are many moments when I feel a strong urge to share these experiences with you. At the same time, I feel a deep responsibility to share only the finalized progress, so as not to disappoint you.[/p][p][/p][p]One thing I can promise today is that we’ll be back with the next test very soon. It’s difficult to provide a specific date right now, but we’ll share it as soon as we’re ready.[/p][p][/p][p]I want to take this opportunity to thank you again for standing by with us over the past 2 years since the Pre-Alpha Test. We’ll do our very best to make sure that your expectations become the excitement you experience in the game.[/p][p][/p][p]I wish you a warm and peaceful close to this year, and a bright and exciting New Year ahead.[/p][p][/p][p](For this year-end Dev Talk, we’ve put together some illustrations to give you a glimpse of daily life in NAKWON, including buildings and NPCs you’ll see in the game.)[/p][p][/p]

November 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 development details and content plans 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. Will items have rarity tiers like Common, Rare, Epic, and Legendary?[/h3]
[p]Yes, there will be a rarity tier. However, rather than stats being tied to the rarity, it functions more as an indicator to help distinguish an item's scarcity and value at a glance. Expensive or important items, as well as high-tier equipment, will be marked with a high rarity, while items of relatively lower value will be labeled as Common. We are preparing this system so that you can quickly judge an item's value just by looking at its rarity.[/p]
[p]
[/p][h3]Q. Is there a system where zombies are drawn to loud noises made by the player through the mic?[/h3]
[p]The system where zombies react to real sound input is not currently implemented. We determined that if mic audio were to affect zombies, gameplay would shift towards using external voice channels (e.g. Discord) instead of in-game voice, which could fragment the game experience. [/p][p]Instead, the game provides tension and strategic elements by allowing you to generate noise using surrounding objects or environmental factors to attract the zombies' attention.[/p]
[p]
[/p][h3]Q. For greater immersion and tension, could you please consider implementing a first-person view?[/h3]
[p]We are well aware that there are opinions preferring the tension and immersion that a first-person view provides. However, we believe that the true enjoyment comes not only from brief moments of tension but also from a well-balanced and cohesive experience that engages players throughout the entire game. While first-person might have slight advantages in terms of momentary tension, we believe that the third-person view provides a more stable foundation for the breadth of survival choices and gameplay flow, especially considering threats coming from multiple directions in an open-world environment. [/p][p]NAKWON's goal isn't simply to adjust the camera view, but to create an environment that continuously generates tension. We are currently maintaining the third-person view as it is the method that can most consistently realize this experience.[/p]
[p]
[/p][h3]Q. Will items have rarity tiers like Common, Rare, Epic, and Legendary?[/h3]
[p]We are fully aware that cheating can cause particularly severe damage in this genre.[/p][p]Beyond simply implementing anti-cheat software, we are actively designing fundamental systems and infrastructure to reinforce security.[/p][p]We will prepare as thoroughly as possible to ensure a stable gameplay environment.[/p]
[p]
[/p][h3]Q. (Regarding controller support) I prefer using a controller over a keyboard and mouse. Are there any new updates on this matter?[/h3]
[p]Currently, there are no newly confirmed details regarding controller support. We recognize the need for this feature and are internally reviewing the possibility. However, there are more urgent development tasks at the moment that take precedence. We will provide an update immediately if there are any changes in the future.[/p]
[p][/p][p][/p][h3]Q. Is there a plan to introduce blank rounds?[/h3]
[p]Currently, there are no confirmed details or specific discussions regarding the introduction of blank cartridges. However, since it is possible to implement equipment in the form of blanks using the game’s firearm system, we will also review this possibility during future development.[/p]
[p][/p][p][/p][h3]Q. Do you have any plans to introduce in-game voice chat?[/h3]
[p]Yes, the in-game voice system is currently developed. We believe it is a necessary feature to provide a more immersive survival experience.[/p]
[p][/p][p][/p][h3]Q. Observations on the Latest Trailer: Aura, Grappling Hook, UI, and More[/h3][p]Watching the trailer, the "Aura Vision" felt a bit excessive. I am concerned that providing too much information might reduce the tension and dilute the game's core experience of "playing through careful observation." The new Grappling Hook and Climbing systems were interesting, but the risks associated with using them felt too high. It would result in more balanced gameplay if there were options to stabilize the initial grip or a way to safely bail out mid-climb. Also, the scene where the zombie suddenly bursts out of the corpse pile looked a bit unnatural. On a positive note, the minimalist Ammo UI fits well with the mechanic of checking your inventory. The overall atmosphere and visuals are impressive, but I think the visual effects for Bleeding/Infection and screen desaturation could be toned down a bit from their current state.[/p]
[p]1) Regarding Aura Vision[/p][p]NAKWON is built around an experience in which Survivors sense and respond to their surroundings directly. Aura Vision is being tested as an optional skill that supports this experience, balanced by requiring the sacrifice of other skills when equipped. We will continue to review its functionality and actual "feel" to ensure it does not compromise the game’s immersion.[/p][p][/p][p]2) Climbing Mechanism[/p][p]We fully understand your concerns regarding potential exploitation. However, due to the rarity of firearms in the game, the scenario shown in the trailer is unlikely to occur frequently. We are currently improving rope usability and related character progression elements. We will also consider your suggestions for different climbing methods in future updates.[/p][p][/p][p]3) Zombie Spawns in Corpse Piles[/p][p]The version shown currently uses test assets. We will continue to polish this mechanic to ensure the presentation looks natural and seamless.[/p][p][/p][p]4) Screen Effects[/p][p]We are constantly adjusting visual effects to find the right balance between immersion and gameplay convenience. Thank you for your feedback.[/p]
[p][/p][p][/p][h3]Q. Suggestions regarding NAKWON specifics or gameplay direction[/h3][p]Instead of a method where the session area shrinks like a magnetic field, I think a wave system where zombies slowly swarm in from a specific direction over time fits the atmosphere of NAKWON better. Through this, gameplay involving escaping or inducing combat seems possible. Also, a structure where a session doesn't end in a single round but continues on a daily basis, re-entering after the wave, would be interesting. It would be a fun element if there were a quest where a user who died during this process could request other players to retrieve their gear. Furthermore, if a guild system is introduced, communication in a guild hall or a function to invite non-guild users would seem useful.[/p]
[p]The magnetic field feature offered useful functionality but was removed after the pre alpha phase due to its negative impact on immersion.[/p][p]As you mentioned, we are continually discussing ways to implement a similar function in a way that doesn't disrupt the game's atmosphere, perhaps by utilizing zombies or other elements. That said, the specific method suggested carries a high level of implementation difficulty, making immediate application challenging at this time. We are also considering community features like a Guild System and will review them once we have the necessary resources and conditions in place.[/p]
[p]
[/p][h3]Q. Suggestion for Implementing Factory-Made Firearm Imports[/h3][p]We understand the setting where factory-made firearms cannot be brought into NAKWON, but this may feel somewhat disappointing to players in terms of gameplay flow. We suggest maintaining the basic prohibition rule yet adding an option to attempt smuggling if players are willing to accept high risk. This would create a more engaging structure. Various approaches seem possible. For example, players could bribe a Committee employee, secure a smuggling route through a broker or NPC collaborator, or bring in the weapon by disassembling its parts. Given the existence of dangerous quests in NAKWON, a system offering appropriate risk and reward for these illegal routes would fit the game's atmosphere well.[/p]
[p]We agree with the idea of a structure where players can choose to take a risk. However, internal testing showed that starting with a firearm led all players to base their entire approach on having a gun from the beginning, which significantly altered the intended experience of NAKWON. [/p][p]Therefore, we are currently focusing on limiting early-game firearm possession. We believe your feedback after experiencing this in future tests will be extremely helpful for development.[/p]
[p][/p][p][/p][h3]Q. Are there plans to introduce a vehicle and transportation system?[/h3]
[p]Considering the current game structure and flow, we have determined that introducing transport methods like cars is currently difficult. However, we are keeping the possibility of lightweight transport options, such as bicycles, open for the future. We will re-evaluate this based on our future development status.[/p]

Dev Talk: Latest Improvements for November

Hello, Survivors.
Welcome to the November DevTalk.


In this update, we want to share some of our development progress and a short gameplay video.

The ranged weapon system, including firearms, is currently being implemented and tested as one of the base components of NAKWON.

NAKWON is a multiplayer zombie survival game that aims to give you the ultimate experience of living in a zombie-infested world.

Development remains focused on the challenges of day-to-day survival, while also emphasizing various forms of interaction that naturally emerge among Survivors.

To ensure that everyone has a chance to survive, firearms are being handled with extreme caution—unlike in typical shooting games.

Following the Pre-Alpha test, we are completely redesigning and rebuilding the entire gun system from the ground up.


In the world of NAKWON, the NAKWON Management Committee has banned and severely restricted private ownership of firearms due to various past events.

While the private ownership of poorly performing improvised firearms is permitted, the Committee strictly manages factory-made guns and ammunition to eliminate threats.

Expedition teams may purchase limited quantities of improvised firearms and ammunition before deployment. During the post-expedition inspection, any remaining ammunition must be confiscated and recovered by the Committee.

Due to the quality of improvised firearms, the user is exposed to danger as reloading is required after each shot. Improvised guns and their ammunition are also managed to be relatively expensive compared to other weapons.


Because of this specific setting and system, the gun is generally used as a trump card or a last resort during an expedition.

They are mainly used against aberrant infected that are difficult to deal with, or against other threatening survivors.


We are sharing some video footage taken during the dev test for building and experimenting with the firearms system.

Please understand that the video and sound quality may be low, as these clips were compiled from direct recordings made by individual developers.

You can get a glimpse of the firearm and expedition gameplay in NAKWON.


All related departments are working hard to bring the game to you as quickly as possible.

We are always grateful to those of you who are waiting patiently.

NAKWON will return with an experience worthy of your patience and expectations.

[previewyoutube][/previewyoutube]

October 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 development details and content plans 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. Have you considered adding a bite-proof metal armguard that would allow players to block infected bites with their forearm?[/h3]
[p]It is an interesting idea, but applying it directly to the current game system is challenging due to various factors. We will review it for the future.
Currently, shields are designed to block bites from the infected. In addition, metal arm guards are primarily designed to defend against sharp weapons, such as blades. Since the infected are designed to target vulnerable areas like the neck, relying solely on an arm guard to block bites would be difficult. Nevertheless, it is a compelling approach and will be explored further.[/p]
[p]
[/p][h3]Q. Adding underground malls or subways in the future would make the game even more exciting.[/h3]
[p]We’re working on a variety of new maps and exploring many possibilities, including underground malls and subways, as you suggested. We’ll do our best to ensure each level feels unique and different when you play them.[/p]
[p]
[/p][h3]Q. It would be great if a dance emote were added in-game. Instead of continuing to fight near the escape point, having the option to dance after subduing an opponent while preparing to escape could offer a unique kind of fun.[/h3]
[p]Currently, we’re focused on more basic emotes like greetings, but we’re certainly open to other expressions such as dancing, as you suggested. We’ll make sure to review any options that can add more fun to the experience.[/p]
[p]
[/p][h3]Q. I would like to have an option in the settings to toggle the sound wave effect on the floor.[/h3]
[p]This effect is provided as a passive skill that can be enabled or disabled at your will. It is active by default to help players adjust during the early game. However, once you are comfortable, you can unequip the skill at any time to disable the visual effect.[/p]
[p]
[/p][h3]Q. It would be interesting to introduce a military base area and add more top secret documents and firearms.[/h3]
[p]There are currently no specific plans for that content. However, since the central area of Tapgol Park features a similar concept, we may consider adding related quests or elements there in the future. Thank you for sharing your thoughtful suggestion.[/p]
[p][/p][p][/p][h3]Q. Does the map include areas outside of Seoul, or are you currently developing maps for other regions?[/h3]
[p]Currently, our map development is focused on the Seoul region. However, the possibility of expanding to other regions remains open for future map expansions.[/p]