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Brief Items Guide

[h3]< Overview >[/h3]

This guide provides essential survival knowledge for Survivors who have recently joined NAKWON.
This section will briefly showcase Items.


[h3]< Different Types of Items >[/h3]

There are four different types of Items you can see during your stay in NAKWON.
    Gear
    Consumable
    Throwable
    Sellable
Most of the items that you need to bring to us through Scouting will be sellable items.

  • [h3]Gear[/h3]
Gear will greatly improve your chances of Survival.
Inevitably, the better the performance of Gear, the rarer and more expensive it is.
There are different types of Gear, which are explained as follows:
  1. Weapons
    Weapons are largely divided into blunt weapons and lethal weapons, but we recommend blunt weapons for all Survivors.
    Edged tools such as knives are effective against living human beings, but not against Zombies.
    As Zombies are indifferent to pain, they will continue to attack even through being slashed.
    If you plan to use knives, you’ll have to avoid all the attacks from Zombies when fighting against them.
    This is very difficult even for proficient Survivors.

    Blunt weapons can block Zombies’ attacks through impact.
    It won’t be too hard to go up against Zombies even with the standard 2x4 that can be easily picked up on the street.
    For novice Survivors, we recommend avoiding Zombies rather than fighting them.
    But if you must, you may be able to kill Zombies with a good 7 to 8 hits with a 2x4.
    If you correctly aim at their heads and manage to land hits, you can take them down quicker.

    Even though the Weapon Shop in NAKWON tries to provide as many weapons as possible, these items are so rare that some can only be found during Scouting.
    However, as we always say, fighting is not always the best in Survival.
    So even if you do have a good weapon, consider each situation carefully, and act accordingly.

  2. Armor by parts
    Armor can be equipped to the head, body, arms, and legs.
    Armor is your lifeline that blocks external attacks for you.
    Your Armor will block all attacks that come towards you until it breaks.

    The better the Armor, the more durable it is.
    When the durability of the Armor depletes completely, it breaks and can never be used again.

    NAKWON Technical Lab is currently restoring the technology to repair and reuse Armor with 0 durability, but more time is needed.
    Be aware that attacks will directly affect Survivors’ health if their Armor breaks.

    If you don’t own Armor now, you can craft temporary Armor by collecting odds and ends (Wire, etc.) around you.
    Crafting skills for temporary Armor are taught at the City institution, and courses for better Armor become available according to your Citizen Class.
    We encourage you to reach a higher Class to receive various benefits.

  3. Gloves
    Gloves allow you to have a better grip so that your hands don’t slip.
    This helps to grab onto any leverages enabling you to parkour, even mid-jump.
    Hence, wearing Gloves will let you jump and climb onto higher walls or trucks.
    While we've only explored the mentioned functionality, more use cases may unfold.

    Gloves may not be crucial to your survival, but after experiencing Scouting with them, going without can feel like you are unprepared.

  4. Shoes
    Shoes provide extra friction to the feet so that they don’t slip, and in turn, you can move quickly even when you are sitting. (Press the [Shift] Key when moving in the squat position.)
    However, it will consume Stamina just like normal running.

    Just like gloves, we expect to find more use cases for shoes.
  • [h3]Consumable[/h3]
Consumables are classified into three main categories: food, drinks, and medical supplies.
  1. Food: Various canned foods are most common.
    As one of the most important items, food fills the Fullness gauge that decreases every day.
    If your Fullness diminishes to below a certain level, you will get hungry, and performing actions will become difficult, so we recommend always stocking up on food.
  2. Drink: Water and Drinks help recover Stamina for a certain time.
    It’s recommended to keep them in case you must run for a long time.
  3. Medical Supplies: You can recover health by using medical supplies like Bandages.

  • [h3]Throwable[/h3]
Some Items can be thrown for various effects.
Empty Bottles or Bricks that you can commonly get on the street can be thrown to lure Zombies with the sound, hit cars and set off the alarms, or hit humans or Zombies directly.
However, as the damage is weak, they’re not proper to fight against Zombies.
Use them for a short distraction while running away, but keep in mind that the sounds of breaking bottles or bricks can trigger Zombies nearby.

Aside from those there are smoke bombs and firecrackers.
Smoke bombs create smoke for a short period and block Zombies’ and other Survivors’ vision.
Zombies can barely find Survivors when they’re in the smoke.
If you have enough money, we recommend using a smoke bomb to obscure your Escape Route and make it to safety.

Firecrackers make a huge sound and lure all Zombies nearby, but they are quite difficult to use, and we don’t recommend them for novice Survivors.

  • [h3]Sellable[/h3]
From odds and ends to luxury items, actual Survivors may not have any use for them, but they are necessary for the maintenance of NAKWON.
These items vary from as little as a piece of cloth to as much as a generator or batteries, or even a laptop that can be repaired.

If you bring back these items, the NAKWON Shops will purchase them from you at a suitable price.
The currency in NAKWON can be used again in NAKWON Shops to purchase various equipment and consumables needed for Survival.


[h3]< Tips to make Money >[/h3]

If you made a lot of money, that means you have contributed a great deal to NAKWON.
The way you contribute to NAKWON is ultimately by bringing rare resources that NAKWON needs.

The Scouting location, Jongno 3-ga area, still has numerous resources left.
Of course, locations where you can go about easily barely have any resources lying around, but indoors where there is a high risk, or areas where you need keys to access, still have an abundance of resources waiting to be found.

For example, a recent report stated that there are various Items in the Lost and Found Center on the 2nd Floor of the Police Station.
But when we got there, the door was locked and we couldn’t break it down, so the scouts had to come back.
If you can get the key to the Lost and Found Center, you might even make a fortune.

Scout inside various buildings and find hidden Items.
There are a lot of concealed items, and you have the chance to find them.

We wish you good luck.

Dev Talk - QnA

[h3]Dear Survivors, this is NAKWON Governing Committee.[/h3]

This Q&A list was written based on your questions on Discord.
Visit our official Discord and join the discussion.


[h3]Q. A Volume of Servers Prepared[/h3]
Among games that earned great interest from users, there have been cases where the servers literally exploded, preventing the games from securing more users.

Of course, I hope that this would not be the case for NAKWON, but to prevent similar issues from happening I believe it would be best to prepare a volume of servers.

However, I am also curious to know what the developers estimate for the number of users in this upcoming Pre-Alpha Test, and how many servers will be prepared.

A. We have set the servers so that it accommodates the number of people that join, but in the case that an issue similar to what you have mentioned takes place, then we would have to take immediate action.

It would be great if our project gains that much traction, but as we are not doing this test with an almost complete game, rather it is more like a sample test, combined with the fact that it hasn’t even been a year yet, we believe the situation would be quite different.

Of course, we are doing our best to prevent situations where users cannot access the game due to server issues.


[h3]Q. Exchange of Items between Groups and Multiplayer Mode[/h3]
I think cooperation among survivors is important, as seen in other works with apocalyptic themes.
It would be great if easier survival could be achieved through the exchange of consumables or currency between groups.

If multiplayer is supported, I'm curious about the maximum number of people that can form a group, or whether it will be a completely single-player experience without the ability to form guilds or groups.

A. External activities among players (such as a marketplace, trading, etc.) will be possible for all users.
While the introduction of advanced community features like guilds has not been discussed yet, it is something to consider in the future development.

For cooperative multiplayer, in the standard exploration (PvPvE) mode, you can form a party of up to 2 players, including yourself.

In cooperative exploration (PvE) mode, the plan is to allow parties of 1 to 4 players to explore together.
In PvPvE exploration, you may encounter other players, but in PvE exploration, only you and your
friends will be present (although rewards will be adjusted based on the difficulty level).

However, in this test, only the standard exploration mode is supported, and other elements are planned for future development, subject to potential changes.


[h3]Q. What aspects do you want to focus on in this alpha test? [/h3]
Is there an internal priority for the areas you want to check?
If there is, could you share within the scope that can be disclosed?

A. The primary objective of the current alpha test is to assess the public's response to the gameplay.
Considering the unconventional approach compared to existing major markets or genres, the team finds it crucial to validate how the audience perceives the enjoyment of the unique farming-escape rules, as exemplified by Tarkov.
Issues like servers, optimization, and technical aspects are considered secondary for now due to resource and time constraints.
Ultimately, the goal is to evaluate how many people resonate with and find enjoyment in this distinctive gameplay experience.


[h3]Q. Homemade Firearms In the Game[/h3]
There have been instances where individuals crafted homemade firearms, which were even reported in the news. Would it be possible to craft homemade firearms within the game?

A. If we consider realism, it could be created, but from a gameplay perspective, it's a challenging aspect.
While it may make sense in the setting, its position in gameplay is ambiguous.
In a scenario where there are firearms (revolvers, etc.), the position of homemade firearms might be 'inexpensive but less effective long-range weapons,' but this overlaps with bows, crossbows, and the like.

The consideration for homemade firearms has been present since the beginning of the project.
However, they will be introduced only when their position is clearer, and if people can derive more enjoyment from them.
We plan to address this in the later stages of development.


[h3]Q. Character Separation between Servers / Regions[/h3]
In some games, if you switch servers, you must start over or level up your character from the beginning.
I was wondering if there are any plans for patches where the terrain (map) might be different on each server like in ARK, or if characters' items would transfer when switching servers.

A. As our format is similar to MMOs with a central server rather than multiple server-based games like ARK, it seems unlikely that character separation will occur within regions based on connection-specific servers.
Regarding the possibility of transferring characters to servers in different regions, various considerations are needed.
While it is not available by default, there might be room for consideration based on future circumstances.
However, discussing this is a bit premature at the current stage of preparing for the Pre-Alpha Test.
We will revisit this topic at a later time.


[h3]Q. The Number of Zombies[/h3]
How about increasing the number of zombies gradually from the outskirts rather than using toxic gas?
In escape-oriented games like this, the playtime naturally extends when engaging in combat and stealth.
Given that, trying to complete missions, farm items, and engage in combat within 20 minutes seems too short.
Therefore, the recommended escape time of 20 minutes could be set, and afterward, the number of zombies could gradually increase, intensifying the difficulty of farming, combat, and missions.
This way, players might organically think, "This is getting too difficult, let's escape!" while still allowing those willing to take the risk to continue playing.

A. We considered the suggested approach as well, and I do agree it's a good idea.
However, the challenge lies in technical limitations, making it impractical to implement.

Currently, the server load is significant with several hundred zombies generated per session.
Introducing more zombies, especially at a density to drive players away, poses optimization and server issues that are challenging to address at this stage.

Regarding playtime, we will continue testing to adjust accordingly.
We have observed that shorter sessions may last around 10 minutes, while longer ones can extend to a full 20-25 minutes, with inventory limits leading to the conclusion of farming within that timeframe.

Increasing zombie numbers to evoke a sense of difficulty for players has been replaced by the current gas mechanic.
Please understand that optimization for zombies and the game is essential, but it requires significant effort and time from the development team.
Given our early stage, there are limitations to expanding the zombie count rapidly, and I appreciate your understanding.


[h3]Q. The Approach of Zombies[/h3]
Then how about having zombies that were wandering around their designated area gradually approach in response to the sounds of users heading towards the exit?
It might be okay to add them in a way that doesn't significantly burden the server and make them slowly encircle from the outskirts towards the inside.

This could serve a role somewhat like the force field or toxic gas, don't you think?
Users who hide and wait for zombies to pass by would naturally find it harder to escape due to the zombies circling the vicinity of the exit as well.

A. This approach is also difficult for the following reasons:
  • The number of Escape Routes: There are 4 Public Escape Routes and 16 Personal Escape Routes, so a total of 20, which makes it difficult to implement.
  • Will not function properly as a session limitation: If a user chooses to remain in the session indefinitely, the above method cannot stop said user from doing so. Any form of timer or forced exit is needed.

Therefore, after a certain amount of time, there has to be a method to bring users to the exit, but it is difficult to do so in waves of zombies and just an average amount of zombies won’t do the trick.

I do believe that once you actually face zombies on the map, farm and escape, more thoughts will form.
We would appreciate any additional feedback after experiencing the Pre-Alpha Test.


[h3]Q. The Pre-Alpha Test period seems too short; will you consider making it longer?[/h3]

A. The purpose of this test is to see if you enjoy the game.
We're aware that it's still in the early stages of development with many bugs and issues.
Nevertheless, we'd like to get your feedback during this test.
We believe this duration should be sufficient unless you indicate otherwise.
If the time provided is not enough for you to try out the game thoroughly, please feel free to let us know!


[h3]Q. Suggestion about Escape[/h3]
I heard that as the escape time approaches, the toxic gas will cover the map faster. I think this forces too much PvP.
Instead, please consider allowing players to check the time with a clock or other equipment, and if the time exceeds, the NPC that initiated the exploration withdraws, making escape impossible, with remaining players treated as missing.

Alternatively, you can assign additional missions to those who couldn't escape, so that only a few individuals who successfully carry them out can survive. What do you think of this approach?

A. We believe the current system will work similarly.
Please try it and let us know after if it feels like what you have described above.


[h3]Q. What languages will the game support? [/h3]
I hope it will support many languages so my community can play as well.

A. We will only support 2 languages (Korean, English) for the Pre-Alpha Test because we don't have enough time for development.
Sorry for that.
But we'll support more languages after the test.

NAKWON Pre-Alpha Test Date Share Event

[h3]Dear humans alive,[/h3]

This is the NAKWON Governing Committee.


The long awaited schedule to experience NAKWON has been revealed.

So that this news can reach as many survivors as possible, we have planned a 'share' event as below.


[h3]▣ Event Schedule[/h3]
- Nov. 9 (Thu) 17:00 ~ Nov. 28 (Tue) 23:59 (PST)


[h3]▣ How to Participate[/h3]
Go to Gleam link

Complete the following missions via the Gleam link above:
  1. Visit the NAKWON Steam page
  2. Join the official Discord
  3. Follow NAKWON on X
  4. Retweet the Pre-Alpha schedule announcement post



[h3]▣ Event Rewards[/h3]
- $25 Steam Gift Card x 5 winners
  • The winners will be chosen at random


[h3]▣ REMEMBER[/h3]
  • Multiple entries will be counted as one.
  • All Gleam missions must be complete to be eligible to win.
  • The winners will be announced on the Discord after the event is over.
  • Please contact the staff via ModMail within two weeks of the winner announcement to see how to claim the rewards.
  • If you do not contact the staff within two weeks, you will be excluded from the list of winners, and the reward will be canceled.

(Edited) NAKWON: LAST PARADISE Pre-Alpha Test Notice

# 2023.11.20: PC Specification has been updated.


[h3]Hello, this is the NAKWON Governing Committee.[/h3]

-------------------------------------------------------------------------------------------------------------
NAKWON: LAST PARADISE is a third-person Zombie Apocalypse Stealth Survival game in the backdrop of Seoul.

Along with 'Looting Escape', where you gather resources from a PvPvE City in which both Zombies and Survivors exist, there are 'Simulation' aspects that involve eating, sleeping and earning money to enhance your Citizen Grade within the new societal structure.

A new form of 'Post-Apocalyptic Life' that you have yet to experience arises in NAKWON.
-------------------------------------------------------------------------------------------------------------

This world is in shambles.

There are Zombies everywhere, no matter where you go.

Safety Zones for survival are becoming more and more scarce.

The only place that can protect you now is NAKWON.

We invite you to NAKWON: LAST PARADISE, where all is fair in life and death.

Please enjoy NAKWON during the Pre-Alpha Test period, and send us your candid feedback and suggestions via the official Discord server.


[h3]▣ Pre-Alpha Test Schedule[/h3]
  • Nov.29.2023 (Wed) ~ Dec.03.2023 (Mon) (PST)
  • The exact time of the test will be notified separately.


[h3]▣ How to participate[/h3]
※ NAKWON: LAST PARADISE is an R-rated game. Only Survivors-to-be above 18 years old can participate in the test.

※ A Steam account is needed to participate in the Pre-Alpha Test. Please create an account on the Steam homepage.

※ Please update your Windows and Graphics to the latest version for an optimal test environment.
  1. Sign in to your Steam account
  2. Click the ‘Request Access’ button in the middle of the Steam Store.

※ Test request button will be available on the first day of the pre-alpha test.

[h3]▣ FAQ[/h3]

Q: Can I broadcast the game on YouTube, or Twitch or upload the videos on the channel?

A: Yes, you can.

You can upload the game videos not only on broadcasting channels or streaming sites, but also on your social media channels.

We welcome all kinds of feedback coming from various channels.


Q: Can I still play the game when my PC specification is less than the minimum system requirements?

A: The minimum system requirements are the PC specifications that allow you to play NAKWON: LAST PARADISE comfortably, but you will still be able to play the game even if some PC specifications are low.

You may have to change the game settings to the environment that works for your PC specifications when playing the game.

Please keep in mind that the game does not run on operating systems earlier than Windows 22h2 or MAC/Linux.

* Please refer to the table below to check the minimum/recommended system requirements.



※ Please note: Even if the minimum/recommended specs are met, as NAKWON is in its Pre-Alpha Test stage, the game is still in development and gameplay may not be as smooth due to a lack of optimization.

We apologize for the inconvenience in advance, and we ask for your kind understanding as this will be improved in the official release.


Q: Can the recommended system requirements change for the official release?

A: Yes, it can.
The current minimum/recommended system requirements are for the Pre-Alpha Test, and they can change later through optimizations.


Q: Will my Nickname and game data created during the Pre-Alpha Test remain until the official release?

A: No, they will be reset when the Pre-Alpha Test ends.



If inappropriate/unusual gameplay is confirmed during the Pre-Alpha Test period, participation in subsequent Tests and games may be restricted.

We strive for NAKWON to be a fair world to all, and we kindly ask for your cooperation.




Thank you.

Scouting Region Guide

[h3]< Overview >[/h3]

This guide has been created for Survivors who have recently joined NAKWON, helping them develop the essential knowledge required for Survival.
This section will briefly showcase Jongno 3-ga, which is the target region for Scouting.


[h3]< Scouting Region >[/h3]

Shortly after the establishment of NAKWON , we tried scouting the various regions of Seoul.
However, after a lot of damage and trial and error, Scouting is now limited to the Jongno 3-ga area, which is the safest and most efficient location to Scout.


[h3]< Different Types of Scouting Regions >[/h3]

The goal of Scouting is to find resources.
No matter how many Zombies you kill, they will eventually revive.
That’s why we recommend you use that time to find better resources than other Survivors, instead of fighting Zombies.

Many of the good resources are already gone, but there are still useful items that remain in the buildings.
Small buildings such as restaurants and convenience stores are relatively easy to scout.
As it is difficult to scout inside of large establishments like the NAKWON Arcade or other big buildings, these locations are not recommended for novice Scouters.

There is still barely enough electricity supplied throughout the City, so most areas are dark and dim.
The interiors of most buildings are nothing short of dungeons.
It is not easy to evade Zombies indoors, as Zombies may block entrances, exits and other doorways.

However, because larger buildings hold higher risk, they are much more likely to have resources left untouched that no one has found yet.
If you are going to look around the big buildings, it would be a good idea to be well prepared.


[h3]< Scouting Region Details >[/h3]

You will scout the east, west, north, and south spaces surrounding NAKWON Arcade and Tapgol Park in Jongno 3-ga.
The exact location where you begin Scouting is random every time.

The Police Station and MR Investments are in the southeast area, and a huge accommodation is in the center of the commercial buildings in the east.
Several commercial buildings are left between the alleys of the entertainment district between the southeast and the east.

A Construction Site is situated in the southwest.
The site was left abandoned after the Zombie outbreak took place before the construction was complete, leaving the huge building unfinished.
A shopping district is located from southwest to west, and in the center, there is the huge Jongno Building.

There is a long-connected road in the northwest to northeast, and various commercial buildings on either side.
This road passes the pier area on the ground floor of the NAKWON Arcade and is connected to the Public Escape Routes.

NAKWON Arcade and Tapgol Park are in the center of the scouting location.
In the early days of the Zombie Apocalypse, Tapgol Park was converted into a temporary camp for military units, but the troops quickly withdrew, leaving many things behind.
Currently, Scouting in the NAKWON Arcade is only available in some areas on the second floor in addition to the pier on the ground floor.
There are locked doors inside, so appropriate preparation is required.


More details can only be seen and experienced directly through actual Scouting.
Please prioritize Survival, and Scout safely.

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