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Full NAKWON: LAST PARADISE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Store
- Balance
- Maps
- UI and audio
NAKWON: LAST PARADISE changes
Dear Survivors,
This Q&A has been compiled based on questions and suggestions uploaded in the official NAKWON Discord during this March and April.
Please note that the development details and content plans may change depending on the progress of development.
Our Discord continues to host vibrant community discussions and original content, so we invite all survivors to join the conversation!
Game Systems · Matchmaking · Housing
Q. Will Safe Pockets be introduced to the game?
At this time, we don't have any plans to introduce any sort of safe pocket system.
Safe pockets can reduce early frustration by allowing players to retain items after failed extractions, but over time, they may weaken both the tension and the sense of achievement that come from extracting successfully.
Rather than layering safety nets, we believe that maintaining a constant sense of losing out can lead to a more compelling experience. We still need to protect beginners, but this should be addressed through other systems rather than through safe pockets.
Q. Will matchmaking based on player aggressiveness (a.k.a Karma system) be introduced?
There are currently no plans to implement karma-based matchmaking, but we do plan to introduce a skill-based MMR system.
The MMR system will not rely solely on combat performance, but will evaluate multiple aspects of gameplay, including looting behavior, engagements, and survival time. Our goal is to match new players with fellow beginners, while experienced players are paired with others of similar skill.
Q. Are there plans to expand the housing system (e.g., allowing friends to visit)?
Allowing friends to visit each other’s shelters is a feature our dev team would love to implement. However, due to technical limitations and development resource constraints, it is not planned for the near term. We hope to revisit it when conditions allow.
Q. Will a player-to-player marketplace (flea market) be added?
We initially considered a player marketplace, but after reviewing the Closed Alpha Test results, the feature is currently on hold.
Our main concern is that player trading could replace in-game looting as the primary way to acquire items, shifting gameplay toward simply earning market currency and purchasing whatever you need. We believe this diminishes NAKWON’s core gameplay pillars. For now, our direction is on preserving the experience of earning items directly through in-game rounds.
Combat · Weapons · Equipment
Q. Will weapons and armor have random stats or reroll systems?
Weapons and armor will have fixed base stats, with additional gear options having random stats.
Random options will be assigned only when items are obtained through looting or crafting, ensuring that these items have value above shop purchases. Stat rerolls were considered, but given the genre’s inherent risk of loss, we decided against them, as they could significantly amplify the sense of loss.
Q. Gun drop rates felt too high during the test. Will they be adjusted?
Gun drop rates will be continuously adjusted. Our priority is to ensure that guns do not disrupt the overall game balance, and we will continue refining systems to support that goal.
Q. Will bags and luggages be customizable?
Yes. Both bags and luggages will be developed as a customizable cosmetic item.
Q. Will infection-resistant equipment, such as gas masks, be added to the game?
I think this could be explored as a special function or option attached helmets. We may also consider making certain helmet types particularly effective in infection resistance.
Q. Will long-range weapons, such as crossbows, be added to the game?
At the moment, we are not actively considering it. Crossbows can be highly efficient relative to their noise level, which could undermine the tension that players should feel while playing NAKWON.
Infected · AI · Maps · Environment
Q. Could you add Infected enemies using firearms?
Our current direction is clear: we want to avoid portraying the infected as intelligent entities capable of using firearms like humans.
If gun-wielding enemies are ever introduced, they would more likely be hostile human NPCs rather than infected. That said, there are currently no development plans for such NPCs either.
Q. Will new maps continue to be released after launch?
Our current launch target includes four maps. Beyond that, our ideal goal is to introduce one new map per quarter, though this schedule is yet to be confirmed.
Q. Will weather have a greater impact on gameplay?
Weather conditions were present in the Closed Alpha Test, but their impact on gameplay was limited. Currently, fog weather is active in North Jogno, and we aim to further expand weather systems to create more meaningful effects on visibility, movement, and overall playstyle.
Game Modes · Story · Campaign
Q. Time limit for each expedition sometimes feels too tight. Will it be adjusted?
Time limits will be adjusted based on each map’s size and difficulty. Currently, 25 minutes feels appropriate for North and South Jongno, but this may be tuned over time based on gameplay data.
Q. Will a free expedition mode or a unified large map be added?
The technical challenges involved in creating a fully connected, unified map are extremely high and are not part of our immediate plans. For now, we are focusing on optimizing the existing maps. This may be reconsidered in the future as part of our very long-term goals.
Q. Are there plans to introduce traveling merchants or smuggler shops during expeditions?
Encounter-based shop systems are an interesting idea, but due to structural challenges and costs, there are currently no plans for them at the moment. That said, a dedicated map built around this concept may be considered in the future.
Q. Will there be more activities available in the city (NAKWON) area?
Adding more activities within the city is a long-term goal. Not all features will be available at launch, but they are part of our mid-to-long-term development plans.
Quality of Life (QoL) · UI/UX
Q. Are there plans to improve QoL features such as storage, quests, and hotkeys?
The Closed Alpha Test focused primarily on core gameplay, so many QoL features were not fully addressed. For full release, we plan to continuously improve overall usability. In addition to the points mentioned above, we will also introduce clearer UI features, such as food expiration indicators and a screenshot mode.
Q. Will skill presets or key storage system be added?
We believe skill presets are necessary and are currently discussing how best to implement them. We are also considering a dedicated key storage so that having multiple keys does not waste inventory space.
Q. Will social features such as recent players, friends, and reporting be enhanced?
Yes. They were limited during the Closed Alpha Test, but we're reviewing social features such as recent players lists, friend add/block options, and reporting systems for full release.
Source
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