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Steam News29 June 20266d ago

June Q&A

Dear Survivors, This Q&A has been compiled based on questions and suggestions uploaded in the official NAKWON Discord during this June.

Full notes

Full NAKWON: LAST PARADISE update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes7 additions7 changes1 removal
  • Gameplay
  • Events
  • Server
  • Store
  • Maps
addedQ. Are there any plans to add a tax system within NAKWON? (Since NAKWON is basically a large-scale community, perhaps the concept of taxes or upkeep costs would add to the world's realism)
changedClosed Alpha Test largely focused on the early-game experience, so such features may have been harder to experience. We're currently designing a system where advancing your Citizen Status introduces a wider variety of life events and challenges, such as taxes, fines, and high-difficulty missions. We're also preparing high-risk, high-reward content for players with high Citizen Status, expanding the range of experiences available as they progress.
changedQ. Are there plans to adjust the Extraction sound design and the difficulty balance between maps? (Compared to the sirens and announcements that play during Extraction, the Infected's reaction felt weak, creating a disconnect between the presentation and the actual level of danger. Also, some maps and Extraction methods seem to have large difficulty gaps or to be overly influenced by certain skills. We're curious whether the danger and rewards of each Loot Area, as well as Extraction difficulty, will be adjusted to match the dev team's intentions.)
changedThe siren at the public exits is intentionally designed not to lure the Infected. That said, we're aware of the disconnect between the presentation and the actual danger level, and we're reviewing different methods for improvement. Since NAKWON is designed so that anyone can extract, the difficulty of Extraction itself is set low. Instead, we've structured things so that risk arises during the expeditions and choices you make to earn greater rewards. Meanwhile, we're currently addressing the fact that the Extraction success rate of the Smoke skill during the Alpha Test was higher than what we anticipated. The difficultyof each landmark will be fine-tuned as well.
addedQ. Do you plan to add everyday living furniture, such as an air purifier, to the Housing system? (I'd like to propose a system where you craft an air purifier from materials gathered through expeditions, replace consumable filters, and gain benefits such as recovering some morale within the shelter)
changedWe think the air purifier and the filter system you've proposed is an interesting idea that could be used as a concept for a future season update. For example, if an environmental change such as worsening air quality occurred in a particular season, we could build content centered on crafting and collecting filters, providing various looting incentives through it. Thank you for the great idea.

NAKWON: LAST PARADISE changes

addedQ. Are there any plans to add a tax system within NAKWON? (Since NAKWON is basically a large-scale community, perhaps the concept of taxes or upkeep costs would add to the world's realism)
changedClosed Alpha Test largely focused on the early-game experience, so such features may have been harder to experience. We're currently designing a system where advancing your Citizen Status introduces a wider variety of life events and challenges, such as taxes, fines, and high-difficulty missions. We're also preparing high-risk, high-reward content for players with high Citizen Status, expanding the range of experiences available as they progress.
changedQ. Are there plans to adjust the Extraction sound design and the difficulty balance between maps? (Compared to the sirens and announcements that play during Extraction, the Infected's reaction felt weak, creating a disconnect between the presentation and the actual level of danger. Also, some maps and Extraction methods seem to have large difficulty gaps or to be overly influenced by certain skills. We're curious whether the danger and rewards of each Loot Area, as well as Extraction difficulty, will be adjusted to match the dev team's intentions.)
changedThe siren at the public exits is intentionally designed not to lure the Infected. That said, we're aware of the disconnect between the presentation and the actual danger level, and we're reviewing different methods for improvement. Since NAKWON is designed so that anyone can extract, the difficulty of Extraction itself is set low. Instead, we've structured things so that risk arises during the expeditions and choices you make to earn greater rewards. Meanwhile, we're currently addressing the fact that the Extraction success rate of the Smoke skill during the Alpha Test was higher than what we anticipated. The difficultyof each landmark will be fine-tuned as well.
addedQ. Do you plan to add everyday living furniture, such as an air purifier, to the Housing system? (I'd like to propose a system where you craft an air purifier from materials gathered through expeditions, replace consumable filters, and gain benefits such as recovering some morale within the shelter)

Dear Survivors,

This Q&A has been compiled based on questions and suggestions uploaded in the official NAKWON Discord during this June.

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!

Join the Discord

Q. Are there any plans to increase the value of high-tier food that requires a lot of materials?

We are currently reviewing ways to grant additional value to foods that require harder-to-obtain materials. We are considering having different types of food grant various buffs that can support players in their next expedition. Meanwhile, Housing is being developed to influence life and progression within NAKWON rather than expeditions. We are exploring a structure where upgrading furniture improves the efficiency of related activities.

Q. Are there any plans to add a tax system within NAKWON? (Since NAKWON is basically a large-scale community, perhaps the concept of taxes or upkeep costs would add to the world's realism)

Closed Alpha Test largely focused on the early-game experience, so such features may have been harder to experience. We're currently designing a system where advancing your Citizen Status introduces a wider variety of life events and challenges, such as taxes, fines, and high-difficulty missions. We're also preparing high-risk, high-reward content for players with high Citizen Status, expanding the range of experiences available as they progress.

Q. Are there plans to adjust the Extraction sound design and the difficulty balance between maps? (Compared to the sirens and announcements that play during Extraction, the Infected's reaction felt weak, creating a disconnect between the presentation and the actual level of danger. Also, some maps and Extraction methods seem to have large difficulty gaps or to be overly influenced by certain skills. We're curious whether the danger and rewards of each Loot Area, as well as Extraction difficulty, will be adjusted to match the dev team's intentions.)

The siren at the public exits is intentionally designed not to lure the Infected. That said, we're aware of the disconnect between the presentation and the actual danger level, and we're reviewing different methods for improvement. Since NAKWON is designed so that anyone can extract, the difficulty of Extraction itself is set low. Instead, we've structured things so that risk arises during the expeditions and choices you make to earn greater rewards. Meanwhile, we're currently addressing the fact that the Extraction success rate of the Smoke skill during the Alpha Test was higher than what we anticipated. The difficultyof each landmark will be fine-tuned as well.

Q. Do you plan to add everyday living furniture, such as an air purifier, to the Housing system? (I'd like to propose a system where you craft an air purifier from materials gathered through expeditions, replace consumable filters, and gain benefits such as recovering some morale within the shelter)

We think the air purifier and the filter system you've proposed is an interesting idea that could be used as a concept for a future season update. For example, if an environmental change such as worsening air quality occurred in a particular season, we could build content centered on crafting and collecting filters, providing various looting incentives through it. Thank you for the great idea.

Q. Are there plans to add more uses for old currency? (Currently, old curriency has little use beyond upgrading Citizen Status, so we'd love to be able to use them at in-game vending machines or unmanned shops)

During early stages of development, there was a feature that let you use old currency or destroy vending machines to obtain drinks. We removed that feature in the late stages of development, but we've been reviewing whether to reintroduce it.

Q. Are there plans to give decorative furniture gameplay-related or permanent bonuses?

At this time, we don't have plans to add gameplay stats or permanent buffs to decorative furnitures. We can perhaps revisit the idea of furniture buffs later but we decided it's too early to introduce them for release. We want to focus on expanding progression content first, then introduce additional furniture features in future updates. For now, we'd like housing to remain focused on personal expression and customization.

Q. Are there any plans to introduce more powerful boss-type infected or endgame-focused content?

Our goal is for each new map to offer a unique gameplay experience. To deliver this, each new map will also introduce a new special infected, with unique threats and characteristics unlike players have encountered before. We'll share more details in the future.

Q. Are there plans to introduce unique mechanics or dynamic environment changes to each map?

We're designing unique mechanics for each map so that it can offer a distinct gameplay experience. Instead of real-time environmental changes, we're emphasizing each map's unique layout and gameplay rules. We'll share more details when we reveal future maps.

Q. Are there any plans to add new areas such as the Jongno subway, apartment complexes, or a general hospital?

Subway stations, apartment complexes, and general hospitals are all on our list of potential future map locations. As we develop new maps, these are locations we'll continue to consider. Thank you for the great suggestion.

Source

Steam News / 29 June 2026

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