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Steam News3 August 202615d ago

July Q&A

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

Full notes

Full NAKWON: LAST PARADISE update

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What changed

0 fixes4 additions12 changes1 removal
  • Gameplay
  • UI and audio
  • Maps
  • Balance
  • Performance
addedQ. It would be great if more detailed firearm animations were added.
addedQ. It might be helpful to add an in-universe explanation that the siren uses a frequency zombies cannot detect, or to introduce a rule that causes smoke grenades to dissipate at extraction points.
changedHowever, we ultimately concluded that the concept lacked intuitive clarity, as it was difficult for players to immediately understand why zombies would not react to certain sounds. As a result, the explanation did not provide the level of credibility and intuitiveness we were aiming for.
changedRather than relying on a more elaborate lore-based justification, we are currently pursuing a design direction focused on intuitive understanding. Under this approach, sirens will either not sound in certain situations or, when they do sound, zombies will react to them. Our objective is to ensure that in-game behavior remains clear, predictable, and easy for players to understand.
removedRegarding smoke grenades, having smoke automatically dissipate at extraction points would certainly be an elegant solution for preventing low-risk extraction attempts. However, we believe such an approach would unnecessarily remove a strategic option from players and therefore does not align with our design philosophy.
changedInstead, our current design allows zombies to continue interacting with and attacking players upon physical contact, even when visibility is obscured by the smoke. This approach preserves the tactical value of smoke grenades while ensuring that they do not entirely eliminate the risks associated with extraction.

NAKWON: LAST PARADISE changes

addedQ. It would be great if more detailed firearm animations were added.
addedQ. It might be helpful to add an in-universe explanation that the siren uses a frequency zombies cannot detect, or to introduce a rule that causes smoke grenades to dissipate at extraction points.
changedHowever, we ultimately concluded that the concept lacked intuitive clarity, as it was difficult for players to immediately understand why zombies would not react to certain sounds. As a result, the explanation did not provide the level of credibility and intuitiveness we were aiming for.
changedRather than relying on a more elaborate lore-based justification, we are currently pursuing a design direction focused on intuitive understanding. Under this approach, sirens will either not sound in certain situations or, when they do sound, zombies will react to them. Our objective is to ensure that in-game behavior remains clear, predictable, and easy for players to understand.
removedRegarding smoke grenades, having smoke automatically dissipate at extraction points would certainly be an elegant solution for preventing low-risk extraction attempts. However, we believe such an approach would unnecessarily remove a strategic option from players and therefore does not align with our design philosophy.

Dear Survivors,

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

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. It would be great if more detailed firearm animations were added.

We appreciate this suggestion and agree that details like these can greatly enhance immersion.

While we have many areas to continue improving, we will look for opportunities to further refine firearm mechanics and animations.

Q. It might be helpful to add an in-universe explanation that the siren uses a frequency zombies cannot detect, or to introduce a rule that causes smoke grenades to dissipate at extraction points.

With regard to the siren, the concept of zombies being unable to perceive a specific frequency was, in fact, an approach we explored during earlier Alpha testing.

However, we ultimately concluded that the concept lacked intuitive clarity, as it was difficult for players to immediately understand why zombies would not react to certain sounds. As a result, the explanation did not provide the level of credibility and intuitiveness we were aiming for.

Rather than relying on a more elaborate lore-based justification, we are currently pursuing a design direction focused on intuitive understanding. Under this approach, sirens will either not sound in certain situations or, when they do sound, zombies will react to them. Our objective is to ensure that in-game behavior remains clear, predictable, and easy for players to understand.

Regarding smoke grenades, having smoke automatically dissipate at extraction points would certainly be an elegant solution for preventing low-risk extraction attempts. However, we believe such an approach would unnecessarily remove a strategic option from players and therefore does not align with our design philosophy.

Instead, our current design allows zombies to continue interacting with and attacking players upon physical contact, even when visibility is obscured by the smoke. This approach preserves the tactical value of smoke grenades while ensuring that they do not entirely eliminate the risks associated with extraction.

Q. Are there plans to add maps set in regions outside of Seoul?

Our focus will remain on Seoul for the time being,

There are still many locations within Seoul that we believe have strong potential as future maps, and expanding to other regions would require significant changes to the game's worldbuilding and narrative framework.

Regional expansion is something we can imagine after launch through major updates that broaden the game's core systems and overall scope. For now, however, our development will remain focused on fully realizing Seoul as the setting of NAKWON.

Q. It would be great to have a unified storage system and loadout presets.

At the moment, we are somewhat hesitant about introducing a unified storage system. One of NAKWON’s core goals is to give players a sense of motivation to pursue a better life and satisfaction from the progress they achieve over time.

Because that motivation begins with scarcity, our inventory progression is designed not around simply increasing storage slots, but around physically placing storage furniture within your living space to expand your capacity. We want players to feel the limitations of a small home and then experience a tangible sense of improvement as their home grows and evolves.

A fully unified storage system could fundamentally undermine that progression and sense of accomplishment. For that reason, we currently plan to maintain our physical-space-based storage design.

That said, we will continue improving usability so that players can access and manage their storage more easily.

As for loadout presets through special furniture such as mannequins, this is a feature we have discussed internally. While it is not feasible in the near term due to scheduling priorities, it remains on our roadmap for future consideration.

Beyond intentional limitations that support gameplay progression, we will continue refining the experience to ensure players are not inconvenienced by things that simply should work better.

Q. It would be great if players could invite friends to their shelter and interact with placed furniture through dedicated animations.

The ability to invite friends to your shelter is a feature that has been mentioned within the dev team as well. Recent technical reviews have shown that it may be feasible, and we are currently testing the idea.

If the implementation goes well, our first goal is to allow players to invite friends into their shelters and explore it together. We want players to be able to showcase the spaces they have built and personalized to other survivors.

Interactions with furniture, however, are not currently on top of our list, and are likely to be reconsidered after launch.

For now, our focus is enabling shelter visits and allowing more immersive interaction features potentially following in future updates.

Q. I worry that the newly revealed weapons may detract from NAKWON’s unique identity. Is there any plan to reevaluate their designs?

These weapons were revealed as part of our efforts to explore a variety of equipment modification, and we fully understand the concerns being raised.

While exploring a variety of visual directions for modified versions of existing equipment beyond their gameplay performance, we will be careful to avoid designs that undermine the sense of realism and practicality in how the equipment would actually be used.

We understand that modified equipments should feel like something survivors in NAKWON’s world could realistically create and use. We will continue refining these concepts while carefully considering the wide range of feedback we receive from players.

Q. Could the Box Disguise and Rope Dart skills be adjusted to encourage diverse playstyles?

The Box Disguise skill has gone through several rounds of adjustments since the CAT, with the goal of preserving its potential while increasing the risks involved. As a result, player proficiency should now make a much greater difference in performance.

We are also adjusting the Rope Dart to ensure that its effects cannot be triggered too easily.

Whenever possible, we prefer to improve underused skills rather than simply nerfing stronger ones. We believe that raising the overall power and appeal of active skills leads to a more enjoyable experience.

While both the Box and Rope Dart skills will receive some adjustments, our main focus is on making other active skills more compelling, so that players have meaningful choices when deciding which skills to bring.

At the same time, we are actively working on new skills and will share more details once we reach a point where they can be revealed to the public.

Q. Is there a Trait Reset and Loadout Preset system?

trait reset feature has already been implemented. We intend to keep the associated cost low so that players can freely experiment with different strategies and character builds between expeditions without feeling heavily penalized.

As for loadout presets, the feature is currently under consideration. However, we are not yet able to confirm whether it will be included at launch.

Source

Steam News / 3 August 2026

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