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NAKWON: LAST PARADISE›Events›December Q&A
Community

December Q&A

NAKWON: LAST PARADISE · published 8 months ago

All eventsPlayers around this dateRead on Steam

Dear Survivors,

This Q&A has been compiled based on questions uploaded in the official NAKWON Discord this month.

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 plans for Spanish localization and controller support?

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.

Q. Will there be multiple game editions?

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.

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.

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.

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.

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.

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.

Zombies are designed to be a serious threat, not through individual intelligence or strength, but through sheer numbers, persistence, and infection mechanics.

Maps are designed to feel spacious, featuring vertical layouts and large-scale structures that enhance the overall sense of scale.

Each session has a random weather condition and will directly affect the gameplay experience.

In addition to normal extraction methods, there will be special exits that can only be used under certain conditions.

Shelter is assigned by the NAKWON government based on the citizen status.

Overall game mechanics will continue to be refined throughout the development process, with player feedback remaining a key reference moving forward.

Q. Is it possible to have separate microphones for team chat and for speaking to nearby players?

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.

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.

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.

Q. Will players be able to move zombie or human corpses? How will it affect gameplay?

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.

Q. What stage is the current project at, and is there any progress related to upcoming tests that you can share?

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.

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?

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.

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