Dear Survivors,
This Q&A has been compiled based on questions and suggestions uploaded in the official NAKWON Discord during this August.
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!
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Q. Could the game eventually expand beyond Seoul?
(Once players reach a certain level and progress far enough through the main story, it would be great if they could continue their journey by traveling to other regions such as Busan or Jeju Island through airports or train stations)
A. We'd love to expand the game in that direction as well. However, there is still a lot of content we haven't yet been able to create even within Seoul, so it will take some more time before we can seriously consider that. If the game is able to maintain a stable service after launch, we would like to explore expanding to other regions through major content updates in the future.
Q. Are there any plans to introduce a player trading system?
(I understand and agree with the reasoning behind postponing the marketplace in NAKWON. However, one of the key appeals of the extraction genre is having items obtained through looting recognized as valuable assets or currencies within the game, which can serve as both a source of enjoyment and motivation.
With that in mind, I think it could be beneficial to consider a limited trading system that allows legitimate players to make use of the value of the items they acquire while minimizing side effects such as cheating and real-money trading. For example: Restricted Tradeable Items, Stricter Marketplace Requirements, Transaction Limits and Fees, No Direct Player-to-Player Trading)
A. We fully recognize the advantages that a player marketplace can provide, and we've explored various approaches, including item binding and trade restrictions. That said, there are still several areas that feel unclear or premature for implementation at this stage, so the feature remains on hold for now. From a long-term perspective after launch, I do think there is room to revisit the idea, particularly in the form of a restricted marketplace with carefully selected tradeable item categories. As you suggested, multiple safeguards would need to be implemented alongside such a system, and we'll continue evaluating the idea at the appropriate time after launch.
Q. Could a Hardcore Mode be added as endgame content?
(I'd love to see a Hardcore Mode as endgame content for players who have reached Citizen Rank 1, account level cap, completed the main story and side quests, and fully developed their shelter)
A. Endgame content is one of the areas we're thinking about most carefully. We want NAKWON to remain enjoyable for a long time, and we're actively exploring what kinds of goals, challenges, and motivations will keep players engaged even after they've experienced all of the game's content. While it's still too early to share specific details, please know that we're evaluating and preparing a variety of different directions for the game's long-term progression and endgame experience.
Q. How will player alignments be identified and distinguished?
(After reading the Dev Note, I became curious about how the alignment system will work, specifically the distinctions between Good and Evil, as well as Lawful and Chaotic alignments. If alignments are indicated through visible markers, there could be situations where players have difficulty identifying them due to viewing angles, clothing coverage, or character positioning. I'm also curious about how alignment-related quests would work. For example, if a Good-aligned player receives a quest to hunt Evil-aligned players, but repeatedly ends up killing other Good-aligned players by mistake, how would the system evaluate that player's alignment?)
A. Our current plan is that players will not be able to directly see another player's alignment. That said, there may be situations where a player's alignment can be inferred through their actions. For example, certain quests may require you to deal damage to players of a specific alignment, allowing you to identify them through direct interaction rather than through a visible indicator. In cases where Good-aligned players are tasked with hunting Evil-aligned players, the intent is that players must carefully assess the situation and only attack when they have a strong reason to believe the target is truly hostile. As a result, maintaining a Good alignment is designed to be challenging, while maintaining an Evil alignment is intended to be comparatively easier. One possibility currently being discussed involves the Sonar Sense skill. If players invest deeply enough into that specialization tree, it may become possible to identify the alignments of nearby players. No other concrete methods for revealing alignment information have been firmly decided yet. Please keep in mind that all of these details are still under development and may change as the design evolves.
Q. Will there be dynamic weather changes during expeditions?
(Will there be features that change the weather during an expedition, such as rain, fog, or other environmental conditions?)
A. Weather conditions are randomized for each expedition. Different types of weather, including rain and fog, can occur during your runs.
Q. Could conditional extraction points be added?
(Would it be possible to add extraction points that only become available after players meet certain conditions?)
A. Yes, there are extraction points with special mechanics. For example, in the Jongno North map from the Closed Alpha Test, players could obtain a specific keycard and use it to escape through a shared extraction point. Similar to this, each map may include extraction points that require unique conditions to be met before they can be used.
Q. Could maps feature different events or variations?
(In some games, maps are modified through special events, such as stronger enemies, different objectives, or increased loot quality)
A. We do not currently plan to have map variations within a single expedition mode. Instead, each expedition mode will feature its own distinct map setup. For example, PvPvE and PvE Expeditions are designed with different objectives in mind, which is reflected in how their maps are configured. PvPvE Expeditions focus primarily on exploration and scavenging, so zombie kills provide relatively limited rewards. PvE Expeditions, on the other hand, are centered around zombie hunting, with fewer loot opportunities but greater zombie density and increased rewards for taking them down.
Q. Could parts of the map change between expeditions?
(Could certain areas of the map change from one expedition to another, with some routes opening or closing each time? For example, there could be rare zones that only become accessible occasionally, or high-value loot areas whose locations change between expeditions)
A. This is something we could consider implementing through special map-specific mechanics. At the moment we introduced a degree of unpredictability by having the locations of high-tier loot change from expedition to expedition based on key scavenging information. That said, the most valuable areas of the map will inevitably remain somewhat consistent. We want the decision of whether to contest those locations or move elsewhere to remain in the hands of the players. We believe NAKWON creates its most engaging moments through competition over limited resources, with player interactions naturally generating a wide range of dynamic situations. We also want to preserve the sense of progression that comes from becoming more familiar with a map. As players learn the environment and improve their route planning, their scavenging efficiency increases, and we see that as an important part of the player's growth and mastery of the game.
Q. What direction are you planning to take with the looting system?
(I'm curious about the overall direction of the looting system. I understand that many changes have been made since the CAT, and I'm particularly interested in whether there are plans to introduce special loot items that players will actively seek out from an endgame perspective)
A. These are the reasons why players may choose to continue looting and exploring.
1. Loots for Survival Conditions (e.g. consumables)
Food and other consumables will remain as important resources. Players will need to regularly gather these items to stay prepared for future expeditions.
2. Progression (e.g. citizen status, shelters)
Progression is another major factor. Advancing the citizen status or upgrading the shelter may require specific materials, encouraging players to seek out particular resources and locations throughout the world.
3. Optimizing Equipments
Gear can roll with random modifiers, and both the type of the modifier and its value are randomized. Players who want to optimize a specific build or playstyle will likely continue crafting and farming in search of ideal equipment.
Beyond these gameplay systems, there will also be content-driven reasons such as quests, and more personal goals like decorating and customizing the shelter. We want players to have a variety of motivations for returning to expeditions, rather than farming for a single purpose alone.