
Nakon
A downloadable game for Windows
DESCRIPTION
Nakon is a fast paced FPS, built from the ground up in a custom student made engine, combining interesting visuals with arcade style survival gameplay. It is cross platform with support for PS5.
Key Features:
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Arcade-Inspired Survival: Battle waves of corrupted monks in a gameplay mode, reminiscent of classic zombie shooters.
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Divine Powers: Use god-granted abilities to defeat your enemies with the glove of power.
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Stylized Visuals: Inspired by Risk of Rain and rendered in a custom-built renderer.
- Museum Mode: Experience our beauty corner, featuring behind-the-scenes art and model concepts.
CREDITS
VA
Desislava Tsvetkova ![]() | Environment Artist |
Desislava Yonkova ![]() | Prop Artist |
Viktor Georgiev ![]() | Visual Art Lead, Character Artist |
PR
Special Thanks
Sebastian Dăscălescu
Daniel Kočan
Hari Ashikyan
Tijn Flinterman
Sjoerd Vermeulen
Luc Momber
Konstantin Staykov
Message #va-corner

Assets
The level layout was inspired by the Haven map from Halo 4.
The HDRI was created partially using generative AI. Some parts of the code were created using generative AI.
Check out the latest devlog to see what's included in the current build and what known issues still exist!
Updated | 10 days ago |
Status | In development |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (5 total ratings) |
Authors | Breda University of Applied Sciences, BuasJoey, tBoons, Allen Philip, Tycro Games, J111M, Gikster007, Mika Halbauer, alexstn, PappaNiels, desytsv, Viktor231407, Des |
Genre | Shooter, Action |
Made with | Blender, Maya |
Tags | 3D, Arcade, artgame, First-Person, Low-poly |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse, Playstation controller |
Links |
Download
Install instructions
- Right click on the .zip, and extract the contents.
- Run Nakon.exe to play the game.
- If you get a warning, click "more info", and then "run anyway"!
Development log
- Nakon - Early Access 1.011 days ago
- Nakon - Early Access 0.516 days ago
- Nakon - Early Access 0.419 days ago
- Nakon - Early Access 0.322 days ago
- Nakon - Early Access 0.227 days ago
- Nakon - Early Access 0.134 days ago
Comments
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1.0 Feels way better, the feeling when playing the game is just way smoother, it really decluttered the things that felt wrong with the game before! Keep up the great work!
🕹️ First Impressions
Even in its early build stage, this game already feels like it knows exactly what it wants to be. From the flashy, punchy visuals to the satisfying sound effects, it's clear that the talented devs are building something special, and from scratch too!? That’s so cool to see!.
🧠 Core Feedback
I have a lot of feedback to give because I genuinely want to see this game succeed.
🧟♂️ Enemies & AI
The biggest issue I had was with the enemies. They have several noticeable flaws:
At certain angles, they simply disappear.
They often get stuck, and sometimes it's unclear if they’re dead or just bugged, since there’s no spawning or death animation.
The AI feels predictable and too easy. I rarely felt threatened during my first playthrough, except one time I almost got one-shot… only to find out they can walk through walls! That felt more frustrating than challenging.
Since enemies only spawn near the player, it’s possible to abuse this by playing "ring-around-the-rosie" with them.
⚙️ Upgrades & Onboarding
At the start, I felt pretty confused. When I got upgrades, I didn’t really feel a difference, and I skipped reading the descriptions because the game never gave me a proper break from the action. I didn’t want to stand still and get hit by something sneaking up behind me.
One particular moment of confusion was when my screen colors suddenly changed. I found out later it was because I auto-picked up the nuke ability right after killing a monster, but at the time, it just added more uncertainty.
🔊 SFX & VFX
The sound effects are good — punchy and satisfying, but I’d love to hear a bit more variation to keep things fresh a slightly pitch variation would do wonders.
The visuals overall are great, but I do have one nitpick, when you shoot a monster, the blood feels slightly out of place. It looks a bit too retro or pixelated — more like cubic bits than blood droplets, in my opinion.
🕹️ Controls & Sensitivity
The sensitivity felt inconsistent:
On controller: way too slow
On mouse and keyboard: too sensitive
That said, it still felt surprisingly decent overall — it just made flicking impossible and quick turning a bit unreliable. Sometimes when I tried to quickly turn 90 degrees, I ended up spinning 180 or even 360, which made shooting and repositioning difficult.
❤️ What I Loved
Despite some of the issues, there’s a lot I truly enjoyed:
The fact that this is made from scratch is just awesome!
I love the art style is so clean and sweet.
The sound and visual effects really fits the game.
I’m a big fan of having an upgrade system, that’s always a plus.
The game’s page and presentation are neat and well done.
🐛 Bugs Encountered
When I tabbed out during a run, I died and got softlocked. When I tabbed back in, I could still use my gun but couldn’t use my cursor, so I was unable to press “Retry” or “Exit to Desktop.”
On another occasion, I tabbed out and when I came back in, all the enemies had surrounded me, but they couldn’t hit or pathfind to me until I moved. I got out of a lethal situation basically for free.
The game crashed when I reached round 20.
📝 Final Thoughts
For an alpha, this is already such a super promising project. With some polish, especially to the AI, controls, and feedback systems, this game could really shine. I’m excited to see where it goes next.
Thanks for playing our game! We are all grateful for your kind words and feedback given. An updated version of the game will be posted by the end of the week, with many improvements (some, that you already mentioned). Please look forward to it!
- Team FireWasp
the games feels good so i'd love to continue playing the game and give more feedback ^w^
You are awesome for giving such concrete and thorough feedback. Thank you for trying out our game!
As a high sens gamer, i had no issues with the sensitivity at all. As i was climbing up the waves, i felt my heartrate increasing rapidly. I felt the adreline in my blood when i was running like a little baby from THESE large enemies (wave 8+). The only thing I am not happy about is that the soundtrack is really loud for some reason (could be just me) and there isn't settings section yet.
Much love, Chris
Happy to hear you enjoyed it! We definately have to add some settings for sound!
I had a pretty big issue with the sensitivity on controller, for me, it was totally unplayable so i switched to m&k(if you can fix this in any way, maybe with a settings UI where you can change sensitivity i would be happy to replay on controller).
The enemies feel pretty "buggy", they are literally touching me but i basically never get damaged if i keep sprinting and jumping, not sure what provokes this issue but maybe you can investigate a little.
I would love to see a clear visual representation on the objects i already interacted with on the map so i don t get confused and retry activating them.
The game feels a little bit confusing at the first playthrough, i feel like it's unclear that you can explore a big beautiful map, i was close to just staying in the first few meters more or less, i didn t know i could sprint(i m pretty sure you don t make it clear that there is sprinting anywhere on itch or in game) +also i d suggest making the m&k controls public unless you plan on totally removing m&k gameplay.
I think the game would be more engaging and fun if the enemy rendering bug wouldn't happen at certain camera angles, if they didn t go through walls, you could hear their footsteps better(maybe adjust the literal sound they make and make the music less loud) and A FULLY AUTOMATIC WEAPON :). I also think that maybe working on the visual part of combat would be useful, as in, make cooler weapons/shooting.
Nonetheless, you have a cool base for the game and i m genuinely excited to play an updated version, if it includes multiple improvements to the game.
Thanks for taking the time to provide so much feedback. We will take it into account for the next version!
Wow, I am beyond impressed. I was challenged by the enemies, and this turned out to be not only a fun challenge but also a horror game for me. I found myself running around scared, which, if a game can produce such emotion in me, I see it as a win. I also love the soundtrack. Possibly the few things I would adjust are the spawn visuals for enemies and perhaps a visual on how to interact with doors, as I found myself unsure how to click the door to open it. I think the team has successfully managed to create a visually coherent environment with a strong and recognizable identity for the game.
Got it! We will keep it into account for the next update! Thanks for playing our game!
The artstyle and the game looks and feels pretty and is very engaging
Glad you enjoyed it!
I played for 5 mins and i can already say its better that BO6 Zombies
🗿
Cool
Thanks for playing!
Very nice game, its visually very well made. Additionally to the great visuals , game has amazing and fun and well thought out gameplay, which would be the best and most important part of any game.
Thanks for the kind words! Glad you enjoyed it.
Pretty cool game, i like the visuals!
Thank you!