Hello everyone!
Long time no talk.
It’s hard to believe it’s already been four months since the last post of Kjun's Concerns. I still vividly remember working through that unbearable heat generated by all our development PCs running at full capacity as we prepared to showcase inZOI at gamescom. Now, we’re experiencing the opposite extreme, with temperatures dipping below zero (or for our friends in the States, below 32 degrees Fahrenheit).
As you may have seen in my letter last month, we will be officially releasing inZOI in Early Access on March 28th, 2025. I want to take this opportunity to once again apologize to everyone who was eager to play the game before the end of this year. Today, I'd like to use this post to further explain the thought process that led to our decision to postpone inZOI's release.
Developing a life simulation game is an ambitious challenge for any team, and we’ve certainly felt this ourselves. For decades, the genre has been championed by The Sims, a legendary series that is both inspiring and daunting to follow. When our much-smaller team first began working on inZOI two years ago, we planned to release a playable version by end of 2024 and continue developing the game with feedback from our players.
However, the unexpectedly amazing reception and interest from around the world showed us we needed to raise our standards for the first experience we would deliver with inZOI. After gamescom, we took a significant step toward that goal by adding more than 20 new members to our growing team. The extra time that comes with this delay will allow us to incorporate your valuable feedback and refine the systems that will make inZOI a better experience for everyone.
inZOI is unique because it is being created by developers within the Korean gaming industry, where life simulation games are virtually nonexistent. As a result, our team naturally lacks genre-specific references or related experience to draw from. Additionally, with no major life simulation releases globally in recent years, we’ve had to chart our own path, designing systems almost entirely from scratch.
Despite these challenges, our morale remains high because, from the very beginning, we’ve prioritized communicating with players to create a game they would want to play. As a life simulation enthusiast myself, my goal is to make inZOI a game created by fans and, just as importantly, forfans of the genre. We’ll continue listening to your feedback as we work toward Early Access and beyond, ensuring this remains a true collaboration between us, the developers, and you, our players.
Personally, I’ve never been a fan of driving—partly because of my poor sense of direction. When I travel to another country, I'm often the stereotypical tourist who gets lost wherever I go. Looking back, perhaps it’s that fear of getting lost that has kept me anchored to the familiarity of the MMORPG genre for over 20 years.
To me, inZOI is like embarking on a mysterious vacation to an unknown world. And, like the lost tourist I am, I’m looking to rely on the familiar natives—our incredible community here on Discord—to guide me along the right path. I'll frequently ask you for directions, and with your input, I’ll thoughtfully apply your answers as we march toward the next step.
We’re thrilled about what lies ahead. March 28th will mark just the beginning of what's to come. Early Access will give us a valuable opportunity to continue building and improving inZOI with your input, shaping it into something players can enjoy and cherish for years to come.
Thank you for your unwavering support, thoughtful feedback, and generous patience. Developing inZOI has been a challenge but also a deeply rewarding journey, and we are committed to maintaining that same level of enthusiasm and responsibility as we bring this game to life.
Thank you,
Kjun 
P.S. Kjun's Concerns will officially kick off again starting next week 🙌
Welcome back Kjun, cant wait to hear more from you and your team!
🎉 


Agreeing what Matty said.
I’ve seen a handful of videos made by a few influencers, but I don’t think I’ve seen that anywhere?