For the foreseeable future, our updates for inZOI will mainly focus on enhancing existing features to deepen the overall experience, rather than adding more new features. And in this process, we want to involve our community by asking for your opinions before making big decisions, instead of deciding everything ourselves and then sharing a finished product later.
The first feature we’re revisiting is the length of one day in inZOI. This was actually the subject of our very first 'Kjun’s Concerns' post back in June of last year, long before the game was released. Since that conversation happened before you had a chance to play the game directly, we felt it was important to return to the topic and make sure we’re still aligned.
The general opinion from that post was clear: players wanted options. Instead of only offering a short day length where time passes quickly and progress is emphasized, we also needed to provide longer options for those who prefer to truly “live out” each day with their Zoi—taking in the simple pleasures of a bright morning all the way to the quiet beauty of a starlit night.
Currently, the day length options in inZOI are 48 minutes, 96 minutes, 4 hours, and 24 hours of real-world time, with 96 minutes set as the default. After extensive reviews, we’ve found the 96-minute setting to be a bit draggy. That’s why we’re now planning to make the 48-minute option the new default for all players.
Previously, we weren’t able to apply this because the surrounding systems of changing the length of day—things like needs reduction, auto-scheduling, and emotion cooldowns—were only set to align with the 96 minute option. Previously changing it to 48 minutes meant Zois might have only become hungry once or twice in a day cycle, and only felt sleepy once every other day. Allowing real-time adjustments of game systems based on the day length was crucial.
Previously, we didn't have enough resources to develop this, but with our shift toward refining existing features, we can now build a dynamic system where changing the length of day will automatically adjust related systems, making the experience much more seamless, no matter which option you select. The only challenge is to have Zois get to work or school quickly enough in the fast-moving 48-minute option. To address this, we plan on adding an optional 'Teleport' button—similar to the one available for driving—to help your morning commutes.
Alongside this, we also plan to improve the autonomy of Zois so they reflect more natural daily patterns. This includes sleeping and waking at reasonable hours, and feeling hungry around mealtimes. These patterns would encourage Zois to visit restaurants or grab food from the fridge at more socially natural times. We feel the current autonomy system often feels too random and lacks context, and we believe this change will improve realism and strengthen immersion.
The reason I’m sharing this with you all is to hear your thoughts before we begin our development. Some might view asking for feedback each time we begin a major development as a waste of time, but from our perspective, deciding everything ourselves only to learn it doesn’t match what players wanted ends up being a bigger waste of time and resources. Our philosophy has always been to build this game with the community, and we believe that involving you at these stages of development is the best way to achieve our version of success.
So please let us know your thoughts in the comments—whether you agree with everything that is written here, and if there are other aspects you’d like us to approach differently. Thank you so much for your time and for your ongoing interest in inZOI. Our hope is to create an experience that is fun for as many players as possible, and we’re confident that your voice will play a vital role for us to accomplish that.


Ps : creators of poses/animations still wait an update of modkit for this feature. 🔥
