Hello everyone,š
Today, Iād like to share the first of inZOIās three major challenges with you.
When we first designed inZOI, we built a wide and large cityābut that scale came with problems. The distance between contents became too far, leaving many empty spaces. And when we tried to add new plots or shops, optimization issues appeared.
During Koreaās long holiday period, we made an interesting discovery while exploring solutions to this problem:
If we place only houses and buildings created using Build Mode, the performance remains stable and smooth.
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So, we created a small town made purely with Build Mode, temporarily named āCanvastown.ā
This is the small town Iāve attached as a reference file.
Today, Iād like to discuss the results with you.
What do you think about offering towns like āCanvastownā as an optional feature in inZOI?
š” Advantages of āCanvastownā
- Keeps the open-world structure intact while allowing new buildings and shops to be added.
- Even with around 40 plots, optimization remains excellent.
- Shorter distances between lots make it easy to notice neighbors and nearby shops naturally.
- Players can decorate the entire town and share it through Canvas.
- The compact layout means less travel stress and no delays like waiting at traffic lights.
- Because Zois appear frequently in a small space, the town feels more alive and dynamic.
- Multiple small towns could be connected with short loading times in the future.
ā ļø Limitations of āCanvastownā
- Its current size is about 1/8 of Dowon, so itās relatively small.
- Since itās built only with the building system, natural visual expression has its limits.
- Thereās limited space for vehicle content.
Should we make this town larger, or do you feel this direction is different from the inZOI experience you expect?
Weāre still in the early stages, so your feedback would be very valuable.
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Now, let me share another idea where Iād love to hear your thoughts.
Over the past month, Iāve read and organized all your feedback. Weāve already improved many of the issues you pointed out, but thereās one recurring topic that we still need to tackle:
āA clear core gameplay loop ā with purpose, rewards, and repeatable progression.ā
To address this, weāre planning a new feature called Fate Engine (tentative name).
Itās a system that randomly generates an entire life setup for your character.
Nothing too grandājust a way to give more purpose and challenge to the inZOI experience.
When you press the āFate Engineā random button, the world settings will shuffle completely.
You might suddenly wake up as the youngest son of a billionaire family, or find yourself in a haunted house where your smiling family insists, āEverythingās fine here~.ā
Or maybe youāll start as the head of a poor family with ten children.
By living through these randomly assigned lives, we believe players can experience new kinds of goals and challenges.
I personally think this genre shines when it offers varied systems and layered experiences, but even reusing existing features within new life goals could make gameplay engaging in its own way.
Itās about experiencing life through trials and hardships, one story at a time.
If you have better ideas for goal-oriented gameplay or for improving the Fate Engine, Iād love to read your passionate feedback again this week.
Finally, before the year ends, Iāll introduce the remaining two challenges of inZOI, so please stay tuned.š
Thank you.ā¤ļø
ā k.jun
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