Business / Jobs / Economy Systems
We saw many requests for realistic management systems such as store operations, family businesses, more job types, business expansion, financial management, taxes, loans, bankruptcy, rentals/sales, and franchise systems. There were also requests for deeper workplace interactions—skills, career progression, promotions, firing, attendance, different boss/coworker personalities, and more.
Our current development is still modest compared to your expectations, and we apologize for that.
We are working on new lots that families can own, allowing players to purchase land and build their own shops. You’ll be able to hire employees, set wages, and provide services using their various skills. You can also set business hours, enable automated operations, and run franchises.
You’ll be able to personally hire employees—including family members—and if someone with better skills works for you, you’ll get better sales results and higher customer satisfaction.
Because the shop is family-owned, it can also be inherited even if the original owner passes away.
There were also many requests for ownership details, family/personal bank accounts, business inheritance, family employment, and part-time jobs for children and teens. I’m keeping all these notes carefully so we can continue evolving the system.😁
School / Education / Clubs / Social Activities
Many of you requested school life systems—club activities, after-school programs, graduation ceremonies, school events, classes, exams, grades, friendships, and teacher interactions.
It really feels like many of you are part of our development team, because your suggestions often align perfectly with our internal plans.
We develop our roadmap by building core technical systems first, then expanding them into content. Next year, we’ll upgrade the job system, and before the official launch, we aim to create a real school—not a rabbit hole. We’ll combine all your feedback at that time.
Other Systems / Features
We also received requests for more varied NPC behaviors, seasons/weather/events, Korean cultural elements, holidays and family gatherings, photo albums, memory systems, and other storytelling/immersion-enhancing features.
We wanted to include holidays and a calendar system in December, but they were delayed due to schedule issues. TT
Multiplayer (Online)
As mentioned earlier, we’ll share a detailed explanation—development status, timing, approach (co-op/server/hub/invite-only, etc.)—within the next 1–2 weeks.
One thing is clear: Krafton is gathering more developers to help inZOI grow, and we will continue developing the game in alignment with your feedback.
Talking with you every week is more important to me than talking to anyone else.
Someday, I hope I can fully express why this moment—and these conversations—mean so much to me.❤️
This week, many of you discussed the long-term direction and future development of the game.
Every opinion was valuable.
But as a beginner team in this genre, we believe the most important goal for inZOI is achieving solid core systems, immersion, and detailed quality.
So next year, our roadmap will focus less on developer “ambition” and more on perfecting fundamentals.
Because of that, we might not be able to fulfill every request immediately, and I’m sorry if that disappoints some of you.
I usually spend most of my time inside the studio, but lately, whenever I go outside, I find myself wanting to take photos and share them with you.
I don’t use social media at all, but talking with all of you makes me imagine that this is what social media must feel like… Am I right?
I’ll share another development update this Friday.
See you then—and as always, thank you so much.
– kjun 