#01.02.26 Beyond the Fundamentals & 2026 Roadmap_Part2

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hushed magnet
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Wow — it’s already 2026. It’s been a year since we last met. (Just kidding.😂 )
Last Friday, I posted “12.26.25 Fundamentals First & 2026 Roadmap_Part 1” (and quietly edited the title to say Part 1) 🙏 Sorry_Kjun

To be honest, posting still isn’t something I’m fully used to. I still get nervous every time I hit publish, and that’s when mistakes tend to happen.
Today, I’d like to briefly share—within what I can reasonably disclose—the development direction and timeline for three important workstreams that I couldn’t communicate clearly enough in the previous post.
These items are currently at a stage where we need to validate both technical challenges and market response, so we’re running tests in several different ways.

The Beyond the Fundamentals 2026 Roadmap is being driven by a dedicated internal team working in parallel with the existing core development team.
This work is designed to expand our capabilities without reducing focus, resources, or staffing on ongoing core improvements.
These initiatives are currently under active R&D validation and development, including Modding, Multiplayer, AI NPCs, and Canvastown (+ Fate Engine).
As these initiatives are heavily R&D-driven, timelines and scope may change depending on development progress.
In addition, schedules may be altered—or direction and scope adjusted—based on mid-stage test results and the chosen service/operations model.

After reviewing the materials, please leave your thoughts and feedback. We’ll be listening closely, and your voice will be a valuable input as we shape the direction of future development.
I have a feeling 2026 is going to be full of good things. And I truly believe that, along with that, inZOI will become more complete and more mature as well.
Start the year with hope.

Kjun Icon_Heart

P.S. I’m gathering the courage to share this video and the roadmap materials with you, even though they’re still far from perfect.

===

[My reply to your comments]
#1456640333612847288 message

unreal vessel
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Thank you so much for posting this R&D Roadmap, it's very interesting to take a peek into some of these early development things you guys are working on. And I appreciate the transparency in regard to the difficulties you're facing when making mods possible.

I went through both road maps in detail and there are a few things that I am missing, or feel are not addressed in detail. I do think these things are essential, so I'll be posting them here and hope you'll address them accordingly. I will post each suggestion separately so people can react to them individually.

1/7 Story progression for non-active and idle families
Somewhere along the past 8 months story progression seems to have been disabled for the other residents in town that you’re not actively playing. I would like to see a proper story progression mechanic to be returned to the game. Here’s my idea on how it should be managed:

Autonomous relationships, marriage, children for non-actives:
These are the most important elements that should be managed by story progression, because they keep the town alive, make sure the residents provide us with new generations for our own children to form relationships with and it creates multi-generational family trees which makes playing in a town for longer than 1 generation more fun.

Story progression for idle families with aging on:
We can enable aging for families that don’t live in the city, but other than that it makes them age up, not much seems to happen to them. It’d be nice if these idle families would progress ‘off-screen’ as well, since they do appear in the city as NPCs.

Toggle Story progression on/off:
Some players like to play rotationally. Which means they don’t want inactive families to progress while they aren’t playing them. Therefore there should be an option to toggle story progression on or off, just like we can now toggle aging for non-active families.

unreal vessel
# unreal vessel Thank you so much for posting this R&D Roadmap, it's very interesting to take a ...

2/7 In-depth skilling system
I love skilling, and I also really love what you've done with the crime skill and it being connected to other skills in the game. I'd like to see that interconnection between more skills, but I also feel like we're missing some depth to each individual skill.

One of my favorite parts of Sims 3 is the skill challenges you can do in addition to mastering the skill (e.g. 'paint 5 masterpieces and all your paintings will be worth more'). I'm not asking you to copy this, but it would be nice if we could have better skill HUD where we can see more statistics aside from just the level. Like 'amount of books written' or 'most expensive painting created' that sort of stuff, and to add extra achievements in relation to these accomplishments. Completing these achievements could then come with extra benefits, from making more money with the skill to completing stuff faster or gaining a certain reputation with the new reputation system you're planning.

fresh sand
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Thanks Kjun for the update.

I was a little disappointed to see script mods pushed to the end of this year and then on top, a heavy focus on multiplayer all year. I do question what the purpose of implementing multiplayer so early is when 1. It does not appear to do that well for this genre 2. There is not much in the game to do in multiplayer mode currently and perhaps for the foreseeable future.

I am not a developer so I can't possibly understand the difficulties you may come across and all the reasons for your decisions.

However as an avid player and active fan of this game, I would have gladly seen all efforts go toward improving modding in 2026 and seen multiplayer mode pushed back to 2027 or beyond.

spare rain
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Happy 2026, Kjun! What I hardly expected was that multiplayer would come in an MMO format, and so soon. As I already wrote, I wanted inZOI to follow its own unique path (more trendy, more contemporary in direction of game design, distribution, and marketing), and eventually become a revolution, in the way Korea makes its media resonate worldwide. I wish that your plans come true in the new year just as you envisioned them.

As for myself, I’d also ask to dive a bit deeper into the trends and bring the Bubbly social network into the game (background and via UI), reshaping communication between playable Zois, AI‑driven NPCs, and the players.

Thanks to Story Progression, NPC Zois could create milestones, events, rumors in the game and notify the player about them. And if the player wanted to select Zois that should take part in their story, they could add them to Followed Zois, who would report on events in their lives, while the others would mostly exist.

I believe this would bridge the expectations of players who want just story progression, and those who look for a stylish UI, blogs/vlogs, and followers. Cheers!

wary owl
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Would like to roll back to the old menu lobby. Posted a topic here in the forum https://forum.playinzoi.com/t/topic/8672

void patrol
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What I feared has happened, the game is lacking and bugging more than ever before because the resources went into multiplayer -.-

unreal vessel
# unreal vessel **2/7 In-depth skilling system** I love skilling, and I also really love what yo...

3/7 Autonomously fulfilling urges
I think the main thing that makes people say Zois have no personality is the lack of autonomous behavior in relation to their traits, life goal, ambition, preferences and values. I've noticed that the urge system caters to this very well, with the Zoi rolling urges based on all of these personality parameters. In order to give Zois more personality, I think allowing them to autonomously fulfill their urges is the key.

Of course there are some risky urges like wanting to cheat on a partner or divorcing or beating up another Zoi that some people might not want to happen autonomously, so we have to think about this carefully. I have another suggestion on autonomy control (coming up next) that could help with this.

twin roost
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I’m glad mod related development will begin early in the year. The mod kit definitely needs improvement. It would be great if more assets could be including in the mod kit Q1/Q2.

PLEASE ADD WALLS TO THE MODKIT.

hallow chasm
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@hushed magnet
Dear Kjun.
Regarding the 2026 Roadmap, please consider that for Freelance Careers (like singers or influencers), having a dynamic Social Network inside the game is essential.
Without a real system of followers, hashtags, and AI feedback on Bubbly, these careers feel empty and lonely. We need to see our fame grow and the city react to our success!

spare rain
hushed magnet
#

01.02.26 Beyond the Fundamentals & 2026 Roadmap_Part2

proper eagle
#

Hello! Remember folks to please be kind to one another when discussing as well as to staff and the dev team frogicecream

unreal vessel
# unreal vessel **3/7 Autonomously fulfilling urges** I think the main thing that makes people s...

** 4/7 Full autonomy control **
Ok so this is probably wishful thinking on my part and maybe I have to wait for a script mod before this can happen. But I would be beyond thrilled to have full control over what interactions can be autonomous or not for Zois.

I am talking about something much like Nraas Retuner for the Sims 3. Nraas Retuner is a mod for Sims 3 which allows us to open up a menu in-game where we can determine for each and every interaction in the game whether the interaction can be performed autonomously or not. For example, I can stop them from autonomously playing computer games or turning on the radio, but can also allow them to autonomously do proposals, get married, try for baby, that sort of stuff. When you allow people full control over autonomy, everyone can shape Inzoi exactly in the way they'd like it.

This idea doesn't necessarily need a special in-game menu like Nraas Retuner. It could be made possible through a simple toggle cheat like Autonomous [InteractionID] off/on. A 'cheatsheet config' we can add to our game files (like in Sims 2) where the game starts up with certain cheats already enabled would also be helpful with this, to prevent us from having to re-do the cheats with each play session.

Extra info on references:
Nraas Retuner: https://www.nraas.net/community/Retuner
More info on the Sims 2 startup cheatsheet: https://pleasantsims.com/sims-2-userstartup-cheat/

I've been asked so many times in my streams and videos about how to create a Sims 2 userstartup cheat file and how I shorten my cheat codes. So, I'm making

swift estuary
harsh cradle
waxen kernel
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Hi Kjun ! why there is a chat on the video you posted ?? i hope we are not quitting the sims-like game for going on a garbage online game, please, all creators trust a lot on InZOI, we dont want a gta-like or other useless thing ;_; you was supposed save us from EA !! 😭

grave ibex
gleaming maple
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No worries about the mistakes, we're all human here! I am happy to see that work has been started, good luck to the R&D team. Thank you so much for the Beyond the Fundamentals roadmap 2026! It is greatly appreciated!

I also did not expect this at all, it seems like multiplayer will be a seamless and straightforward experience from the video you have provided. I'm not worried if this comes earlier than expected, since all other updates are a guarantee at the end of the day. Somewhat less thrilled about molding support being pushed into the end of 2026 but I'm still grateful for any tiny little update.

Once again, great work and update! Let's make 2026 an unforgettable year in inZOI's development!

W Kjun and dev team as always. Kjun_Heart

quartz mural
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I agree on having story progression when it comes to townies please I am tired of managing my townies so things dont die out, my kids are going to empty playgrounds

copper creek
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Is it possible to play offline/non multiplayer still? 🥹

hoary patio
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I wish more ressources would go directly to improving the actual gameplay and modding and less ressources to go to 'multiplayer' that only a few people ask. I have a hard time comprehending the logic of ' developing more things ' when things aren't 100% complete.

unreal vessel
# unreal vessel ** 4/7 Full autonomy control ** Ok so this is probably wishful thinking on my pa...

5/7 Manual birthday control
Maybe this is part of the future calendar update but I'm not sure. I currently get jumpscared a lot by Zois that age up without any warning or prompt. I'd like to have the option to manually age Zois up on the day of their birthday, through a birthday party event or by clicking the Zoi. This means a Zoi shouldn't automatically age up until the day of their birthday has ended, to give us enough opportunity to organize a birthday event. Right now they age up immediately at 0:00 on the day of their birthday.

halcyon sand
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I can’t lie I was nervous about multiplayer because I don’t want to be talking to random people, and getting caught up in foolishness. Too many bad experiences with gaming communities and the toxicity of it all. But it seems like we can allow whomever we want to associate with. Seems like that’s the case right? Because the last thing I want is some imvu , simstagram or second life experience. But if we have control of whether we want to play offline only or online sometimes, and can control whom we want to hang out with (invite friends only) then that’s fine. Personally I could have done without multiplayer , I’m more concerned about what we have already and what can be improved, but I guess some people want multiplayer and that’s totally fine as long as I can play by myself (offline) in peace as an option, and not forced to be online with anyone.Thanks again kjun. Have a great 2026

P.s.-I really wanted to see the different life stages fleshed out by now like the difference between babies, toddlers( they need to be bigger than what you have right now), children, preteens (a bit bigger than children) etc. that’s what I wanted to see and at least script modding. I feel like these should have been the core elements worked on right away for this first quarter, instead of jumping into multiplayer so soon. Please consider working on these areas a bit earlier as well. Thanks again for everything kjun

thin cobalt
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Ngl I'm really disappointed for the scripting mods to be pushed from december 2025 to december 2026... I expected delays but not a whole year. And as someone else mentioned, it would be great to have the game improved instead of adding features like multiplayer that barely anyone asked for..

wary owl
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Let the game stabilize then scripting will come 🙂

prisma summit
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Hello I am also expressing upset about script modding being delayed by a whole year. I feel like this should've been higher up on the priority list with it originally being a December 2025 release? Im okay with online support as long as its optional, it looks fun

unreal vessel
# unreal vessel **5/7 Manual birthday control** Maybe this is part of the future calendar update...

6/7 Adjustments to the toddler and adolescent lifestage visuals
I've read in the reddit Q&A that adding more life stages is not part of your plans due to the amount of funding that'd be necessary to make this happen. However, if these are the life stages we're going to be stuck with, we need some visual changes to the existing toddler and adolescent lifestage. Toddlers currently are visually too similar to newborns and adolescents are too similar to teens.

Toddlers need to be a little bigger in the body on top of the additional behavioral changes that you have planned. They should look like they're 2-3 years old, instead of the current model that is closer to a 1-year old. Your plans to add more hair + clothes for toddlers helps, but won't be enough if they keep their current tiny baby arms and legs.

Adolescents in their turn should be a bit smaller and more youthful than the current teens. I can honesty barely notice the difference between adolescents and young adults at the moment, which really shouldn't be the case. I would model them more after kids that are around 12 years old (and maybe give us the option to give them braces as well, that'd help a lot to create a more adolescent image).

I understand this might be as difficult as adding a new lifestage, but I highly recommend investing resources into this because I think family gameplay is one of the most essential elements to a life sim and should be handled with top priority. Currently I kind of feel like we're missing out on the best years of a child's life (those really cute and fun walking-and-talking toddler years)!

worldly oxide
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As for the video showcase, this is a feature that I am not too interested in as a life simmer. With the AI NPCs, I think it's a cool idea but it feels too RPG for me and not like a life simulator. I fear it might actually limit the style of play for life simmers. Unless I have misunderstood something via the video or it got mistranslated by google, but it just feels too RPG for me to have conversations be multiple choice or text to reponse. I'm also not a big fan off having real life language in life sims.

As for multiplayer, I play a lot of MMOs on the side for my online social life and I'm not looking to replace them with a life sim. Especially as I already get a lot of life sim elements from MMOs such as FFXIV and Second Life. I play actual life sims to be offline. And if a life sim was to have an online feature, I would have rather it been considered from the start and to be on par with the existing life sim MMOs (Like Second Life is) rather than having it be a feature added in after the fact. I think games like this need to be online from the get go for it to really be good and have a long life. I do get a lot of people do want this feature, I just worry that it would be better for it to be a new separate game with online being it's heart and soul, rather than making a singleplayer game have online features later on. I have played many games who have done this that end up either closing online features later down the road, end up being ghost towns or no friends are interested in connecting together on even if we're all playing the core game.

fresh sand
cedar relic
# hushed magnet Wow — it’s already 2026. It’s been a year since we last met. (Just kidding.😂 ) ...

Dear Kjun,

I believe that developing a multiplayer option for a game that is still in early access is the wrong decision at this stage. InZOI still has many missing elements, and the core foundations of the game need to be fixed first. These foundations do not seem like issues that can be solved easily.

•    There is still a long way to go in terms of optimization.

•    Population density and vehicle traffic systems need significant improvement to create a more alive and believable world.

•    The “distance culling” limitation was added later purely for optimization reasons, and it looks very poor.

(I know I mention this repeatedly, but it is genuinely very disturbing.)

Because of these reasons, I strongly believe that multiplayer features and mod support should be postponed until the very end of development. I am concerned that focusing on them too early could negatively affect the game’s otherwise positive progress.

I hope you take the time to read my message.

Best regards, @hushed magnet

spare rain
# spare rain Happy 2026, Kjun! What I hardly expected was that multiplayer would come in an M...

I’d also ask the inZOI Team (knowing I’m in the minority, it doesn’t matter) to let inZOI be inZOI. I keep reading comments saying that Sims used to be great, but EA got greedy, and inZOI would be the salvation. Yet carrying the role of a savior, even in psychology, is counterproductive and doesn’t pay off. So every option that is truly valuable to you, please, protect and preserve!

I’ve seen amazing moments in the game, even while many were asking for a sims‑like experience: things like city simulation and changing parameters of the entire city, network of 300 Zois, Karma, Bubbly, rumors, trends, illnesses, even Psycat on a stool in CAZ… part of this has shifted so quickly that I don’t even know where the soul of the game lies.

Yes, there are still lots of options, but they’re basically cut down and don’t work. Before, with bad karma you could “Send a Malicious Rumor Text”, and then Rumors were bubbling. You could Struck Someone, you could “Post a Selfie on Social media” if your Value was Challenger 60+. Or you could “Upload Complimentary Post on Bubbly”, which gave you a karma boost. And if Psycat offered you Ghost Play, you had to fix your during-life karma.

Now you can kind of click the same things, but they’re just placeholders. Even at school: “Use Bubbly During Class”, “Film Trending Bubbly Challenge with Friends”, or in conversation “Talk about Bubbly” – it’s cool that you’re adding them, but they need context. And this context was exactly what I need to feel the soul of this game.

unreal vessel
# unreal vessel **6/7 Adjustments to the toddler and adolescent lifestage visuals** I've read in...

7/7 Making your car the preferred method of transport
Zois who own cars will still walk or use the subway/bus to go to places when the schedule tells them to. It'd be nice if Zois would actually prioritize using their vehicles to go places when they own one. Especially in addition to your plans to make us able to park our vehicles on our lots.

In addition to this, I think it's also important Zois start moving to their scheduled location at least 30 minutes before they have to be there, so they arrive on time (I don't want to just teleport them).


That's all! Well, it took me over an hour to post all of these ideas haha! Thank you in advance for taking the time to listen and take note of my ramblings. I now wish you strength and good luck in the inevitable discussion about modding and multiplayer that this chat is going to be flooded with.

tame sonnet
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Thank you for the update, Kjun. I hope this year brings great progress for inZOI.

Please take your time with the multiplayer feature. I understand it’s optional, but it’s something that needs to be approached very carefully.

Many players engage with online games because they have clear goals and feel rewarded for their time.

That’s why MMO developers are usually very active in creating events, engaging missions, daily rewards, exclusive items, and cosmetic gestures or emotes—often through systems like battle passes (non-paid, in the case of inZOI).

Players invest their time because these systems give them a sense of purpose and motivation to keep coming back.

Because of this, I hope there will be dedicated manpower for the online multiplayer feature—ideally a team with strong MMO experience.

It would also be great if the multiplayer team could be clearly separated from the core development team that focuses on fundamental systems and single-player gameplay.

If you dont have manpower enough to tend multiplayer feature, please keep focusing on fundamental and mature ai feature such as npc behavior, LLM powered ai, voice to voice ai chat and unique npc

Thank you for your continued communication and hard work. ✨️

Note: for people worried about multiplayer feature, of course it separate from your single palyer game, its optional and not forced

prisma summit
candid roost
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I still feel like there needs to be consideration towards those that aren't willing to want to be online during gameplay and enjoy the game nicely alone. And that it should be a option like a button, go online if you want to and if you don't wish to then to stay offline from the world and still can keep upgrading your world

opaque vessel
# hushed magnet Wow — it’s already 2026. It’s been a year since we last met. (Just kidding.😂 ) ...

Thanks kjun for developing this wonderful game but while I haven't been touching inzoi, I've been keeping track of it's development and I'll have say a few things regarding multiplayer

If multiplayer is gonna be added, please make it not like an MMO experience and more like hosting a small group such as friends to participate in your session, while the MMO idea is interesting, I think it feels way too ambitious for a game in early access, I've seen a lot of games that try to do this and they almost become dead on arrival, I would recommend putting more effort into other things and think more on the multiplayer somewhere down the line, as I personally see that the main experience so far feels pretty empty

swift estuary
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The only thing I need from the online function is the ability not to use it at all, I don’t want someone else to get into my game, set fire to my house, seduce my husband and leave my children orphans.

brittle jacinth
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Love the update kjun. Thank you!!

spare rain
unreal vessel
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I don't care for multiplayer at all. However how I understand Kjun's document it will be an entirely separate environment with a separate zoi avatar and house, and if you don't want to play it you can just never engage with it. It's not going to be an integral part of your single player save. I kind of see it happening as an extra button in the lobby called 'Inzoi Online' where if you click on it you will go to the online area. Just like in games like Call of Duty where you can choose to go to the online lobby or play the single player campaign instead.

And, remember, as Kjun's message says, this thing has not taken any resources from their core team:

The Beyond the Fundamentals 2026 Roadmap is being driven by a dedicated internal team working in parallel with the existing core development team.
This work is designed to expand our capabilities without reducing focus, resources, or staffing on ongoing core improvements.

latent root
last cape
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I don't want multiplayer. There is a lot to develop and fix with the basegame and focusing on multiplayer will just make this promising game souless Sims 4 clone. Devs will surley drown in bugs and issues. We won't get any featuers and complex system because of multi. Its sad that InZoi is heading in this direction...
Sharing builds, mods, CC is already kind of online stuff a game like this needs.

lament relic
prisma summit
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Also everyone please remember that they said before inzoi ever came out that they were thinking of ways to implement multi-player. Its not exactly new or out of nowhere. Im just glad it'll be separate from regular inzoi saves itself

native jetty
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I dont care for multiplayer, especiaslly not at this stage of the game. I prefer them to work on the basics and put more effort in the gameplay as it if now. Hopefully they will add it so non active families will also automatically age/story progression so we wont end up with an empty game after more than one generation.

Also hoping they will work on the phone/social media aspect in game and the texting features. Cause this game got lots of potential.

plucky vault
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Psycat_UpVote Fun games, what I want for the game
🔴 snow, snowball fight 🔴 snow, sledding
🔴 snow, car driving difficulties
🔴 storm, rain, house fire
Gunstorm knocks out electricity, no electricity for several hours
🔴 storm, rain, playing in a pond
Autumn, raking leaves, playing with leaves
Psycat_UpVote Fun games, what I want for the game 2
🔴 stay at home
spiders, mice, mosquitoes, flies, wasps

cyan steeple
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I'm SO EXCITED about the AI interactions, it's a total game changer 😍

I was against multiplayer at first, but then I thought; all this game needs is a bigger real-time player base and multiplayer can provide that. More players in real-time means more sales, more sales means more money, more money and players means success, success will make Krafton keep supporting this project in the future and not let it die after the total launch. Everyone should do that analysis.

serene lark
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Idk if it's just me, but I feel like majority of the Sims audience do not care for multi-player. But anyways, so long as it isn't shoved down our throats and it's a mode I can easily ignore, I guess its doesn't matter.

But that aside, I really hope we can get some improvement to CAZ. I know push and pull mechanics are technically patented by EA. But can't their be a work around?

For example, Zois already have those white dots on their face. Cant we have a short cut where we click on the dot and it pops up the slider bar so we can adjust in real time?

Maybe it's just me, or I'm too used to push and pull mechanics, but I feel like all those different sliders is overwhelming, and combing the push-pull mechanics by simplying clicking on whatever part of the face that gets highlighted and have a slider pop up automatically would make things feel more streamlined and less overstimulating.

candid roost
hazy temple
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Lmao grandma is out of her mind. (I'm sharing English translation of the chat so people can see it's hilarious) This can really open up to role-playing.

I had a feeling that canvas town might be connected to the fate engine. Hopefully they can come together well. A customizable fate engine may bring possibilities for player shared world experiences which may include supernatural or maybe even futuristic settings, along with neigborhoods set up by players

I have some questions for multiplayer though (but I understand if may not be able to be revealed yet). Would it include competitiveness (PvP) or cooperation (PvE) gameplay Or just focused on a casual social space with less gameplay goals? Is the AI npc dialog system in multiplayer, the fate engine, or base game?

Imagine working toward the same goal. Joining together as business partners and lifting each other up. Or engaging in competitive gameplay, trying to outperform one another. You could struggle together in rags for a week, relying on each other's skills and talents, form a band, live in a mansion together and try to fend off 100 burglars (crazy idea I know 🤭 ), or compete for titles like Top Model, Top Chef, and more. Multiplayer could transform a shared world into stories and narratives shaped by players through teamwork, rivalry, or from player's unexpected chaos😄. I feel like that would create something entertaining to watch. Though of course it still depends on the direction

unreal vessel
# hazy temple Lmao grandma is out of her mind. (I'm sharing English translation of the chat so...

The bit about the fate engine where they mention us being able to make our own scenarios for others to play has me WILD with excitement. Imagine the possibilities that gives for story tellers!! We could create our own canvas towns rich with lore and little story-mode set ups like you had them in the premade towns in Sims 2. You could probably fully recreate Pleasantville if you wanted to, including all of the iconic families and their lore.

Super excited for that part of this update.

spare rain
# hazy temple Lmao grandma is out of her mind. (I'm sharing English translation of the chat so...

2026 Roadmap
Q1
• Add a competitive system where interactions determine a winner and a loser
• Rivals who compete with each other toward the same goals
• Introduce a reputation system based on local communities
… By strengthening workplace relationships, we aim to create realistic hierarchies and dynamics among bosses, colleagues, and subordinates, including competition, cooperation, and responsibility.
😉

fresh sand
cyan steeple
hoary patio
# cyan steeple They'll probably leave script mods for later due to the bugs they cause. If the ...

100% agree with you but then why starting to even think about multiplayer or new map ? It makes more sense to invest 100% of your ressources into the core to make it perfect. And once they have a solid base, they can do plenty of other features.

What I'm afraid is that they keep adding new features, that aren't essential when a lot of existing features are not good enough. I just want the game to succeed in the long run but I'm afraid they are dispersed with too many requests

weak spire
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While I Myself and not interested in multiplayer, as long as it’s optional I have no qualms. As for Modding, pushing scripts back till December is reasonable especially with the issues being caused just by Clothing and other mods

hallow oyster
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I'm super excited for AI NPCs! So few games have dabbled in it, but I've tried it before and it's super fun, and makes worlds feel so much more immersive. It really feels like one of the few good uses of AI atm!

I am quite disappointed to see script mod support moved to December 2026... That is a big delay. That being said, with the state of mods currently, it is likely for the best...
It seems to be very difficult for modders to keep up with the game in its current state, with simple clothing mods getting broken beyond repair with an update.
I think that making the existing supported mods a really smooth experience for both players and modders should be the top priority currently, even if that unfortunately pushes script mods back. Ultimately it will save everyone a lot of headaches....

Regarding multiplayer, I am admittedly very surprised to see that it seems to be going down the MMO route.
While I'm not entirely against it, personally I think more people are interested in a simple co-op mode than a full MMO mode, so I would still like to see co-op as a game mode.

When I speak of co-op, I believe what most players envision InZOI multiplayer being is similar to the Sims 4 multiplayer mod where players can control different family members and work together.
This promotes a lot of smaller scale, more intimate player cooperation, in a different way to a massively multiplayer mode that would be more about socialising and having a nice house and such.

cyan steeple
# hoary patio 100% agree with you but then why starting to even think about multiplayer or new...

Because they urgently need a real-time player base or Krafton will abandon the project once it's fully launched. Multiplayer needs to be developed alongside the base game, it can't be implemented afterwards. That means they'd have a separate game where they update multiplayer with each patch. It's too much unnecessary work when they could just have multiplayer in the game and develop one thing at time

humble sun
#

Hello kjun, thank you for your effort, and I wish you, your family, and the entire team a happy new year .

First, I believe multiplayer is a great idea, but it is not critical to the extent that it should become a primary focus at this stage—especially while the game is still lacking many core elements. I am not against the idea of multiplayer, but I feel it is still too early for it to become an integral part of the game.

There are more important aspects that need attention first, such as:
• Family and child interactions
• Multitasking
• Expanding outdoor world activities and indoor home activities
• Balancing in-game time with each Zoi’s individual needs
• Improving audio synchronization with movements and conversations during interactions
• Enhancing traits and improving how skills develop and progress
• Allowing manual control over outfit changes instead of automatic changes

There are many other core areas that need to be prioritized and refined first.

tame sonnet
#

I think there could be two types of multiplayer implemented in inZOI.

The first would be invite-only multiplayer, similar to Stardew Valley or Animal Crossing. This mode could be integrated with single-player saves, allowing players to invite friends into their existing world.

The second would be a massive multiplayer experience in dedicated spaces, such as a functional mall, plaza, or city hub. This mode would be separate from the single-player game, but players could share their creations—such as canvas designs, fashion, and character customization. These spaces could include features like catwalks, movie theaters, or dance clubs, where players can show off their fashion, movements, creations, and exclusive items.

Most importantly, online multiplayer should remain optional and never forced.

That said, I believe multiplayer development should be handled very carefully and should not affect the progress of core systems or single-player-focused development. Keeping multiplayer separate from the fundamental gameplay direction would help preserve inZOI’s core identity.

stark jetty
waxen kernel
spare rain
# cyan steeple Because they urgently need a real-time player base or Krafton will abandon the p...

Thank you. I keep wondering when, in a game with 3-4k peak online and 50k copies sold over half a year, the players who already bought it and hardly play will actually let the game expand broadly. This isn’t Sims with a million copies sold in a single season, and the DLC strategy here doesn’t look all that bright (and I feel like this way of distribution is on hold for now.) They can’t keep catering to the same 3–4k peak players over and over, and desperately need new ones.

And yes, as many have noted from the UE docs, multiplayer dev inevitably runs in parallel with single-player, but faced with a massive team of online‑gaming mastodons on UE, it’s better to leave it up to them.

outer flint
#

Wow this is cool stuff I guess overall (not my main interest here) but I can tell important things are happening😂 Anyway I just came to say when editing public lot info could you please allow us to use EXISTENT ZOIS as “participants” instead of having to create new Zoi’s because I feel like that defeats the whole purpose of having that feature of being able to pick Zoi’s to populate spaces when we already have Zoi’s we’ve created, thanks!☺️
(Personally I’m most interested in more types of public properties being created with functions like nail salons, bars, just more fun places being created and the ability to customize and make them ourselves because this makes the game more fun when our Zoi’s have more things to do together in the city☺️)

  • ps. Could you please allow makeup to be applied and removed using certain actions such as using the sink to remove makeup and then being able to reapply it at the “Vanity Dresser” table. That would just create a fun function to makeup in game!
tight lintel
#

Thank you so much for the hard work you and the team put into this game, but i would like to strongly suggest that multilayer is push back to till next year or when the game finally releases. Right now inzoi is not at the stage for multiple, so please use the resources on something better for the game. P.s we love what yall are doing, keep up the good work! 👏🙏

light plover
#

We want to acknowledge the value of inZOI as a project. It's clear there are ambitious ideas, a unique vision, and a genuine effort to explore new paths within the genre. That's not common and deserves respect.

That said, the community feels that many key pillars of the game are still being defined. The roadmap conveys more research and potential than consolidation, and that generates understandable doubts, not rejection.

We sincerely believe that one of inZOI's greatest strengths is a committed community, willing to create, experiment, and build alongside the team. But for that to happen, we need to feel a clear direction, firm decisions, and a visible commitment to the core of the game, not just to what it might become in the future.

inZOI doesn't need to promise more; it needs to solidify what it already has. If that happens, the community will respond.

grim estuary
#

I'm really saddened to see the delay of lua modding. I hope the focus on multiplayer isn't the reason. I don't think multiplayer is a good way to go about this game, honestly. All I can see multiplayer doing is dividing the community. I see it being a big mistake in the long run.

exotic yarrow
#

Multiplayer being major focus on 2026 is so disappointing. I have ZERO interest playing multiplayer in a game like INZOI. Since early release until end of 2025, INZOI still lacks depth of many things and many unfinished contents that I couldn't bother to count anymore. Maybe development of everything else will slow down much worse than 2025.

deep bramble
#

That's pretty bold... I am a bit scared. It's already a pain to keep MMORPGs alive with an engaging story (incredible quests, npcs, and cutscenes), new content (areas, classes, skills, weapons, new game mechanics), PVPs, Events... And even when it does work many of them ended up dead after 2-3 years the ones that succeeded until now even after 10 years (ex: World of Warcraft, Guild Wars 2, Elsword, Warframe...) rely on elements that life sims aren't about. Of course I am not a developper, but Inzoi is a totally different genre and the closest multiplayer games I can think of that kind of survived without those elements and mainly relying on players chatting together are Palia and other games like Habbo, Woozworld, Avakin Life, IMVU, Movie Star Planet, or Second Life + Previously Ourworld, and Club Penguin. But let's face it, all of those games have in-game monetization (either through a shop, VIP tiers, or a monthly subscription) and I think that a part of the playerbase doesn't leave because of sunk cost fallacy... Or because they were able to create amazing friendship through those games by cooking fried rice at each other's house, fishing, mining together (I see you Palia), goofing around or even building together, roleplaying in it (habbo, retros...). In the end, I think that this is risky and that the current game experience might not provide as much multiplayer fun as some people might expect, especially if inzoi online ends up not able to keep up with releasing content. Solo players should be able to have fun first and I think that multiplayer should be done more carefully if it has to be done 🙂 PLEASE test the waters. For example through limited co-op, like Genshin impact. Maybe players can get the option to interact with multiplayer through events like a kpop stage QTE or a fishing competition in Cahaya, like they would not enter in each other's world but enter a dedicated space for that fishing event and as soon as the session ends they go back solo?

lusty comet
# hushed magnet Wow — it’s already 2026. It’s been a year since we last met. (Just kidding.😂 ) ...

OMG I'm super happy that the team is planning mod support for PS5 bc I think having ingame mod support would really be appreciated by PS5 players so if it could be added we'd love it!

I feel the same way about terrain/basements being delayed to the end of the year and Script modding be delayed, it's very sad. And I'm not sure why but I was somehow really hoping for mention of pets in the second roadmap somewhere.

Onto the positives though and it may be controversial. But even though some of the players here may not like the multiplayer I actually believe the type of multiplayer listed in that roadmap will be bring SO many players to the game. I hate that it's so controversial bc I was super excited when I saw the type of multiplayer mentioned.

And it possibly having mod support?? Oh yeah that'll be huge. Wish ppl would be quiet and stop trying to limit features for other ppl. Please keep working on it!

Even if I seem like a minority here the outside world has been asking for multiplayer for a long time. It is a big requested feature and I'm SUPER excited to see where it goes. And like someone said they can't just develop multiplayer later they have to develop it with the game otherwise it can cause problems later

waxen kernel
#

If Krafton needs to generate more money with Inzoi, they shouldn't hesitate to make more paid DLCs. Inzoi Studio is too generous; some updates are huge and deserved financial support. Everything we got for free in the December update (business...) corresponded to a paid extension on the Sims side. Everything related to theft, prison, etc., is part of paid Sims DLC's, so before thinking about multiplayer, if this reason is financial, there might be money to recover elsewhere. I think every player here is ready to help Inzoi buying DLCs, i mean during 20 years all sims players buyed all sims dlc's at 40e + kits + packs etc etc, even if they was all empty, rushed, so, don't worry, there is surely a lot of people ready to do the same for a game who will be incredible soon

unreal vessel
cedar relic
polar sonnet
#

Not a fan of multiplayer and I'm a bit sad we need to wait till the end of the year for script mod support but I understand why the timeline is in the order it is. Of course introducing scripting when code are till bound to be changed ALOT will cause a lot of issues for modders and the team, so I get it.

As long as all of part 1 of the roadmap makes it in the game by end of the year I'm happy. Please do dedicate a team to fixing bugs in a timely manner. Making the base game 96% bug free (this includes minimizing all potential crash points) will go a long way to ensuring the satisfaction of the players.

Also I'm not feeling the non gibberish dialog in the game but then again it could be because the sims has conditioned my thinking in that the language needs to be made up. I am curious on what that would be like. If you need testers for the R&D prototypes, sign me up 😊👍

Happy new years Kjun, still excited for all that's to come this year! I do feel 2026 will be a great year for inzoi.

hallow oyster
#

Just a reminder to avoid excessive reacts please y'all, make use of the singular emotes instead and try to refrain from adding too many new ones Psycat_ThumbsUp Psycat_UpVote downvote text_This

worldly oxide
#

I'm back with another point but discussing it more I think I can better word my next point

My biggest question, as someone who plays MMO and chatroom games as my other main game outside of life sims is, why would myself and friends pick inzoi over other games dedicated to being online chatrooms/social spaces?
Currently the only people I could see willingly playing Inzoi Online with me is
A. Someone already playing Inzoi
B. Someone interested in social gaming
C. Somehow does not play any other alternatives of chatroom and social games already
D. We actually have time to play together
That's already hard to hit all 4 in the other games I play among my friend groups and we all love social games. But I can't see myself convincing my social online space friends to come over to Inzoi Online when they're not interested in life simulation or the main game of Inzoi. When it comes to other Inzoi players, as much as I love this community and chatting in discord, I would rather keep it to discord and instead of in game. Life simulation is too broad of a playerbase for all of us to play life sims the same way. And again, when it comes to more instance/chatroom base games, it's hard enough to convince everyone to get online and play together in the same game. Even with my Animal Crossing friends who actually love life simulation games and still play daily, we very very rarely play online together even when all of us is on. It was fun for a month but we all went back to singleplayer. I worry the life simulation community is too heavy on that solo side, and the people who do like social multiplayer games, have already long established main games. So people may not even be able to meet other people in game enough to sustain using the online feature enough.

cold girder
#

I wish you and the entire team an amazing year filled with health and success. Thank you so much for being open and sharing more with us.

What matters most to me is the ability to work with mods. Having that pushed back isn’t ideal, as mods are a huge part of what gives games longevity and creative freedom—right alongside optimization and strong personality.

As a machinima creator, being able to use rigs for animation in Blender and create mods where those animations and poses can live is incredibly important to my workflow. Canvas Town is just as vital in that creative process.

Thank you again for everything you and the inZOI team do. I truly appreciate the effort and transparency you bring to the community. 🤍

lusty comet
#

I'm not sure why ppl are still mentioning "taking away resources" when the team has countlessly said times before that it's not and that they already have a workers who are designated to work on this

You don't like multiplayer? Great! Bc it seems like it's optional. You won't have to use it. If it's an optional feature and it's not taking away resources... What's the problem??

Like why are we advocating for getting rid of good features for other ppl just bc YOU speficially won't be using it?? It's so unfair and there are plenty of things I may personally not care about but I recognize that other players might want them and I'll be quiet.

hallow chasm
#

"In 2026, creating a life simulator that ignores social networks is like making a driving simulator set in the 1900s without engines. It is a colossal error of judgment. If you want to simulate the life of a young singer or an influencer in 2026, 90% of their life happens on social media. Ignoring this aspect means not understanding how the world works today."

light plover
#

How does the integration with Clo3d work? I like the idea, but that's because I'm a fashion designer. Do those who aren't designers need to purchase a license?

hybrid void
#

I'm not sure if I understand well what the direction of multiplayer is, but I don't think I am on board with this one. This multiplayer approach seems to be more of a VR Chat type of style, instead of the cooperative environments that you can find in games like Don't Starve Together or ACNH. I understand you will only be able to participate in multiplayer with your designed self-zoi, instead of making your zoi families and cities and inviting other people over. Besides me personally not liking it (I'm just a random player, might be the minority) it is the type of multiplayer that might end up creating undesirable situations like the ones that occurred in other online games like Habbo, or in platforms like Roblox. Which can and **will **happen, because some weirdos from the sims 4 community are already here.

Honestly with all the talk that has been going on about multiplayer, this was exactly the kind of multiplayer that both anti-multiplayer and pro-multiplayer player were hesitant about, and I am starting to wonder if what we write here really goes anywhere or we're just screaming into the void.

twilit stream
#

thanks for the update Kjun! It seems that multiplayer is coming, so I am kind of over the discourse. I don't like it, but if it ever feels as if it is getting in the way of more important aspects of the game (to me), I'll simply walk away. I know you all have stated this being developed won't impede on that, but when certain features are pushed back (such as script modding), it leads one to make connections.

wary fiber
#

Kjun said the team is bigger which means the resources for multiplayer will not take anything away from the single player experience
If you don’t want to play with multiplayer then that’s fine lol nobody is forcing yall but stop trying to advocate for the dev team to get rid of it.

Me and my friends will be happy with the multiplayer feature.

weak spire
#

Please Remember that Everyone's Opinions are allowed in the thread. If you disagree Simply Dowvote the Post! Psycat_DownVote

lusty comet
# humble sun Hello kjun, thank you for your effort, and I wish you, your family, and the enti...

The things you mentioned are literally being worked on in unison with multiplayer (you can check the first inzoi roadmap)

Multiplayer has already been confirmed to not take resources away and they are STILL working on the base game and it's content. A lot of what ppl are concerned about is not happening. Them working on multiplayer has no effect of the single player game. (Considering the long list of things they've added to the first roadmap. It seems like a lot of the worries are in vain ngl)

They've already shown they can work on the game itself and work on other projects bc the teams are sectioned out.

unreal vessel
#

Might be good if Kjun added a link to the first road map in his post. Seems like many people think this is the only road map for 2026... #1454163920767029308

fresh sand
hazy temple
# lusty comet I'm not sure why ppl are still mentioning "taking away resources" when the team ...

I was right about many that may jump on the thought of multiplayer.. There are some who express their preference which is fine, but others who still want it canceled, or make up reasons about resources; calling it the focus even after they clearly communicate its optional and the opposite, at this point I just think it's impatience, fear of risk, or only think of their self...it's something that still hasn't been released, yet there are already many judgements and bias, or stereotypes regarding multiplayer emerge.

alpine shale
#

i really hope cars stop despawning soon

trim beacon
#

Regarding multiplayer, I was hoping for more of an optional co-op experience rather than MMO.

olive vale
#

I hope the architectural modules could refine the traffic functionality further. Currently, both stairs and elevators are quite rudimentary in concept. For instance, creating triple-run staircases is not possible, and elevator modules cannot be utilized effectively. These elements significantly impact human movement after the construction of buildings. I hope more attention can be given to these aspects.

cyan steeple
hallow oyster
serene lark
# waxen kernel If Krafton needs to generate more money with Inzoi, they shouldn't hesitate to m...

This. Like, as long as the DLC is at the quality of Cahaya, I'd rather have paid DLC than Multi-player. Low key, part of me thinks this isn't even Kjun, but interference from from upper just wanting to make money instead of actually understanding the market wants (which isn't another Second Life or IMVU, both of which rely on heavy monetization) but a Sims alternative (which is far more sucessful than either of those). Like, not trying to call IMVU a flop, but compared to the Sims4 it kinda is.

I'd rather see a whole new team invested in getting us script mods earlier (something that would actually boost sales and build the community) than dedicating a whole new team to make something that practically caters to an entirely seperate niche audience of players. Like, if Life Sims players acrually liked multi-player Sims games, then Sims City wouldn't have flopped nearly as hard as it did and Second Life and IMVU would be thriving right now.

Also deeply dissapointed because I'm the type of Sims player that prefers more mature content when it comes to Life Sims, so I was waiting for script mods to start getting into the game. Mods already take a while to develop as is, and now they've tacked on an whole entire year wait on top of it. Atp I feel like I could have saved money and just wait to buy a better PC later.

light plover
#

It's understandable that the multiplayer component generates apprehension, especially in a genre as personal as social simulation. Many of these fears don't stem from an analysis of the specific model inZOI proposes, but rather from automatic associations with past experiences or with concepts like "MMO," which don't always apply.

In many cases, the rejection doesn't come from having experienced similar multiplayer games, but from a lack of understanding of the different forms that social interaction can take within a game. Multiplayer doesn't necessarily imply overcrowding, loss of control, or a break in the individual experience. There are limited, optional, and collaborative models that can enrich the game instead of impoverishing it.

It's true that some players have had bad experiences with other titles, but just because something went wrong before doesn't mean it has to be repeated if the foundations are well-designed, the core gameplay is prioritized, and the system's intent is clearly communicated.

The key isn't to reject multiplayer outright, but to evaluate what kind of multiplayer is being offered, how it's integrated, and who it serves. If inZOI does things right, the social aspect doesn't have to be a threat, but an opportunity.

sharp igloo
#

I'm sad about script mods being pushed so far back, but I understand why. Although, it does seem like a decent amount of players are holding off buying the game until script modding is avaliable. I'm happy to see we'll be getting face preset modding! I hope we can do custom body morphs eventually too. Vehicle modding also sounds really cool! I'm so excited for these new tools and also very thankful for the modding tools and tutorials that have already been released!

I'm also a bit bummed canvastown is kind of far away. I'm just being impatient though cause I want so badly to build in this game, but it's really limited to impossible in the current cities. I'm still kinda confused what exactly the fate engine is.

In short I hope canvastown and modding are getting the same amount of support multiplayer seems to be getting. I get some people want multiplayer including likely the publisher, and it's need for early development, but I really hope it is not prioritized over single player gameplay. Too heavy a focus on multiplayer has killed multiple other games in this genre.

lusty comet
# hazy temple I was right about many that may jump on the thought of multiplayer.. There are s...

I know it's really upsetting bc while maybe multiplayer won't be a huge thing it provides something for players: an option. An option to meet new friends or play with friends. No other life sim game has done multiplayer anyways.

If ppl want something in the game why not ask for it specifically. There doesn't need to be ppl getting rid of another feature just to gain another one.

Both development of the base game and multiplayer can preexist at the same time.

What people don't get is that multiplayer has already been in development for quite some time and the December update and October update showcased the teams ability to work on BOTH.

The December update did not seem limited at all despite multiplayer still being in the works at that time. Having its own specialized team means the other team can work on prioritizing updates to the base game

hallow chasm
# lusty comet I know it's really upsetting bc while maybe multiplayer won't be a huge thing it...

"You’re missing the point. It’s not about having 'options,' it’s about having a functional game. Kjun’s post today literally admits that the Fate Engine and Social AI are still in 'R&D'—in 2026! That’s not 'working on both,' that’s being stuck.
You say the updates weren't limited? Look at the numbers: we are down to 1,200 players. People are leaving because a life sim without a 'social soul' (followers, fame, Bubbly) is just an empty, lonely shell. Why build a bridge (multiplayer) to a ghost town? We don't need to meet 'friends' in a world that doesn't even have working dogs, cats, or a follower count for our careers. The 'engine' is missing, and no amount of multiplayer options can fix a car that won't start."

spare rain
# fresh sand Just because they build it, doesn't mean a sufficient amount of people will actu...

The project can still end up abandoned if it relies only on players and not on a (national) strategy. What if it shines not because of sales, but because of its image, especially within the country, agreements between the President and Krafton’s CEO, state awards and grants? And that is precisely why players started receiving so much content, a year or even more of early access, in exchange for the implementation of this strategy. Otherwise, they’d have faced a constant ceiling of a “limited budget” (along with a shortage of R&D and optimization → loading screens, instancing, DLC, which triggered mixed reactions), as was mentioned during the AMA in August. I’m not sure players fully engaged with the News Nation Gamer Galaxy interview and the recent award ceremony. Overall, I’d rather say that Korean business in this respect is incongruent with the Western model, and that mostly Korea’s passion could keep it alive.

wraith fulcrum
#

As one of the people who proposed multiplayer since the beginning, I think most of us were referring to an Animal Crossing style of multiplayer, where you would invite a small number of friends to hang out at your place, and not a massive online multiplayer model with chatrooms and lobby rooms that bad people are going to take advantage of, as it has happened so many times before.

hazy temple
# lusty comet I know it's really upsetting bc while maybe multiplayer won't be a huge thing it...

I've may have been upset before, but not anymore. I realize It's the nature of games, there are players who just hate parts of a game or the franchise. Like Final Fantasy fans lol..always have something to complain. It's kinda ironic to have players hating rhe multiplayer idea when the director came from an mmo background in a country where it was once part of their pc culture (well still is actually...I'm waiting for Tera Online 2, Krafton pleaseeee)

cyan steeple
serene lark
# lusty comet I'm not sure why ppl are still mentioning "taking away resources" when the team ...

It's less about taking away resources and more about how those same resources could have been put towards something the community is actually looking forward to, such a script mods. Imagine if instead of investing in a whole other team to add multi-player, which would only satisfy a niche audience, they instead used those resources to create a separate team focused on modding and ensuring script mods were available sooner? It's not as if we don't understand what they are saying, it's that we do, but it's just disatsifying because they are allocating time and resources toward a game mode that majority of players won't even care about.

unreal vessel
#

Not that it guarantees Inzoi's future success but 4k players is pretty average for most early access single player games. Even BG3 averaged this amount of players during its early access period. It says little about how successfull the full release will be. We'll not know if Inzoi will be a long term success until we see what its 1.0 release does.

marsh echo
#

I'm absolutely not interested in multiplayer. Please focus all your efforts on improving existing mechanics.

outer flint
#

I just don’t think many people here desire multiplayer and therefore I think you should stick to updating mainly about gameplay stuff and then maybe add little tidbits of the updating progress on other areas so there isn’t an outrage and confusion on where the focus is going (like you said these things are being worked on parallel to each other) we mainly love hearing gameplay progress but of course what do I know that would just be my preference

stray lodge
#

I know that I'm an outlier but I'm actually incredibly EXCITED for multiplayer to come to InZOI. I was too young to experience Sims Online like a lot of other older life simulation players did 😭 and I'm happy to know that it'll have its own dedicated team to focus in on. My only wish is that it'll be mod/cc compatible when it launches 🫶 Thank you Kjun and team!!

spare rain
waxen kernel
#

The multiplayer will be a failure, simply because Inzoi is a Sims-like game, and as a Sims-like game, it must follow the path of the Sims, putting all its investment into gameplay, the enjoyment felt when evolving your family, without forgetting the various creators, video editors, machinimas, modders who are just waiting for one thing, TO CREATE. At the release of each Sims games, these games were empty, with no gameplay or anything, but from the beginning, people could already create, mod, make various videos, photoshoots, films. Try to understand why this license is still alive in 2025, and its not because sims4 is a great game.

lusty comet
# hallow chasm "You’re missing the point. It’s not about having 'options,' it’s about having a ...

My point still stands though. Those ppl are saying those things bc the game isnt finished.

Now I would understand your argument if the game would just release multiplayer and that was it(no more updates not more features.)
But the team has already stated they are actively working on the fundamentals which is why Im not upset that multiplayer is being worked on. bc they already have stated they are going to fix core issues and develop the game/jobs etc in the first roadmap.

If there were no plans for the base game then I would agree. But that's just not the case from what I've seen

fresh sand
# cyan steeple Sadly, nobody will buy DLCs if the game currently has a maximum real-time player...

I am really confused as to why people think having multiplayer mode is magically going to save this game and make it a success? The Sims 4 did not need this, neither did the Sims 3. Both massive successes with huge player bases.

The reason people aren't playing all the time is because the game is not yet polished and the creator community is limited by what they can create in terms of mods. It has NOTHING to do with logging on and playing with others.

ocean eagle
#

Not the developer here, but just so people understand why the script modding got pushed so far back, it’s because they switched their entire modding method by request of the players. Players asked for them to switch to Lua for more freedom when modding and, ultimately, more stability for mods.

To do this, the team would have to rebuild their modding system. If it was meant to take them a year to build the first version, it makes complete sense it would take them that much more time to build the new one.

Again, this was requested by players. And Kjun already expressed in a previous letter that he admits he should’ve done that from the beginning and apologized for not doing so. And, if I remember correctly, Lua was the initial plan until they switched right before the start of building their mod system, hoping it would make it less complicated or more user-friendly for players to create, but they realized freedom was more important to players than simplicity.

outer flint
burnt inlet
#

I'm more excited for CLO integration, See I've been creating clothes nonstop for about a week and I've had to rely on the creator guide which was specifically used for

lusty comet
# stray lodge I know that I'm an outlier but I'm actually incredibly EXCITED for multiplayer t...

Yes omg!! I'm so excited for it. Bc it's a simulator game there are SO many possibilities esp bc it was mentioned in the roadmap that there will be mods available to add.

Imagine fantasy servers, roleplay servers building servers where the entire server is using canvas town and making their own cities and businesses together., a zombie apocalypse server where you and ppl try to survive it. A cops vs robbers server where some ppl are criminals (this would be esp great with patrol cars etc) idk just SO many possibilites

Ppl think that it being a simulator game is "limiting" but it being a simulator game is actually what makes it perfect for multiplayer bc sim games are openended you could do so much with them.

I think people want inzoi to just follow the steps of the sims but inzoi has the ability of going beyond that and attracting ppl from outside just those ppl.

unreal vessel
dusky sorrel
knotty bluff
marsh echo
#

The game lacks a map with terrain, hills, rivers, and forested areas far from the city. Currently, all maps are perfectly flat, all roads are straight and square, and there are no hilly roads or roads that run through non-residential areas. Living in a flat city is very annoying.

We don't need flat maps, please hear us out.

serene lark
# ocean eagle Not the developer here, but just so people understand why the script modding got...

We already knew this the first they pushed it back because of Luo and told us it would instead be coming in Dec. Then they said Next Year when it wasn't in Dec. The assumption thereafter was they just needed another month or two. But a whole entire year for something they said would be Dec?

And, don't get me wrong. While the delay is dissapointing, I understand that delays happen sometimes. It's just made worse by the fact that they are instead putting so much priority on Multi-player that like only 2 ppl care about on top of it, which is like adding salt on top of the wound.

Like, of all the things to prioritize....

spare rain
# fresh sand I am really confused as to why people think having multiplayer mode is magically...

There is Sims and its audience, and there is Korea and Krafton with 2k–2,3k employees. There are certain steps they take based on different factors (strategic, financial, and others). Multiplayer may simply be the foundation of investments in the game (including single-player), as I mentioned based on what I saw in Kjun’s interview, etc.

Judging by the roadmap, they present their own view for their own game, which simmers wanted to average out into the view of Sims. The first thing I am glad about is design and content oriented toward diverse gameplay styles, because I support the game as long as it evolve with a community, but with their own different vision, through the country, experience, perspective, and other games.

Yes, we already asked them to stop and go back to the fundamentals, and they responded that this is a shared vision. They also assigned dedicated team for children, and we were promised to be shown what they are working on and atm, nothing has been removed from the Roadmap 2026. Part I.

cyan steeple
# fresh sand I am really confused as to why people think having multiplayer mode is magically...

You can't compare a game that's been around for 25 years, a legendary name in the industry for pioneering a genre, with a massive player base, playable on low-end PCs, practically free, and sustained by expansion packs... to a game that's just launched and most computers can't even run. What works for The Sims might not work for Inzoi.

And yeah, the game isn't polished yet, but isn't the first part of the roadmap they shared last week enough? The community seems to be ignoring everything that's been proposed for this year and thinks multiplayer is gonna hinder the game's progress

stray lodge
ocean eagle
# serene lark We already knew this the first they pushed it back because of Luo and told us it...

Logically, if the first system took that long, one should assume it would be longer than a few months to switch the system and rebuild. Expecting it to happen quickly and at a whim, especially with all the new code they’ve made lately, isn’t fair.

As for multiplayer, a lot of people actually do want it, specifically as a “invite friends to play/private server worlds” form. Way more than 2. Personally, I’m just burnt out of the conversation because it sounds like a broken record atp, so I stopped talking about it and just let the devs work because I know it’s coming anyway. I’ve seen the conversation flip-flop so many times here depending on who decides to be vocal or how the topic is framed. Sometimes majority of the chat and reactions are in favor, sometimes the opposite. Whatever happens happens.

Reminder, Multiplayer has always been planned for Inzoi… This isn’t new. It’s been developed alongside the game to some capacity since the beginning. It has to be part of the foundation for it to work properly and seamlessly. It’s not some random addition.

fresh sand
# cyan steeple You can't compare a game that's been around for 25 years, a legendary name in th...

I simply said multiplayer is not necessary for the game to succeed. I never said Inzoi is The Sims, I simply showed an example of why this is not necessary.

And if Inzoi's player base is much smaller than the Sims, why in the world would you think turning it into a multiplayer game will magically make the player numbers skyrocket when a game much bigger, in the same genre, failed to? It won't.

lusty comet
# unreal vessel Love your optimism, I mostly just remember Habbo and all the not-PG things that ...

Definitely has the possibility for that that's why they should add ai moderators, and a report button and maybe even personal servers. Also maybe if someone creates they're own server they can kick other ppl out of the game.

Anyways another idea for me is like I know it's controversial.. but mermaids! Imagine having an underwater mermaid dlc where you can have in conjunction with multiplayer, where you and your friends could be mermaids and have your own house underwater.

Esp with wasd under the water.

Hair salons could be used to do other ppls hair within the game likeee that would actually be so cool.

serene lark
# stray lodge The December Mod kit release date was still Blueprints. Not the Lua rework that'...

I'm not a developer. If switching over to Luo was going to take over a year, they should have made that clear than just saying that they would be adding script mods in Dec then delaying it for a third time. They are the ones who said script mods (in whatever form, perfectly functional or not) was coming in Dec. Not I. And this was after they said they were switching to Luo.

And again, as I said, while dissapointing, I understand. Delays happen. I can live with that. That doesn't mean I can't express my frustration, especially with the whole multi-player thing on top of it.

knotty bluff
# serene lark We already knew this the first they pushed it back because of Luo and told us it...

I’m not crazy about multiplayer but this has already been in development for months. Idk if you were on here before the game released but many people have asked for multiplayer. And againnnnnn this doesn’t take away from core features. We literally have the entirety of the first part of the roadmap that’s coming throughout this year, the dev team has shown they’ve been able to work on multiple things at once. This isn’t going to hinder progress elsewhere even if there’s a separate team because every other part of the game has its own team for it anyway. And like some people have said they can’t just wait to add this after release so it has to be developed along side every other thing so it doesn’t cause 50 problems later on. As far as script mods go, with how mods now have been causing so many problems it is better that they wait to release scripts ones so they have as much time as possible to polish it up.🫠🫠🫠

cyan steeple
# fresh sand I simply said multiplayer is not necessary for the game to succeed. I never said...

Because multiplayers grow the real-time player base, it's not my theory, it's a fact. And while i wouldn't play multiplayer myself, i understand it's necessary for the game to be economically viable and not have only 1.6k people playing it every day. Which, by the way, they've been announcing multiplayer since before the early access launch.

You can have a polished game and multiplayer at the same time, one doesn't disable the other.

serene lark
# knotty bluff I’m not crazy about multiplayer but this has already been in development for mon...

I feel like I keep repeating myself.

-They said script mods were coming in Dec AFTER already confirming they were switching to Luo. Whether perfectly functional or not, doesn't really matter to me.

-Yes, I'm aware multi-player was already in the works. I was following Paralives for over a year well before the first trailer for Inzoi dropped and keep up with the development on Reddit. But that is besides the point.

-the point: I'm dissapointed that script mods got such a huge delay after being told otherwise in conjunction with seeping the big support for multi-player. Up until now, Multi-player was just something in the background to me because I knew I'd never play it so it didn't matter to me if they developed or not. But now after seeing how much priority is going into while something like Script mods is getting pushed back so far is what is frustrating.

But at the end of the day, that's just an emotion (which I am allowed to feel). Doesn't mean I'm not still thankful to Kjun and the rest of the team and support their work.

spare rain
# serene lark I feel like I keep repeating myself. -They said script mods were coming in Dec ...

#announcements message (10.23.2025)

- December Update
Following internal review, we've decided to change the scripting language used for script mods from Blueprint to Lua.
To accommodate for this change in direction, all features related to script mods will be postponed to next year. Due to their complex and expandable nature, we will be dedicating more time to making these features more feature complete, user-friendly, and well-documented.

We apologize for the delay these changes have caused. Further updates to our plans and schedule for these features will be shared separately at a later date.

fresh sand
# cyan steeple Because multiplayers grow the real-time player base, it's not my theory, it's a ...

And that's great, like I said the whole way through this feed I don't think multiplayer should never be implemented, I am just not sure how much of a priority it should be at this stage.

Of course as much as multiplayer can boost player counts for complete games, they can just as quickly cause players to flee games that are unfinished and lacking in meaningful gameplay.

Also multiplayer usually works better when a common goal or assignment is at the centre, much harder to achieve for life Sims.

serene lark
knotty bluff
# serene lark I feel like I keep repeating myself. -They said script mods were coming in Dec ...

Sure it sucks. I’m not personally waiting for many mods so I’m not really bothered by the delay. There’s only a few specific ones I’m waiting for and there’s no guarantee the creators that make them will even come over to inzoi. And with all the content we’re going to be getting in the base game I think that will be enough for people until we do get them. I think people need to look at this way: this past year has already gone by pretty quick, esp with having bigger updates. Before we know it the year will be over and everyone looking forward to having script mods will finally be able to have them. Ntm some people already have started working on script mods so it may not be as long of a wait as some might think

fresh sand
# cyan steeple Because multiplayers grow the real-time player base, it's not my theory, it's a ...

Also, I'm not sure where you're getting this 1.6k player figure from, do you mean concurrent players? Because this is completely irrelevant when it comes to a single player game.

You're also assuming that the remedy for what you perceive as a low player count to be multiplayer mode when time and time again the community has been vocal about the fact that they actively opt out of multiplayer.

Don't you think the remedy would be more aligned with improving upon meaningful gameplay loops and increasing community engagement thereby attracting more players? Players are drawn to games they see others enjoying and mods have been shown to repeatedly bring players back. It's the reason games like TS4 have lasted so long even with a game that lacks content. Same cannot be said for multiplayer mode.

I think solid Gameplay first, then Mods, then Multiplayer, in that order.

wintry atlas
#

I can see negative critics. Please stop criticising!

spare rain
daring veldt
#

Let's give the team some freedom, some room for error, and experience. It's insane pressure. No one will force you to stay online. In GTA 5 and MMOs, servers are only for friends or solo players, or don't even bother with online. It's not that important to me, but it makes the game stand out given the times and new players, plus it's a request from the authorities, so let the game develop and receive this support. The roadmap is so extensive that it covers all needs, but it still won't be a perfect game, not everyone will like everything, and why play the game when some people are panicking and theorizing about everything? Oh, they don't read properly, they lie about the teams. Give it a chance first. Even the worst decisions can seem like salvation and new opportunities for the game. I don't argue that bugs and errors are not always pleasant, but it's not a finished product lol, and I don't look at it so rosyly. It's literally a changing product, and fixing the same bugs will only make the game look spotty. And again, even the Unreal documentation says that the development of any online mode needs to be done from the very beginning, not later.

waxen kernel
#

the multiplayer won't increase the player base, thinking of this mode to bring back players reminds me of Riot Games who casualize their game every year to bring in fresh blood, it's a failure, League of Legends dies a little more each year. inzoi is losing its player base because from the start, the modders arrived in large numbers to create, only to be told a few months later to start all over again under the modkit, and then after... we all know the rest of the story. inzoi needs to focus on this creative side, the side that was highlighted months ago, while simultaneously enriching the gameplay with each update. Multiplayer could come later for the 3 people who dream about it, but this aspect of the game has nothing to offer, because if people stop playing, it's not because there's no multiplayer, it's because: 1/ they get bored about gameplay 2/ they can't create as they want

rotund quail
#

I for one see where kjun is going with the multiplayer. Imagine you play in a city and everybody around you arent some random NPCs, but real people going about their business. Everybody gotta stop acting like multiplayer is being shoved down their throats or forced on them by being always online. Don't want multiplayer? Then you arent the godamn target audience. Move on. There are plenty of people who do want multiplayer. And it will attract an entirely new demographic of players: long distance couples and online friends who just wanna enjoy the game together

proper eagle
#

Please remember to discuss with each other kindly. You can disagree with each other as well as have both positive and negative opinions. Just be respectful about it please

unreal vessel
#

Ok guys who are panicking about the player count, you really need to stop seeing that as an indication of success. This is an early access single player game. A quick look at Steamdb will tell you exactly what normal counts are for early access single player games that became successes later down the line. Here's the charts for EARLY ACCESS Subnautica (+below zero, which might be a better comparison), BG3, Inzoi, Coral Island, Medieval Dynasty.

Inzoi: https://steamdb.info/app/2456740/charts/
BG3: https://steamdb.info/app/1086940/charts/
Subnautica: https://steamdb.info/app/264710/charts/
Below Zero: https://steamdb.info/app/848450/charts/
Coral Island: https://steamdb.info/app/1158160/charts/
Medieval Dynasty: https://steamdb.info/app/1129580/charts/

There is no reason to believe Inzoi is panic-developing a multiplayer mode due to its player count as precedents have shown the current player count is normal. When you make your statements about the player count, please do make sure they're based on proper research.

fresh sand
lusty comet
# rotund quail I for one see where kjun is going with the multiplayer. Imagine you play in a ci...

Literally this!! I could see it being like a new version of PlayStation home which was a huge thing in the earlier 2000s

instead of ppl trying to get rid of multiplayer maybe instead just advocate for the team to fix mods in general.

You don't have to get rid of one thing in exchange for the other.

Esp if the dev team is pretty big. The problem instead of asking for u want, you blame other things or try to get rid of them which Is lowk frustrating bc other ppl might want the features your trying to slow down or get rid of.

Like I agree I want modding to come sooner. But like..if the team could also add multiplayer I'm not going to ask them to get rid of it.

Anyways multiplayer as the ability to be huge esp if they add mini games and stuff you can play against other ppl (like bowling in PlayStation home) but even if it's not, again it's an OPTION. I hate when ppl try to take away options away from other ppl 🙁

mortal timber
#

I wont be playing multi-player, but I hope thr people who want it, enjoy it. I do wanna know more about the npc AI voices and when we can see that.

waxen kernel
#

i dont understand how somebody can compare inzoi playerbase with some casuals games like coral island, like its absolutely not the same type of games... but yes, there is no panic to have about playerbase because all the people who dropped inzoi will comeback,** IF they have fun and IF they can create** because its the basics of a sims-like

ocean eagle
# knotty bluff I’m not crazy about multiplayer but this has already been in development for mon...

Yeah, multiplayer was an extremely popular and asked for request during pre-development. There was a whole thread of fans happily and excitedly discussing it while hoping for it to be developed. During the pre-early access Q&A, a ton of players were jumping for joy when the devs confirmed it was already in the plans and being developed with everything else.

Ironically, people here used to say, “Sims 4 failed at their multiplayer port, so it would be great if Inzoi could pull it off and succeed with it!” and now, it’s, “Look at how sims 4 failed with it, so Inzoi will fail too and suffer” lol All depends on who’s talking the most.

None of it really matters anyway if it’s in the team’s vision because at the end of the day, it’s the Inzoi team’s game, not ours. Some people seem to have forgotten that because of how much the devs respond to us and kindly allow us to help them build their game together. There’s a thin line between sharing your opinions, concerns, and constructive criticisms and acting entitled.

The team wants multiplayer in their game and are implementing it early enough to develop both seamlessly with different teams, which is good for them in the long run and prevents them from having to stop one for the other. They have to do what’s good for them too as a team, not just what the players want…

wintry atlas
#

Customisation voices I am more interested. If adding AI voices would be a game changer and more looking forward to first person view.

Anyway, anyone won't like real voices and keep Zoish language but it's optional.

silk dome
#

Regarding multiplayer:

i rather want small-size low pop multiplayer. like 2-4 players on a map which can share the same household or build their own house on the same map and interact together like regular zois. like start romances, watch TV together, eat together, start a business together, invite to house, etc... and the rest of the world is populated by AI zois like in singleplayer.

what i do NOT want is some massive multiplayer server with hundreds of people on it wíthout any AI zois. that's NOT what i want. i want a relaxing low pop server with my closest friends

knotty bluff
fresh sand
#

Wow, the 5 people who think multiplayer is an absolute priority right now sure are passionate 😬 (and toxic). You can't even say readjust priorities without "👎❌😵" lol!

Pretty sure the feedback is for Kjun, not you. Kjun we support your game, just think some things are more important than others i.e Mods and CanvasTown > Multiplayer.

unreal vessel
# silk dome **Regarding multiplayer:** i rather want small-size low pop multiplayer. like 2...

I also expected the multiplayer to be more small-sized peer-to-peer co-op than what they ended up presenting on this road map. I wonder why they chose this path and if it has anything to do with co-op being too hard to realize maybe? I hope Kjun can provide us some more insights as to why they currently decided on the choice for an MMO-style multiplayer game mode.

I also hope that if the same team is dedicated to Mods, Multiplayer and CanvasTown/Fate Engine, that CanvasTown and Mods get the most attention for now, at least until those two are released and fully functioning as intended.

wintry atlas
spare rain
# unreal vessel Ok guys who are panicking about the player count, you really need to stop seeing...

InZoi Team cannot be panic‑developing multiplayer for at least two reasons:

  1. 10 days before inZOI’s release (Mar, 19), players asked whether multiplayer would be in inZOI. Kjun replied that it is a lot of questions about multiplayer in inZOI (he didn’t know why, maybe because of MMORPG background), and if the players really anticipate it, they just need more specific ideas for implementing it: https://www.youtube.com/live/QkXfP9rwrm8?si=nqvkutjhAycTCH6a&t=5599
  2. At Galaxy Nation, Kjun spoke about a meeting between the President of South Korea and the CEO of Krafton, where the President himself asked about multiplayer in the game (“he ignored everything, sat down, watched the game, and then offered his opinion “shouldn’t we add multiplayer to the artificial world and then put ads on the billboards to boost sales?” and nail art 😌): https://youtu.be/z_QLD0DJcpg?si=FCevtHWCY5ZhGSgM&t=1410

This is more about the fact that, in the President’s opinion, it serves as a trigger for sales and for the growth of the player base, while I, accordingly, interpret his logic as strategic (that is, despite what already exists, there is a desire for more), and the opposite – as a rejection of his strategy.

The inZOI Online Showcase has ended—replay the full stream now!Catch up on all the details about inZOI’s development roadmap, DLC, and early access pricing.Y...

▶ Play video

NewsNation's Gamer Galaxy is presented by Xsolla — All the Things Powering the Business of Games.

Host Cher Hwang is taking you on a trip around the world. We're taking a look at the games scene in South Korea and the United Arab Emirates — specifically in Dubai. First, we start with the Korean PC bangs, thanks to NewsNation's Robert Sherm...

▶ Play video
silk dome
#

i never said it should be a "priority" tho. i only said how i want multiplayer to look like when it arrives. having a solid base game at first is of course way more important.

but having a MMO-style multiplayer is really the WORST way to tackle multiplayer in this game. why on earth are they planning to do that? please Kjun, if you read this, don't do a MMO-style multiplayer for the love of god! it seems a lot of people think that way in here and small-pop servers are the way to go. i hope kjun reads this and acknowledges this

lusty comet
#

I want mmo and smaller servers too the road map for the multiplayer looks exactly how I imagined please keep it the way it is kjun!!

twilit stream
#

i'm happy Kjun is going the MMO route for multiplayer! It'll do wonders for the game ❤️ imagine all the players that will come from others MMOs, GTA, FiveM. This is huge for the game! Thanks Kjun for deciding to integrate multiplayer into the game!

pallid flame
craggy sorrel
#

Hello kjun i hope your having a wonderful day! , I appreciate your plans and the roadmap but i feel like what is important now is to be able to edit the worlds and manage the worlds as we want and have a lot of freedom like the sims 3 , and there’s something is missing in game too is to be able to call zoi’s using phone , telephone’s , the stand telephone in the street (booth telephone) and chat with them and be able to choose the topic’s while chatting in the phone with other zois , something else I noticed and i wish if you guys change it is when there’s two couples are married they should have the romantic bar and the family bar should be for the whole family and the romantic bar should be split from the family bar @hushed magnet

lament cave
#

Kjun, you guys are truly amazing! Thank yiu for giving us such an amazing game and listening to everyone's feedback. I absolutely can't wait to play! Any news on when we can expect InZoi to release for PS5? I figured it would be in the 2026 road map but I didn't see it.

Thank you for everything you guys do! You are beyond appreciated.

limpid pond
#

Thank you so much for the update, ok that’s cool I thought it was all developers on deck doing that tweaking. Which honestly didn’t bother me I’m happy with the detail oriented fixing but if that’s being done by an independent team in parallel to other stuff that’s even better.

Maybe now we can focus on getting independent jacuzzis and hot tubs merged with pools 🤣 #toppriorityplskthx ok im joking maybe… 2nd priority 👀🫡🤣

Hubby has been wanting to play with me, im not a huge fan of multiplayer for sim games but I also understand there’re folks who love it so that’s fine.

There are more important things than multiplayer such as getting everything ingame to be deeper systems and work correctly.

normal siren
#

hopeful that the multiplayer isn't the main experience for this game to be honest. I like life sims as god games, not the metaverse again

marsh echo
#

Map Design Feedback & World Generation Request

Please consider creating maps similar in spirit to this one.
You can make the map healthier and more balanced, but not densely populated.

We need more nature and non-residential areas.
Right now, the maps also lack terrain depth — they feel completely flat.

All current maps have:

Perfectly flat terrain
Perfectly straight, square streets
A strict grid-based layout

This feels unnatural and artificial, and it’s visually off-putting.

Please consider adding:

Hills and elevation changes
Winding / curved roads
Forests
Bodies of water (lakes, rivers)
Waterfalls or natural landmarks

These elements would make the world feel more organic, immersive, and alive, rather than a flat city built entirely on a grid. @hushed magnet

distant umbra
#

From what I can see, the planned online mode is developing alongside/with the rest of the game, rather than "instead of", and it's already been made clear that resources aren't moved, relocated, etc, therefore it isn't taking from singleplayer/core-gameplay development whatsoever.

It's perfectly valid to not want any part of an online experience, and it's furthermore certainly not going to be forced on those who don't want to use it, nor for those who would, but don't want to play with strangers, you won't have to, but the claims that it's taking away from something else doesn't work, so that reasoning simply needs to stop once and for all.

As for my opinion on it, I'm shocked to see that it's more or less taking an "MMO" direction, and wasn't what I had in mind myself. I love that there'll be mod support which was something I really wanted for this mode, but I absolutely do insist upon there being alternative connection types beyond exclusively playing upon "official servers", but rather something ranging from a LAN/P2P option for the game in the event something's wrong with official servers and such, as there's plenty of games that have official servers, but also allow for the players to use/create their own, which is definitely something an online mode for a life simulator should absolutely have, should there be an online mode.

humble sun
# lusty comet The things you mentioned are literally being worked on in unison with multiplaye...

They previously stated that the December update would focus on children, infants, and newborns. However, when December arrived, we were surprised to see that there were no updates related to this topic, as they became busy adding new features instead of focusing on what they had promised.

I believe that the focus on multiplayer should come after the game’s full release, not during Early Access, so it does not distract from other important core features that the game is still lacking.

lusty comet
spare rain
#

Well, I don’t even know… While people here claim that multiplayer isn’t needed, on one of the channels in X (no ads, you can find it yourself), there are over 2K likes and 180 reposts under a fresh post exclusively about multiplayer, even though usually there are fewer than 100 likes per post. Hmm… should Discord really be taken as the true sample?
And likewise, on Reddit people are puzzled: ”They’re going crazy in the discord. So unfortunate.” / ”and it’s always the same people too) Like wtf are people reading😭”.

hoary oracle
#

Hi Kjun,

Thanks for another update! I am really looking forward to the fundamentals updates. I am not keen on multiplayer myself but, each to their own. I would personally have preferred to see another team added to the core team to deliver the fundamentals updates sooner therefore, retaining players and have a more fleshed out game before expanding onto multiplayer. Looking forward to your next update zoiheart

dusky sorrel
#

@hushed magnet Dear Kjun,
I just want to thank you for the vision you’re sharing with inZOI.
For people like me who love creating stories, families, emotions and human experiences — not just buildings and systems — what you’re building finally feels like a place where our imagination belongs.
For the first time, it feels like storytellers and dreamers also have a voice in how the game will grow.
Thank you for giving us that chance, and for creating something with heart, not just mechanics.

Kjun님께,
inZOI에 담긴 비전과 방향성에 진심으로 감사드립니다.
저처럼 이야기와 가족, 감정과 인간적인 경험을 만드는 것을 좋아하는 사람들에게 — 단순한 건물이나 시스템이 아니라 ‘삶’을 그리는 사람들에게 — 지금의 inZOI는 처음으로 우리가 속할 수 있는 공간처럼 느껴집니다.
이제야 비로소 이야기꾼과 꿈꾸는 사람들도 이 게임의 미래를 함께 만들어갈 수 있다는 느낌이 듭니다.
기계적인 요소가 아니라 ‘마음’을 담은 게임을 만들어 주셔서 정말 감사합니다.

halcyon sand
#

Why do people keep saying for more resources to be focused on base game because they are worried multiplayer is taking all the resources, but Kjun already said they hired more team already, meaning they have more resources now.

#

Kjun, I would like to see story quest gameplay base on main story or side story in the city, so InZOI’s world has depth. Include cutscenes with progression.

Off topic: I just realized, I spelled InZOI wrong.

halcyon sand
golden cliff
#

(My message to KJUN and the team, not players) I feel you guys should focus on the most important things players want and have been waiting for but has beeen getting pushed back. One of them being script mods. We’ve been waiting and waiting and waiting. I think multiplayer can be pushed back, it should honestly be considered when a full game is released. That is a big thing to try and add to an already unfinished game. Well, I will be back in another year to play the game when script mods are added.

halcyon sand
#

Explaining why Optional Multiplayer is maybe needed
While I think some people are panicking about multiplayer because they personally wouldn’t play, but I think we need to look at the whole picture, because** it’s not about your personal preference** but for InZOI’s survival itself.. if InZOI doesn’t survive, we won’t have anymore “InZOI”

I believe multiplayer is coming early because the player count is so low. Multiplayer is known to keep player count stable for a long time which InZOI needs now. I just hope the players who wanted multiplayer hasn’t all left due to the drama online. With popular games like Ananta, Where Winds Meet, GTA 6 etc coming and they all have multiplayer.. with these game coming, InZOI might be a forgotten game because the player count isn’t raising, but adding multiplayer can help keep InZOI be recognized. (Before anyone says these game don’t stimulate life, yes they do. These popular game also has some life stimulation developed into them as well)

“Multiplayer games often attract more investor funding because they can generate ongoing revenue. That funding is frequently tied to long term profitability.” (which InZOI needs)

With that being said, of course base game needs to be improved and expanded. (Update: It seems there are a lot of people supporting multiplayer outside of discord! Now I know where the multiplayer people went!)

halcyon sand
# halcyon sand **Explaining why Optional Multiplayer is maybe needed** While I think some peopl...

Because some people don’t care, they just want their personal preferences even if its gonna give InZOI’s player count to ZERO and cancel InZOI as a project all together.

Multiplayer will bring in more players outside of this community itself and keep player count stable, to ensure InZOI survives and some of these people aren’t thinking about InZOI’s survival in player count and THAT is the PROBLEM. If you have a failed project that barely gather players, you can say goodbye to the game and updates itself as a whole.

Some people aren’t reading what Kjun wrote. Base game IS being focused on and multiplayer has it’s on separate team working on it, NO resources is being CUT. Base game has it own team to focus on it! Mods is probably pushed back because of base game’s focuses.

winged sentinel
#

Multiplayer (Online)

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. #1441465036202709075 message

---> that's what kjun said about multiPlay. It looks like multiplayer development is being handled by Krafton headquarters rather than the original Inzoi team.

halcyon sand
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The body adjustments InZoi needs

  • Belly adjustments
  • Back and posture adjust, and pelvis tilt adjustments
  • Chest adjustments (Currently the chest is limited to one type)
  • Thigh, legs, calf adjustment (I hope the inner thigh adjustment I did was noticeable)

Below photos is the visual explanation and here is the other adjustments #1456640333612847288 message

cyan steeple
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People are super hyped about the multiplayer on all the social media i'm reading, some are even saying it'll be better than GTA multiplayer since Inzoi's gameplay is way more extensive in comparison. I'm so happy 🥹

halcyon sand
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Also include these adjustments:

  • Shoulder adjustments
  • Inner Calf adjustment (The photo with red arrow)
  • I would like to adjust feet, hand, and length of arm, but I don’t know if that’s too much?
  • Last but not last, height adjustments!

(Last but not least, we need to adjust the side profile of arms like the side profile of leg that I showed here
👉 #1456640333612847288 message)

halcyon sand
lusty comet
halcyon sand
# halcyon sand I agree! This DISCORD is NOT where the majority of InZOI players who are waiting...

I do not use reddit or Twitter “X” but this explains a lot about where the multiplayer and 18+ age rating people went. I had wondered where everyone went since wishlist was removed.

I thought multiplayer will be invites only, but it seems it’s also for bigger servers with a lot of people? If so, Kjun please add report buttons in case for people to report bullies etc, and put a big disclaimer when the game starts for people to not share private information. This is for legal reasons.

halcyon sand
cyan steeple
lusty comet
# cyan steeple I think it's people who got used to a certain way of playing and are resistant t...

The funny thing is that the change doesn't really affect anyone who doesn't want to play online mode.

As far as I know the base game will still be, has been actively worked on and single player will still exist.

The introduction of another option doesn't mean getting rid of an old one.

Kjun literally said this in the pinned message of this chat:

"2026 Roadmap is being driven by a dedicated internal team working in parallel with the existing core development team.
This work is designed to expand our capabilities without reducing focus, resources, or staffing on ongoing core improvements."

Without reducing resources??? Like c'mon ppl out of the devs mouth he literally said this 😭😂

dry spade
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Thank you for the update! Also, thank you for working the core game and also using additional teams to work other aspects! Looking forward to all of it!

For multi player, can we get some back and forth going on it? Like the old days when we did AMA?

Some of us do want Multiplayer (me included) and I would love to know more about the current vision there!

Thanks for all you do and have cone!

halcyon sand
static kernel
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All I want is more relationship tags in CAZ, like siblings related etc..

halcyon sand
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Couples hand holding or riding the same car to go to scheduled events together
I would love to see my couple zois automatically hand hold sometimes to go somewhere that they plan together in the schedule, or like automatically ride the same car to go somewhere that they planned together. Also can we have the ability to grocery shop together as a scheduled event? Like we can set maybe one day every week is grocery shopping day, or after every two week is grocery shopping to restock the fridge?

We need to know what zoi’s Thought Bubbles image means
Kjun, I would like to know what the the zoi’s thought bubbles images means. Sometimes they think of another zoi and there’s another emoji, which I don’t know what some mean? When we hover our mouse over the thought bubble, please allow the ability to have the thought bubble be explained. I am most curious to know what the thought bubbles image means when the zoi thinks of another zoi, and you can see there’s a small emoji near the image of the zoi in the thought. (The photo is taken from Sugarzoi’s gameplay since I watch her)

cyan steeple
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Someone previously suggested adding soapy bubbles around the Zoi's intimate areas and i'm absolutely loving that idea. I think it'd look way better than the current towel and wouldn't break the immersion

halcyon sand
# cyan steeple Someone previously suggested adding soapy bubbles around the Zoi's intimate area...

🤣🤣 I think I should’ve made the bubbles cover look better, but yes, it looks better than the towel. (Maybe I made it too much foam)

For more details, maybe the bubbles can have it’s own small bubble effects, like some bubbles popping in the shower or some small bubbles foam animated running down the legs to the shower floor. I don’t think the zois even scrub their own bodies in the shower, I don’t remember, but they should.

(Edit: The foam bubble photo woth towel photo is a google photo that I found, and I just edited the foam bubbles onto it, so hopefully I don’t get backlash 😅 it’s just reference)

elder rivet
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What do AI NPCs mean? Why is there no any explanation about them? I mean he mentioned them, but didnt explain anything. Did he just forget? Or is there nothing to say yet? Or maybe Im blind? I dont understand

hallow oyster
craggy sorrel
knotty bluff
# humble sun They previously stated that the December update would focus on children, infants...

Yes they promised that but literally everything is subject to change . Kjun knows babies toddlers and children need more of everything and it’s one of the first parts of the fundamentals. And tbh the bigger systems like courts and crime are things that will take longer to expand upon so it’s better that they get it started now so they’re not trying to get it all in later. And as many of us have said multiple times already no extra resources are being taken from core features and going to multiplayer. Each part of the game has its own team, idk why people keep thinking anything is being taken from core gameplay when that’s not the case 😭🤦🏻‍♀️. And core features are a much bigger part of the entire roadmap than this 2nd half. The fundamentals were literally 11 pages compared to 4 for this part. And as others have said multiplayer for technical reasons has to develop along side the game, not afterwards

halcyon sand
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(Sorry for putting suggestion here, but I want to make sure these ideas are seen)

🌲🐍🐻🐷🐗🫎🍄🪷🍁🌸🪸🐠🦀🐙🌊
Hunting animal in Terrain lands:
I would like a Hunting career in the far future if we get the Terrain features too. Hunting land animals and hunting sea creatures will add more depth to the future terrain world that we will get in the future.

  • I hope free roaming the ocean is still considered. Add more depth to the ocean creatures and adding hidden treasures/items in the ocean to be explored would be nice too.

✨⭐️🌟💫📱 🤳 ✨⭐️🌟💫
Competition and popularity for social media, social media consequences
I would love a system for real players to check who is the trending zoi, maybe, it’s because that zoi have the most likes from npc zois recently, or maybe their followers are getting bigger because npc are becoming fans by following them.

  • Allow the ability to let real players see other real player’s social media and popularity in InZOI, but this can only be done if the real player themselves list their social media for the public (to real people), because not everyone will like to be seen by real players but some people do.
  • Things that can help a person in this game gain popularity in social media is by posting zoi doing a video, music, zoi doing vlog, zoi posting pictures, zoi doing trends, selling items through social media etc.
  • There should be a consequence where your zoi could lose some fans, maybe due to scandals, rumors, going to jail, being caught by phone being a horrible person etc.
halcyon sand
# knotty bluff Yes they promised that but literally everything is subject to change . Kjun know...

Exactly. Kjun literally said so many times, they are focusing on base game gameplay the “FUNDAMENTALS,” for 2026. No offense, but it seems this information went into people’s ear and people removed this information from their heads immediately after. People need to understand, the post here (multiplayer/AI Npc) isn’t taking resources from the base game, there is two separate team working. Base game resources and priorities (not multiplayer) is the one clashing together on what to add first, it has nothing to do with multiplayer being the cause.

elder rivet
# hallow oyster Please watch the video, it's demoed there. AI NPCs means NPCs you can talk to an...

Oh, I thought video was about multiplayer. But unfortunately, I dont speak Korean, so that difficult to understand for me. But if they really are planning on adding NPCs you can chat to, and if those NPCs understand who they are in game (I mean friend/worker/someone else), that looks interesting. Also Im interested to know which languages this feature will support. Or all languages that game have? Anyway, thank you for explanation

halcyon sand
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🍿 🎟️ 🎡 🎢🍿
Add fair ride povs, let it be animation instead of cutscene, and have the ability to included multiple zois in fair rides.

In the future, Fair rides and water slides should be animation, not cut scenes, so that players can switch between first person and third person to take photos of their zoi on the rides itself, and to have the ability to see and watch npc zois enjoy the fair rides and waterslide. Having it be like this, so we can see other zois get on the rides or waterslide. I would like the ability to have 8 zois being able to ride the fair rides, because in a family, there can be 8 zois within one family and I would love to see them all ride the fair rides together, especially the roller coaster. (But include the other rides too)

In the past, I also mentioned when npc ride the fair rides, the npc disappear and then reappear after the ride is done. I hope that you can actually see a npc on the fair ride instead of them disappearing into nothingness.

knotty bluff
# halcyon sand Exactly. Kjun literally said so many times, they are focusing on base game gamep...

FR. Like I gotta be honest it’s really annoying having to repeat the same thing over and over. It reminds me of people asking for features in update posts even though kjun said right at the top of the thread they were already working on those requested features. There’s nothing indicating that resources are being pulled from one thing for another. It’s not like kjun said “ we had to pull people from this team working on this feature to go work on multiplayer”. They just have a separate team for it like every other aspect of the game. But again the core features are what’s going to be worked on and nothing is being taken from that

halcyon sand
# knotty bluff FR. Like I gotta be honest it’s really annoying having to repeat the same thing ...

I am currently reading people’s replies. I saw you and the others correcting the people spreading misinformation, but it seems they are still going with the same narrative even when corrected. I believe it’s not because they think resources are being taken, the fact is, they just don’t want multiplayer but don’t wish to openly express that.

InZOI’s team had expanded, meaning a group is focus on the multiplayer and AI NPC etc, while the rest of InZOI team is focused on base game features, base game resources is not being cut (Kjun even stated about this directly). So where are the people getting information that resources for base game is being cut when it’s has more workers working on it now???

knotty bluff
# halcyon sand I am currently reading people’s replies. I saw you and the others correcting the...

Yeah idk, they have 140 people working on the game and kjun said a couple weeks ago they were actively looking for more people😭😭. If the team has been able to work on multiplayer for this past year along with adding pretty big updates then I’m sure they’ll be able to do it this year as well. But aside from this I’m excited for the whole first part of the roadmap and I can’t wait to get more updates on that side

lusty comet
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Now that multiplayer is confirmed. I would implore the team again to add horses!! Id love to go horseback riding with other players or participate in horse races.

This will be esp great too when terrain features like hills and waterfalls are added and you and your horse can go on hikes in the Forrest. Also Pets and a (Dive in water feature to go deeper into the water once wasd for swimming underneath water is added!)

halcyon sand
halcyon sand
knotty bluff
# lusty comet Now that multiplayer is confirmed. I would implore the team again to add horses!...

To piggyback off this I think it would be neat to be able to care for the horse hooves and be able to braid their manes. Maybe even just walk side by side as well,being able to give horse riding lessons too! Also since we can also have fish in tanks I’d like to see that expanded so we can have various different tanks designs and allow for multiple fish in one tank. And if we could have decorations for it, live plants. Birds would be fun to have too.

@halcyon sand regarding your hunting idea I definitely think it would add realism but I’m pretty sure they’d have to up the age rating since we’d have to have guns for hunting land animals so idk if they’d do that tbh but I could be wrong since it would only be used for animals and not zoi on zoi violence lol

halcyon sand
merry shell
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It's so exciting to see how much you have done this year. After the last update I've been playing all week. Inzoi is such a wonderful game already at this stage of development. I'm really looking forward to the update in 2026!

I'm waiting for Canvastown. I like small villages. For now, mostly I'm playing in Cahaya. Dowon and Bliss Bay are too huge for me, I get lost in these cities without a mini map 😄 And small villages are cozier than big cities for me in general. I really want the possibility to customize all the city. I hope we will be able to change the type of lot and build on residential lots before they are occupied.

I would also really like a population control tools. I play with multiple households taking turns and I often turn off NPC aging. With this style of play, pregnancy of an NPC can be a disaster. My characters live very long and pregnancy every three days is not suitable for them. I'd like to be able to customize this for currently non-playable families, configure pregnancy intervals and percentage chances, or disable the feature altogether. For now, I am forced to use mods or cheats to prevent the birth of NPCs

knotty bluff
halcyon sand
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Reframe from Spreading False Information

Guys, please reframe from spreading false information because it doesn’t help anyone nor Kjun. It just gives everyone a headache. Kjun already stated that the fundamentals (base game) is being developed in 2026, alongside it, there’s a different team hired specifically to develop the “beyond fundamentals” which is multiplayer, AI NPC, etc. Resources are NOT being cut for base game from the main InZOI team at all, so please no more false information. Kjun said they are HIRING more people which will improve development. (Also the Multiplayer is optional, no need to spread false information like it isn’t)

Read Kjun’s roadmap #1454163920767029308 message

hasty edge
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I don't care about multiplayer one bit to be honest as long as it does not interfer at all with single mode player/base game then to me it does not matter if it is there or not. Does not bother me if it's optional. I cannot say anything about it because playing with others is not my thing. As for any feedback I can give I just want to see improvements esp with bugs, I want more romance interactions like more cudding options, kissing and overall more intimacy instead of such casual romance they have now. I want to see better connections between parents and their children like hugging, reading together or tucking a child in with a kiss and bedtime story, I want more options for cars like customization options, driving improvements, car wash, car radio, to actually go to car lots to pick and buy a car, I want grocery stores, a movie theater you can actually go into and buy candy/soda/popcorn and sit and watch a movie either alone or with another zoi including romantically or as a group with friends or whole family. I want to see more long hairs! (I will show examples of hairs we need) cause long hairs really lack, Longer animations, more group activities such as watching tv together. I would LOVE a mountain map with camping and nature, with lakes, cabins, waterfalls, hiking, wildlife. I would like to see a zoo and after it rains to see rainbows. I wish we can have casinos to gamble lol to me that would be a dream! Lastly I want to build any lot type for public! I want to be able to build my own venues and select a lot type.

onyx flame
# hushed magnet Wow — it’s already 2026. It’s been a year since we last met. (Just kidding.😂 ) ...

I think the progress of the zoi having conversations with texts over there heads is really cool! And it seems we can reply back with our own text and get responses back in real time? Though im wondering how it works to address a certain person or we just type the name?

I think there should be two different color text over their heads in live mode. Or at least italicize thoughts and keep the actual dialogue being said as is. So player can differentiate the two and what's happening.

Edit: Not sure if im misunderstanding but is this multi-player mode conversations? If so, are we going to be able to have zoi have conversations with each other and thoughts like this without playing online with others, itd be more ai generated responses to our inputs. which I think would be cool!

halcyon sand
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Kjun, in InZoi, the dot that I circled with the red, when I move it to move the face up and down to make the face closer to the forehead, I dislike how it widens the head’s width or slim it. Can we have an adjustment for the width of the head, dots on the sides of the head, instead of it being the adjustment dot that I circled in red?

dire raven
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I think if the multiplayer is a mode OR a player controlled option (like Minecraft has offline and online modes), I would be open to it. I’m not looking for a Second Life / VRChat social experience with Inzoi. I’d rather limit the online play to Canvas.

halcyon sand
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More nose adjustments:

  • The nose can look wavy like in the picture with number “1” but it lacks the adjustment to be like number “2” (Look at picture below to see it visually. The photos or nose are labelled 1 and 2)

  • Also, since we will get face parts presets like noses, eyes, lips, etc, I think, but I hope we can also get eyelid crease presets. Also, I would like ear adjustments (ability to make it look elf like, sharp. I would also like different sets of teeth just for added detail.

In the future, I would like:

  • More types of eyeliner, but with a smudge look to it (Look at the photo to see what I mean)
  • I would also like more types of lashes. (Also, I tried to edit a lash on a preset zoi in the photo below)
unreal vessel
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@halcyon sand good news is, I think the new UE 5.6 upgrade coming in Q1 will make a lot more possible in CAZ in terms of body sliders and such.

fresh sand
# spare rain Well, I don’t even know… While people here claim that multiplayer isn’t needed, ...

If all those people really cared about playing the game that much, shouldn't they be in here leaving feedback for what they want in a multiplayer game or in the game in general?

Even on the topic of multiplayer there are so many ways it can be done and not every way will appeal to all those people on X. Where are those 2k people that want this feature so bad but not bad enough to actually push for it's development?

Likes are vanity metrics. People like passively and share for different reasons, this is not an indication of willingness to pay for or actually even play the game.

halcyon sand
halcyon sand
unreal vessel
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I do hope Kjun and his team will find better channels to gather feedback on large projects like multiplayer (seems like that's part of their plans anyways), because I do agree that the discord community is a small, highly active group of people who are naturally assertive in voicing their opinions and probably not representative of the actual target audience. I dont think we should fault other players for not participating here actively or dismiss them. Regardless of it being kinda mean to dismiss people who have difficulty voicing themselves here, it's also not smart from a business perspective. You need to make decisions that'll cater to the entire player base, not just us loud few here on discord.

fresh sand
halcyon sand
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A quick google search tells you what a company should do “It is generally considered a best practice for a company to expand to platforms where their target audiences gather, rather than expecting the audience to proactively seek them out.” This is how a company succeeds when the audience are on different platforms, so they have to expand to those platforms.

(Edit: To connect with audiences to whoever downvoted, this is literally what every businesses/companies does)

round bronze
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Thank you, Kjun and the entire inZOI Team, for all the hard work and dedication you continue to put into the game. We want to let you know that the community understands and appreciates the decision regarding the ModKit delay.

We know the ModKit was originally planned for December 2025 and would have included scripting through Unreal Engine Blueprints. While that would have allowed modding to begin sooner, it also would have limited scripting flexibility. When the community asked for Lua support, you listened and made the difficult choice to adjust your plans.

Switching to Lua support mid-development is a major undertaking, especially while inZOI is still in early access. Releasing it too early could have led to unstable mods, constant rewrites, and conflicts with core systems. By taking the extra time and moving the release to December 2026, you are ensuring that Lua support will be stable, powerful, and future-proof.

Thank you for listening to the community, being transparent, and prioritizing long-term quality over short-term convenience. We truly appreciate the care you are putting into inZOI and are excited for what the future holds. Happy New Year! 🎉 Kjun_Heart ❤️ text_ThankYou

hallow oyster
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Reminder to avoid excessive reactions please y'all, they will be removed

spare rain
# fresh sand If all those people really cared about playing the game that much, shouldn't the...

I don’t think it really matters much whether those likes are passive or not. But they create a positive news backdrop, which can at least partially contribute to raising awareness of the inZOI IP. For half a year, together with other IPs, it brought no profit in market share value, instead alongside the lawsuits over Subnautica 2 dragged Krafton’s stock down (I saw a jump to 250k KRW, but that’s still far from the 389k KRW in April.) The market is way bigger than Discord and forums, and personally I’m all for them generating hype by any means, rather than sinking into a requiem of other players’ unfulfilled expectations. Maybe the tension will ease, and they might come, and if they want to discuss it elsewhere, they’ll do it there. No one is forcing them. But if they’re reading us – hello everyone, please join us and share your thoughts. psycat_cahaya

fresh sand
# halcyon sand The same can be said about every game in existence that has a Discord server for...

Ok well I hope they find a way to gather feedback from those who are on other platforms who want multiplayer.

The only feedback I have seen on YouTube, here and a lot of times on Reddit is that people aren't that excited for multiplayer but I could be wrong.

I don't use X so it's best to poll those players separately. Again, I think multiplayer should exist but would have preferred to see canvastowns and mods first 👌

halcyon sand
spare rain
# halcyon sand **Couples hand holding or riding the same car to go to scheduled events together...

I really like the idea of bubble transcription, since the game has had text prompts from the very beginning, and later they started being used for role play (ghost play, court), and as we can see with LLM AI they continue to be actively used. For me, emojis are a truly native, original part of dialogues (you can even communicate only with them via menu options), whereas bubbles feel like a slightly foreign addition along with small talk, which not everyone liked (I regularly visit the forum and see attempts to reduce them with mods, cut them off, etc.). I’d go further – single-player TTS (Text-to-Speech as in Matrix Awakening), and in multiplayer it would also display text transcriptions.

And I’d suggest another addition related to readability issues: give the option to pin the dialogue window in the HUD not only for LLM, but also for traditional group dialogue in focus – probably something vaguely reminiscent of Sims 4, but more advanced. At most, probably only in this screenshot there could be a shared “icon transcription.”

royal tangle
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Not sure why multiplayer, canvas town, fate engine , etc when travelling between cities is so broken. Fix travelling issues along side developing multiplayer, canvas town, fate engine, etc. Thank you.

halcyon sand
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Some things to do in multiplayer
As I had suggested during wishlist, I believe, sports in multiplayer will be fun. Going ocean diving with friends to capture creatures or treasure exploration would be fun. Going camping, skiing, working in the same business would be so fun. Last but not least, it would be fun to see real player have the ability to perform on stage together, or do holiday events, or watch a theater together, where you can actually stream a real movie. There can be more activities to do. A Cruise ship party or cruise holiday celebration would be nice.

unreal vessel
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Doing crime stuff together like a heist robbing a bank and such would be fun too for a lot of people I think.

halcyon sand
spare rain
# royal tangle Not sure why multiplayer, canvas town, fate engine , etc when travelling between...
  1. I agree that City Travel, as well as the specifics of data storage in the save file and the interaction of multiple cities (save files) (main cities, small city, vacation city) should be fixed/reworked, as was promised before the release of Island Getaway, at Gamescom, at the latest before the release of Canvastown.

Our Top Development Priorities

Borderless City Travel

Expanding on the ‘City Travel’ System
• Small, independent spaces that interact with one another
• Overcoming lower-spec optimization issues by utilizing these smaller spaces
KRAFTON | INZOI

(Bliss Bay <> Dowon → Amusement Park, N Tower, Stadium, Temple, Christmas (?) Village)
In addition, the arrows suggested that borderless would also involve travel between the main cities.

Canvastown vs. Small City
Is Canvastown a successor to the Small City prototype, and will borderless travel apply to them, as discussed during the brainstorms and reflected in the comment response?

Others proposed connecting multiple towns via roads or bridges to minimize loading screens — such thoughtful feedback that shows deep consideration for the development process.

  1. On Aug 15 (inZOI Island Getaway inside look) Kjun shared with us the following: ”Right now, it can feel like you’re “buying” the room instead of renting it. We feel sorry for this, and we’ll work to improve it in the future.”

https://www.youtube.com/live/wsxWKAqyrDI?si=WxWy3eS42kJ3sGCu

Get ready for a trip to Cahaya!See inZOI: Island Getaway in action — a stunning new city filled with unique experiences.Find out what’s waiting for you in Ca...

▶ Play video
whole moth
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we want the gameplay to be improved and scrip mods support first. Better interactions between Zois, better group activities and longer animations as well

wraith fulcrum
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Please remove the ***MANDATORY ***information chart (name, personality, ambitions) for saving and sharing zois on Canvas. It should be optional, a lot of CaZ creators make zois just to share an appearance and let others choose and customize these details.

halcyon sand
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I don’t know if I am the only one who thinks this but I hope we can turn without having to press the mouse just to turn the screen??

atomic summit
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Can we have a cheat that turns zoi sims into permanent ghosts or to turn them off?

I really would like to keep playing as a ghost

sand mica
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Hello

compact badger
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I really don't want multi-player. So much resources are going to go into a feature that I'll never use.

Edit:
When i say resources I'm talking about within the game itself. The size of the game & how my game will work with this new system installed.

compact badger
halcyon sand
compact badger
spare rain
# spare rain Happy 2026, Kjun! What I hardly expected was that multiplayer would come in an M...

A bit more on Family Group Sim (Story Progression), proposed in July, to draw Kjun’s attention to the issue of disabled simulation‼️

NPC Zois could be grouped into families based on preset scenarios (single, with partner, children, elderly) which determines how the game assigns them to social groups and gathers into family groups.

At the start of the cycle, regrouping begin. Employed Zois go to working groups, children go to school groups etc. Transport on availability; efficiency and tiers by traits. Free Zois may cluster into social groups and participate in shared activities or remain within family groups (mothers w/children, household chores).

When a Zoi’s assigned scenario is interrupted, they are extracted from their current group, and are reassigned to another if the event requires it.

-# For example, if a Zoi gives birth, gets into an accident they are moved to medical group via ambulance. If a Zoi commits a crime and gets caught, they’re moved to the police group via police car. If a Zoi experiences a fire, a firefighter group is dispatched to their location.

By evening, Zois in couples or families with children reunite in their groups and spend time together (parks, playgrounds). Singles gather and go to public places (cafés, clubs) where may form new pairs based on simple chemistry.

-# Additional Zois can be connected to these, acting as crowd filler, controlled by city sliders and used to populate the city up to the Max Population.

The game performs final logic pass, applying all recorded changes: births, relationships, karma/status shifts.

Bubbly triggered in response to Karma/City States, flooded with complaints or cheers. Every Followed Zoi could share posts reflecting their emotions, intentions, milestones.

Additionally, through the city manager window, players can receive a summary and partially influence Zois behavior, families merging, separating etc.

The cycle repeats. On weekends more leisure, on holidays – events, fairs, etc.

primal condor
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I don't have an issue with an optional multiplayer mode. Whether or not I use it depends how they implement it. I wouldn't mind playing with my friends, for now I don't have anybody I could see myself recommending the game to or playing together tbh. Working on the fundamentals are in the plans but as of now, it's just that.. a plan. I want to see to what extent they intend to work on the fundamentals first. Will it eventually feel like a complete immersive experience on it's own? Or will it be relying on the multiplayer aspect for the game to feel "alive"? I understand these things need to be worked on along side development of the game whenever they add it, but those saying multiplayer won't take away from the core dev of the game.. They hired on extra people and used resources... so yes, that could been used to work on fundamentals and add more depth to the game. Multitasking, group activities, social, autonomy, personality.. all surface level and need a lot of work. So, play with my friends to do what? The game has to be enjoyable to play alone to want to share that experience with friends.

I also think console and multiplayer is getting rushed to increase numbers. A truly good game will bring numbers up regardless. I don't believe multiplayer will make or break the game, but I wonder how long or what extent they plan to work on the core elements before implementing it. They got a lot of dip on their chip. Js 👀

spare rain
# halcyon sand I am currently reading people’s replies. I saw you and the others correcting the...

It’d rather say Krafton assigned them dedicated teams from their staff to work on these features. If these are people from PUBG’s online division, they would never take on the fundamentals of a simulator, since their role is strictly the online component. I work in game dev (200+), and there, an Backend/Network/Online Systems Engineer would never take on the tasks of the offline team. He/she wasn’t hired for that, as much as one might want to believe the staff are super interchangeable, they’re really not.

halcyon sand
tame sonnet
#

Motion capture and animation should also be a priority for early 2026 updates.

Some animations still feel dull—especially when Zois are eating. Other essential animations like bathing, sleeping, and daily routines could also use further tweaking and polish.

With inZOI’s incredible realistic graphics, stiff or low-quality animations become very noticeable. Improving these animations would greatly enhance immersion.

At this point, till I probably shouldn’t use iPad facial mocap whenever my Zoi is eating just to chew food 😂

outer flint
#

I think he should stick to giving us updates on main gameplay progress majority and little tidbits of update progress on multiplayer when it comes to discord at least tbh the whole post being mostly about multiplayer was a little disappointing to me but I think we all love hearing gameplay updates❤️😅

unreal vessel
#

I actually have a question about Fate Engine and Canvas town, I hope your team can answer this sometime soon Kjun:

You talk about 'sharing the good runs'. I wonder how engineering a storyline for the fate engine would work. Is it something we have to play out ourselves and then save for others to replay, or can we craft our own missions for other players to follow with this Fate Engine?

My imagination might be running wild with this feature, but it is what I am currently most excited about. I imagine a fate engine that will allow us to build our own towns (in Canvas Town), add families and then write up stories and lore for each of these families. Rivalry relationships between households, secret love affairs, kids who are getting bullied by someone in their class, you name it.

I imagine that when another player downloads this town through the fate engine and they choose to play with the bully kid, they get a mission to do negative interactions with the predetermined victim kid. If you play one of the zois having an affair, you get handcrafted missions that tell the player to go cheat on their marriage with their affair partner. Kind of like the little story-prompts you get when you play a premade family in Sims 2.

Is this how I should be seeing it? I really wish we can get a few more details on what concept you guys have in mind when combining Fate engine and Canvas town. Because when you first talked about Fate engine, it more felt like a randomly generated prompt instead of a crafted scenario.

If this is not currently your idea of Fate engine, would it be possible to go in this direction and allow us to craft missions and events for other players and upload them on Canvas?

stark jetty
# fresh sand If all those people really cared about playing the game that much, shouldn't the...

This of course is the issue. I don’t think ‘likes’ are generally an accurate way to judge the overall popularity of a proposed feature, on this site or anywhere else - but with X in particular the question is “are these people who are actually playing / will play the game?” Clearly multiplayer has some support, and I’m sure it would attract at least some new people to Inzoi, but enough of them to cover the extra costs? I’m not sure.

I want Inzoi to be as successful as possible, so I do genuinely hope they manage to pull this off, bringing in new players without alienating the singleplayer audience. The devs are obviously keen to make it work, the company has experience with MMOs, and some of the streamers seem very enthusiastic. It’s just… having witnessed the none-too-successful attempts to add multiplayer to the Sims series, this feels a bit like déjà vu.

halcyon sand
spare rain
# halcyon sand I do not think it matter how I word it. Kjun states they are hiring team to work...

Not necessarily. It’s just that if you put the emphasis not on expanding the inZOI Team as a whole (for ex., for developing children), but rather on attaching / creating dedicated teams, it becomes clearer that their expertise differs according to their hiring specialty. Since it is still one large Krafton, such an approach may be more financially rational for instance, through internal rotation. This way we’ll just have fewer assumptions that Krafton is spending money on additional hiring solely for inZOI-online, and maybe that’s not the case. Huh.

outer flint
twilit veldt
#

Hi Kjun!

Thank you for this wonderful update that you've brought us, along with the promised second part of this year's roadmap! It is greatly appreciated.

In regards to Multiplayer, responses within this brainstorm have already proven how controversial this feature is, creating conflict among many players with opposing views and disagreements to occur here 😅.

This is especially due to the fact that it is being developed at an earlier stage than initially expected during Early Access.

This has, unfortunately, led to misinformation being spread of misplaced attention and certain areas receiving more resources and development time than others— despite your assurance that this is not the case at all.

As someone that is personally overjoyed about multiplayer being actively worked on by the development team, I would like to provide some ideas to improve on what you have already revealed to us so far on this feature:

→ Along with large-scale multiplayer where thousands of players can be active at a time, please provide the option for players to create smaller server rooms, where only friends can join, similar to 'Among us' game lobbies where people with the provided lobby code can enter. This is to prevent and/or lower toxicity, cyber bullying, and similar situations from occurring, and ensure a friendly atmosphere.

→ Implement roleplay 'limited' multiplayer servers, where players can play as one member of a family within InZoi, with the limit being 8 for the amount of players at a time akin to the limited amount of family members can be present in one household— similar to what The Sims have shown.

→Allow voice chat capabilities within InZoi Online, enabling players to communicate with one another without being limited to the written chat feature.

I believe these options can elevate Multiplayer further, and make InZoi Online a more pleasurable experience for us!

hoary oracle
#

We know it’s a separate team working on multiplayer I think what people mean is if they are paying for more people those people may have been better placed with the core team for now until the game is more fleshed out then move over to multiplayer.

From the feedback I have seen and have I feel is the game lacks any depth at the moment which I understand as we are in early access but, to get those players back in the game needs to be more fleshed out.

🥰

halcyon sand
kindred galleon
#

Suggestions / Improvements
• Couch interactions: if ZOI is already sitting, queued actions should not make them stand up and sit again
• Couch poses for watching TV (relaxed, laying down, etc.)
• Couch posture influenced by personality
• Fitness actions are too short → should last until canceled or tired
• Allow moving ZOI avatar UI to screen corners
• Allow multiple outfits per category
• Full keyboard remapping (Redo → Ctrl+Y)
• Shoulder Camera should follow character direction and interaction prompt (“F”) should appear only when holding a key (e.g. Alt)
• Free Camera option to keep UI visible
• Free Camera: toggle ceiling visibility
• ZOI should use closest wardrobe to bed for pajamas
• Add Likes/Dislikes in character creation
• Random life events (slipping, dog poop, car splashes puddle water)
• Remove PC screen projection effect
• Phone App Store + phone wallpaper customization
• Separate offline vs online PC games (online increases Social/Relationships slowly)
• Programming takes too long + app prices feel fixed and never reach max value
• Allow multiple items on one kitchen counter
• Auto lights off when everyone sleeps + per-room lighting

Bugs / Issues
• Create ZOI preset loads only Everyday outfit instead of all outfits
• Business system issues:
– Employees stop showing up and no way to call them to show up
– Cafeteria requires pre-cooking instead of cooking on order...?
– Business can go negative and becomes completely unusable
(if you have a cafeteria you have to cook food to be able to sell, and you can't cook because it requires money. Business should be able to operate on negative.)
– NPCs wash hands in kitchen instead of bathroom
– No customer feedback in businesses (mood, impatience, satisfaction)
– Business money not separated from personal money
– Build Mode hotkey opens home build while in business lot
– Muffins sold as single item instead of multiple units

rain bloom
#

That multiplayer direction in the roadmap feels way closer to PlayStation Home than those clunky MMOs from Second Life, GTA RP, or FiveM. I can’t wait to bring back our old Sony PlayStation Home communities, we had tens of millions of registered accounts back in the day, with all the drama and fun that came with it. Some of us are still playing on private servers and hosting weekend gatherings even now. This will be a real paradigm shift for our communities, with polished graphics and UI. Bring it on inZOI!

void patrol
#

In almost every post of his, Kjun mentions how the team values the feedback and opinion of any of us.
Even from minorites like me.
Since the October and December updates, almost every aspect and feature of inZOI 👉 I 👈 enjoy, got worse/neglected/buggy/removed.
And since parts of Multiplayer already goes live in January, the development must have started around this time.
Even though Kjun states there are separate teams, content and fixes for Single Player got neglected because the additional resources went into Multiplayer.

hybrid isle
#

You make me feel optimistic about multiplayer ❤️

waxen kernel
#

I really hope inzoi studio will think a lot about the need of this multiplayer, because if 12 people are excited to play a sims-like in a strange way, you all forget that script mods have been pushed back because currently the game is unstable, so this mean there is a serious stability issue to correct, and multiplayer in video games creates a lot of instability. Everybody should be able to think at the result of something that creates instability on an allready unstable platform.

knotty bluff
# void patrol In almost every post of his, Kjun mentions how the team values the feedback and ...

There’s nothing to prove any of that🤦🏻‍♀️. They’ve added so much in the last few months that but are and should be expected and yes certain things can get worse, that’s literally part of the whole process and exactly what this year is for. Refining all of those things. And features that have been removed or delayed is because they’re being worked on or was delayed for technical reasons like having more issues than expected when they started developing them. The whole game is a work in process and is subject to change in various areas. And things that have been removed people have been more than vocal about it and kjun has responded to saying that it would be worked on.

spare rain
# waxen kernel I really hope inzoi studio will think a lot about the need of this multiplayer, ...

Only if you want to see a sims‑like in it will you see a sims‑like. That is a huge burden the game isn’t obliged to carry at all, being a completely different franchise from another country, made by a developer with a different cultural and dev background.

If you look at Kjun’s interview, he wanted to make a game in the life‑sim genre, but through the prism of his MMORPG experience and with his love for city‑building simulators (SimCity). That’s why so many mechanics became city‑wide, with guard systems (karma, police, prison), and in the finale with multiplayer, since MMOs are Kjun’s long gaming journey. As a life sim and a hybrid at the same time, in a sense it offers quite an unusual experience, characteristic of different games.

And this is the concept you need if you treat the game with respect, rather than projecting onto it your own expectations, which sometimes aren’t destined to be fulfilled due to the vision of the author and the community. Yes, in a way they’re obliged to bring back what was loved by players but removed from the game/degraded, and for certain reasons (whatever they may be), but they aren’t obliged to save the sims-like cliché, IMO.

knotty bluff
spare rain
#

Kjun, President of South Korea, Krafton, stakeholders, initial player base want online in inZOI (top-5 requested feature: 1. more city activities, 2. more interactions, 3. multitasking, 4. groups, 5. multiplayer), further along the roadmap it’s about targets. The strategy comes first, then the tech nuances (stability etc.) That’s enough.

quaint fossil
#

"I am a new player to inZOI and have not been able to keep up with all previous development discussions. Could you please clarify if there are plans to implement a dedicated offline mode in a future update? I appreciate any information the team can provide regarding the game's long-term connectivity requirements."

waxen kernel
lusty comet
# humble sun Hello kjun, thank you for your effort, and I wish you, your family, and the enti...

BRUHHH what's getting me is that this was all the stuff u wanted is in the first roadmap!!! Multiplayer has to be developed early because if it's not you'd have to rewrite the whole system. Like literally development for multitasking and the list u gave was mentioned in the first roadmap.

They can't just "work on it later" that's not how how development for multiplayer works it has to grow WITH the game.

Did people not read the first roadmap orr??like what are people complaining about when all the stuff ur mad is already said to be worked on

This is just talking just to talk LOLLL

What are y'all talking about 😭😭🙏🏽

fresh sand
#

If the same team are working on multiplayer and CanvasTown/Mods, I would prefer for a focus to be more on CanvasTowns and modding.

Multiplayer can come much later.

lusty comet
faint pebble
#

I hope spiral stairs and escalators get added down the line.

knotty bluff
# fresh sand If the same team are working on multiplayer and CanvasTown/Mods, I would prefer ...

And how much later is that? Because if you mean after it officially launches that would most likely screw up the entire game. Multiplayer is something that has to develop with the game not after.

Complexity & Time: Online multiplayer is one of the hardest systems, requiring extensive time for refinement, debugging, and network architecture (like client-server models).
Core Game Design: Multiplayer isn't just a feature; it fundamentally changes how a game is designed, played, and balanced, needing early integration to feel organic and balanced.
Player Engagement: Multiplayer thrives on social interaction and a large, active player base; players stay longer when they can play with friends or compete, driving retention.
Community Building: Early Access is great for feedback, but players need a playable multiplayer experience to build a community around, not just test mechanics.
Avoiding Rework: Adding it later often means significant redesigns, forcing you to rebuild core systems, which is inefficient and costly.
Multiplayer is already coming towards the end of the year in October so idk how much farther you want them to push it back

And it’s says right in the pdf, the first canvas town is coming in June and the second one is coming in October as well so it will be there before multiplayer is fully even realized

spare rain
# waxen kernel well, as long as inzoi doesn't die in the egg, that's all that matters to us aft...

The difference is that multiplayer is backed by investors and/or Korean institutional structures, the guarantors of funding, who sees ROI / showcase there, beyond the player base. Not to mention that it’s been discussed from the very beginning (before the early access launch,) got a 50/50 nod from players, and, I think, deliberately emphasized by Kjun as an investment opportunity, because it was planned/developed in parallel with the single‑player, which makes total sense within the Unreal Engine pipeline.

twilit stream
#

the biggest issue with multiplayer, for me, is worrying that it may just take resources from important, core lifesim aspects that still need to be developed in the game. i know the devs have stated they won't, but what if? what if that team dedicated to multiplayer was solely focusing on core lifesim aspects. I feel we'd get things the game needs now much sooner, such as a more robust personality system and better autonomous behavior.

unreal vessel
#

I think this argument has been going in circles for a while... I think both sides are pretty much written out as much as you can now. I don't think you'll convince each other, so could we focus on writing new ideas/arguments about the roadmap instead? I think the whole 'resources' debate has been played out plenty... kinda hoping to see more ideas here on how to make the plans suggested in the roadmap(s) better.

long ether
twilit stream
#

Here's my suggestion. Forego these weekly updates and just do what you think is best for the game Kjun. Update us on what is coming when it's a week or so out.

onyx flame
#

Feedback for Roadmap

-More build capabilities and buy items with pics below

  • I would like to see pathing improved as well for when there are lots of close objects together. Zois can maneuver around them, like this pic below with a small dining table against a wall of couches that would allow zois to eat from that also has another chair across from it. Or setting a stove inside an archway and still be able to use it (pic below)
  • If grocery stores are added im hoping the layout is similar to this where it feels full an decorated (pic 1 below). Also adding more buy items for creating unique convenience stores (pic 2 &3 below)
  • More House structures that can be built (pics below)
  • Curved stairs (if possible)
  • Being able to build a stream/canal in-between foundations or two buildings (pic below
knotty bluff
faint pebble
vestal sonnet
#

I really don’t know how i feel about multiplayer. But if it’s not shoved into our faces, if it’s done right and if the team is gonna be split to work on that part, i don’t see much issues with the multiplayer mode. unless it will mess up developing the core gameplay, that’s just.. not good. 😕

I’m just excited that you guys are gonna work on fleshing and fixing the existing features of inZOI, because everything right now (at least on my side) is very buggy, unfinished and glitchy and that can prevent people from playing. But of course, the game is in early access and i do understand it and we’ll stay patient.. I love inZOI.. like.. a lot 😭 So i still have high hopes for the game.. 👍✨

weary lake
#

all im gonna say is i hope theres public and private servers for multiplayer because i personally only want to play with my friends but still would love for people who want to play with random players to have that feature available to them too!!! also to everyone complaining about multiplayer, please be serious, multiplayer was one of the first features mentioned for development in this game before early access was even out. and its completely optional, you dont want to use it, then dont! plus, this doesnt mean that core game developments and features are on hold, they literally said theyre working on these things at the same time! i also want improved life stages, grocery stores, terrain tools, more building features (especially as a builder and interior designer), more customisation in caz and in the world! please be kind to the developers and the players who are happy about multiplayer, multiplayer isnt taking anything away from you or the game

kindred galleon
#

I'm really sorry for posting again but I really want Kjun to see this.

Suggestions / Improvements
• Couch interactions: if ZOI is already sitting, queued actions should not make them stand up and sit again
• Couch poses for watching TV (relaxed, laying down, etc.)
• Couch posture influenced by personality
• Fitness actions are too short → should last until canceled or tired
• Allow moving ZOI avatar UI to screen corners
• Allow multiple outfits per category
• Full keyboard remapping (Redo → Ctrl+Y)
• Shoulder Camera should follow character direction and interaction prompt (“F”) should appear only when holding a key (e.g. Alt)
• Free Camera option to keep UI visible
• Free Camera: toggle ceiling visibility
• ZOI should use closest wardrobe to bed for pajamas
• Add Likes/Dislikes in character creation
• Random life events (slipping, dog poop, car splashes puddle water)
• Remove PC screen projection effect
• Phone App Store + phone wallpaper customization
• Separate offline vs online PC games (online increases Social/Relationships slowly)
• Programming takes too long + app prices feel fixed and never reach max value
• Allow multiple items on one kitchen counter
• Auto lights off when everyone sleeps + per-room lighting

Bugs / Issues
• Create ZOI preset loads only Everyday outfit instead of all outfits
• Business system issues:
– Employees stop showing up and no way to call them to show up
– Cafeteria requires pre-cooking instead of cooking on order...?
– Business can go negative and becomes completely unusable
(if you have a cafeteria you have to cook food to be able to sell, and you can't cook because it requires money. Business should be able to operate on negative.)
– NPCs wash hands in kitchen instead of bathroom
– No customer feedback in businesses (mood, impatience, satisfaction)
– Business money not separated from personal money
– Build Mode hotkey opens home build while in business lot
– Muffins sold as single item instead of multiple units

plucky vault
#

I can't wait for cats and dogs to be in the game, when there will be new entertainment in the animal game

spare rain
# twilit stream Here's my suggestion. Forego these weekly updates and just do what you think is ...

I disagree, since many wonderful features were proposed by players during brainstorming sessions (from spring until now), the direction of features that could’ve gone astray was corrected (sims‑like police → patrol officer, dull grocery → LBY‑like grocery), and there is also a direct way to remind of forgotten or overlooked features and to set an approximate priority based on request frequency.

As I said, I am almost 100% in agreement with the current roadmap, and all of this is not without the consolidated work of the community, the enormous effort put into writing texts, finding references, and summarizing average requests. Reddit/YT/… people also appreciate how it all functions together, I haven’t seen strong criticism from any source.

(I’m not talking about things like MyBusiness, Cahaya, etc. I have many questions about their priorities, I’m more referring to requested features ranging from smaller details such as cuddling animations to larger systems like strollers.)

vestal sonnet
#

I wish there was a interaction option to “apologize” 😭 The kids and teens stayed at home alone and the youngest began to fight and he dragged the other siblings into it and a big fight started between all of them lol.. and after the fight they all sat at the table doing small talks while they were cooling down and i thought it was a good time for the siblings to apologize to each other 🤷‍♀️ i feel like this would add gameplay, small feature but good content.

onyx flame
halcyon sand
#

Why are the same people still spreading the same narrative of false information when corrected??? At this rate, it’s unnecessary. You are not helping Kjun by twisting HIS WORDS.
Read 👉#1456640333612847288 message

(edit: It seems some people are blocking people so a thumb down Psycat_DownVote doesn’t work)

amber forge
#

Personally, I am excited about multiplayer! One of my friends was not going to get inzoi until i told her that its going to be multiplayer sometime in the future. I like the thought of a cozy life sim with friends. And i LOVE even more that there wont be resources taken from the base game! Thank you for doing your best to make people happy ❤️

halcyon sand
sweet kernel
#

Ty for prioritizing multiplayer, i would love to play inzoi with friends and family.

I can’t wait for this multiplayer aspect of the game opening up another community and mods community like zomboid, minecraft, roblox and gta.

Im very exited. Psycat_ThumbsUp

halcyon sand
# knotty bluff And the game is still going to be fleshed out along side it, and as multiple peo...

Thank you for posting this. I believe Kjun already addressed people on why multiplayer should be developed with base game, but people are not helping by asking it to be delayed, they are not doing their research on what systems needs to start at what stage so it won’t cause technical issues. The argument that the new team hired to work on multiplayer takes all the resources from working on base game is already debunked by Kjun himself.

halcyon sand
twilit stream
wise zephyr
# rain bloom That multiplayer direction in the roadmap feels way closer to PlayStation Home t...

This is real RP (fivem/samp/gmod)

They want to give the ability to create full-fledged servers with mods and hundreds of players.

rp are inevitable and they will happen.

I'll never understand people who criticize Inzoi's multiplayer, lol. They're not taking away your single-player experience; multiplayer is being made with an emphasis on the game's popularity.

Understand, Inzoi desperately needs roleplay, and the developers have realized that this is indeed the case. We're not talking about GTARP (although I'm sure such servers will appear).

You can still play co-op or solo.

Servers with hundreds of players are created for those who want to play roleplay and social servers.

halcyon sand
# twilit stream I'm not sure what you mean by the President??? Miss Sims point still stands and ...

The whole debate was basically to focus on else where and to delay multiplayer, but they/you guys forget that the president of South Korea is also the one who brought multiplayer up and why multiplayer will be pushed to be implemented as well, and if the higher up are probably involved and resources had risen for that situation, (Also it doesn’t take away from base game resources) asking the extra team hired to be pushed to focus on base game systems and not what is talked about by the higher ups, is exactly like the cooking scenario I said.

“It’s like getting paid to cook but you decided to delay and do something else, but expect to still be paid for not cooking.”

hallow oyster
halcyon sand
wise zephyr
#

@hushed magnet Is there any information regarding 18+ content? for RP servers
( inzoi:rp 500 players, blood, die, weapons, criminal )

I'm 100% sure that servers with blood/die/weapons will appear in Inzoi. Will they be blocked or will you allow such servers to exist?

Maybe some filters for different audiences?

I'm sure such servers will appear and that it's part of the RP.

weak spire
halcyon sand
# halcyon sand Ooh. 😅 thanks for clarifying.

I really don’t understand when people say “Please allow Multiplayer to be optional because I don’t wish to play it” but if you reply to tell them that it is optional, they will thumbs down your post which doesn’t make sense? Didn’t they ask for options? Or if they missed information from Kjun why thumbs down a reminder 😅 I am gonna leave this debate here, stressful.

wise zephyr
weak spire
lusty comet
# wise zephyr This is real RP (fivem/samp/gmod) They want to give the ability to create full-...

Ppl want inzoi to be like the sims soo bad

I've always said inzoi as the capability to appeal to more than just simmers but people who also play different games like GTArp Roblox, PlayStation home.

With multiplayer they can appeal to so many ppl than just the sims fan base.

Bc the most of the sims fan base already pretty much agree with EA creators hating on the game, branching out may be a good idea as long as they continue to work on the base game in conjuction

wary owl
#

I’m sorry Kjun I know you’re working hard but before the release of the modkit update is there anyway to reduce clipping of clothing we make

halcyon sand
# compact badger I'm not talking about the team. I'm talking about my game & gameplay. I read t...

People cannot have their cake and eat it. Multiplayer isn’t going to be your only worry about your pc burning out. With InZOI’s complex systems for other features coming, it will eventually burn out outdated pc if you don’t have a powerful pc, even if multiplayer isn’t in the game. That’s why, it’s common sense to buy a better pc to play high performance games. The dev could only do so much for low end pc.

halcyon sand
ocean eagle
# hallow oyster We have many times, both now and in the past, but people don't read back before ...

Not to mention they’re blocking anyone who downvoted them in the past so that there can be no downvotes on their comments anymore.

Edit: Lol I see someone else just mentioned that above me. That confirms my suspicion. If that’s not bad enough, they continue to ignore the “no spamming reactions” rule that the mods keep reminding people of. What they’re doing and why isn’t subtle at all.

halcyon sand
olive vale
#

I'd like to report two issues. The first one concerns elevators—there are many unreasonable aspects in the actual modeling. For example, here the wall height doesn't match the elevator height. The second issue is that I wanted to create an evenly divided three-flight staircase, but based on my current testing, it's extremely difficult to achieve, so I had to switch to a two-flight design instead. Please address these minor construction-related issues.

onyx flame
#

More types of Skills and Crafting Needed

Jewerly Making

  • Zois being able to scavenge or buy from suppliers (which would be more expensive) stones (quartz,amazonite,agate,amber etc.), gems (diamonds, rubies, emeralds,opals,etc.), and raw metals (gold, silver, sterling silver,rose gold). To make jewelry such as: necklaces, engagement rings, bracelets, rings, brooches. They can sell their finished pieces which would be made through the method, of how we have the custom furniture tool in game. So we can assemble different gems and stones together to make new pieces. But you'd have to advance your skills to unlock new types of designs. Or you could make a business by selling raw materials your zoi finds to others.
  • There would be 4 branch tiers of skills within jewerly making a tree branch. First tier is sourcing materials ( rare, ultra rare, good quality, bad quality, haggling prices, etc.) , Second tier is stone cutting styles (link below to all the different types of cuts that would be possible to make jewerly, and Third tier is engraving metals (ornamental designs and name engraving), and Fourth tier is welding the better you weld the longer your jewerly lasts also adds higher quality as it levels up.
    -** Types of Stones:** https://www.antiquejewellerycompany.com/gemstone-guide/
    -Types of Stone Cutting Styles: https://www.starlanka.com/gemstone-cuts/ , https://www.gemsbiz.com/blog/explore/the-different-types-of-gemstone-cuts?fc=module , https://www.tygems.net/the-ultimate-guide-to-different-types-of-gemstone-cuts
  • Zois would be able to source raw materials and stones from other worlds as well that might not be offered in their current hometown.

Cermaic & Sculpture Making

  • Zois can make different types of pottery including dinnerware that can replace per household, dinnerware made can also be purchased by other zois to replace their household dinnerware as well.
  • Buy different types of Clays including porcelain and marbles.
  • Some things that can be made: replaceable dinnerware per household, juice pitchers, fruit bowls for storing fruit, flower pots, vases, flower vases, figurines, sculptures.

BUSINESS SYSTEM FEEDBACK

  • I was thinking for restaurant businesses there needs to be a way to set restaurant menus to sell different food items depending on the time of day. By adding catergories: Breakfast, Lunch, Dinner. There would also be an option where they can have all recipes be served all day, these would be toggles to select within the business system setting.
  • When re-selling items the value should go up (if valuable or vintage or luxury) or down if they're basic items
  • Customers being able to come retail stores to return items they didn't like or were bad quality, or ask for refunds
AJC - UK

Natural gemstones have been coveted and mined for many thousands of years, employed for anything from jewellery to healing. Here is our A-Z of 40 of our favourite gemstones, from Agate to Zircon.

The different types of gemstone cuts can make a big difference in how your jewelry looks. Learn about the most popular gemstone cuttings

GemsBiz

Discover the different types of gemstone cuts & shapes and find the perfect one for you! From step-cut to brilliant cut, each unique style will enhance your jewelry.

olive vale
#

There's another issue—the shadow looks very strange.

onyx flame
# lusty comet Ppl want inzoi to be like the sims soo bad I've always said inzoi as the capabi...

I agree they need to keep Sims where it's at over there, and let Inzoi be what's it's planning and trying to be. It's own game. I think multiplayer will end up being a good idea, it's in its infancy we need to give it a chance. IMO I think it opens up a door to a plethora of new gameplay possibilities and appeals to many crowds who play GTA, RDR2, and even other RPG and MMORPG. Some people have called for a CP2077 collab that could be possible (if that's what they want to do) in a multiplayer online world now or some cyberpunk variation like it. Some people want fantasy worlds (Outward or Skyrim) that could also be a reality now, with online having their own separate worlds and houses vs the offline (what we play now).

halcyon sand
hot hawk
#

This is awesome! I can't wait til March. CAZ accessory modding is a huge plus for me.
Also, Canvastown is really exciting.
The doc mentions Unreal 5.6 but by June you might want to consider Unreal 5.7.
Thanks for the roadmap 👍

knotty bluff
#

Just some build items I’d love to have added🥹. Skylights ( I know we have two but I love to have more of them and flat ones), vertical wall gardens, hanging chairs, window seats, more glass tables ( smaller tables as well), booth seating, larger sectional couches. Double sink bathroom vanity, ceiling showers and slanted ceilings! And for platforms I hope it can be improved so we can have it sink below floor level so we can create sunken living rooms or bedrooms. Also if platforms aren’t too high I feel like our zoi should be able to step onto to it without stairs. Smaller desks as well and free placement anywhere on it, even with using the alt key it still locks items to certain spots

hazy temple
#

Player hosted sessions/chat rooms

This reminded me of an avatar based chat room platform. They have private invite based rooms and public chat rooms. Though it isn't clear for Inzoi where players will be, do you mean like rooms you find on canvas? Target players could be those who like to express their style through their zois or simply like to social and hangout in a smaller space where visual detail graphics of zois are CAZ quality. The host can edit chat room's description, choose player limit, and ability to kick players. Description also shows author of room if from canvas.

Allow users to enter your house and play together

One idea I'll like to suggest is a shared home option where it enables co-op building or decorate on the same lot. Target players may be for those who enjoy a shared creativity space.

Large scale multiplayer with dedicated servers

This is where it gets tricky. we didn't get much detail for the direction except the very basic explore, watch, meet others, and make friends. This alone doesn't sound good for long term engagement. I think the most important thing is gameplay loop. Developers could set goal driven gameplay servers, Or let players design their own role-playing servers by utilizing canvas town and set their own game rules. Of course, Inzoi still sets platform wide policies and boundaries. -more to post

hazy temple
#

** Goal or purpose driven gameplay servers which include NPCs** (Just brief ideas and examples)

PvE (Player vs Environment)

  • Environmental Challenges
    Weather damaging crops or delaying builds
    Seasonal scarcity (winter food shortages, festival prep pressure) natural disasters
    —> Players must prepare, specialize, or cooperate.

  • Economic & System Pressure
    NPC market demand fluctuates, tool decay, land taxes, maintenance costs.
    Crafting quality thresholds for NPC contracts
    —> The "enemy" is efficiency and planning

  • Narrative / Community PvE
    Town projects, NPCs requesting resources or expertise, world events that require contribution.
    —> Success is collective progress.

  • Player vs NPCs
    Players could try to fend off attackers that are burglars and criminals (home/fortress defence gameplay that focuses on survival, coordination and teamwork, think Home Alone movie😂 )

PvP (Player vs Player)

  • Economic pvp
    Competing shops and pricing wars, resource monopolies vs cooperatives, contract bidding for NPC or town projects
    —> Conflict happens in markets

  • Territory & Influence PvP Competing over land usage or zoning, voting power in towns,
    prestige buildings that grant bonuses
    —> PvP is political and strategic

  • PvP mini games
    cooking contests, fashion shows, crafting quality competitions, fishing or sports tournaments, weekly leaderboards
    —> PvP becomes showcase, not domination

  • Social PvP (Soft conflict)
    Reputation systems, alliances, NPC favors...
    —> Conflict has consequences

halcyon sand
#

How to go about Burglary in multiplayer?
If I heard right, if lock picking homes will be a thing, because lock picking establishments buildings is a thing and with multiplayer coming, if you don’t wish for other players to lock pick your home while playing multiplayer, there should be a option to disable people like trolls from lock picking your homes. BUT the option to allow a locked home to be lock picked should still be an option, because some people who like to lock homes but also want burglars for role playing purposes as well. For example, there should be two option for doors and windows “Enable Multiplayer lock-picking” and “Disable Multiplayer lock picking”

Off topic, but someone mentioned, they would like to see waterfalls in InZOI. I think it’s a good idea for the future terrains.

halcyon sand
# halcyon sand **How to go about Burglary in multiplayer?** If I heard right, if lock picking h...

A way to make Multiplayer fun is to incorporate activities to do together, maybe even competitive, for example, there can be social events or sports events. Players can play these events to win rare prizes and maybe, there’s ranks but only in that server? We have boats, boat race can even be a thing. Allows boats in BlissBay too please.

Model career in Multiplayer?
Model career can have events in gameplay to challenge each player who will be the next top model, or even for the singer career. (Popular zois might even be seen in ingame billboard or have their model photoshoot in posters in stores)

I think events around the city will make multiplayer fun.

spare rain
# lusty comet Ppl want inzoi to be like the sims soo bad I've always said inzoi as the capabi...

Such amazing people, please stay here with inZOI, your words could practically be turned into a handbook. Even speaking in the “language” of sims, inZOI in some ways inherits what Project René was supposed to become – a single build with cross single‑player + multiplayer (but instead it split into mobile Roblox-like plus the newly announced single‑player – we’re speaking openly, so let’s not forget that franchise can exist for ages.) That’s why inZOI should never go head‑to‑head with single‑player Sims, nor even raise the question of whether it should resemble them in positioning, distribution (DLC meh), or anything else. It needs to move into big gaming and build its own player base. Simmers can still ask for sims-like, but may simply return to Sims if EA offers them something (insert anything here) – and at the same time, in inZOI, they turn everything into “not for me, not for you either,” taking away from others the chance of enjoying the unique experience of inZOI. That’s why the savior complex only risks leading to cognitive dissonance, burnout, frustration, and missed opportunities.

halcyon sand
spare rain
# halcyon sand Very true. InZOI needs to build it’s player base to make players who love InZOI ...

Very true!

Inverse, May 23, 2025:

“I’m personally a big fan of Stoicism,” Inzoi’s producer and director, Kjun, tells Inverse. “When creating Inzoi, I looked to Stoicism for guidance on what message I wanted to convey through the game”. “Observing someone’s life and death from a third-person perspective in a simulation game can help us accept and enjoy real life with more ease,” Kjun says.

There are more explicit nods to Stoicism in Inzoi. The Karma system, for one. In it, the game tracks each character’s karma score, measuring if they have been kind to others in society, or amoral, committing crimes like running pedestrians over, acts of fraud online, or petty theft. The sum of their actions is tracked by their score, and when a character dies, if their karma score is too low, they become a ghost. Too many ghosts in the town, and no new characters can be born.

This, says Kjun, is “deeply connected to Stoicism.” He brings up a Charlie Chaplin quote here: “Life is a tragedy when seen in close-up, but a comedy in long-shot.” As such, the Karma system was designed to not label any action as inherently good or evil, but as a meaningful part of life. It’s not a connection that many would immediately understand from the jump, and Kjun admits this feature still needs to worked on to be made clearer.

halcyon sand
#

(Off topic)

I hope traffic accidents can be farther improved. The moment you crash into another zoi or vehicle, there’s a pop up. It can get repetitive over time, but I do think this feature is just a placeholder. Someday, if we get ambulances, I would like to see the ambulances take the collapsed zoi to the hospital.

Ghosts needs a way to travel faster
Kjun, I think there needs to be a faster way for ghost to travel, maybe a ghostly gate/portal for ghost to travel to different parts of the city would be good.

Allow ability to carry players
I just think it would look nice or funny in multiplayer? Seeing players piggyback carry each other or princess carry just for the fun of it. (This doesn’t have to be restricted to multiplayer, it can be a interaction that can be performed when clicking a zoi)

strong geyser
#

Hi dear Kjun, Happy 2026 to you, and Happy 2026 to everyone in the channel!
Today, I will continue to forward suggestions from creators who are unable to log in to Discord regarding inZOI and the December update:
1.When hiring staff for shops, you can only hire acquaintances, but they often lack the necessary skills. It is suggested to allow hiring strangers with corresponding skill levels.
2.It is recommended that the display food models in shops be changed to actual edible items, and that they can also be placed in normal furniture decoration mode.
3.Hope that even on sunny days in winter, there is snow on the ground to enhance the winter atmosphere.
4.Suggest adding customizable outfits for shop staff.
5.Many public places, such as parks and the toilets in Adam Entertainment, are too dirty, and Zois cannot clean them. Please let the cleaners do their job.
BUG reports have been submitted through other channels.
Thank you so much, Kjun, for listening to the voices of the creators!
Finally, wishing everyone having a wonderful 2026!Icon_Heart

halcyon sand
#

Add Asian inspired spiritual beings in folklore
Since InZOI is a Korean game, if Kjun and the InZOI team decides to expand on ghost play, the spiritual aspect of things, it would be cool to see Korean mythological spirits or folklore. For example, I went to get a quick google research of one of Korea folklore spirits Dokkaebi (도깨비), which I believe is a spirit of mischief? Correct me if I’m wrong.

In Japan, they have their own mythological/folklore, maybe we can leave it to the Japanese community to properly explain their folklore like the spirits or Yokai, just to be safe.

(Every Culture has their own folklore but because this is a Korea game, please add Korean folklore or maybe to Dowon. Maybe every city can have their own folklore spirits. This is just an idea)

halcyon sand
spare rain
# halcyon sand **Add Asian inspired spiritual beings in folklore** Since InZOI is a Korean game...

-# from the forum

Traditional Eastern Asian cultures (Dowon)
• native Korean mythical beings Gumiho, Dokkaebi, Imugi (K-Dramas like “Tale of the Nine-Tailed”, “Kpop Demon Hunters”)
• “subtle matters” – like the “threads of fate” and “time entanglements” in Makoto Shinkai’s works (“Your Name”), and “Weathering With You” with its theme of controlling the weather

United States (Bliss Bay):
• far South legends (“South of Midnight” game)
• urban legends from LA (Gravity Hill, Hollywood Forever Cemetery, Hills and Secret Occult Circles / Dark Academia UCLA / USC Campus, Thunderbird), Alien Church in LA 2025 and so on.

fresh sand
#

Someone mentioned hanging chairs, love this idea, would make a great reading spot.

In addition, it would be great to have published books written by zois show up in the world such as bookstores available for purchase.

Would be great to add them to bookshelves too! 📚

hazy temple
#

It's harder to come up with ideas for a large scale multiplayer life sim than I initially thought. This is probably because I'm not sure which mechanics from the base game would even work in multiplayer. Some systems could be reused in a simplified form, while others might need to be omitted entirely. For example, there may not be much need for Zoi traits, since player actions naturally define who they are.

There's also the challenge of making the game appealing to traditional life sim players without losing too much of the "cozy" feeling. Careful planning is needed to prevent unwanted competitiveness or social toxicity. I don't consider Inzoi a cozy game, so competitive gameplay, even if it creates some player conflict, can add to immersion, since conflict is part of life. That said, it seems difficult to balance. Even in RPGs, PvE-focused players sometimes view PvP players as toxic, which makes this an especially tricky design problem. 🤷🏼‍♀️ I personally never experienced toxicity in games, even in a PvP dedicated server when being ganked by other players because I thought that was part of game design, I still had fun getting revenge 😉

halcyon sand
# halcyon sand YES! It would add so much DEPTH to ghostplay! Edit: I saw somewhere that there...

I agree the spiritual aspect of the supernatural should be respected, saying this as an asian myself. It is a big thing in my culture.

@spare rain Nice 👍

@hazy temple I think it’s all good. People like to roleplay, for example, GTA roleplayers. There’s so many other things we can suggest for multiplayer. We suggested what we can for now, but we need to see multiplayer actually come out to better suggest what is needed. Kinda like how we need to play certain features of InZOI to better suggest what should be added/expanded on. I wonder if adding a detailed competitive cooking will be fun in multiplayer, but I don’t know if that system will be too much. InZOI definitely does not fit the cozy game vibe, especially with crime, upcoming multiplayer, and car driving into zois that rag doll 😆

hazy temple
# spare rain -# from the forum **Traditional Eastern Asian cultures** (Dowon) • native Korea...

I know you brought up nine tails or gumiho plenty of times, but since they seem very supernatural themed, perhaps it won't be in base game, but rather as a dlc, player customized zoi, or mods. It seems to lean into more fantasy style than realism. We have ghosts but it seems still very closely connected to the life theme

@halcyon sand Yeah, it's the same issue when suggesting base game ideas, since there's so much aspects in life, it's endless possibilities, how do we simplify what is essential, what's unessesary, how to choose variety based on player styles etc lol🧠

spare rain
# halcyon sand I agree the spiritual aspect of the supernatural should be respected, saying thi...

Some reflections on subtle matters in popular media through an Eastern interpretation (fate, the interweaving of destinies).

Your name/君の名は
“I hate the sticks. I hate this life. Please make me a handsome Tokyo boy in my next life! … Come to think of it, I feel like I’ve been in a strange dream. A dream about someone’s else’s life … Could this be… in our dreams we are switching places??”
https://youtu.be/xU47nhruN-Q?si=_Cye4jrGXgSdwX1N

… do you know “Musubi”? Tying thread is Musubi. Connecting people is Musubi. The flow of time is Musubi. So the braided cords that we make are the god’s art and represent the flow of time itself. They converge and take shape. They twist, tangle, sometimes unravel, break, then connect again.
https://youtu.be/NooIc3dMncc?si=L6jq7xMBAu45Ntzf

@hazy temple The last thing people ask for is paid DLC, while the thing is simply switch on/off.

Available now on Blu-ray and DVD! Order from Amazon here: http://amzn.to/2hqsnVL

Exclusive screenings in UK & Ireland cinemas on 24th November 2016. Book tickets at http://YourNameTheMovie.co.uk

Synopsis: Mitsuha and Taki are total strangers living completely different lives. But when Mitsuha makes a wish to leave her mountain town for...

▶ Play video

Here it is. Was really hard to do without any hard spoilers.

▶ Play video
halcyon sand
unreal vessel
#

I know this is probably false hope lol but maybe they can monetize multiplayer (skins, furniture) and they won't have to go down the DLC route and can just update the main game regularly like No Man's Sky and Minecraft do (and Stardew Valley, etc.). Though there are probably features that are better as a DLC because they aren't wanted by everyone (like occults, medieval, that sort of stuff)

hazy temple
# spare rain Some reflections on subtle matters in popular media through an Eastern interpret...

I mean nine tails is a mystical being, the ones like your name are still humans but just having limited, subtle fantasy that doesn't dominate the story. I get that idea seems appealing but it might risk defining the direction of the genre, making it "fantasy or supernatural life sim" if they are too focused. There are plenty of mythical beings like Athena from Greek, yokai from Japan, and others, so if every map has their own mythical legend then I guess it would completely change the lore and tone for Inzoi. I think that's fine, but only if they are headed that way.

@halcyon sand Yeah, I'm not against it, but so far they haven't replied to these wishes so I'm not sure if they are liking the idea. we could keep trying though

halcyon sand
fresh sand
# hazy temple I mean nine tails is a mystical being, the ones like your name are still humans ...

I agree that a lot of players seem to want to eliminate Inzoi's originality and make it something completely different by adding medieval, fantasy, occults etc. there is a risk of it becoming something way different to what it actually is.

I think DLC for these things is ok for those that want it, but if the game starts to head in this direction, I and no doubt many others will stop playing for sure. There's already enough games in these genres.

halcyon sand
#

I mean, they can just add shadow people like your sleep paralysis demon, pretty common around the world from people’s experiencing such phenomenon. Or the grudge or the ring like ghost 🤷🏻‍♀️

@halcyon sand like psycat 😆 and the black cat.

spare rain
# hazy temple I mean nine tails is a mystical being, the ones like your name are still humans ...

I just don’t like the whole paid DLC topic, sorry. I also hope maybe they’ll try it as @unreal vessel suggests… DLC can really cause more problems for multiplayer if they affect the core gameplay. Maybe, as mentioned before, they could release cities as DLCs, and as you said, give it their own local, quasi-mystical theme. Even in RDR and GTA there are their own quasi-mystical elements. But ultimately, it’s up to the devs, we only provide suggestions and references.

hazy temple
halcyon sand
#

I wonder if enough people are suggesting for ghost play to be better or not, unless I am blind. I wonder what Kjun will add to expand it 🤔 of course base game is the priority right now, but I am curious.

unreal vessel
#

I feel like the smart way to go about monetizing MP in a game like this, where there seems to be a heavy emphasis on sharing a house you build and creating your own specific avatar to play with, would be to release limited edition furniture and clothes, that are only on sale for a short time. That's how I would go about it from a business perspective lol. I remember that being a thing in habbo hotel and I spent ALL that pocket money on my special limited edition furniture lol.

Only risk that comes with it is that this business model would be able to leak into single player, or single player folks might get mad they don't get the same stuff as multiplayer folks (or multiplayer folks would get mad the single player folks get it for free).

fresh sand
# spare rain I just don’t like the whole paid DLC topic, sorry. I also hope maybe they’ll try...

I personally am not against paid DLC, and it should definitely not be forsaken because of multiplayer. The company needs to make money at the end of the day, this game can't progress without it.

DLC is not bad, it allows the devs to explore additional gameplay elements without forcing all players to endure all aspects of innovation that they otherwise would have skipped.

Supernatural is super popular, however they won't be able to add this without destroying their original fan base unless they add a DLC.

halcyon sand
spare rain
# hazy temple Rather than that, for multiplayer mode, I'll like if they establish a UGC platfo...

Some fantasy themes are already present in Q2, so we’re asking in general to also give us more East Asian/Korean content (Kpop Demon Hunters etc).

Roadmap 2026 Q2
Add K-pop and stage performance content
• Various concept spaces such as stages and themed environments
• Themed environments including prisons, neon slums, and diverse fantasy themes
• K-pop idol styling, including stage outfits and hairstyles

trail wadi
void patrol
#

Did you know that The Sims 4 was also developed as a Multiplayer game until one year before release?
After the Sims City Multiplayer fail, they ditched Multiplayer for The Sims 4, but we still suffer from these decisions and limitations (small neighbourhoods, no cars, the graphics. . .)
With the small neighbourhoods, Kjun announced, it already started in inZOI.
For Example:
If there will be a decision in the future about the size of a new city (and the Multiplayer Community is bigger than the Single Player's) the next city will be the city that fits best for Multiplayer.
Developing Multiplayer will affect Single Player Mode in more ways that we can imagine.

This multiplayer disaster happened even though The Sims team are experts in their field.
Kjun mentioned himself he is no expert and he never developed a life simulation before.
And bringing the President of South Korea in doesn't change that in any way.
Because he is no expert in life simulation games either.
Imo this was just to silence us. 'The president said it, so there's nothing we can do.'
I would even take this with a grain of salt if Michael Jackson sent a message from the afterlife.
He was a genius in music, but no expert for life sims.

halcyon sand
# spare rain Some fantasy themes are already present in Q2, so we’re asking in general to als...

Oh my god, I totally missed that. I know Kjun said they gonna add some fantasy element, but I wonder what kind.

@void patrol But this game isn’t the sims. InZOI deserve to be seen as itself and not sim’s 2.0 and sim’s own failure. If they don’t try to find their own identity now before full release, the comparison to sims will never end.
There are many popular multiplayer games and InZOI look more GTA. I am pretty sure with multiplayer, it will be attracting GTA roleplayers and many other communities.

unreal vessel
# void patrol Did you know that The Sims 4 was also developed as a Multiplayer game until one ...

I somehow cannot downvote this message? Any mod have any idea why? I want to downvote because what Sims 4 went through over a decade ago is in no way a realistic comparison anymore. And Kjun himself comes from Pubg so I wouldn't say he has no experience with creating a proper multiplayer game.

We do not know how multiplayer will affect the future. We can only tell Kjun we don't want it to affect the future of single player. The team has proven over and over again they are willing to listen to us. So instead of trying to cancel multiplayer (which you'll never succeed at), I think it's more productive to emphasize the importance of this game being single player FIRST, multiplayer SECOND.

hazy temple
# halcyon sand I agree 😆 Also about dlc, 🥲 I prefer it be mods instead of dlc, because I hea...

I don't really understand the dlc conflict for mp, What I initially mean was dlc for the base single player game. So a dlc for sp mode will not affect mp. There's no solid confirmation, but I believe Multiplayer mode is separate from the base game file that we would need to download separately.

@d.gorlanov did you mean sp dlc causing problems for mp? if that so, then I guess maybe uninstall it temporarily if players play on mp. However I'll need to research if mp dlc causes issues for sp.

For Inzoi not really adding too much supernatural stuff, I'm guessing they only want to present the base game as a blank canvas without too strong emphasis on supernatural fantasy. Part of the lore is that psycat is the God yeah, but they also focus on the "creator" part which we have the ability to create beyond the foundation they created on the "canvas"

wait why is @spare rain not highlighted bold..oh there...weird

vestal sonnet
#

My zoi teens are in their puberty phase and they be acting crazy lol 😭 please add a interaction option where the parents can scold them, give them house arrest, take their phone away, be disappointed in them.. some type of “consequences” for the adolescents and the teenagers.. after they get scolded and disciplined for a few times they should “learn from their mistakes”.. atm there’s no challenges or consequences so it’s kinda bland. And also the kids.. i feel like they mess up too sometimes haha. Same thing for the toddlers, they make a mess, you scold them but there’s no effect? They keep doing it and they don’t learn from their mistakes. This will add a realistic touch to the game and make the gameplay more interesting. I thought this was already added to the roadmap, if so.. that’s amazing! Thank you ❤️

halcyon sand
#

For some reason my cheats won’t open. Was there any cheat to pause needs so that if I make a full movie out of my zois, the needs isn’t ruining the whole production? Kinda like Minecraft peace mode or something where you don’t need to focus on needs, until you turn it back on.

trail wadi
proud brook
#

https://forum.playinzoi.com/t/topic/8507
I hope this kind of problem won't occur again. The update at the end of December affected the fact that caz's custom decorations couldn't be saved, which has been bothering me for a long time to use the male hairstyles made by the creators with custom items.

spare rain
# halcyon sand Oh my god, I totally missed that. I know Kjun said they gonna add some fantasy e...

Right, and one more point – Project Olympus (2008-2013) wasn’t canceled because it failed (it wasn’t even ready for release at that time), but because of the failure of SimCity 2013 and EA’s management. The problems were 1. mandatory online connection for everyone back in 2013 (which is now common, and in inZOI an online connection is required anyway), 2. the server infrastructure at launch simply couldn’t handle, throwing out even those who played in single-player, and 3. cities were limited to 2x2 km, which after City Life, CiM, Cities XXL, and SimCity Societies was bad.

Nowadays, a more relevant comparison is with Project René (2019–2026/TBA), but there the ambition was to make smartphone–PC crossplay, and most likely that’s why the builds had to be split. Now the mobile version is more Roblox (online), while the PC version (Project X) we still don’t know (not necessarily single-player only).

hazy temple
halcyon sand
#

I don’t know whether to feel bad or frustrated when people are still stuck up on the sims for InZOI. If the sim didn’t mess up or came back corrected, like someone said, those sims player will RUN back to the sims. InZOI needs to find it’s actual fan base and not be a rebound boyfriend/girlfriend.

spare rain
# hazy temple Wait I missed this part, yeah they mentioned fantasy, but it seems like it's onl...

Idk, but I’m intrigued psycat_cahaya I’m ready to absorb everything related to Korean cultural aspects and media, even if in Q2 it’s just stage decoration. For Kjun I think this is also important, so I don’t hesitate to express my thoughts.

As for DLC, he mentioned that QA/debugging them is complicated, which is why for now they’ve chosen to focus on updating the base game. In the context of multiplayer I think this matters even more. I’m not sure how to reverse it. We’ll return to the issue later, if the multiplayer proves to hinder single-player in reality rather than merely in speculation.

halcyon sand
hazy temple
# spare rain Idk, but I’m intrigued <a:psycat_cahaya:1405838147165884467> I’m ready to absorb...

I'll also love to see more Korean culture related aspects that's for sure, but maybe only when it fits the tone and vibe they are going for. So that's why I look forward to kpop idol career expansion, can't wait.

I'm honestly surprised when they revealed practically all the multiplayer styles they could think of for a life sim lol. If what you said is true, then I'm guessing they will eliminate the one which causes them severe complications

halcyon sand
inland flame
#

I need that preorder link for PS5, Mr. Kjun 😩😩

spare rain
hazy temple
# halcyon sand Off topic: Maybe I read the roadmap for this post wrong, but adding thousands of...

Yes may sound crazy but that's how mmos work, well but technically players are actually split into channels or instances, at least from my knowledge of standard mmos. That's the difference between single player and mmos. I remember when a server is populated, the resources can become scarce since many farm it, I had to change channels so that resources may respawn unless another player already taken it. Also, Multiplayer may not need as much real time simulation as sp so it probably could handle many players

@halcyon sand Well actually not every mmo uses channels. and I'm not sure if Inzoi will use channels for their servers. I don't even know how many servers they plan for. Mmos usually don't let players create their own servers, but if inzoi allows an experience like Minecraft or Roblox where players create servers, I'm not sure how they go about that lol..not really knowledgeable on the technical side

halcyon sand
knotty bluff
wary venture
#

I will focus on my right to share the potential risks that each aspect may present depending on the approach that is adopted:

  1. AI NPCs
    The risk: roaming chatbots with no real purpose. This is the elephant in the room. The greatest danger is not that the AI might be stupid. It’s that it becomes too talkative and insufficiently lived-in.

Why: conversational AI tends to replace behavior rather than emerge from it. The NPC talks a lot, but:

  • has no consistent routine
  • has no durable contextual memory
  • does not react to space, only to text

If the AI is not anchored in hard systems (schedule, needs, profession, relationships, territory, skills), it will become an NPC that seems intelligent for 30 seconds and fake for 30 hours of gameplay.

Other problems with this approach include massive technical overhead:

  • High computational cost for little real payoff
  • Latency and delayed character responses and/or lip-sync issues (if applicable)
  • Risk of tonal inconsistency: NPCs start to sound generic rather than individual (which is likely already being considered)
  • “Neutral,” overly polished voices with no human strangeness

In simulation games, simplicity plus coherent action is more powerful than specific dialogue. AI NPCs that do not act in accordance with what they say are simply unnecessary.

  1. Fate Engine
    The risk: too much curation kills spontaneity. The idea of saving “good runs” is elegant. The problem is philosophical and systemic.

Challenges: Who decides what a “good run” is? The player? The system? Invisible metrics?

If the Fate Engine begins to favor certain patterns and avoid strange situations, it risks killing the very chaos that allows simulation to breathe. There is a high risk of narrative gamification:

  • players start playing “for the system”
  • stories become predictable, clean, Instagram-friendly — and boring

The Sims worked because the game did not judge the story.
It let disasters happen, and you decided whether they had value.

ocean eagle
kindred galleon
#

FEEDBACK REGARDING MONEY MAKING VIA SKILLS IN COMPARISON WITH CRIME

The game needs rebalance regarding these. After investing many time to reach Programming lvl 10, it unlocks an option to "Hack the Bank" and you can get caught doing it. It gave my zoi 1.000 bucks only when I succeded.
Then I tried commiting a crime. The first time I did "Commit Secondhand Fraud" (which is a low lvl option, I think it unlocks on Crime lvl1), I gained 1800.

I don't want the Crime aspect to not make almost any money and become a almost useless option (regarding moneymaking) that only serves for roleplaying purposes. I think is nice to earn high bucks in sacrifice of your zoi values and morals. I just think skills needs to give more money to the player, right now they are almost useless. It takes so long to write an app in the beginning, and it gave my zoi 100 bucks only, while is so easy to earn money by commiting crimes.

ANOTHER UNRELATED POINT:
Hungry decay is TOO fast. My zoi hunger bar was completely emptyu at 1pm, I filled the bar and around 8pm was completely empty again. I think it makes more sense if completely empty to be something you would get after a whole day without eating. Like for example, if the zoi wants to eat only a heavy breakfast, he could theoretically only eat at night again, even though he would be hungry during the afternoon (but not completely empty, more like below half, but manageable).

raw frost
#

With multiplayer this feels like it will be a spiritual successor to Second Life. I used to be super big into Half Life back in the day so this will be interesting. I'm excited!

My first concern is will players be able to perform romantic interactions with each other? Would there be a way to block romantic interactions? Would players be able to get "married" and "divorced" in game? Can you have children with other players? If so, how will assets be divided during the split?

I remember in Second Life that you could get "married" to another player but had to pay to do so. Same with "divorce" in game. I was married twice in game...and divorced twice. 🙃

My second concern with multiplayer is that I hope they implement a good moderating system. With a robust moderating system it should be good at blocking, deal with grieving, and prevent grooming.

When a player blocks another player they cannot interact with each other in any way. This includes not being able to direct message, view profile, click on their Zoi, or interact with their property.

Working with authorities will also need to be important. This is a sensitive topic but we need to consider the protection of minors. I know the current player base are adults but if there are going to be servers with random people this needs to be considered. We don't want things to turn into a Roblox situation.

hallow oyster
# raw frost With multiplayer this feels like it will be a spiritual successor to Second Life...

Adding to this, while romantic interactions are great, it does concern me that this game is rated teen... Obviously you don't really want minors doing romantic interactions with adults.
With any multiplayer game that imitates life in some way (Second Life, VRChat, even the old Sims Online & its private servers), minors interacting with adults is a constant problem.

I'd like to hear how the team plans to tackle this

wheat anchor
#

inZOI: Make It Feel Alive, Like Home 🌱
Hey inZOI Team,
I love exploring your world—it’s stunning—but I keep thinking about Sims 2 & 3 and how they made life feel real. Not just visually, but emotionally. Tiny things, the little threads that make a world alive.
Imagine:
•A child sulking for a week because a sibling took their toy.
•A burnt breakfast ruining a character’s morning mood.
•NPCs gossiping, forgetting, forgiving, holding grudges quietly.
•Parents’ actions leaving marks for years.
•A small victory at work giving lingering joy, a harsh word lingering like a cloud.
•Homes that feel alive: plants dying, dishes piling up, objects breaking if ignored.

Even little mistakes matter—characters stumble socially, act irrationally, or misjudge friends. Relationships are layered: respect, trust, attraction, old memories. Neighborhoods change while you’re not looking: births, marriages, retirements. Life happens, even when you’re not in control.

It’s these tiny, imperfect, interconnected moments—the laughter, the chaos, the nostalgia—that make Sims feel warm and alive. That’s what we want in inZOI. A world messy, human, surprising, and full of heart.

Thank you for listening! 🎀✨

halcyon sand
hazy temple
spare rain
halcyon sand
# hazy temple Then they will need to risk losing their cozy influencers

Maybe Multiplayer should have a in-game rule that you have to be 18+ to access multiplayer in InZOI and lying is not tolerated, I don’t know.

Edit: I am not planning to romantically interact with anyone. I am only playing with friends and family, but I know some people might, so there needs to be rules. In roblox’s situation, because it’s targeted towards kids and the roblox devs wants to make a dating thing, it’s real weird. For InZOI multiplayer, you should be over 18+ to have access to multiplayer.

median sandal
#

As a Korean player, I'd like to share a concern.
What will inzoi look like 10 years from now, after adding multiplay?
Korean online games have long since deteriorated into clichéd, mass-produced MMORPGs, paid-for limited-time items, and random items.
I've seen Korean games and development teams start out promising, only to lose their identity. Having witnessed this countless times, I've long since grown tired of the online gaming style itself.
As we all know, this genre is largely populated by Sims players.
We've seen many life simulation games with online features, like The Sims Online and Second Life, fail. This conclusion also demonstrates that the success of the life simulation genre lies elsewhere.
The Sims truly succeeds because it's a life simulation game where you create your own family, your own land, your own town, and your own unique world, creating your own unique storytelling.
While some say "multiplay is just a minor option," I've seen many Korean games lose their original identity over time. Therefore, I'm concerned about whether single-play or multiplay will truly hold the key to inzoi's identity in 10 years.
If "multiplay is just an option, and inzoi's primary focus is single-play" then why are we discussing such a minor multiplayer feature during the Early Access phase?
(Honestly, I'm not adamant about banning multiplay. However, even if it were added, I expected it to be added after launch or a few years later.
There are far more important tasks at hand, and I'm surprised that multiplay is already included at this point. Does the development team consider multiplay a much more important aspect?)
Can we be certain that inzoi will take a different path? Can inzoi maintain its original concept and identity as a "single-play game" without becoming stale like other games, even after 10 years?
This is precisely what concerns me.
I want to see inzoi succeed in the life simulation genre, breaking away from the typical Korean-style games.

hazy temple
halcyon sand
raw frost
# halcyon sand I think InZOI needs to higher the age rating so they don’t run into issues. Woul...

@spare rain and @hazy temple are both correct. At the end of the day Krafton is a major corporation and they mainly care about profits. Kjun has to listen to his bosses and the president if he wants to keep his job.

Even if the game was rated 18+ minors will still sneak in. How many times have we've seen people buy their grade school kids GTA? How many times have we've seen those same parents complain about it later?

Going back to Second Life, yeah I believe people would try using it as a dating site. Considering how terrible Tinder and Bumble are and as a two time Second Life divorcee I should know. 😅😂🤣

halcyon sand
hazy temple
halcyon sand
# halcyon sand This was already addressed. Multiplayer being added years later will not work we...

It’s good to have both option, multiplayer and singleplayer so when you get bored of playing alone, you go multiplayer, but if you get tired of people, go back to singleplayer. Like animal crossing, a life stimulation but in cute version, it’s still very successful, having both multiplayer and singleplayer.

I don’t know why people only bring up the failed games and not the ones that succeeded. It’s really just how well the developers can execute a game to make it good long term, not necessarily that multiplayer is the devil and failure of life stimulations. (But InZOI should not copy animal crossing’s identity, just because I say this. InZOI must find it’s own identity.)

halcyon sand
hazy temple
# median sandal As a Korean player, I'd like to share a concern. What will inzoi look like 10 ye...

I love early Korean mmos, and I agree to an extent that many may turned into clichéd generic mmos with lesser unique identity. The main problem is the monetization model either being p2win or having gacha for me. It's all about graphics, p2win (Looking at you Aion 2), repetitive grind, and less about skill. Honestly they have milked the mmo genre to dry, and they need to innovate and take risks. I'm looking forward to ArcheAge Chronicles which will include both single and multiplayer, and Chrono Odyssey, which is a new theme. But you forgot this, Inzoi is Korea's first life simulation game and possibly first innovative mmo genre of Korea. Didn't you say your tired of generic models? Here is their chance to redefine the life sim identity

halcyon sand
fresh sand
# median sandal As a Korean player, I'd like to share a concern. What will inzoi look like 10 ye...

I agree with you, this is a very valid concern you present, though others would like you to simply brush this under the rug, say "it's been addressed" and claim that this game is immune to the fate of other games.

Nobody has a crystal ball, but everyone can learn from what has happened to other games in the past. I already see the cracks starting to show as far as the problems and possible limitations multiplayer presents for the progression of the game as a whole and the huge undertaking that it truly is. It isn't a light addition at all.

I just hope Kjun truly understands what he's in for and what it will take to build, maintain and moderate multiplayer for a life sim long term.

lament relic
#

Hi Kjun,
I would like to reiterate the importance of adjusting the height and bodies of Toddlers and Adolescents. 👶👧👩👵
Currently, infants and toddlers share the same body, hair, and clothing. They look identical to each other, with the only difference being that toddlers crawl.
I believe that infants should be the ones learning to roll over, sit, and crawl. They need a smaller head and maybe a few tooth variations 🦷 (one bottom tooth, two bottom teeth, one top, and two bottom teeth). They need more cribs, changing tables, and other baby objects.
Toddlers should be bigger than infants. Have their own body type, hair, and clothes. They should be learning to walk and talk, and potty train. Have a few tooth variations as well. They could sleep in cribs or toddler beds (depending on whether they learned to walk yet)
Adolescents and teens also have the same body, hair, and clothes. They need to be shorter than teens and taller than children. They should look like a 12-13-year-old.* *I’ve included a picture for reference. *
✨**I would like all life stages to be available in CAZ. Right now, infants, toddlers, and adolescents are missing. **✨

median sandal
#

In the Korean gaming industry, online and multiplayer features have been stuck in overly predictable concepts and frameworks, and have been saturated for 20 years.
It's only recently that Korean games (like P's Lie and Dave the Diver etc..) have begun to emerge as truly single-player games, and I've found this quite encouraging.
As a Korean player, I've always hoped online features would stop appearing in Korean games.
However, one of my favorite genres, life simulation games, was created in Korea and is now introducing multiplayer? This is a predictable development.
When I imagine inzoi 10 years from now, it seems like I've seen what I envisioned, and I'm worried it will lose its identity in the future.
Please, please don't become a predictable game. Even if it does introduce multiplayer, inzoi should remain a single-play game. I don't want to see "multiplayer" overpower "single-player" features. I don't want to see the identity of the game being distorted any longer. (Even though Kjun is the game's development director, I can only imagine how he would react if the company's higher-ups were to push for more multiplayer marketing (a rather predictable development). Unless the Korean gaming industry reforms, the story will always be the same. If these concerns become reality, just as The Sims lost its value due to DLC, Inzoi's multiplayer functionality could diminish its value. Please keep this in mind.)

spare rain
#

I once again rushed into a new Reddit thread and am reading about 70 comments from people expressing frustration with Discord.

“It is an extension of the general attitude that many people only care about how things affect them. If they don't want something, no one should have it.”

hazy temple
#

Something that repeatedly fails will eventually be surpassed if others give up after repeated attempts. That is exactly why I think Krafton is taking on this challenge, because that space has not yet been claimed.The more failed attempts at a multiplayer life sim, the greater the potential reward for companies willing to succeed.
Inzoi is brave and transparent in revealing parts of its development process, even though this exposes it to possible competitors quietly developing similar projects. I've suspected before, that there may be competitors here that's tracking player preferences, collecting valuable data.
If Inzoi is single player only, and If a superior life sim emerges one day that has both single player and multiplayer and exceeds what Inzoi offers, Inzoi will be overtaken, plain and simple.

humble sun
# lusty comet BRUHHH what's getting me is that this was all the stuff u wanted is in the first...

I agree with you that the things I personally asked for were already mentioned in the roadmap — not multiplayer specifically.

However, even in 2025, there were many features clearly listed in the roadmap that still haven’t been implemented. So just because something is written there doesn’t necessarily mean it will be delivered on time or should take priority right now.

That’s why I believe focusing on multiplayer at this stage is risky.
If multiplayer is added while the game is still missing core systems and depth, players will come in with high expectations and quickly realize how much content is actually missing.

We’ve already seen this with inZOI.
At the beginning, players were extremely excited — around 80,000 downloads in the first hour.
But once people realized there wasn’t enough meaningful content to keep them engaged, daily players dropped to only 1,000–2,000.

I’m not against multiplayer at all.
I genuinely want the game to succeed long-term, not just create short-lived hype that leads to disappointment.

Build strong foundations first.
Then add multiplayer when there’s truly enough depth to support it.

hazy temple
# humble sun I agree with you that the things I personally asked for were already mentioned i...

Player had high expectations at early access launch cause Krafton was doing the heavy hype marketing with influencers. Now that hype calmed down, there normally shouldn't be high expectations and should have realistic expectations for an early access game

Just because something is on the roadmap, doesn't mean it will be delivered on time. So it means multiplayer can potentially be delayed as well right? why the double standard

spare rain
# humble sun I agree with you that the things I personally asked for were already mentioned i...

I think no one will argue with you on this point. Although the list of features left unimplemented from the first canceled roadmap is not that huge (Freelance – Aug, Memory system, Indoor Temperature, Parenting – Dec, something like that), the number of options promised for December but postponed (strollers, calendar, age adjustment, etc.), as well as those removed (story progression, karma, rumors), has grown. We also expect them, no later than Q1–Q2 + a fixed and improved City Travel no later than Small City (Canvastown), etc. It seems a mid‑term update is needed in the coming month, to clarify which options (specifically the Fundamentals and promised ones, not new ones like MyBusiness or police/crime) are already ready for delivery no later than Q1.

But this is more a matter of priorities within single‑player: for example, strollers and the calendar were promised 10.10.25 in December, while business was revealed at the end of November–early December. Likewise, the DLC shifted some items from the roadmap and then canceled the roadmap altogether. More minor features simply displaced more fundamental ones. Yet you received the business system instead, which was neither promised nor on the roadmap. Yes, that’s a problem, yes, it’s super inconsistent and frustrating for many, and for that, they just must not mess with the roadmap, but what does multiplayer have to do with it?

humble sun
# spare rain I think no one will argue with you on this point. Although the list of features ...

I agree with you. The issue is that they keep adding features that were never part of the roadmap, while leaving existing systems in the game that clearly need fixes or improvements. This is what makes it frustrating.

My point is not about rejecting new ideas, but about priorities: the focus should be on improving and completing the core systems that already exist in the game, rather than introducing new, unfinished features while fundamental ones are still lacking or broken.

humble sun
# hazy temple Player had high expectations at early access launch cause Krafton was doing the ...

We are asking for existing systems in the game to be refined, expanded, and properly developed. However, what we are seeing instead is the addition of new features that are themselves incomplete. Our request is simply to address and fill the gaps that already exist in the game.

The features I mentioned as not being fulfilled from the roadmap are, in fact, already present in the game but remain very underdeveloped—such as multitasking, task duration, family interactions, and outdoor activities. These systems exist, but they lack depth and meaningful impact.

Rather than prioritizing the improvement and completion of these core mechanics, the focus appears to have shifted toward introducing features that were not originally on the roadmap. Over time, this approach creates more unfinished systems instead of strengthening the foundation of the game.

trail wadi
#

Why are a lot of you still debating over multiplayer in these comments? It’s they game, they can do what they want and it’s going to be optional like any other game that has both single player and multiplayer options. U don’t have to play the multiplayer part simple as that and most of you complaining, I bet yall gone be the main ones playing it.

primal condor
cyan steeple
#

Have you guys thought about how Inzoi's player base can grow if IMVU, Second Life, and GTA multiplayer already have a huge real-time player base, and Inzoi has a more developed gameplay in comparison? 😳
IMVU, with just a static gameplay and interaction, reaches an average of 100,000 players in real-time. That's crazy!
It's clear not all PCs will be able to run Inzoi and not everyone will be able to buy it, but there's no doubt many will want to roleplay

spare rain
# primal condor ... usually I appreciate your posts. But I'm having a hard time understanding wh...

It’s not the first time I’ve shared the average vibe of discussions on Reddit, because I care about the opinions there, every time people start using phrases like “no one cares,” “12 people here,” and other that touch on statistics. This also includes excessive upvotes for visibility and other things. If it concerns other people, then it exists for real. Once, I also read about myself there and slightly changed my tone. They watch us, we watch them, one way or another, it’s all one inZOI community.

waxen kernel
# cyan steeple Have you guys thought about how Inzoi's player base can grow if IMVU, Second Lif...

It's naive to believe that players of these free games, (imvu, etc...) generally aimed at a community of children, will turn to InZOI multiplayer, the game at 40 euros, when these people are used to small free smartphone games. It is even more naive to believe that GTARP players will one day wake up and say "hey, I don't have a single life simulation game in my Steam library, i think i want to buy now inZOI for 40 euros, it seems they released a multiplayer mode!!" I'm abandoning my FiveM server and the game I know to go discover a life simulation game, even tho I couldn't care less about this kind of game!!". All these naive posts are strange and no one realizes that the only thing Inzoi will gain by slowing down its progress its to lose their regular life simulation players, only to gain 12/15 curious people coming from other horizons.

primal condor
raw frost
# lament relic Hi Kjun, I would like to reiterate the importance of adjusting the height and b...

Toddlers and infants definitely need different clothes that are distinct from each other. Infants could have more onesie style clothes vs toddlers.

As you mentioned, adolescents shouldn't be the same height as young adults. You should be able to zoom out and be able to tell the difference visually.

Also they shouldn't be able to have full beards. Same thing with teens as well. If a teen needs facial hair they should be a scraggly beard.

Another idea is that adolescents and teens should NOT sound like adults. They should have their own voice range.

fresh sand
# waxen kernel It's naive to believe that players of these free games, (imvu, etc...) generally...

I thought this too, like do these people even know the average GTA online player? A very very small portion are into a full life sim experience, VAST majority are in it to thug out, steal, money launder, customise cars and flex.

They aren't interested in coming to your house to help you do laundry and raise a family, tf? LOL

These game's online success does NOT guarantee Inzoi's. I mean they're comparing this games online audience to GTA's! 💀 that's wild. Yes there could be a small amount of crossover but those fanbases are NOT the same.

wheat anchor
#

In my opinion, the most important focus right now should be depth before expansion.
Before thinking about multiplayer or large-scale systems, the game needs a strong emotional core.
Multiplayer can come later — but without meaningful inner life, shared experiences will still feel shallow.
What the game truly needs at this stage is:
•Emotion-driven reactions: Characters responding autonomously based on mood, personality, and relationships — not just direct player commands.
•Multiple animations for the same action: The same activity should look different depending on emotional state (joy, boredom, stress, calm).
•Warm family dynamics: Children playing together, spontaneous hugs, light family tension, playful moments, small pranks — everyday life that feels human.
•Smooth, natural movement: Actions flowing into one another without sudden stops or robotic behavior.
•Small, unscripted daily moments: Unexpected, expressive behaviors that make characters feel alive rather than static.
If the current focus is on:
•emotional depth
•family and social bonds
•realistic, personality-based reactions
•varied and fluid animations
then the world itself becomes engaging even without player input.
Depth first. Life first.
Multiplayer can wait until there is a world that truly feels alive and worth sharing.

knotty bluff
# humble sun We are asking for existing systems in the game to be refined, expanded, and prop...

We know people are asking for that. The point is this isn’t something that can be added or focused on later, say after ea. I literally posted a pic of why it would be pretty problematic if they did that. It would cost many problems all over the game if they tried to add it in later. And even if they solely focused on single player there’s no guarantee that many features make even make it into the game. And some of the features we were supposed to get and didn’t was for a reason. Either it was to improve on a feature or there were too many issues and that’s why it wasn’t added. Like no one here is saying that the core features shouldn’t be prioritized, all we’re trying to tell everyone here is that from a technical standpoint it’s not a good idea to try an add a complex system that literally affects the entire game AFTER ea😭😭.

fresh sand
cyan steeple
# waxen kernel It's naive to believe that players of these free games, (imvu, etc...) generally...

Ahhh, again with this convo? Poor Kjun, having to read this over and over.

Why do you think they'd lose regular players? Give me one reason.

You think they'd lose regular players because they'd slow down development? Let me answer: they've had an extra team dedicated to multiplayer for months

You think they'd lose regular players because players wouldn't want to play multiplayer?
IT'S OPTIONAL

Glad I could answer your doubts

knotty bluff
waxen kernel
# cyan steeple Ahhh, again with this convo? Poor Kjun, having to read this over and over. Wh...

2 types of players can be bored, 1/ regulars players who are bored and stop play for return in their sims4 - and they are a lot like this 2/ potentials creators who have to wait and wait and wait for create what they want, because we push back h24 what they need - recently scripts mods. My message wasnt against multiplayer, im a big player of inzoi and when it will be released, i will try it like a lot of inzoi players. I just said, multiplayer wont bring a lot of new players from others horizons, its will be only for us, actuals inzoi players.

orchid glade
#

PART 1: Dear Kjun, after reading your recent posts and the updated roadmap, I feel genuinely disappointed. Seeing features like mod support pushed to the very end of the roadmap is frustrating, especially when these were previously described as areas you wanted to invest significant time in. I understand that unexpected challenges happen during development—especially on a project of this scale. I’m a game programmer myself, so I know plans can change. However, given the following points, my concerns remain strong:
-The amount of time that has passed since development and early access
-The roadmap being revised or abandoned multiple times
-A clear mismatch between what was communicated, what was delivered, and what players consistently requested
-A focus on secondary systems (businesses, court, multiplayer, Canvas Town) before establishing a stable and engaging core gameplay loop
-Krafton’s size and available resources
-Spending on marketing and events rather than addressing core gameplay issues
-The ongoing and urgent player demand for missing core mechanics
Krafton is not a small indie studio, and InZOI is not its first game. While the genre may be new, the resources and experience required for proper development are clearly available. Despite this, the game still lacks mature and meaningful core gameplay systems, many of which have seen little to no improvement. From a development perspective, this is concerning. Core systems are the foundation of any game—especially a life simulation. Without a stable, deep, and performant core, adding new systems only increases technical debt, bugs, and long-term complexity. Performance and stability cannot be fixed by layering additional features on top of an unstable foundation. This is why many player concerns about multiplayer are valid. Multiplayer is extremely resource-intensive and complex, particularly when the core gameplay systems are still underdeveloped.

cyan steeple
# waxen kernel 2 types of players can be bored, 1/ regulars players who are bored and stop play...

Currently, the industry says that for a game to prevail in the future and have infinite returns, it needs to be multiplayer. Multiplayers also grow the real-time player base, which is what Inzoi desperately needs. I explained this same issue and how it would affect our future gameplay experience on this Discord channel, you can look it up.

The multiplayer announcement attracted attention from people on TikTok, Reddit, YouTube, and especially on X, where it was impossible to make an Inzoi tweet go viral since its launch. A lot of people are planning to buy it, reinstall it, and they're happy. That's what matters right now, expanding Inzoi so the game gets more visibility, more sales, and therefore Krafton dedicates more money to developing it.

Script mods won't be developed for now, not because of multiplayer, but simply because they cause bugs. If the game isn't finished and already has bugs, differentiating base game bugs and fixing them would be a mess.

I'm done with this conversation because I'm tired of writing the same thing over and over, hope you understand.

orchid glade
#

PART 2:
At this stage, all available resources should be focused on strengthening the core gameplay experience.
Many requested improvements could have been implemented with relatively low effort but are still missing. Zois feel shallow, the world lacks meaningful activities, and many existing objects are purely visual with no functionality.
Examples include:
-Functional food stalls on properties
-More interaction animations and skills
-Meaningful gameplay for jobs
-Improved character creation limits (body diversity, face/body sliders)
-Outfit presets including hair and makeup
-Requested options and settings (distance blur, bug fixes, on/off toggles for performance features etc.)

These issues have been repeatedly raised by players over the past year. Personally, I’m not interested in multiplayer, but that isn’t the issue. The issue is prioritization. With such a weak core system, player concerns are valid and should be taken seriously. When early access launched, I was genuinely excited. That excitement has faded due to the development choices made over the past year. While I still appreciate the effort the developers are putting into the game, the December update should have delivered far more in terms of core gameplay depth. Features like running a business don’t add much value when they suffer from the same limitations as existing jobs.
InZOI has improved in some areas, but because the focus is not on core systems, meaningful and long-requested changes remain absent. I hope you take this feedback seriously. Several promised features were either poorly implemented or not delivered at all. The life simulation community is understandably wary due to past experiences with empty promises from other publishers. I truly hope InZOI does not follow the same path.

halcyon sand
# fresh sand I agree with you, this is a very valid concern you present, though others would ...

It LITERALLY IS addressed why multiplayer has to develop with the core, even KJUN knows that and brought some of that up 😭

(Update. Replying to llcoolway below me: Bruh, InZOI is a life stimulation with complex SYSTEMS it’s not the same like IMVU basic game systems nor combat games even from AAA companies, which is easier to implement multiplayer. If you actually know how to do your research you would know a complex life stimulation is WHOLE different situation. Kjun said it himself why multiplayer should develop with the game, then it is the issues of complex systems. Why ignore the issues?)

fresh sand
spare rain
# waxen kernel 2 types of players can be bored, 1/ regulars players who are bored and stop play...

Oh, Project X is just around the corner, so it’s something we should already factor in and “fear.” Ok. EA will surely throw in some bonuses, and anyone looking for a reason to leave this franchise will find one. This kind of migration may happen, but it shouldn’t be blown up into a fear‑mongering narrative. The way out of the inevitable is still the same – stick to the USP (unique selling proposition), giving inZOI unique mechanics to keep the core Zoiers and create value to attract a new audience.

And about this whole “sims copycat” thing – people will still say, “sims does it better”, if they came to inZOI expecting sims and don’t see it. For inZOI, that approach means playing on someone else’s field, by someone else’s rules, always under pressure of changes.

The ones who won’t drop out are those who came to inZOI to see inZOI. If there are only a few such players, then the concept of inZOI itself is simply not convincing enough, but it’s still more honest than being forced to follow in the footsteps of the sims, stripped of any freedom to make their own decisions, stuck for years in an endless race of ideals, or worse, fading into the shadows, exhausted and burnt out.

halcyon sand
# halcyon sand It LITERALLY IS addressed why multiplayer has to develop with the core, even KJU...

I had done search myself, not sure where llcoolway had researched, but life stimulation multiplayer is safer to be implemented along early development if the game will be this complex (If the coders said it too then I rather believe the coder.)

What the research says:
“Yes, it's generally much better to design and build multiplayer functionality with the game from the start rather than trying to bolt it on later, as adding it afterward often requires significant rework of nearly every system (AI, UI, saving, physics) and introduces complex technical issues like synchronization, latency, and cheating prevention, making the project far more difficult and time-consuming.”

knotty bluff
# fresh sand Actually after some research the idea that multiplayer HAS to be developed now i...

Does it absolutely have to be developed along side it? No. But it’s better for everyone overall. It’s really that simple. It’s a complex system that shouldn’t wait until later to be added and then have 50 problems for everyone else. Unless people want to deal with tons of issues later on when the game officially launches then yes it is better to do it now. ATP it doesn’t really matter, it’s coming whether people feel it should or not.
Just a quick google search👇🏼
Multiplayer should be developed during core development, not after an Early Access (EA) release, because adding it later requires a massive, complex overhaul of the entire game's architecture (networking, synchronization, server management) on top of a finished or near-finished single-player foundation, leading to jank, lag, data issues, and potential instability, making it a far more costly and difficult endeavor than building it in from the start. Building multiplayer concurrently allows developers to integrate networking early, test core mechanics with real players for vital feedback, and ensure the entire game is designed with multiplayer in mind, avoiding the pitfalls of retrofitting complex systems like authoritative servers, which are critical for fair play.

halcyon sand
fresh sand
# orchid glade PART 2: At this stage, all available resources should be focused on strengtheni...

I do agree and I also acknowledge the huge effort put in by the team. It is nice to split the teams up but one can't help but see how much better the game could become if it were all or majority hands on deck improving the basics without using a large chunk of the team throughout the year for multiplayer functionality.

Multiplayer is extremely resource intensive as you said and I am fearful they're burning the candle at both ends for a result that won't be worth the effort in the end. There will no doubt be some bleed over of resources and some developments may affect others, it is the same game after all and no doubt multiplayer will present some challenges and limitations for single player mode all things considered.

Kjun will have the final say in the end but I just hope he's really thought through everything on the roadmap and deeply considered the resource side of things especially.

Personally I'm here to see what the team comes up with regardless and crossing my fingers for them.

halcyon sand
#

I think we all are just repeating ourselves. Everything said by singleplayer’s only is already addressed, but some people do not read or put the puzzle pieces together, leaving them confused if it was were addressed or not. This debate did not need to go on that long with the repeated words by the same people. 1 or 2 times was enough from individuals. False information should not be spread.

fresh sand
halcyon sand
# halcyon sand I had done search myself, not sure where **llcoolway** had researched, but life ...

Literally. There’s barely any life stimulation as complex as inZOI will be. The sims was the one who dominated life stimulation for years and why even Kjun talked about it when his son brought up about the sims. If people are gonna research the right information, it tells you it is easier to add multiplayer to a combat (from AAA) focused games after early access compared to a life simulation game. Good life stimulation games with these types of systems like inZOI is one of the hardest to make. Complex life simulation is hard, which is why most game developers tend to avoid it.

halcyon sand
# fresh sand There really is no real debate from my side, just the same old people who keep j...

The issues is, you guys are repeating the same narrative. Delaying multiplayer to make the new team to focus on base game, when Kjun already said they will develop multiplayer along side developing the base game because they have the resources for BOTH. Again, life stimulation systems are way more complex so to delay multiplayer to be added late, is never going to work. No resources is going to be cut from base game and InZOI won’t even be out but maybe in 2027, to delay multiplayer from 2026 is you asking for it to be REMOVED This issues already explains itself so the whole topic to delay multiplayer becomes irrelevant.

Edit: Base game and multiplayer should be develop in 2026. Kjun already clarified resources aren’t being cut so the whole delaying multiplayer becomes even more irrelevant. This topic is repeated..

fresh sand
halcyon sand
halcyon sand
fresh sand
# halcyon sand The same can be applied to the opposite team. You all had said enough of the sam...

You don't need to police what you THINK is misinformation. People come here to share their legit concerns whether that be about the team having adequate resources or about the order of priorities or anything else to do with what Kjun has shared.

Not what you or the entire multiplayer multiverse has shared.

What Kjun has shared.

What people want to discuss here down to the assumptions they are making about the roadmap or the game isn't up to you. Kjun will address it when the time comes.

Relax, it's above you.

halcyon sand
fresh sand
# halcyon sand Honey, it’s not what I consider misinformation, it is a fact. When it comes to m...

I haven't seen anyone saying resources are being cut and if they are then that's clearly not the case and most people who have read the roadmap know that.

I have, on the other hand, seen people presenting ideas about how resources across both teams could be reallocated for a better result.

Whether their suggestions are technically right or wrong, I don't think you're entitled to give the final say on that, leave it to the Devs.

You guys trying to stifle people's expression is what kills the flow of ideas and discussion. Nobody tried to silence you from talking about supernatural beings or whatever earlier, that wasn't even on topic for this post.

halcyon sand
# halcyon sand I rather they said they just don’t want multiplayer than repeat the same false i...

@fresh sand Well a lot of stuff happened up there whether you saw it or not, unless people had edited it out.

Ask yourself a question, is it really logical when people say multiplayer should be delayed years later for the better, even though that causes technical complications for multiplayer itself as a whole, compared to simply adding base game features that won’t have as much issue being added whenever? The only solution was to develop multiplayer along side singleplayer in a life stimulation genre this complex, that is a fact. The only debate to this is probably expressing you just don’t want multiplayer and worry about the direction of the game. You need to think of every situation, not just about delaying multiplayer because that risk multiplayer, but that was probably what you wanted, personally with that, I see there’s no point of saying delay.

( @halcyon sand Didn’t mean to reply under you, that was a mistake.)

hasty edge
halcyon sand
#

My concern: Resource is not being cut which is good even with multiplayer. No one is saying to delay base game features, but people are saying to delay multiplayer systems even though it won’t affect the development of the base game, because Kjun said it himself. Heck, if Kjun had said they had hired more people, base game might have or probably has extra workers already working on it for all we know, so why delay multiplayer even more when both systems can be worked on paralleled to each other now? Even multiplayer people have their own concerns with this delay thing being suggested by others, because it risks multiplayer as a feature overall.

halcyon sand
# spare rain Well, I don’t even know… While people here claim that multiplayer isn’t needed, ...

I do not use X but oh my god, you right. I went to do my research. There’s over 2,000 likes for multiplayer. I really need the other 4,000 people back, that’s doubled than the ones on discord. Also saw another post that had 153 likes for multiplayer.

Edit:
There’s inZOI forum of only 14 players who isn’t interested multiplayer it is .00001% of inZOI’s fan base because there’s only 14 votes, but someone made it sound like those 14 votes are the mass fan base and multiplayer people are the very small minority, which is false. I was confused when it didn’t show the amount of people who voted, but just a simple click will show which is 14. I haven’t even voted on this forum, too lazy. 🤣 X likes for multiplayer is already enough. It seems multiplayer people are scatter on different platforms not the discord or InZOI forums.

(Update: I saw that they want to eliminate multiplayer because this forum, but there’s only 14 votes though compared to the 3,000 likes for multiplayer.)

halcyon sand
#

What the heck. I didn’t even know that existed 😭 but nah, I am sticking to X.

Edit: I can ask my 10 other friends that’s waiting for multiplayer to vote on this forum, but we gonna stick to X.

halcyon sand
hazy temple
#

Ever since the early brainstorming threads that began with "Inzoi Needs," multiplayer has been a topic of debate long before Kjun officially revealed its development. The team had ample time to review feedback and decide on a roadmap, and the 2026 roadmap is the outcome of that process.

They listened to players, addressed concerns about multiplayer being optional and about resource allocation, and were clearly aware of the ongoing discussions. Yet some people continue to frame multiplayer development as something that inherently harms single player. In reality, multiplayer is being developed by a separate team, not the core team. If prioritization is a concern, it makes more sense to focus that discussion on the core team responsible for single player features, rather than blaming multiplayer for taking away resources or demanding priority changes for the multiplayer team.

This behavior is what actually divides the community: ignoring the facts and portraying multiplayer as something inherently negative. Players are free to argue for core feature priorities, yet multiplayer is accused of "dividing the community." If anything, it seems the opposite is happening...🤨 it baffles me

spare rain
lusty comet
#

Ppl saying there's no way inzoi could "appeal to GTA rpers" or "barely any players would go to inzoi from GTA RP" is so funny to me as someone who plays fiveM.

A lot of ppl haven't gone from there to a life sim bc the only one that existed before is the sims.. and that has 0 multiplayer only one open world game (sims 3 which isn't even a multiplayer game)

The mechanics in the sims franchise doesnt resemble GTA in the slightest but as someone who DOES play GTA and fivem inzoi reminds me so much of GTA. The way you drive walk etc simulates that. Even the graphics give off the same vibe completely different from previous sims games

Inzoi appealed to me as a GTA player/avakin life/Roblox player and I believe once it has multiplayer it will do the same.

If you go into a Fivem server a bunch of ppl have family roleplays, business roleplayers, ppl doing taxi jobs etc. Which is exactly they same direction inzoi is heading.

Most people who look at inzoi/play it compare it a lot to GTA. I mean you can run ppl over with a car and rob banks that to me seems a lot like GTA. So yes I do think it can appeal to GTA rpers as someone whos a gta rper myself and it's not a crazy thing to point that out.

halcyon sand
hazy temple
#

I don't play GTA, but Inzoi's multiplayer idea appealed to me partly because I have friends from IMVU who moved on to Second Life. I quit IMVU and I'm not interested in SL, so I was hoping they'll come over and join me. It's not always easy to find a game that all of us want to play together.

trail wadi
halcyon sand
lusty comet
# waxen kernel It's naive to believe that players of these free games, (imvu, etc...) generally...

This brings up my point as a SOLELY GTA rp player I wouldn't go to a life simulator game if... It were like the sims 4

which has no multiplayer. NOT even cars or an open world. Ofc they wouldn't think about a lifesim if it was like that.

Inzoi on the other hand isn't wholly like the sims 4. They have the ability to run ppl over, ragdoll physics, bank heists, cars, open world, businesses, they're working on a taxi career which GTA also had. Even the way you move the characters is similar to playing on GTA with wasd on PC. The graphics look nothing like sims but rather gtas. Not to mention they're talking about car mods/mods in general for multiplayer?? Ppl could add their own custom cars and guns maybe

To say it's naive to think GTA rpers would go to inzoi is funny as someone who is a GTA rper. That's literally why I want multiplayer in the game LOLL bc I come from a game like that 😭😭🙏🏽

halcyon sand
# halcyon sand Wait why did you delete the photo you showed 😭 I will add mine I guess. Actual...

Sorry, but I was saying, why would Kjun drop 3,000 players who wants multiplayer 😌

And there would only be more people coming 👀 but I hope the youtubers that love making drama don’t lure people away from InZOI. UGH.

Edit:
@lusty comet Did someone said GTA and IMVU players won’t be interested in InZOI? That’s kinda crazy because GTA fans was literally in the old wishlist, before getting out of the discord because some simmers were too toxic. (No offense to every simmers). I literally play GTA and IMVU 🤣
bruh, even I left this discord and came back with a new account because it was so toxic here before.

@halcyon sand I didn’t want to log back to my X account and I decided to read the inZOI forum you posted, so I used the screenshot I found but it is outdated. It’s 3,000 not 2,000.

hallow oyster
#

Let's not argue about things that are off-topic please y'all, if you don't have anything to add regarding feedback for InZOI, this is not the place to be

halcyon sand
#

What I would like to suggest is.. When the President of South Korea spoke about multiplayer, he mentions putting ads on billboards, but I hope it won’t stop InZOI’s gameplay like one of those Youtube ads. But I don’t actually think it will be like that, but again, I will give this concern just in case.

onyx flame
#

I would love to see drive thrus added for fastfood businesses and as new lots. Where cars pull up to a window and order.

Added more restaurants and fast food items needed. I would like to have the ability for customers needing to wait for their order to be made and lines form.

Also it would be cool if food could still cook while zoi went to do other things

When customers order more than one food item they can eat both at the same time. Like fries and a milkshake for example.

brave heart
#

Piggybacking off of @onyx flame 's post about implementing drive thrus, here's an example of giving an order to a NPC through the drive thru.

Not the best example as the mechanics are different, but the purpose of using this example was to show NPCs pulling up to the window and an employee giving their order to them.

It would indeed be cool and fun if we can utilize drive thus that are not limited to fast food businesses (bakeries, smoothie shop and etc.)

Game Reference: Fast Food Simulator

https://www.youtube.com/watch?v=pMsoIjqaAfY

Fast Food Simulator, Fast Food Simulator drive thru tutorial, fast food simulator drive thru guide, drive thru guide, Fast Food Simulator gameplay, drive thru tips, cooking simulator, fast food game tutorial, full guide, drive thru walkthrough, simulator game tips, step-by-step guide, fast food gameplay, simulator tricks, drive thru management.
...

▶ Play video
golden cliff
#

Ppl are sharing their feedback with Kjun + team, and can’t even do that without ppl jumping down their throat in here to silence them.

halcyon sand
#

We are simply correcting misinformation and false narrative that moderators were also trying to clear up from those people.

Some people were spreading false information were:

  • Twisting Kjun’s words and not reread what he actually said.
  • Ignoring technical issues regarding multiplayer
  • Claiming that multiplayer is the minority and making assumptions that no one wants it (The truth: The evidence is posted, there’s 3,000 and more people who likes InZOI multiplayer, but they are being silence repeatedly this entire existence of InZOI Discord.)
  • People claiming resources are being cut due to multiplayer (This is untrue)
  • Claiming mod’s delay is due to multiplayer (This is untrue, even Kjun wrote it was due to the switch to Lua, which was demanded by players and there was unclear issues)
  • Thinking this Kjun thread is the main roadmap just because multiplayer was mentioned.
  • Repeating narratives that were false even when corrected.
  • Making statements that singleplayer is removed due to multiplayer (Kjun had already debunked this assumption)
  • Pretending like base game isn’t being worked on just because multiplayer is brought up.
  • Complaining for the extra workers to only work on core gameplay, even though that’s not in the deal between Krafton and the President. (Fact: Core gameplay already have resources and it already has a whole team working on it, so asking for extra workers to switch up becomes illogical)

(These types of behavior isn’t suggestions. It spreads even more misinformation. I think that if there wasn’t so much misinformation being spread, this debate wouldn’t have happened.)

hallow oyster
hazy temple
halcyon sand
# hazy temple I don’t think mentioning GTA, IMVU, or Second Life is completely off topic. It p...

Do you think story quest would be a fun thing? I wonder if anyone agrees. For example, add more story behind Bora, the cats, and the whole AR Company, or story progression and achievements or something. I think this may appeal to the multiplayer base, or not, who knows. It can even be tied to InZOI’s karma and ghost systems, the lore.

(Edit: Fun fact, @halcyon sand I was actually influenced but your request of story quest, because you mentioned this. Also a little bit by @spare rain as well)

edgy yew
spare rain
# hazy temple I don’t think mentioning GTA, IMVU, or Second Life is completely off topic. It p...

Yes, I’m also interested in these insights, at least much more than in the constant instructions on how everything should be through the lens of Sims. Because honestly, sometimes it feels like I’m not on the server of a different franchise with its own strong USP and brand recognition. And that’s exactly what I’d finally like to see – the 2026 roadmap is the chance for the game to emerge as a brand, with K‑pop/identity, professional sim-like (GTA-like, RDR-like) city‑wide (large scale) mechanics, multiplayer, career hierarchy, collaborative or rival business empires, AI NPC network etc. That’s really intriguing.

candid roost
#

Still I find providing it as options for those who wants to keep it simple and not engage in socials inside the game would be nice so that everyone can be happy 😌 so I'm happy that kjun said it would be and that's fine

hallow oyster
halcyon sand
# edgy yew it honestly would be fun for the multiplayer servers to be semi treated like fiv...

I agree. To be honest, when I first found out about InZOI, I thought it would definitely appeal to the roleplayers more because it’s base off life stimulation. I don’t roleplay on GTA but I had in other games like Minecraft. Maybe that’s InZOI’s actual player base in the long run, who even knows 🤷🏻‍♀️ maybe Kjun can expand on better storytelling. The fact that fate engine is coming, it is expanding roleplaying too.

edgy yew
# halcyon sand I agree. To be honest, when I first found out about InZOI, I thought it would de...

it def has the potential to be an outstanding multiplayer game like gta/secondlife/ect, and i can see how it could be the majority of the players in the future. I agree with you that there can be much more storytelling in the game for us single player folks haha it is hard for me to play for long periods of time when all i really do is watch my zoi run around doing their own thing. It would be helpful for more of an obvious goal your zoi wants or that you can implement for your zoi (which is super in depth alr there just isn't enough content yet to help out) I know in the following years inzoi is gonna be wayyyy more popular than it alr is esp since the devs actually listen to us compared to cough cough some other companies i wont mention xD

hazy temple
# halcyon sand Do you think story quest would be a fun thing? I wonder if anyone agrees. For ex...

It's hard to say, as it depends on whether they're aiming for a sandbox experience or something more narrative focused. If there's a story, it will have a conclusion at some point. Inzoi seems to be taking a sandbox approach, focusing on player creations rather than like a linear RPG. I can't recall the source, but I read that they plan for Inzoi to remain in ongoing development for 20 years. If they do develop a story with intricate quests, they'll need to decide how to maintain interest with ongoing story quests and whether it will be continuous or have a defined conclusion.

spare rain
# halcyon sand Do you think story quest would be a fun thing? I wonder if anyone agrees. For ex...

Oh, I just recently reread our brainstorms, and there was a request more related not to general in‑game quests, but rather to local ones, for example, quest‑based careers or NPCs. So I tried to briefly note this in the summary, and Kjun added it to the roadmap as:

Add NPC‑exclusive dialogue for jobs and staged scenarios.
Plus players asked for editing of careers and narrative. I even gave as an example the quest‑based career ladders from The URBZ GBA ver.. Those were very deep thoughts. As a result, in one of the forum topics I described a Scenario Script System that could be shared in Canvas. And alongside it, a Cinematic System inspired by The Movies and machinima.

tame sonnet
#

I would love to see more unique, handcrafted NPCs rather than AI-generated generic ones that simply pass by and disappear (some of them even wear the same outfits).
Ideally:

Every city would have its own unique residents/NPCs

Each NPC would have their own walk style and voice tone

They would follow unique daily schedules that players can recognize and remember, similar to Stardew Valley

They would have a distinct fashion style that players cannot access in CAZ until they build a relationship or befriend them

Of course, they would also have different personalities

It would be even better if AI LLM-based conversations are implemented and group interaction features are more mature:

NPCs could have long-term memory
They could remember past interactions, such as kindness or insults

Their behavior and attitude toward the player would evolve over time

I believe this would be a real breakthrough for AI-driven behavior in life-simulation games ✨️, moving beyond generic NPCs and creating a much more memorable and immersive world.

Thank you for considering this idea.

halcyon sand
ashen tide
#

Hi kjun and inzoi development team.
I would like to provide some additional feedback regarding hairstyles. I hope that the selection of hairstyles suitable for teenagers can be expanded. Currently, it feels a bit awkward creating a teenage Zoi when the available hairstyles appear too mature.

spare rain
spare rain
# spare rain Oh, I just recently reread our brainstorms, and there was a request more related...

✍️ Script System
• Use the built-in script editor to create and original storylines.
• Support dialogue trees, build branching narratives, trigger reactions and consequences.
• Integrate scripts with careers / jobs, and influence city events – e.g. with reporter profession reenact or dramatize real events.
• Activate hidden triggers, create double-faced characters, launch irreversible plot twists – simulate true drama.
• Publish scripts in Canvas, receive ratings from other players – make your stories part of the shared narrative.
• Add mods, import external templates, generate scenes by prompts – unlock infinite storytelling potential.

🎬 Cinematic System: Scene Director (inspired by The Movies)
Enter shooting mode – load selected set and scene parameters.
Place actors and props – build the scene layout manually / assign roles, costumes, and starting positions.
Select actions (interactions) or animations from a preset library or create your own via built-in tools and assign them to actors per shot.
Position cameras – set static or dynamic angles, define movement paths, and configure zoom levels.
Adjust lighting, environmental and sound effects – control mood, shadows, and time of day.
Trigger scene playback – preview actor actions and camera movement in real time.
Record takes – capture footage with timeline control, preview, re-shoot if needed, and save to timeline.
Assemble scenes in the editing bay – trim clips, add transitions, sync audio, and export the final cut.
Store shot data – save scene metadata including actor states, camera paths, and lighting presets.
-# References: The Movies (2005), Headliner: NoviNews (2018), Not For Broadcast (2020), Movies Tycoon (2024), News Tower (2025)

halcyon sand
edgy yew
# spare rain ✍️ **Script System** • Use the built-in **script editor** to create and original...

i think this is a fantastic idea esp for roleplaying, or for people who are super picky of how their storyline pans out (guilty) if the script editor was easy for everyone to access, example like it was as easy as a cinematic system, having zois have their respective roles, the type of house (not set house) personalities ect ect just so newbies to modding could have their fun with scripting as much as experienced people can

spare rain
# edgy yew i think this is a fantastic idea esp for roleplaying, or for people who are supe...

Thank you! I think it’s worth trying to explore this topic and carefully carry it through the brainstorms, to see Kjun’s mutual willingness in response to implement a built‑in scenario system based on Lua scripts together with the Event Memory / Diary System (Q4).

I really need a tool to record K‑pop concerts, so I’m expecting the first features for staging and recording in‑game videos already by Q2, with further development in updates.

I hope Kjun will support this.

edgy yew
# spare rain Oh, I just recently reread our brainstorms, and there was a request more related...

i also agree that something like the urbz gba or even urbz on the ps2 (blackeyedpeas hehe) would be fun mini games if the player chooses to enable it, i quite enjoyed the interactivness of the k-pop career, i did not see your post; however, if it was a button pushing system it might be alien/boring to new players instead of fun, or even too hard. interactive careers are entertaining but takes a lot of brain power for someone who maybe just wants to chill and play inzoi after work and not have to mash buttons for a job. id think if it was a setting instead of preset it would make it a bit more accessible.

building off of this it would be fun as previous posts have stated to have maybe a quest/story attached to SOME jobs or activities? not forced, like example, in the sims 3 if you are high enough in a skill people call you to fill out a request for them and you get points off of it; i'd think a lot of people would be interested in it and enjoy the time crunch challenge!

fresh sand
#

Kjun, just wanted to express my gratitude that you are adding the ability for homeless zois! I suggested this on another platform and I'm super excited that those exact ideas are being implemented! Thank you so much! Can't wait to see what 2026 brings ❤️

lusty comet
#

Again I'm hoping that 3rd person mode for rollercoasters is added.

Previously in one of the weekly updates it was shown the cahaya water slide in 3rd person. I hope that animation is added into the game alongside for other rides.

The option to dive under water and swim underwater with wasd. "Swim here option" "Swim around option" NPCs being able to swim

I would love for when strollers are added an animation could also be added of the parent being able to put the child inside/out of the stroller. And strollers being able to park (example taking your kid to the park taking the kid out and the stroller stays there) also parking for cars that isnt limited to one designation but able to park anywhere like the boats in cahaya

I would also love to see NPCs out with strollers too if they have kids! Also a holdhand feature. Could pets be something added to the base game pls. Tysm for your hard work !!

hasty edge
halcyon sand
spare rain
# edgy yew i also agree that something like the urbz gba or even urbz on the ps2 (blackeyed...

Let me try to explain. I didn’t mean mini‑games. This should still fit under genre management, and it’d be more logical just to have a pop‑up window for quick access to staged functions and hotkeys (right now it probably most resembles a dating event in inZOI with the launch of a scripted sequence, but it could also be compared to an improvised DJ/dance console if the idea is to quickly switch and mix the repertoire/moves on the deck.)

Staging is what this game needs more, I think you understand the idea – put simply, it’s when an actor (player‑controlled or NPC) temporarily acts in a role rather than in the global simulation. This reduces CPU load, allows for greater adherence to scripts, and only requires controlling background flags (needs, etc.)

halcyon sand
#

I haven’t been experimenting with the business a lot yet, but my sibling had. My sibling’s zoi is a business owner and my sibling said that the business money shouldn’t be connected to your zoi’s personal bank as the owner, but maybe a separate money holder for business purposes, because the npc employee is constantly buying food to eat for themselves, causing my sibling’s personal money to lose tons of money 🤣 of course we should be able to add money and take out money from our business bank.

lusty comet
#

When you ran into a car there used to be an animation of someone getting out of the car and being angry you hit them. Now.. it seems like it's not there anymore? If so, i hope it will be readded

spare rain
# edgy yew i also agree that something like the urbz gba or even urbz on the ps2 (blackeyed...

-# repost
Сareers based on scenario system, with built-in tools, let devs and players co-create progression arcs and careers, enrich level and conceptual content, attract creators, narrative designers and regular players!

Arc from The URBZ (GBA) to reach fame:

M1 (King Tower)
Slave to the Grind – Squeegee Clean > Befriend K.Thistle
Help him – Move bed to suite > Repair TV / 2 fountains
Find the Key - Earn 1 Mechanics > Pick lock to Lily Gates' office
Get out of Jail – Befriend D.Mann > Pass Dialogue Check > Jailbreak (Unlocks M2)
Find a Place to Live – Hoopz MG > Earn §150 > Buy a house

M2 (Urbania)
Work Study - Befriend M.Moore > Give Artemisia Plant > Write Thesis (Unlocks Uni)
Gotta Finish the Riff - Befriend Coleman > Buy Saxophone Reed > Earn Creativity 1 > Complete lyrics (Unlocks core path to performer)
Road to Sim Quarter - Make 3 friends + §500 > Get 2 job promotion (Unlocks M3)

M3 (Sim Quarter)
Get on the List - Befriend high-society NPCs > Gain access to elite party
High Society - Attend event > Strengthen ties with Richies (quests)
Ballad of P.Pete - Help write/perform song > Solve lyrical puzzle (unlocks Carnivale!)

M4 (Bayou)
Carnivale! - Join parade > Complete rhythm mini-event (Unlocks Zydeco Club and Soul Music career - 5 Levels, Requires Charisma (good relationship with key NPCs, dialogue success), Creativity (Uni classes)
Running from the Law - Navigate hidden paths (stealth timing-based, unlocks the boat)

M5
Reality Show - Join it > Complete challenges on camera (Splicer Isle, unlocks media story)
Atlantis Premiere Party - Impress elite guests > Attend > Perform for elite guests

MS (Splicer Isle)
-# Req. +50 Rep, access by boat, invitation from producer, Rep, Fame, and Career Level influence the outcome, how NPCs react
It’s Alive! - Help build a creature (Labs)
Dog and Dinosaur Show? - Perform in a talent show (Arena) (skill-based)
Winky Weebucks - final showdown with Daddy Bigbucks (Mansion)

halcyon sand
# halcyon sand I haven’t been experimenting with the business a lot yet, but my sibling had. My...

I think there’s other issues that comes along also or the business needs better depth. Like I hope we can turn on or off npc worker’s hunger needs, before we start a business, so npc workers won’t randomly drain business profits or at least. The npc workers should use their own bank money if they are buying to eat the food themselves. Also, shouldn’t npc workers be paid even as a npc? It seems npcs have their own personal banks as well, so what you gain from the business profit can pay workers, but npc workers should use their own personal bank to eat food and not from you, the manager. Npc workers should know if they are making food for the company or just buying food to eat themselves, so the right banks can be used.

halcyon sand
halcyon sand
# lusty comet When you ran into a car there used to be an animation of someone getting out of ...

I was thinking, maybe when your car hits a npc’s car, only the npc will automatically get out and be upset, but you will still have control over your zoi where it’s not a cutscene. This means, you can decide to never get out of the car and you can decided to just drive away, while the npc become shock, report you or continue driving. I find the pop up traffic accidents a little frustrating and immersion breaking. What I would suggest is, instead of that, it should be a small word on the screen that doesn’t stop your gameplay, kinda like currently when your needs go down and your screen says “Wants to shower,” but the reminder doesn’t stop gameplay. This reminder can be used for traffic accidents like “Got into Traffic Accident” (Basically, you are free to choose to continue driving even as the npc comes out of their car, and there will be no screen pop up where it blocks your screen and npc car won’t just randomly disappear after traffic accident.)

halcyon sand
#

Kjun, I hope the weather like rain and snow can slowly disappear or appear like a time lapse, instead of it being a abrupt cut off or abrupt appearing, which makes it look unnatural.

craggy sorrel
#

I would love to see this in inzoi , crafting jewelry and perfume’s and we can craft other stuff like candles etc.. and we can get inventing machines and sculpting @hushed magnet

craggy sorrel
#
  • can we have this setting in inzoi were we can set the seasons and we can put it 30 days or more and for the age too @hushed magnet
proper eagle
#

Please refrain from repeatedly pinging Kjun

stark jetty
#

Regarding multiplayer: assuming it works well, is popular and doesn't harm the development of the singleplayer game, how are people expecting the gameplay to work? A lot of the singleplayer gameplay comes from interactions with NPCs, but if you're interacting with other players instead, presumably you'd need some way to decide whose actions/inputs take precedence. This might work OK in a small RP sever, but I can see it causing problems in larger servers with hundreds of players. Does anyone have any ideas or examples for how to resolve this?

halcyon sand
# stark jetty Regarding multiplayer: assuming it works well, is popular and doesn't harm the d...

Mmo server maybe not, (or maybe yes) but small 4 player group, then yeah. I don’t think mmo people would be focused on npcs but roleplaying with other players more. I agree to multiplayer mainly because I want to play with my siblings, private city, where npc is still possible. But we don’t really know what will work now or not, so leave it to Kjun and we will see. Some people just want to play with friends but they cannot do that without multiplayer.

stark jetty
# halcyon sand Mmo server maybe not, (or maybe yes) but small 4 player group, then yeah. I don’...

To clarify, my question is basically this: Suppose you wanted to do (say) the 'hug' action with another player. Presumably you'd have to somehow get their permission to do that, which is fine if you're RPing with a friend. But you'd also need it for any other actions you wanted to take with any other player - otherwise players would constantly be harassing each other with unwanted interactions.

I haven't played any games such as Sims Online myself, but I remember seeing people complain that they felt more like glorified chat-rooms, and I'm guessing this is part of the reason why. I was just wondering how it might be fixed/improved in a server with large number of players.

halcyon sand
# stark jetty To clarify, my question is basically this: Suppose you wanted to do (say) the 'h...

Of course, permission should be a thing. I would like to see what Kjun will do, but we will have to see.

I had also suggested a enable lock picking door or disabling it in multiplayer, so people can’t lock pick your house door just to troll you nonstop.

I would even suggest now, we should have the ability to block a player, so even if we are in the same server but they will not be able to see us/hear us, nor will they hear our voicechat and they won’t be able to enter our home or ingame phone (This is for multiplayer)

(Edit: I gotta go now. I spend too much time here already. Okay corrected my grammar.)

knotty bluff
#

So since we already have fishing, I’d like to it expanded to the ocean so we can catch, lobsters, crabs, mussels, shrimp, oysters, clams, scallops, sea urchins, squid, octopus and Eels. It would be great for seafood and sushi restaurants, as well as overall expansion of food we can make at home. ( plus it could be a new job)

For the bakery I’d like to see the options expanded as well into pastries and various types of bread. Eclairs, croissants, macarons, crème brûlée, beignets, cannolis, flan, profiteroles, Madeleines, various kinds of crepes, fraisier. Songpyeon, yakgwa, dalgona, dasik, bungeoppang, regular mochi and ice cream mochi!

halcyon sand
fresh sand
hazy temple
stark jetty
hazy temple
# stark jetty My point is that even things like conversation interactions would presumably nee...

Well maybe you can choose to play with close friends in a hosted space where you control the rules. if you're not comfortable with interacting with others in large servers though, then I guess disable interaction or physical action/romance for all. If you simply don't want conversation with a specific person, I guess there could be a block or ignore interactions when clicking their zoi. Note: This is only speculation, they might implement it a different way

craggy sorrel
#

i swear to god , if inzoi combined sims 2 and sims 3 and bring the old stuff that sims 2 and sims 3 to inzoi with inzoi future sutff , new stuff different stuff the game will be the best game ever the old things with the new things it will be a huge combo it will be the best simulation game in history trust me! @hushed magnet

polar sonnet
#

We need additional goals in edit property info for zois. Example dancer, bartender, DJ, socializer/player, promoter, gamer, swimmer, drunkard, etc. There hasn't been any new addition to the list since Cahaya update.

ocean eagle
# stark jetty To clarify, my question is basically this: Suppose you wanted to do (say) the 'h...

It would be really cool if how it worked for social interaction was that you as a Zoi could reject or accept interaction from who you’re playing with with a (non-full screen) pop-up that is to the side, and then the corresponding animation would play after deciding.

If you accept initial interaction, regular social interactions would automatically go through without needing to hit accept every time, but allowed romantic interactions would require additional “Accept/Reject” consent to proceed or not. And maybe there could be a button to instantly reject any more interaction with a Zoi, even after accepting social interaction.

If we don’t want to micromanage everything when playing with trusted friends, there could be an option for it to work similar to how single player interactions work where a Zoi’s relationship and trust level with another Zoi would determine rejection and acceptance, so it’s more of a free-will mode.

stark jetty
#

Interesting ideas.

halcyon sand
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Wonderful! I am very happy to know that individuals have the option to remain in single player mode if they choose, but can switch to online, multiplayer mode if they decide they want to play with others, and vice versa. That's good to know. Glad it's optional, sort of like how GTAV has both online, and single player options. That's good. Cheers!

bright fossil
#

⭐️⭐️⭐️ When will we be getting mod ability for skins and skin details?? And separately, ability to resize objects in build mode?⭐️⭐️⭐️

zinc shale
#

AI-NPC + More substantial Prompting-options
What I really, really want for my Inzoi-(single-player)game:

  • A lot more (and I mean much, much more... x) Prompting-areas for each and every Zoi in-game. We need more specific/detailed Prompts for all kinds of different in-game Situations/Relationships/Important Zois/Specific Places/Events in-game, Background Story, Fears/Other Emotions/Reactions etc. In my own opinion, that (thus far) relatively small section in the game called “Inner Thoughts” is worth gold in a lifesimulator like Inzoi! Such an excellent idea! Let’s expand on this concept throughout the game now – Please provide us with tools so we can prompt whatever is important to us – As well as adding a powerful Memory System + LLMs/AI-NPC:s (can’t wait to hear more about this soon!) Playing Inzoi should feel like being in a movie that you direct (by powerful prompts + AI) in the direction/genre you enjoy – and still get surprised by how well (or bad, whenever it’s a sad story) and immersive everything plays out in-game. Everything in Inzoi should be entertaining and fun – thanks to that close co-operation between AI and the player!
zinc shale
#

Also please don’t forget that in most entertaining movies the main-character faces a lot of difficult choices and are often put through hardship of different kind. So the AI-NPCs shouldn’t be too afraid of putting the player’s Main-Zoi(s) in tougher situations whenever the (player-written) prompts allows so. We do need much more freedom to meet AI-NPC-driven situations in more realistic ways though – for example:

  • **Zois need to be able to intervene in different scenarios** (protect, defend and stand up for important friends and family – or complete stangers) 
    

- Zois also need the option to try to calm situations down in a range of different ways.

  • **Zois should be able to warn another Zoi for potential danger or a hostile situation and/or take risks when trying to save someone else. **
  • Also – Maybe implement a System that is allowing the player to give a “thumbs up” or “thumbs down” to AI-generated contexts/Inner Thoughts etc based on player written prompts in-game? As one step towards training AI-NPC:s and (hopefully also) AI-driven Scenarios? Perhaps even giving the player the option to re-write AI-generated texts to better fit the story/reaction/situation/relationship etc?

As always – Take care everyone and let’s have the best Inzoi-year ever!

knotty bluff
unkempt summit
#

I’m not sure if this is the right place to post this, but after playing InZoi for a long time, I would like to share some feedback about things I hope can be improved:

1- Basic Needs
Needs drain too fast (especially hunger and bathroom), and fulfilling them takes too long, which wastes a lot of gameplay time.

2- Skill Development
Skill progression is very slow. Gaining even one point can take a long time, which feels unrealistic, especially if the character likes that activity.

3- Character Behavior and Choices
Characters sometimes get wishes or actions that do not match their personality or the region they live in (for example, wanting to read even if they dislike reading).

4- Events and Calendar
I hope the calendar-based events system will return, as it made the gameplay feel more fun and dynamic.

5- Face Customization (CAS)
Facial features lean heavily toward an Asian style, and eye customization is limited. More detailed face customization would be a nice addition.

6- Weather System
The weather system is beautiful and realistic, but it could be improved further.

7- Arabic Language Support
I strongly hope Arabic language support will be added in the future. There is a large Arabic-speaking community that would really appreciate it.

These are the main points that bothered me the most during my experience with the game.

bright fossil
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@hushed magnet ⭐️⭐️⭐️ When will we be getting mod ability for skins and skin details?? And separately, ability to resize objects in build mode?⭐️⭐️⭐️

plucky vault
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Managing empty lots is what I miss in the game

candid roost
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I wish there was a cheat I can skip the baby stage and toddler stage for story purpose

spare rain
#

The general discontent of my local audience, from YT to one‑on‑one comments. Some random comment, and that’s the same reason why some people don’t want to build a PC for inZOI:

inZOI is kind of similar to Sims because players themselves keep asking for the same features that were already in the Sims. It feels like people enjoy going in circles with the same stuff. But this is a new game! You could come up with something fresh. Like angels and demons. Or Animagi. Or characters who can change their appearance and turn into other people. Or X-Men, or something Marvel-like. There’s so much interesting stuff out there. But NO – players want to repeat what they’ve already seen a hundred times. That’s exactly what I’m worried about with the new Sims too – that it’ll just be a lazy redraw of all the old content instead of offering a fresh perspective somewhere.
And the same kind of random typical comment from Ananta:
“Which genre is the game?” – “Yes”
“What’s your target audience?” – “Planet Earth”
“Ah yes, Grand Watch Zenless Spider IV Sleeping Row”
“What inspired you to make the game?” – “Everything”
Finally we have it, “The Game”.
I wish I were reading these comments about inZOI. I hope that by sticking to the 2026 Roadmap we’ll gain such a mix of experience that we’ll move away from this kind of narrative forever.

halcyon sand
# spare rain The general discontent of my local audience, from YT to one‑on‑one comments. Som...

I agree. I hope InZOI can find it’s identity and become a big game just like Ananta, because following the footstep of the sims instead of many different ideas is limiting InZOI’s potential. I am glad Kjun is going to added some features that will make InZOI truly different and unique from the sims, for example, the kpop career, fate engine, AI dialogue, cinematic story with cutscenes etc, and we should keep it going this direction. I no longer want to see people seeing InZOI as Sim’s 2.0, because that just disregards InZOI own identity.

(Off topic: I am guessing the reactions are paused, because it’s unavailable for me to add it to any comment)

raw frost
# bright fossil <@1168780020643270657> ⭐️⭐️⭐️ When will we be getting mod ability for skins and ...

It would be interesting to give our Zois more physical quirks on their bodies such as freckles, moles, vitiligo. Also, it would be neat to give them "flaws" such as stretch marks, cellulite and wrinkles.

This might be controversial, body hair on female Zois would be fascinating.

Maybe giving players select from teeth presets can reduce some people's complaints about the Zois looking uncanny.

halcyon sand
# halcyon sand I agree. I hope InZOI can find it’s identity and become a big game just like Ana...

Stop InZOI from being in the Sim’s Shadow!
YUP. Potential fans that could have been InZOI fans think InZOI is not it’s own unique game, because of the whole Sim’s narrative. They see GTA graphics but the rest is the SIMS and that brings in fans that wants InZOI to be the sims and not it’s own unique thing. It’s like THE SIM’S CLONE with better graphics…

When Kjun put the karma system and identity to InZOI before early access, people dislike it because it wasn’t like the SIM. But why should InZOI be like the Sims? Did we forget this game is NOT the sim? Why did people ask for InZOI’s identity to be removed? Too many people are not looking at InZOI as a new game but a Sim’s clone. I had seen in the past where people had expressed about why does InZOI have “Kpop,” but that’s because they think InZOI should be like the SIMS. When I saw that comment it was disrespectful for Korean culture. If the Sims dropped a Sim’s game with realistic graphic with all it’s good features, people who originally came to InZOI to be like the Sims are going to run back to the Sims. This is why InZOI should get rid of the image that it’s the Sim’s Clone. Please KJUN give InZOI identity so you can actually gather fans who actually love InZOI for being INZOI.

halcyon sand
# halcyon sand **Stop InZOI from being in the Sim’s Shadow!** YUP. Potential fans that could ha...

I think you explain it better than I did. If Kjun puts InZOI’s own identity into the game to make it different from the sims, I really hope the trailer for InZOI will be uniquely InZOI so InZOI can gather fans who like InZOI for being InZOI.

Sim’s has it’s own player base who likes it for being itself. I wish InZOI can gather loyal fans who likes InZOI as it’s own game and not a replacement for the Sims.

tired copper
#

I honestly believe more early life stages would be an incredible addition for many reasons which I’ve outlined below:

Newborn stage: 0-3 months (add exclusively breastfed as an option, so a baby may be fussy or even refuse a bottle)
Infant stage I: 3-6 months (smiling, laughing making babbling noises, first tooth, sleeping through the night, etc.)
||there could even be another infant life stage here for 6-12 months||
Infant stage II: 6-18 months (pulling up on furniture and standing, maybe even first steps, first word, first time eating solid foods, trying new foods to find out likes and dislikes, more teeth and teething, sleep regression, lots of firsts in both I and II)
Toddler: 18-36 months (terrible twos, learning independence, the choice to wean from breastmilk, sleep regression, mom being away for a day or two, first day at daycare or Montessori school, etc.)
Then between toddler and child there NEEDS to be another life stage going from 3 to 6 years old is a HUGE jump because the early years are sooo cute and fascinating and can really set up a child’s temperament, development, mental, emotional and social functioning.

For example maybe they are super clingy to mom because she stayed at home with them and so they—both mom and baby—have separation anxiety when they’re away from each other, or maybe they’re an only child so they don’t know/understand how to share with others, varying levels of independence and confidence at different stages since everyone is unique. These early years stages capture the nature vs nurture aspect of the human experience and specifically in relation to early childhood development and even education.

There are just so many patterns and particularities that are formed in the first few years of life which distinctly shapes each child and often stay with them for the rest of their lives so I believe this is an incredibly vital aspect of storytelling but also something that—just like inZOI itself—has never been done before capturing the early years of life in much more natural, realistic and relatable ways.

spare rain
#

People have mentioned the crafting system with substitutions from Life By You many times – and even with the rudimentary crafting system in inZOI (gems etc.) with certain recipes, there’s absolutely no need to copy old Sims systems.

(just examples)

  1. Seashell Recipes
    Basic Fertilizer: A simple fertilizer that slightly speeds up plant growth (Four-keeled Margarite (1), Banded Tulip (1)
    (substitutes) different types of shells (spiral, conch-like, fan shell, etc.)
    (other recipes) Rudimentary Seashell Art Piece, Seashell Crafting Table

  2. Flower Arrangement
    • A beautiful bulb plant that flowers well indoors
    (Pink Daisy (1), Red Rose (1), White Rose (1)
    (substitutes) Bluebells, Daisy, White Rose.

  3. Flower Crafting
    Mixed European Seeds: A handful of European plant seeds. Can be planted in a garden bed to grow a random flower. (Cow Parsley (1), Pink Lady’s Slipper (0), May Lily (0)
    (substitutes) Blue Thistle, Lotus, Carnation, Rose
    Wall Planter: Three small vases hanging on the wall. You can grow and harvest flowers (Primrose (1), Thistle (1), Snapdragon (2)
    (substitutes) many alternative flowers are available
    (other recipes) Mixed Pink Seeds, Wildflower Corsage, Gardening Table, Mixed Asian Seeds

4-5. Gemstone and Mineral Crafting
Small Quartz Crystal: A piece of quartz resonating with energy. Suitable as a desk ornament. (Rose Quartz (1), Magnesite (1)
(substitutes) many alternative gemstones are available.
Gemstone Wall Hanger: A beautiful work of art that includes seven different crystals to fill your home with peace (Baryte (1) …. Scolecite (0).
(substitutes) many alternative gemstones are available.
(other recipes) Crystal Necklace, Crystal Stretch Bracelet

craggy sorrel
onyx flame
halcyon sand
#
  • Please add boats, jet skii, cruise ship etc to BlissBay.

  • Can there be a new weather like “Fog”??

  • In the future, I hope the theater in BlissBay can look better because it doesn’t look like a theater.

lusty comet
# lusty comet

Adding on to terrains I would if there were hidden tunnels too around the map ❤️

Mor effects for drinking like blushing or wobbling if they drink too much/the ability to order drinks directly from the bartender

halcyon sand
# lusty comet Adding on to terrains I would if there were hidden tunnels too around the map ❤️...

I agree with the effects to drinking. As for terrains, I agree! I wonder if we can add which animals populates certain areas to make things realistic. Also, I wonder if we can build underwater in the future?? Maybe someday, we can add ship wrecks, underwater structures, underwater vegetation, and add areas that are populated with sea creatures.

I would like spooky underwater exploration as well

round bronze
#

For the Crime System, would it be possible to add a Juvenile Delinquent/Juvenile Detention path for teen Zois that is managed through the Court System?

Additionally, when Zois divorce, could they be required to go through court proceedings before the divorce is finalized, including child custody / child support hearings?

On another note, I’m really looking forward to the patch that removes autonomous births in unplayed households. I recall this being mentioned as on the to-do list, but I didn’t see it referenced in the recent patch notes. As a rotational player, this feature significantly impacts my gameplay, and I would love to see it implemented sooner rather than later so I can fully dive in and enjoy the game without unplanned, unwanted babies being added to my households. In fact, this is the main reason I haven't played as much as I want to, and I absolutely adore this game.

PS: Could you please consider removing the baked-on gray undergarment texture that appears on Zoi skins? The default mesh undergarment is sufficient, but the undergarment baked into the skin is visually distracting and interferes with custom outfits. I would prefer not to rely on skin mods to remove it and would love to have clean baseline skin textures, similar to what’s available in The Sims 4.

Thank you for all your hard work and dedication! Kjun_Heart ❤️ text_ThankYou

spare rain
# onyx flame I honestly believe Life By You crafting would work very well in Inzoi and would ...

True, it’s the same with purchasing ingredients and cooking. inZOI already have dishes that use cultivated ingredients, and the roadmap includes expanded groceries with a shopping cart – which means we’re getting close!

(LBY examples)
Lvl 1
Chicken Sandwich: A sandwich filled with chicken salad (Chicken Breast (1), Romaine Lettuce (0), Bread (2)
Fruit & Cheese Plate: A platter of various fruits and cheeses (Red Apple (1), Strawberry (0), Green Grape Bunch (0), Cheddar Cheese (1), Bleu Cheese (0)
Fruit Smoothie: A glass of fruit blended with yogurt (Strawberry (0), Banana (0), Yogurt (1), Honey (0)
(substitutes) Mango (1), Plum (1)
Lox Bagel: A bagel with cream cheese and smoked salmon (Plain Bagel (3), Cream Cheese (2), Raw Salmon (0), Roma Tomato (0), Red Onion (0)

Lvl 2
Basic Pancakes: A thin, flat cake made of pan-fried batter (Wheat Flour (1), Egg (1), Milk (1)
(substitutes) Various combinations of flour (Rice Flour etc.)
Berry Pancakes: Pancakes topped with a berry compote and whipped cream (Wheat Flour (1), Egg (1), Milk (1), Strawberry (0), Whipped Cream (0)
(Substitutes) Various combinations of flour

Lvl 3
Pad Thai: A stir-fry dish made with rice noodles, tofu, egg, peanuts, and bean sprouts (Rice Noodles (1), Tofu (1), Scrambled Egg (1), Bean Sprout (0), Peanuts (0)
Potatoes Au Gratin: A creamy baked potato dish with cheese (Yukon Potato (0), Cheese (1), Milk (2)
S’mores: A sweet treat made with graham crackers, marshmallows, and chocolate (Graham Crackers (0), Marshmallows (1), Milk Chocolate (0)
Tom Chuet: A vegetable soup made from broth, bok choy, carrots, and beans (Vegetable Broth (0), Glass Noodles (0), Celery (0), Green Cabbage (0), Tofu (1), Soy Sauce (0)

And since floristry is on the roadmap, please do in the same way as with raw materials in crafting (collect flower 1, flower 2, flower 3, mix, substitute → get a bouquet) + Flower Boutique. Let’s make something truly new.

hasty edge
#

Can we get a option to make hair length longer kind of like we can trim some hairstyles? I really wish we could adjust hair length to our own preference. I like hair length down the waist and I like a few hairstyles, but they are too short.

tame sonnet
#

How about making all cooking activities require specific ingredients?

This would make grocery shopping an essential part of gameplay—encouraging players to restock for weeks or months and manage their food inventory more carefully.

Restocking by shopping would naturally cost more money than growing your own food, creating meaningful choices between convenience and long-term savings.

This approach would make cooking feel less generic and much more immersive.

To make it even more rewarding:

Successful cooking could give positive mood buffs

NPCs could admire and compliment your cooking

A “cook together” activity could be added, including new animations for 2–3 characters cooking together

I believe these features would greatly deepen immersion and make cooking a more engaging and rewarding system overall.

Oh it remind me also of harvest moon back to nature, I really enjoy my time finding new recipes, cooking and mixing indregients and gift food to your friends

halcyon sand
#

Remove the holding click to drag to move screen!
Like someone said, we have to hold click and drag the mouse to “move” the screen, but it’s better to move without holding click to drag the mouse to move the screen.

halcyon sand
#

In the future, can the Taekwondo place be similar to dungeon instead of rabbit hole? I know some place has to be rabbit hole because of optimization, but instead of rabbit hole, it should be like a dungeon. It would be great where we can still see the outside world even in this dungeon, but only to an extent because it just a replica of the outside world, but blocked by barrier because it’s a dungeon and for optimization. For example, you can still see npc walk on sidewalks and enter into the place, but those npc are inside the dungeon itself. If you move your screen farther back, it will be limited to a certain extent compared to not being in the dungeon. When upgrading your martial arts skills and leaving the dungeon, it should still keep the level you had upgraded to, during your time in the dungeon.

spare rain
# tame sonnet How about making all cooking activities require specific ingredients? This woul...

Yes, it’s all part of the Life by You system that was shown in the footage before the game was cancelled.

UPD: Posted all this on the forum in a single post so nothing gets forgotten. This way, it’s finally new gameplay loop in the genre (without mods).

https://youtu.be/bZ_EdGHQz_k?si=FaQGqefb55ZPBrh6

Looking at the latest update from Paradox on Life by You early access gameplay where they take a deep dive into cooking, details and the new Life by You gameplay features in the upcoming games.

What are your thoughts on life by You? Excited? Or maybe cautiously optimistic 🤔

Life by You opens up new creative. Be in total control of the human...

▶ Play video
craggy sorrel
#

I would love to see zoi’s can have opportunities like every single 20 minutes it add a lot of game play and fun and realism the stuff that they gain relationship gain with other zoi , experience and money sometimes 3 things in one sometimes 1 thing sometimes 2 depends on the opportunity like in the sims 3 it help them with their cv work and it add automatically and u can have a badges , i would like to see all the skills should be 10 level and above 15, 20 so it add more challenge and realism even the careers is better we have max level to 10 or 20 after we max the skills that zoi had challenges opens so we can do alot of stuff @hushed magnet

faint pebble
#

I got to play the game more since the December update Doodle_Heart and feels like the shoulder view camera is a bit stiff and too slow to zoom in and out when it hits obstacles such as walls and objects. I also think that ceiling light maybe better to ignore camera due to issue I have when I put lower hanging ones in the kitchen and camera try to avoid them causing constant zooming.

royal tangle
#

Dear Devs, Mr Kjun and the inZOI Team:- Fundamentals should include these first:

(1). Travel between cities - to fix current issues - Eg. Zoi A from Dowon (player's Dowon progressed map) not able to meet Zoi B from Bliss Bay (player's Bliss Bay progressed map)
(2). Save families globally - instead of current per city
(3). Family Tree - allow add Zois to family after created a Zoi/family and include adding relationship between them like Father, Mother, etc and not as roommates.
(4). Memory system to be implemented to keep relationships esp when Zois leave family home or when travel to another city.
(5). Mail boxes to be functional esp for sending letters and postcards - that is send to who? location sending (just like current system of sending of gifts/delivering goods)to a friend staying same city and to include other cities. Letters and postcards need to be retrieved from mailbox by the receiver. To include animations for this.
(6). Canvas Towns - Before implementing Canvas Towns need to fix current travel issues for the three
cities.
(7). Fate Engines - Make it optional.

kindred galleon
candid roost
#

I'm sad that all the zoi can do is stare into the abyss when inside the pool

urban wyvern
#

Can Inzoi/blissbay have its own version of Hollywood with celebrities and movie sets

-I want to see zois auditioning for movies

  • detailed movie sets
    -famous actors with fans and paparazzi
    -working your way up to becoming a famous actor
  • tabloid culture and and rumors
    -paparazzi being invasive and following you everywhere
    -exclusive parties with A-list actors
    -intricate sets for movies
    -fans following you around and asking for autographs
    -a box office system, I want to see movies flop
  • award shows like the Oscar’s and Grammys
crude flame
#

Having family time: REAL FAMILY LIFE
🌞 Coming home and feeling it’s alive

When you enter the house, family life is already happening—it’s not waiting for you.

A child stretched out on the sofa watching cartoons.
Another playing on the floor or on a tablet.
The mother in the kitchen cooking dinner.
The father coming home tired from work.
TV on, background noise, normal life.

None of this needs a command.
The house breathes on its own.

👩‍👧‍👦 Family NPCs have their own routines

Each family member:

wakes up on their own

decides what to eat

chooses what to do after school

reacts to the emotional atmosphere of the house

Example:

if the parents argued yesterday → today they speak less

if a child felt ignored → they isolate themselves more

if the house is happy → everyone circulates more in the same spaces

🍽️ Dinner as a narrative moment

Dinner isn’t just an action, it’s a scene.
It can happen as:

light conversation

awkward silence

scolding

spontaneous laughter

Small choices change everything:

calling everyone to the table or not

each eating in their own corner

turning off the TV or leaving it on

This shapes the family relationships over time.

🎒 Preparing for the next day (adult decisions)

At night, real decisions appear:

prepare the child’s snack or not

pay for lunch and snacks at school

forget → the child will feel it tomorrow

Consequences:

child arrives at school sad

teacher calls the parents

child feels less cared for

or feels pride and security

Nothing exaggerated.
But all emotionally consistent.

onyx flame
#

I hope as the ai conversations system gets developed we will rely less on text based situations and pop up prompts, and its more real time situations. That we have to counter and react towards.

crude flame
# crude flame Having family time: REAL FAMILY LIFE 🌞 Coming home and feeling it’s alive When...

🧠 Children notice more than they say

Children:

observe arguments

feel financial stress

react to emotional absence

Even without direct dialogue, this affects:

grades

behavior

trust

relationship with parents

🕰️ Routines change over time

The house evolves:

babies become children

children develop habits

teenagers spend more time in their rooms

parents get more tired

The player feels:
“Before we used to have dinner together… now we don’t.”

It hurts. And it’s beautiful.

🎭 Small moments, big memories

Simple events become memories:

falling asleep on the sofa

eating together in the kitchen

forgotten snack

favorite cartoon

Later, an NPC may say:
“Remember when I used to fall asleep on the sofa?”

💔🤍

🧩 Connection to the Fate Engine

If a family has:

consistent care

emotional presence

stability

That “run” can be saved and shared as:

a warm family story

Others could be:

distant family

family in reconstruction

chaotic but united family

spare rain
# onyx flame I hope as the ai conversations system gets developed we will rely less on text b...

First of all, we need to know where the LLM is deployed, on a server or locally. In my gamedev experience, several people have deployed an LLM (Mistral, OpenAI GPT-OSS, DeepSeek) on 4070Ti (12 GB), text only, without graphics, for D&D, with more than 20B parameters. In reality, it needs over 16 GB, pulling from RAM, and when combined with graphics rendering, it turns out you need a 3090, 4090 (24 GB), or 5090 (32 GB vram) … or decent network speed.

Most likely, SmartZoi as an sLM uses 10-100M of parameters, which makes the vram load not so significant.

wheat anchor
#
  1. Autonomous Emotional Gestures (Adding Depth to Relationships):
    Relationship-Driven Idles: Characters should perform spontaneous actions based on their bond levels without player commands. (e.g., A Zoi leaning their head on a partner’s shoulder while watching TV, or holding hands automatically when sitting together).
    Contextual Care-Taking: Implementing subtle, nurturing behaviors within family dynamics. If a character sees another family member who is cold, they should instinctively react appropriately without being told.
  2. Fluid Interaction & Multi-tasking (Breaking Static Behavior):
    Eating on the Go: Moving away from the "static eating" at food stalls. A Zoi should be able to buy a sandwich, walk, and eat simultaneously while continuing a conversation.
    Persistent Task States: If a Zoi is editing a video on a computer and leaves to take a shower, the progress should be saved. They should be able to resume from 60% instead of starting the task from scratch.
  3. Domestic Dynamics & Teen Interactions:
    Dynamic Reactions: Teenagers with low relationship scores could react to their parents' presence in ways that reflect tension. For instance, a daughter might blast music or slam the door specifically when she sees her mother.
    Environmental Mood Swings: The household atmosphere should subtly shift based on a character’s mood. If one Zoi returns home exhausted, other family members could react instinctively (either with support or by causing friction).
  4. True Neighborhood Living (Beyond NPCs):
    Traceable Residents: Every Zoi seen in the street could have a more persistent presence within the game world.
    Interactive Ground Floors: Reducing "Facade Buildings." At least the ground floor of many city buildings could be a functional shop, café, or interactive space to create a more lively environment.
plucky vault
#

I want multiplayer to look like in GTA 5, where I can join a different session, that would be cool

granite marten
# tired copper I honestly believe more early life stages would be an incredible addition for ma...

I definitely agree with your suggestion…

The current in-game toddlers already look like they are between the ages of 9 months to 15 months old… So they definitely need to be remodeled a bit.

I would definitely love to see the addition of a “preschooler” age group:

  1. It’s never been done before in a life sim game
  2. It would add a lot of new gameplay that’s specific for younger aged Zoi’s. (Ex: Preschool, language development, personality development)

———————————

@wheat anchor I also love your suggestion!!

I would love to see more automated family dynamics and teen interactions,

There could also be age specific personality traits/quirks.

For example: Adolescents and Teens could have age specific “personality quirks”, like: Independent/Responsible, Slacker, Nerdy, Popular, Gloomy/Angsty, Bully/Delinquent, Boy Crazy/Girl crazy, Sporty or Gamer.

And there should definitely be more functional buildings in the cities and less facades. Even if some locations are “rabbit holes”.. it would still give the players more to do in the world.

onyx flame
velvet cargo
cloud swallow
#

[My Feedback 1/3]

(Posting in multiple parts due to Discord slow mode.)

Happy New Year, Kjun & inZOI team! 🎉❄️
I’d like to start by saying thank you. Here in Slovakia it’s the first time this winter that it truly snowed, and it honestly created the perfect atmosphere while testing the new update ☃️✨
I really appreciate that you listen to player feedback. The Christmas tree on the plaza with special stalls and the Christmas choir singing is exactly what I once wished for here — and you actually made it real. Thank you for that ❤️
I’m still secretly hoping for Santa Claus for kids one day — sitting on a sleigh by the tree, where children could sit on his lap and whisper their wishes 🎅🎁
Now, some honest and direct criticism — coming from someone who loves inZOI and wants it to become truly exceptional:
• When realistic shadows are enabled, street lamps flicker heavily. I have a good PC setup, and even lowering all graphics settings doesn’t help. This issue has been present for months.
• Since the update before the last one, there have been significant performance stutters, especially when looking straight down at floors or from certain angles. Lowering graphics settings and clearing cache files does not help either.
➡️ Optimization should be top priority in the next update or hotfix — without losing visual quality, and ideally improving it.

cloud swallow
#

[My Feedback 2/3]

• Character animations need more polish and realism.
Eating looks stiff — the spoon doesn’t fully reach the mouth, and soup looks solid, almost like stone 🥄🪨
Bathing and showering feel very unrealistic, especially with characters wrapped in towels during the whole process. Towels or bathrobes should appear after bathing. I’d love to see drying with a towel, putting on a bathrobe, blow-drying hair, brushing it in front of a mirror — small details that add life 🛁🪞
• Household chore animations are very shallow.
They exist, but feel mandatory and unengaging. Laundry is the weakest part — washing works without clothes, with one button press, instantly washed and dried. That completely breaks immersion 🧺❌
Curtains and blinds also need refinement — opening and closing them should be done naturally by hand, not feel like they’re being controlled by a TV remote 📺✋
• Sound design is missing depth.
When I sat a character on the couch today, I missed the creaking sound of materials when sitting down or standing up. Many everyday sound effects are missing, and they’re crucial for making homes feel truly alive 🔊

lusty comet
cloud swallow
#

[My Feedback 3/3]

My core feedback:
Please focus on deepening what already exists before adding more new content. New features should grow around existing systems. The game already has many elements, but most lack depth. Quality matters more than quantity.
What’s the point of several beautiful cookie packages when there are no cookies inside them? 🍪📦
Lastly, when creating new content, I’d strongly suggest connecting it to seasons. A European-style village or small town would be amazing — a place where we can truly experience winter, autumn, spring, and summer.
Bliss Bay, Dowon, and Cahaya are beautiful but very specific. Snow and classic Christmas don’t fit beach cities well, and in Dowon we can’t experience cozy winter cabins or movie-style American Halloween 🎃🎄
I love inZOI. I play it, I support it, and I believe in its potential. This feedback comes from wanting the game to reach true perfection 💙

hasty edge
wheat anchor
tame sonnet
halcyon sand
# crude flame Having family time: REAL FAMILY LIFE 🌞 Coming home and feeling it’s alive When...

Adding onto your suggestion where Zois should have the ability to check on each other

I would like zois to check on each other face to face.
Parents should sometimes check on their kids or check on each other, because I am not sure if they are even aware of what each other are doing in the same house. I remember making one of my zoi do homework and gaming, and the other zoi came and I thought they were checking to see what the zoi on the computer was doing, because they were standing there, but no, it was just the zois wanting to talk.

In real life, sometimes parents check to see if their kids are doing homework at home or they watch their kids play video games in the living room, they can be seen clapping, cheering, laughing, or watching quietly etc. Sometimes kids watch their parents cook or clean etc.

  • Checking on another zoi, the zoi will be aware of what the other zoi is actually doing, so different reaction will be presented and sometimes dialogue. If a kid has homework and is not doing it, the parents will be aware.
  • I would like this “check on them” interaction to be apply to friendships and romantic relationships too.
  • This interaction can even be use if the hospital becomes active, so the other zoi can check on their significant other in the hospital bed.
  • The “check on them” interaction should not interrupt what the other zoi is doing, but I guess the other zoi might quickly look at who is checking on them, before continuing what they are doing since we have multitasking.
  • The zoi checking on another zoi will have animation of “checking”
halcyon sand
# cloud swallow [My Feedback 2/3] • Character animations need more polish and realism. Eating l...

I think in the main roadmap, they did say they will improve animations, but I wonder how or what animation will they revisit to improve.

  • I agree with the towel appearing after the shower, much more realistic! Someone posted that foam bubbles should be used when the zois are actually IN the shower, but after, the zoi should use a towel, kinda like when zois change clothes.
  • I hope the InZOI team can fix where the zoi’s mouth animation doesn’t follow when their voice speaks.
  • When using the table, zoi’s sit down animation while holding an item, causes items to merge into the table due to the animation.
  • I can’t help it but notice when zoi places down a plate of food on one spot on the table or counter, but the plate of food spawns in a different area which is immersion breaking for me. I think zois should go to the available spot to place their plate down and the plate will appear in the exact spot the zoi placed it down, and not a couple feet or inches away.
wheat anchor
# halcyon sand **Adding onto your suggestion where Zois should have the ability to check on eac...

Adding to this idea – emotional awareness & shared presence inside the home
What would truly elevate family life is not just interactions, but awareness.
Zois shouldn’t only exist in the same space they should sense and read each other’s state.
Examples:
A parent notices a child studying late and quietly brings them a snack.
A mother sees her child watching TV while sad and sits nearby without speaking.
A sibling notices another is frustrated and tries to distract them with play.
Family members naturally gravitate toward shared spaces when the atmosphere is warm, and isolate when tension exists.
These moments don’t need commands or dialogue.
They happen because the Zois understand what’s happening around them.
The house should feel emotionally alive:
Silence can mean tension.
Noise can mean comfort.
Small gestures replace constant interactions.
This kind of awareness creates immersion.
It makes family life feel observed, remembered, and felt not just animated.

halcyon sand
halcyon sand
# wheat anchor Adding to this idea – emotional awareness & shared presence inside the home What...

I agree!

For the dialogue I mentioned, I was thinking if the kid is finally doing homework, the parents might quickly come check and there might be a dialogue above the parent’s head saying “Hmm, are they doing homework?” Or “You better be doing homework.” Or “Seems like they are doing homework.” Etc because it adds more details when they check on their kid, before the parents leave the kid to focus on homework.

#

Add these or fix these

  • Fix Zois are throwing items away that we brought or received! Give the player the ability to click the items we want to keep and click “Keep Item,” so zois DON’T EVER throw those items out (only items that isn’t picked to “keep” can be thrown)

  • We need assign closet because adults or kids are going into each others room to dress. I saw a adult zoi go into a kid’s bedroom to change with the dresser, instead of the adult’s own room where a dresser is already in there.

  • A zoi that’s using the toilet should lock the bathroom door automatically and the door will unlock when the zoi is not using the toilet. For public bathroom, the door entry to the bathroom shouldn’t be lock except for the bathroom stall’s door.

  • Being able to lock certain rooms from other zois in the house. (Though, if you are a criminal, you can lock pick locked rooms)

  • Fix zois randomly glitch on top table when calling zois to eat.

  • Fix the long pause and pink screen whenever we exit build mode.

  • Separate school for Adults and kids/teen.

halcyon sand
# halcyon sand You made me remember something. There’s a lot of clipping in InZOI, for example,...

I agree, the hair clipping is distracting.

@halcyon sand I also agree that we should have separated schools for the adults and kids. If the school becomes active, it looks odd to be seeing kids with adults in school. Kids can have their own small school if adding a full blown school is too much when the bigger schools becomes active. Teenagers will have a bigger school and for the adults, it will be the bigger schools too but not in the same building as the teenagers. Maybe teenagers and the smaller kid’s school will be closer to each other, where as the adult school isn’t? With that said, teenager’s height needs to be shorter than adults.

halcyon sand
#

Kjun, I have put my zoi population up to the max where I can see more zois, which it does work for a certain period of time, but for some reason, over time the total zois seen walking around slowly goes down where it seems like the population had returned to normal population and not max. If I check the settings population, it is still maxed out but there’s barely any zoi.. Is this a bug or due to the new update?

halcyon sand
#

The GTA fans that was previously in InZOI wishlist suggestions before it was removed and then they left, I just know they are celebrating with these new roadmaps now 😌 Thank you, Kjun for listening even though we are on different platforms to express our wants and Kjun still consider us. I am glad I came back and now is a voice for them.

fresh sand
candid roost
fresh sand
# crude flame Having family time: REAL FAMILY LIFE 🌞 Coming home and feeling it’s alive When...

I really love these family gameplay ideas where tensions and atmospheres carry over to the next day. It really takes realism and story telling to a whole new level.

I have never seen anything like this before apart from I guess games like RD2, where your actions are remembered and that effects how others react to you in the future, but even that is not as compelling and juicy as what you suggest. Love it! ❤️

This is what a lifesim needs! Especially what you said in the next post about children developing habits or personality based on the environment they grew up in.

Imagine lacking recognition often in childhood and then either becoming more of a loner/introvert, or instead craving to be the centre of attention (leaning more toward celebrity/fame occupations) as a teen/adult because of it.

This would be incredible!

halcyon sand
#

Zoi’s mouth animation needs to sync up with their voice when it plays! Zois should blink too and zoi’s face should match their moods.

tame sonnet
#

I always use iPad facial mocap when playing inZOI 😆

The eye tracking is really good, and it even blinks when I blink.

I just can’t stand that “dead inside” expression when my Zoi’s mood is actually fine.

Seriously, motion capture and animation division should be busier this year

halcyon sand
#

I feel like most people are probably going to wait until InZOI fully releases instead of early access, but anyways, I am excited for all the roadmaps, can’t wait. Thank you, Kjun.

halcyon sand
faint pebble
errant arrow
# hushed magnet Wow — it’s already 2026. It’s been a year since we last met. (Just kidding.😂 ) ...

Oh no, I just saw this news. I really dislike online or multiplayer modes in games because I only want to play single-player games. I’m feeling a bit disappointed right now and hope more single-player content can be added to enrich the gameplay. For example, the recent shop update is quite good, though it could still be improved further. What I love about life simulation games are the NPCs—they keep me company, provide the emotional connection I crave, and become an emotional anchor for me. I wish they could feel more like real people, with more soul and deeper functional logic on an emotional level. I really don’t like multiplayer modes—if I wanted that, why wouldn’t I just play an online game? I dislike interacting with real people.

Gosh, I need to go and be sad for a while. I’ll check back in maybe half a year or a year. Even though I haven’t opened Steam in a long time, I’ve always kept Inzoi in my thoughts. I hope there will be significant changes in a year, with better mod support and more diverse gameplay. And by then, maybe we won’t have to switch archives so frequently anymore.

오, 안 돼요. 방금 이 소식을 봤어요. 저는 온라인 모드나 멀티플레이어 모드를 정말 싫어해요. 저는 오직 싱글플레이 게임만을 원하거든요. 지금 약간 실망스럽고, 게임플레이를 더 풍부하게 만들 수 있는 싱글플레이 콘텐츠가 더 많이 추가되길 바랍니다. 예를 들어, 최근 추가된 상점 업데이트는 꽤 좋았지만, 여전히 더 개선될 수 있어요.

제가 생활 시뮬레이션 게임을 좋아하는 이유는 바로 NPC들 때문이에요. 그들은 저와 함께하며, 제가 갈망하는 감정적 연결을 제공하고, 제 감정의 지주가 되어줍니다. 그들이 더 현실적인 사람처럼 느껴지고, 더 많은 영혼을 갖추며, 감정적 수준에서 더 깊은 기능적 논리를 가졌으면 좋겠어요.

멀티플레이어 모드는 정말 싫어요. 그런 걸 원했다면, 그냥 온라인 게임을 하지 왜 이걸 하겠어요? 저는 실제 사람들과 상호작용하는 걸 싫어해요.

아이고, 저 잠시 좌절해 있어야겠어요. 반 년이나 일 년 후에 다시 확인해 볼 거예요. 스팀을 열지 않은 지 오래되었지만, 항상 Inzoi를 마음속에 간직하고 있었어요. 일 년 후에는 상당한 변화가 있어서 모드 지원이 더 좋아지고, 게임플레이도 더 다양해지길 바랍니다. 그리고 그때쯤이면 아카이브를 너무 자주 변경하지 않아도 될 거예요.

spare rain
#

Guys, please explain. Many people, like economists, claim that neither sales nor online activity matter, but then why is there such a trend… yes, technical pressure, mobile market, but… since inZOI’s launch, then DLC launch the stock has plunged almost by half in a steady downtrend? Why don’t investors want to go long, and instead only bears are fixing positions, unloading 196k in volumes? Maybe they need a way out of the downtrend, and for them the most obvious measure is to turn online activity into an upward trend?

-# (just a tip) after BF6 (open beta and full release), not Sims or any offline game, EA’s stock shot up from 150, broke its record high, and is still holding at 204

lusty comet
#

Because in the first roadmap there was mention of a repair shop I'd love the addition of visual car damage when you hit something!

Ps: for those who understand that the base game will still be worked on, we are really excited for multiplayer, and will trust the words that came out of the devs mouth themselves!!❤️

halcyon sand
# spare rain Guys, please explain. Many people, like economists, claim that neither sales nor...

InZOI downward slope could be due to the whole backlash about generative AI combined with lack of content. Online mode is a wanted feature but base game is also very important. All features are very important.

I don’t believe online mode will be removed. The Sim is InZOI competitor and if the Sim is going to turn online anyways, I think InZOI offering online mode balances the competition out.

halcyon sand
# lusty comet Because in the first roadmap there was mention of a repair shop I'd love the add...

@lusty comet Oh! I hope Kjun add those car crash details.

@thoughtlessspce I never even thought about that, that makes sense.

Kjun, Can we have counter top flips or small doors?? I don’t know what it’s actually called, but these flipping doors/small doors is used in shops so customers don’t go behind the counters, because they aren’t the workers . These small flipping doors are seen connected to counters where the workers stay behind and allow only employees to walk through it.

spare rain
# halcyon sand InZOI downward slope could be due to the whole backlash about generative AI comb...

I don’t think Sims plays any role here, even within EA it doesn’t set a trend, only BF6. It’s more about the gaming markets in China and India and positioning among them, PUBG Mobile (Krafton x Tencent, China), etc. AI‑First was announced on Oct 23, and there was a slight downward move then, but most of the generative AI buzz came with the actual release, and that’s when the stock went up. Yes, I can see the reason in R&D delays and overall competition + around the free DLC release, I see a correlation between sales/activity and the stock price, so I think, the faster they begin testing online and focus groups, the more likely the trend will reverse.

halcyon sand
# spare rain I don’t think Sims plays any role here, even within EA it doesn’t set a trend, o...

I was thinking that it would be a bad idea for InZOI to removed multiplayer just because some people online suggested it, while they ignore the thousands of people who wants it. I saw that the Sims previously planned a multiplayer for a new sim’s game or sim’s 5, but I wasn’t really up to date about the whole situation so I don’t really know what going on, but I was thinking.. in the case of competition, if InZOI and Sims are competitors, it would be unwise for InZOI to remove multiplayer if the Sims might add it. This only adds to what we all had discussed here, another reason for optional multiplayer.

For clarification, I am not saying Kjun will remove multiplayer, but this situation made me think

spare rain
# halcyon sand I was thinking that it would be a bad idea for InZOI to removed multiplayer just...

Yes, with the Sims anything can happen. They’re changing in one year what they’d been building for five, so they can mislead and outsmart anyone. With all this confusion, inZOI should stay out of it. Drop it. I was skeptical about this competition from the very beginning, and after all this my opinion hasn’t changed – Krafton has a different experience and market. The only thing I’m interested about EA is that multiplayer BF6 increased EA’s value by 25%. (UPD 30%)

halcyon sand
#

Robbers or Burglars should steal more than just money

Maybe the robbers/burglars can sometimes steal PC/laptop/tv/etc. When the robber/burglar is caught, the Police will return your items back that the robber/burglar took.

I hope we can make a deal or exchange with the robbers and burglars, which can prevent them from stealing our stuff, like pay them off or exchange something else.

crude flame
#

NPCs in inZOI can be thought of as people who live normal lives in the city. They work, go for walks, use transportation, go shopping, rest, and have fun—just like real residents.

NPCs’ daily life

They go to work or school at fairly fixed times, taking the bus, car, bicycle, or walking along crosswalks.

In their day-to-day lives, they handle common tasks such as buying groceries, going to the bank, walking the dog, using their phone, chatting on the street, or sitting at cafés.

They also have visible routines. Some enjoy jogging in the park, others skate or ride bicycles, while some prefer sitting at outdoor cafés watching the city go by.

What happens while the player is playing

Even when the player is not directly watching them, NPCs continue to follow their routines. They move around the city, enter and leave buildings, wait at traffic lights, use public transport, and go about their day.

The game can simulate different times of day—morning, afternoon, and night—changing the types of activities NPCs engage in. Mornings are busier with people heading to work or school, afternoons focus more on shopping and leisure, and nights bring bars, restaurants, and parties to life.

Some NPCs may react to the player by greeting them, asking for help, offering a mission, or even changing what they were doing when an interaction happens.

Feeling of a “living city”

To truly give the impression that everyone is living their own life, diversity is essential: children, adults, elderly people, parents with strollers, wheelchair users, cyclists, drivers, tourists, and more.

Small random events—such as road construction, street performers, an ambulance passing by, or someone running because they’re late—help reinforce the idea that the city exists and functions even without the player controlling everything.

crude flame
# crude flame NPCs in inZOI can be thought of as people who live normal lives in the city. The...

Home life of the Zois

Inside apartments and houses, they cook, eat, clean, rest, play games, study, watch TV, and take care of children and pets — just like in a cutaway house view.

Different rooms reflect different routines: someone rocking a baby, another person washing dishes, kids playing, an elderly person receiving mail at the door, people using wheelchairs or climbing stairs, and so on.

Showing both street life and home life makes the simulation feel much deeper. The city feels alive outside, while every window hides private routines and personal stories.
This means that when the player looks at a building, each floor can suggest characters with their own schedules, emotions, and problems inside their apartments — expanding the idea of a truly “living world”.

crude flame
# fresh sand I really love these family gameplay ideas where tensions and atmospheres carry o...

YES exactly this.
Memories that last, tensions that carry over to the next day, and children shaped by the environment they grow up in — not random traits.This would take lifesim storytelling to a whole new level. ✨ Parent Types in inZOI
Caring Parent

Always emotionally present.
Remembers snacks, activities, birthdays.
Responds to children’s emotions (comforts them when they are sad).
Gameplay impact: children are more confident, family relationships are strong, more happy moments at home.
Work-Focused Parent

Spends a lot of time away from home or focused on work.
May forget household tasks or child-related commitments.
Reacts practically but emotionally distant.
Gameplay impact: children become independent but may feel neglected; grades and behavior can be affected; family relationships tense.
Strict/Disciplinarian Parent

Rigid structure, clear rules.
Demands responsibilities from the child (homework, chores).
Can create tension if rules are ignored.
Gameplay impact: children are obedient and organized, but may feel pressured or anxious.
Laid-Back/Relaxed Parent

Little concern for routines or rules.
Enjoys playing and laughing with children, but may forget responsibilities.
Gameplay impact: children are happy and creative, but disorganized; conflicts arise from lack of boundaries.
Emotionally Unstable Parent

Mood shifts quickly (happy, sad, angry).
Children constantly need to “read” the environment.
Gameplay impact: children are sensitive or anxious; family relationships are complex, dramas emerge naturally.
Involuntarily Absent Parent

Absence not by choice, but due to external factors (travel, illness, stress).
Creates situations of alternative care, responsibility falls to the other parent or the child.
Gameplay impact: feelings of abandonment, need for adaptation, opportunities for overcoming stories.https://forum.playinzoi.com/t/topic/8865

crude flame
#

NPCs and Real Lives in inZOI: In inZOI, we don’t just play — we live. We explore detailed cities, meet NPCs with their own stories, form relationships, participate in unique events, and make decisions that shape our destiny. Every action impacts our narrative, and every encounter can become an unforgettable chapter.

Here, Zois are unique: they reflect our tastes, ways of living, and what we love or dislike. We aren’t all the same; our choices shape how Zois mature, change personalities, become responsible, or even revert to more immature behaviors. Some actions may seem impossible, but Zois evolve as we play. It’s a dynamic world where our creativity and choices define who our Zois are, how they grow, and how our stories are told. Every life is unique, and every journey deserves to be lived.

halcyon sand
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Fix Vehicle physics and add recoil
Something about the car in InZOI is that.. when you collide with a pole or anything, it kinda feels like your car is paused and not really from collision. I assume this is due to most things in the world not being able to break? But.. I also don’t think that is the case. Another thing is, I feel like your vehicle doesn’t have to touch a structure directly for it to cause a pause from impact collision. I don’t know how to explain it. I would advice Kjun to check GTA V out, see how driving against walls and small structures feels compared to InZOI, something feels off when it comes to InZOI car collisions, I don’t know how to put it into words? I don’t believe it’s due to stuff being unable to break during collision. Maybe, when a car collides with another vehicle or a wall, in other games, the car can still move slightly but in the case of InZOI, it kinda pauses your car unless you back up?

Go here to see what I mean with video:
#1456640333612847288 message

crude flame
# crude flame NPCs and Real Lives in inZOI: In inZOI, we don’t just play — we live. We explore...

Core Concept:
In inZOI, NPCs aren’t just background characters — they have their own lives, stories, routines, and secrets that unfold as the player interacts with them. Each Zois/NPC evolves dynamically, influenced by the player’s decisions and the world around them.

Key Elements:

Individual and Complex Stories:

Each NPC has a past, personality, traumas, dreams, and goals.

Secrets and relationships are revealed gradually, depending on interactions, trust, and choices.

Dynamic and Reactive World:

NPCs have daily routines (work, leisure, relationships).

The world reacts to the player’s actions: conflicts, reconciliations, parties, pursuits, and unexpected events.

Cities, farms, and environments evolve naturally with events.

Player Interaction and Impact:

Players can experience parts of the NPCs’ lives or simply observe.

Choices shape life paths, relationships, alliances, and romances.

Small details can trigger chain reactions, making each playthrough unique.

Immersion and Emergent Narrative:

A blend of everyday life, school, work, personal crises, and special events.

Side missions and interactions can feel like complete, standalone stories.

Each generation and family evolves over time, creating a living ecosystem within the game.

Inspiration from Other Games:

The Witcher 3 & Mass Effect: choices impact story and relationships

Red Dead Redemption 2: NPCs with routines and evolving cities

Watch Dogs 2 & HITMAN: NPCs with realistic, reactive, “living” behaviors

Persona: characters with their own lives, agendas, dreams, crises, and romances

To create a fully immersive and living world where every NPC matters, every decision counts, and every story is unique. Players can influence, participate, or simply observe lives unfolding naturally — as if they were watching a parallel reality within the game world.

halcyon sand
# halcyon sand **Fix Vehicle physics and add recoil** Something about the car in InZOI is that....

Kjun, okay, here’s a video explanation about the car collision I spoke of. Watch the video, see how the car collide with the wall and the big whitish structure with the big hole and see how the car doesn’t pause?? In InZOI if you collide into walls and structures, it pauses your car and limits movements of the vehicle, which doesn’t feel realistic. Take advice from this video. Cars recoil and bounce back when colliding, which InZOI doesn’t have and it makes the car physics in InZOI feel unrealistic in impact. (Apply bounce physic to all vehicles and limit pauses during collisions)

crude flame
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💔🤍 Story Mode: Relationships with Real Depth
🧠 1. Layered Relationships (not just a “love bar”)

No single bar.
Each relationship has emotional layers:

Trust

Intimacy

Admiration

Emotional dependence

Resentment

Fear of loss

👉 You can love someone… and at the same time not trust them.

🗣️ 2. Conversations That Matter (and stay)

Some conversations become key story events:

Confessions

Arguments

Promises

Secrets revealed

These moments:

are stored in the relationship’s memory

are recalled in future conflicts

change dialogues, tone, and behavior

“After what you said that night…” 😬

🧬 3. Trauma, Past, and Emotional Baggage

Every character carries:

Past experiences

Specific fears

Toxic or defensive patterns

Examples:

Someone who avoids commitment

Someone who gets attached too quickly

Someone who sabotages good relationships

👉 Love alone doesn’t “fix everything.” You have to deal with it.

⏳ 4. Relationships evolve over time (or decay)

Ignoring someone has real impact

Staying together out of habit ≠ being okay

Relationships can cool without explicit drama

Sometimes there’s no betrayal.
Just silence, distance, and emotional fatigue.

🔀 5. Ambiguous Choices (nothing is completely right or wrong)

Options like:

Tell the truth and hurt

Lie to protect

Stay or leave at the worst moment

No choice is “perfect.”
Each one creates a different kind of story.

🪞 6. How you treat yourself affects how others treat you

The game observes:

Self-esteem

Boundaries you accept

Emotional dependence

If you accept scraps, the world learns that.
If you set boundaries, you may lose people… but gain respect.

🧩 7. Relationships affect the world

Friends take sides

NPCs comment

The environment changes (home, routines, energy)

A heavy breakup can:

change ambient music

alter the emotional atmosphere of the house

unlock unique events

halcyon sand
# halcyon sand **Kjun,** okay, here’s a video explanation about the car collision I spoke of. W...

Ability to jump using space bar for more freedom
I hope we can have the ability to jump so we can move to certain areas better by taking short cuts. For example, jumping over a small fence by pressing space bar. Also when we are in the boats, I want to move to the sun bathing area ahead but.. because we cannot jump to go there, being in the boat feels enclosed. Ability to jump will allow more freedom.

crude flame
halcyon sand
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Kjun, since there will be a faithful trait, I will add that faithful zois will not randomly ask for a divorce unless the relationship turns really bad and unhealthy, to keep things realistic. I think divorce should not be completely too random, some should make sense.

crude flame
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💡 Zois Pose and Movement System

1️⃣ Direct interaction with the Zoi

Click on a Zoi → opens the “Poses and Movements” panel.

Basic pre-made options: sit, lean against a wall, use phone, cook, clean, dance…

You can also create custom poses, adjusting arms, legs, head, and body.

2️⃣ Personal animation library

Everything you create is saved in your personal library.

You can name animations: “looking at phone on the sofa,” “tired at the bus stop,” “gesturing while talking.”

Later, any Zoi can use these animations.

3️⃣ Automatic mode

The game reads pose tags (happy, sad, at home, outside) and applies them to Zois when performing those actions naturally.

Example: Zoi is “working” → automatically uses the “typing on computer” pose.

4️⃣ Motion mixing

Combine different movements: legs walking + arms holding a bag, or arms gesturing while sitting.

This generates thousands of unique variations without creating each one manually.

Why it’s powerful:

Zois have unique body language → each NPC feels like they have their own personality.

Cities and homes feel more dynamic → NPCs interact naturally.

Players become animators inside the game → simple but powerful animation creation without leaving the world of inZOI.

https://forum.playinzoi.com/t/topic/8903 https://www.youtube.com/watch?v=kg_O_3lBbCQ&t=339s https://www.youtube.com/watch?v=wXybmCSC9Wshttps://www.youtube.com/watch?v=ZLMosgIDo-Y

Hi hiii let me know what you think! If there are any questions or you're confused about anything please feel free to comment below and get you some help cousin!!!
#SecondLife #Photography

Graphic Preset tutorial i used: https://www.youtube.com/watch?v=vd2hyVlFTDk&t=292s&pp=ygUnYmxhY2sgZHJhZ29uIGdyYXBoaWNzIHByZXNldHMgamFpcmEgY2hl

Updates Graph...

▶ Play video
crude flame
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= 🏗 Construction in inZOI Inspired by Second Life

1️⃣ “Click and Build” Mode

  • Like in SL: click on the ground or inside a house → choose an object (sofa, table, plant, wall, decoration).
  • You can drag, rotate, and resize everything in real time.
  • Interface could be a HUD or side panel, but more integrated into the inZOI universe.

2️⃣ Objects and Interactivity

  • Each object can have its own actions: sit, open, use, interact.
  • Like SL, but inZOI could add smart objects that interact automatically with Zois (e.g., a chair that a Zoi sits on when passing by).

3️⃣ Creation of Public and Private Spaces

  • Houses, streets, cafés, parks → players can build and customize.
  • Decide if it’s your private space or open to other Zois and players.

4️⃣ “SL, but alive” Inspiration

  • Zois use constructions naturally → sitting, walking, interacting.
  • A mix of SL’s building mode with inZOI’s realistic life simulation.

https://www.youtube.com/watch?v=JurS1KE4Adk https://forum.playinzoi.com/t/topic/8904

Sorry i didn't get the chance to make it to where you guys could have this predecorated home.. maybe next time but until then, please feel free to hit me up to get your homes decorated!
#SecondLife #Decor

https://strms.net/hellofresh_theariellxo
Subscribe to HelloFresh and use my code POGHF143418 to receive 10 free meals + free breakfast for ...

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hushed magnet
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Hello everyone — it’s Wednesday. Doodle_Heart
This week brought a lot of discussion and differing opinions. Thank you, as always, for sharing your thoughts on our development. We truly appreciate both the support and concerns around multiplayer, and your feedback on what should come first for the game’s core priorities.
Before posting this, I didn’t anticipate so much worry — and it made me think I should have emphasized one point more clearly: the inZOI team is staying focused on the fundamentals. Multiplayer is being developed by a separate team, while the core inZOI team is dedicating the majority of our people and effort to improving the foundation of the life simulation.
Based on community feedback, we want to update you again on our major development topics — and more than anything, we believe it’s important to show real, visible improvement in inZOI. We’re also reviewing how we can deliver Fundamentals First updates more frequently, especially for players who’ve been patiently putting up with missing or inconvenient features.
This is the inZOI team’s key goal. Before investing heavily in new features, we’ve set our top development priority for 2026 as making existing features smoother, more complete, and higher quality.
It’s a new year, so we’ll work hard to show you an inZOI that keeps getting better. Beyond Fundamentals First, we’ll continue tracking your feedback, expanding our internal list, and staying committed to fundamentals. And we’ll share the list of improvements we’re working through more often.

Story Progression & Family System Improvements
Many of you asked us to restore story progression for inactive families and NPCs — and you emphasized that it’s essential to keep the town feeling alive through marriage, childbirth, and family tree growth. You also suggested having a toggle to enable or disable story progression.
We plan to build this with more control:
Per-family story options, so you can protect the families you care about
Adjustable intensity for normal/drama families, so you can control how strongly they participate in events
This will help bring life back into the town through marriage, childbirth, and family tree growth — and we will develop this with toggle options.
Birthday management 🎉
You also requested the ability to manually manage birthdays and host birthday parties. Right now, aging automatically happens at midnight, which many of you pointed out as a problem.
Birthdays are already in our development plan for this year. I’m sorry we added birthdays so late. We’re pushing internally to include birthdays before inZOI’s first anniversary — though the timeline may still shift slightly.

#

Skill System & Autonomy Controls
We’ve received suggestions to improve the HUD so players can view not only overall skill levels, but also more detailed performance indicators (e.g., number of books published, creation of high-value works, etc.), along with introducing an achievements system. We agree this is valuable, and we will reinforce these systems through internal discussion.
We are enhancing a meta system that summarizes what the player has accomplished and offers guidance on what to try next. This includes systems that record milestones such as how many generations you’ve raised, whether you’ve fully progressed a specific career, and more. By tracking player behavior and providing long-term goals, we aim to make content feel more connected and continuous.
To support this, we are planning development so that records go beyond simple checklists like memory or journaling—linking them with social systems as well. Some of these records may remain as platform trophies or badges to reflect your play history, while others will provide in-game rewards such as unlockables to strengthen motivation.
We also received feedback that Zois should be able to autonomously fulfill their needs, and that there should be autonomy control toggles for risky behaviors (e.g., betrayal, divorce, etc.). In addition, there were requests for a system that allows players to finely control whether autonomy is permitted for every interaction. We agree, and we’re preparing to develop these features.
That said, extremely granular control may be difficult to deliver immediately, so we plan to expand it in stages. We understand that feedback on this topic has been especially frequent recently, and we recognize that the demand for these options comes from concerns about issues in Zoi autonomous behavior within inZOI. We’ll work hard to improve it.

Multiplayer Development
Multiplayer is being developed by a separate team, and we’ve clearly communicated that it will not take resources away from single-player development — but many of you still shared concerns.
Some players believe multiplayer could help the game succeed, while others worry that focusing on multiplayer before core content feels complete could be harmful. We also received feedback about voice chat, permissions, blocking features, and more.
Multiplayer is being developed as an optional feature, and we’re building it so it can be enjoyed independently from single-player.
We believe all of this comes from how much you care about inZOI — and we’ll continue to focus even more on strengthening the single-player experience.

#

Modding Support & Script Modding Delay
Many of you were disappointed that script modding has been delayed to December 2026. This was a decision made to support the transition to Lua and ensure stability. I’m truly sorry about this.
One challenge is that as content grows, the amount of work required to support script modding also grows at the same time.
We believe modding is essential for the game’s long-term life and creativity. So first, we will prioritize:
improving the usability of the Unreal Mod Kit
providing more convenient, clearer guides
strengthening modding support overall

Everyday Life Feel & NPC Behavior Improvements
Many of you said immersion depends heavily on:
stronger autonomous behavior based on personality and relationships
realistic depiction of family emotions and daily routines
emotion-driven automatic reactions
a city that feels alive through diverse ages, jobs, and daily events
We’re continuously improving this, and we’re especially focusing on family daily-life interactions — particularly involving children and babies.
This week, we’re working on pillow fights in bed. We’ll keep pushing forward.

Other Requests
We also received many detailed requests, including:
improving elevator and stair modules inside buildings, and adding curved stairs
making cooking more realistic, adding the need for grocery shopping, and enabling cooperative cooking
improving city/world editing, empty-lot management, social relationship tags, transportation systems, and more

We always carry your support with us. We’ll keep strengthening the core systems, expanding modding support, and building a realistic and immersive life simulation — and we’ll do it with energy and care.
Thank you. See you again on Friday.
kjun Icon_Heart

royal tangle
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Thank you for all updates.Icon_Heart text_ThankYou 🥰

crude flame
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Hi Kjun, thanks for the update! 😍 It’s great to see that the focus is on the fundamentals and the life of the city — I loved the improvements to the family system, skills, and NPC autonomy. Can’t wait to see birthdays, realistic interactions, and all these little upgrades that will make inZOI even more immersive! 💖✨

rotund quail
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Dear kjun, thank you so much for update! A lot of goodies here, and I honestly cant wait for some of the things you mentioned. Great work! I hope you and your team have a wonderful rest of the week

unreal vessel
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Thank you so much for responding to the requests I left in such detail, I am excited for your story progression plans and beyond thrilled you're considering the option for us to be able to finetune autonomy for zois by ourselves. Also really love all you've planned in regards to achievements and pushing us to pursue challenge goals like completing specific careers and such. It'll help a lot to give us a sense of direction when we try to figure out what to pursue with our zois. Basically like bringing all those legacy challenges people have made in the past for other lifesims into the game!

I hope you and your team weren't too disheartened by the fiery discussion that happened in this thread. I think it definitely comes from a place of love for the game too, even if people sometimes forget to mention that.

waxen kernel
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Thanks for this update Kjun, and thanks for all your work ❤️

outer flint
# hushed magnet > `Skill System & Autonomy Controls` We’ve received suggestions to improve the H...

Im very excited about this especially because it allows for more freedom instead of limiting and I hope in the future we can toggle on or off these specific autonomous activities per household:

  • Pregnancies
  • Weddings, Marriages, & Engagements (it would be so cool to be autonomously invited to a wedding of another household or a birthday party where maybe theres specific "birthday party" locations and lots too!)
  • Set the mood autonomous toggle (and maybe even small change for an added kissing animation when accepting to "set the mood" and then cuddling in bed)
  • Choosing to move in with close relationships (friends, partners, close relative)
    And here are just some bonus event ideas:
  • "Confrontation" events where it turns physical if a zoi has an extreme enemy they arrange to "confront" them at a location and the zoi can decide to either smooth things over and agree not to speak again OR "physically confront" them lol
  • Engagement party
  • Asking to be girlfriend or boyfriend event- I would love it if there was more of a label for exclusive relationships outside of engagements where they could set up something special to ask their partner to be exclusive like a date or picnic
cedar relic
# hushed magnet > `Modding Support & Script Modding Delay` Many of you were disappointed that sc...

Hello Kjun,

✨ We saw in the roadmap that improvements are planned for “distance culling” , and we truly appreciate this. However, I would like to kindly ask you to consider removing the distance culling limitation or providing an on/off option for players with high-end PCs, and to prioritize this earlier if possible. The sudden disappearance or appearance of Zois and vehicles seriously breaks immersion and completely destroys the enjoyment of the game.

✨ Another important point, please: we kindly ask you to add separate makeup and hairstyle options for each outfit category as soon as possible. Giving priority to this feature would make us very happy and would greatly improve realism.

✨ Not seeing any mention of Turkish language support in the roadmap was a bit disappointing for me. Adding Turkish language support to the game in the near future would make us Turkish players truly very happy.

With love, @hushed magnet

spare rain
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Hello Kjun! Thank you for the update. Restoring Story Progression in the format of selected/followed Zoi Families with toggle options and event participation/notification frequency (something like that), oh, this is how I had envisioned it for many months (early brainstorms/forum posts etc.) Thanks for enduring all that pressure throughout the brainstorm, sticking to your goals, convincingly laying out your position and, in return, emphasizing the priorities of fundamentals and the requested improvements. Of course, I never thought you’d back down, it’s clear that multiplayer is strategically important for positioning the game in the market and its potential success, but it was a bit nerve‑wracking. With all that going on, I even forgot what I had asked, and there’s still plenty of interesting stuff to dive into. Once again, best of luck in 2026!

twilit veldt
# hushed magnet > `Modding Support & Script Modding Delay` Many of you were disappointed that sc...

Hi Kjun! Thank you so much for this update. Please know that we truly do appreciate the efforts you and the development team always try to achieve to make InZoi a better game. ❣️

I'm excited to see what you'll show us on Friday 😁💕 As always, please don't overwork yourselves! I know how tough it may be to cater to as much feedback provided from players as possible. We encourage you to do what you think is best for you, the development team, and the game itself.

Best of luck for 2026, and have a lovely day 🌹

knotty bluff
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I love that you are working on pillow fights. I’d also like to suggest for children to be able to build pillow forts and they can hangout and watch movies, play a game or just simply talk to each other. A small water park for children would be nice as well. I think it would also be a cute interaction if children could go sleep in their parents bed as well if they had a nightmare.
Also if we could get more interactions for bed, such as reading a book, being on our phone, using a laptop.

fresh sand
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Thanks for the update Kjun! I agree it's nice to see that the focus is back on the fundamentals and the majority of resources are going into building a strong foundation first and foremost as without this nothing else truly matters.

I can't wait to see the progression moving forward! I see myself playing much more frequently once script mods arrive! ❤️

grizzled trench
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Hello @hushed magnet
Thanks for those updates.

After playing for a while could you take in consideration those things :

  • Moods :
    The mood system for the Zois is not a bad idea in itself, but there is a recurring issue with temporal mismatch between when an event happens and when its emotional impact is reflected in the mood. Some events should clearly have a stronger affective weight than others. For example, a Zoi being happy because they ate or read a book they enjoyed should not outweigh the impact of being arrested by the police after vandalizing a vending machine. It breaks immersion if such a major event only affects the Zoi's mood several hours later. What seems necessary is a hierarchy or priority system, where certain events override lighter mood modifiers, closer to how emotions work in real life. Right now, the delayed accumulation of moods feels strange and undermines coherence.

-Smart Zoi :
This point feels particularly important. The Smart Zoi system is impressive: the thoughts can feel very human, nuanced, and alive. However, these thoughts often have no visible impact on the Zoi's mood, which creates a strong dichotomy between what the game shows through thoughts, desires, and ambitions, and what the mood system displays. It can feel like the Zoi has two separate personalities. For instance, a Zoi who is ambitious, wants to create the best painting, and fails might show stress and sadness in their thoughts, yet still appear happy in their mood because they ate or read a book. There is no feedback loop between cognition and mood. I wonder if there could be a way to link Smart Zoi thoughts to the mood system, or another mechanism to avoid this split ?

(1/2)

halcyon sand
wheat anchor
# hushed magnet Hello everyone — it’s Wednesday. <:Doodle_Heart:1357610874243907654> This week ...

A very inspiring update! Thank you for prioritizing 'Fundamentals First.' This is exactly what gives us confidence that inZOI will become the true successor to deep life simulation.
My biggest hope for 2026 is to see a breakthrough in 'Family Warmth' and Emotional Synergy. I dream of a game where characters aren't just following commands, but acting as a single, cohesive fabric. We look forward to seeing spontaneous AI behaviors and unscripted dramatic scenarios that unfold naturally, making us feel like we are watching a realistic cinematic masterpiece.
We crave that deep immersion where family members instinctively react to one another’s emotions. Please keep pushing for that 'soulful' simulation. We believe in your vision!"

outer flint
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Would it not be super easy to turn all of the active lots into active career options? Like the pre built community stores and clubs and stuff and it wouldn't have to be too complex with a bunch of tasks and stuff but just having them all be open to apply to as simple active careers would be nice as well im just not too sure of the technical side of it...

grizzled trench
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(2/2)

@hushed magnet Here are my next feedback :

  • NPC behavior outside :
    I really like that NPCs can initiate conversations, but the balance feels off. When my Zoi goes somewhere like a library, having four or five Zois approach and talk at the same time feels overwhelming. Often I want either to stay alone, quietly reading, or to talk to one specific Zoi I choose. Instead, other Zois constantly interrupt or join the conversation, and I end up in multiple social interactions I did not intend to engage in. It would be great to have clearer control: either an easier way to decline interactions, or a system that lets me commit to a single conversation without others intruding. Right now it feels less like social agency and more like being constantly swarmed, which breaks immersion.

  • Driving :
    Would it be possible to add a navigation feature, for example via the smartphone, similar to a Google Maps app? When my Zoi is driving a motorcycle, having the destination visible would help a lot. This would avoid driving in circles or having to memorize the entire map, while still keeping the map visible during navigation.

  • Conversation system :
    This is something I have mentioned before. I would really appreciate more progressive conversation choices instead of all options appearing at once. The current system feels overwhelming and often disconnected from the situation. For example, right after meeting a Zoi for the first time in a library, I can suddenly talk about fitness or declare that I am unhappy, which feels incoherent. Conversations could be more context-sensitive: linked to the location, the Zoi's current mood, and the fact that this person is still a stranger. A more refined progression would create a clearer conversational game loop, where choices feel situationally meaningful rather than arbitrary.

Thanks a lot !

unreal vessel
#

Kjun and team, I want to talk to you about something I've seen posted many times in the Inzoi subreddit, and we've also talked about it here on the discord: the genetics system really needs to be improved.

In order to make sure our Zois pass down their genetics in a way that is satisfying for long multi-generational gameplay, I believe the following factors need to be addressed:

  1. facial presets need to be more consistent when switching genders, so that the same Zoi doesn't look completely different when switching their gender around. They should have the same 'slider values'. A soft nose on a female Zoi should translate to a soft nose for the male version as well, and so on.

A lot of people have posted images of their Zois genderswapped on the discord, where these Zois turn into completely different people with different features, like sudden square jaws, large hooked noses, or chin dimples that weren't there before, or different eye shapes. These 'genderswapped' looks can be passed down onto a child that is the opposite gender of the parent, making it so the child doesn't look like either parent at all (examples attached).

  1. Genetic pass-down needs to be regionalized. Get your mom's nose, your dad's eyes, your mom's lips, that sort of stuff. Create nice mixed facial features from both parents. Right now it seems like kids mostly get one parent's entire face presets with only some very minor changes.

  2. Zois genetic coloring should be persistent, even when they change hair/eye color later in the game. Right now, a middle-aged zoi with semi-grey hair can give birth to a child who will inherit their grey hair.

(I'll repost this on the friday dev update to make sure it reaches you properly).

Sources:
https://www.reddit.com/r/inZOI/comments/1pvqijf/how_inzoi_genetics_really_work/
https://www.reddit.com/r/inZOI/comments/1q5rqbw/genetics_system/

Reddit

Explore this post and more from the inZOI community

Reddit

Explore this post and more from the inZOI community

halcyon sand
unreal vessel
hazy temple
#

Reading this, I couldn't help but notice how the skill and meta systems feel a lot like RPG character stats and progression, but applied to life instead of combat. Higher skills here aren't just about power, they unlock deeper experiences, recognition, and long term impact. I think this is a brilliant direction for a life sim. The way achievements, records, unlockables and guidance shape progress into a meaningful life trajectory really adds to motivation, guiding players toward content they'e earned, much like how in RPGs, higher levels naturally open up higher level challenges.

I look forward to testing multiplayer when it's available, so I can provide better feedback! Honestly I love how Inzoi is shaping up to be a game which supports dynamic playstyles, and not afraid of exploring new possibilities

drowsy mural
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A click and drag feature would greatly benefit the game. Being able to help our zois clean up and store things in the fridge, garbage, or storage units should be implemented <3

light plover
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@unreal vesselGenetics is very relative; what never fails is the father's/mother's ear.

void patrol
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Dear Devs, plz listen to players outside of discord too, then you wouldn't have to be so surprised about how many of us worry about adding Multiplayer to inZOI (right now).

I started a poll at the forum about multiplayer, and while my usual polls only get ~10 voters to participate, the one about multiplayer got 39 voters. That's not much compared to discord/reddit, but players do have valid concerns.

46% don't want Multiplayer at all
28% want to try, but LATER when the game is more fleshed-out
and only 26% want Multiplayer as it is planned atm

If you are genuinely interested what players think (I'm talking about all players, not the loudest and not only those on discord and reddit, please add polls/surveys for all players to the ingame lobby.
To give a voice to every player.
Not everyone is confident enough to post on social media - but everyone deserves to be heard.

vestal sonnet
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Did he said “pillow fights on bed”? That’s awesome, i do hope that the animation is actually long and not 3 seconds lol..

Another thing i wanna mention is the current graphics of the game, i noticed it has been significantly downgraded?.. i play on a Macbook and the medium settings looked actually pretty good, but now after the update the graphics looks crusty 😭 (sorry devs, sorry kjun).. i also noticed with other people’s game, not only in mines.. i also don’t recall that you guys actually let us know the game graphics would be downgraded which would be better if you guys actually communicated this with us.. will the better graphics return?

fresh sand
dusky sorrel
#

Hello @hushed magnet,
First of all, thank you for listening to the community and for your continued commitment to improving inZOI’s core systems. It truly means a lot to many of us.
There is one feature I would really love to see added and improved: baby customization and the infant life stage.
Please consider adding the ability to edit babies in Create a Zoi, where we can:
change their clothes,
customize their appearance,
and optionally choose a slightly older-looking baby model or add another life Stage, between the Babies and the children, idk.
At the moment, the only real difference between a newborn Zoi and a baby Zoi is that newborns stay in the crib while babies do not. Visually and functionally, they feel almost the same.
Also, it feels quite unrealistic that babies are placed on the floor. In most European households, infants do not sleep on the floor — this breaks immersion and makes the life stage feel unfinished.
Improving this part of the life simulation would greatly enhance realism, emotional attachment, and overall gameplay depth.
Thank you so much for your time and for continuing to build something special.

lament relic
# dusky sorrel Hello <@1168780020643270657>, First of all, thank you for listening to the commu...

Hi Kjun,
Adding onto this: I would like all lifestages to be added to CAZ. (Infants, toddlers, and adolescents)
I didn't see you mention anything about changing the bodies and heights of toddlers and adolescents.
All lifestages should feel and look unique. Right now infants, toddlers, adolescents, and elders feel unfinished compared to other lifestages.
I know the roadmap aims to further develop babies, toddlers, and children but I feel adolescents have been left out. I really hope that eventually all the lifestages feel fleshed out.

void patrol
#

Dear Devs, the graphic issues have been addressed by so many players over months now, it has really gotten worse.
Please acknowledge these issues and prioritize features that already worked well, it shouldn't be that much of a hassle since the graphics already have been great months ago.
If you have to downgrade the graphics for lower-end PC's, consoles and multiplayer, please add such options to the settings so players with mid to high end PC's don't have to suffer.

signal sun
#

Please allow me to reverse the clock on my zois 😭 allow full edit mode in caz so I can change the age of my zois 😪

round bronze
#

Thank you, Kjun. It is a shame that you had to explain once again that the optional multiplayer feature will be developed by a separate team and will not take any resources or priority away from the single-player experience. It is unfortunate that some people reacted so strongly over nothing. I want you to know that you and the entire inZOI team are appreciated, and please do not let the negativity stress you out. Also, would you consider releasing ModKit support for Unreal Engine Blueprints in the meantime while the community waits for Lua support? ❤️ Kjun_Heart text_ThankYou

heady atlas
round bronze
#

PS: I hope the Story Progression toggle allows unplayed households to opt out of unwanted babies but still allow drama. I love drama, but I don't want my Zois having babies when I'm not controlling them because I play rotationally, and unplanned pregnancies ruin my gameplay experience. I say this to emphasize that I hope the toggle isn’t just on or off but fully customizable so you can opt in for certain things while opting out of others for each family. Thanks again! 💗

pale ermine
#

Thank you for being so transparent, Kjun! I love that you are thinking of just about everything (e.g., people who love multiplayer gaming and small details like pillow fighting).

I don't know if people have already suggested these things, but here are some ideas for the future school system & child/teen life:

Academics
• Class Mini-games: Interactive puzzles for Math, Science (lab mixing), and Art.
• Teacher Relationships: Grades and discipline (Detention/Extra Credit) are influenced by student Zoi's relationship with teachers.
• Electives & Group Projects: Choose paths like Robotics or Cooking. Some collaborative projects require meeting at the library or home.

Social Life & Reputation
• Club System: Join teams (Sports, Chess, Drama) with unique mini-games and skill boosts.
• Reputation System: Become a Jock, Scholar/nerd, or class clown. This dictates how Zois treat you at school.
• School Events: Interactive Proms (with "Prom-posals") and Science Fairs to earn awards and grades.

Teen Milestones
• Part-Time Jobs: Working at an arcade, or becoming a tutor or cashier at a store to build skills and earn income.
• Responsibilities: Driving tests are required to unlock driving for teens; College applications/Trade school paths for Seniors.
• Yearbooks & Photos: Interactive yearbooks with messages based on your reputation, along with Picture Day moodlets.
Parent & Family Integration
• Active Parenting: Parents attend conferences, sign permission slips, and can be chaperones at school events.
• In-depth School Transportation: Carpooling mechanics that can lead to being late, or riding the bus where seating choices affect social standing.
Immersive Field Trips
• Full mechanics for trips to Museums, Aquariums, and Nature Centers including permission slips/fees and scavenger hunt mini-games.

Btw, the field trips are for all school grades, not just high school.

You guys in the chat can repeat these ideas if you'd like, in case they don't get seen.

austere surge
hasty edge
#

Thanks again for updating us Kjun. I really am not into multiplayer to be honest. Not in a life simulation game at least. So talks about it does not one bit interest me. I rather focus on needed improvements/bug fixes and adding more to the game and I love telling my own stories and having that family connection game play. So I am glad it is a separate project for those who are interested in it. I understand it won't take away from single player/base game focus and I like that. As long as everyone is happy! I do however really hope we can build more than just residental property. I hope soon we can build and choose lot types and this is a huge request from me because I can see myself playing for hours just building different public lot venue types. If any of you played sims you know what I mean by this. I would love to see this in Inzoi. I also would love to see a mountain map so my Zois can go camping and hiking in the summer, fish in the lakes, view waterfalls and wildlife, buy a cabin and maybe have a ski resort for winter sports as it snows in winter! I look forward to continue seeing what this year brings and the future as Inzoi grows ❤️

halcyon sand
# void patrol Dear Devs, plz listen to players outside of discord too, then you wouldn't have ...

Why are we deceiving people? The poll you add, has under 30 people voting. There 3,000 people who wants multiplayer that was posted here as evidence. Are we now ignoring them?

Edit: I am so done with this debate. Even after Kjun clarified, some people are still thinking that base game isn’t the focus and think multiplayer is the only. Why do people not read properly? Anyways, I’m glad Kjun looks at other platforms, because so many want multiplayer and multiplayer has a separate team working on it.

halcyon sand
tame sonnet
#

I just noticed npc can carry handbag

It would be cool if female (player) also can carrying handbag with feminime animation/motion while walking, quick touch up, check phone & more

knotty bluff
#

Looking back at the roadmap again. I think a few things that could be added to the kpop career, is fan signing events, groups getting fan mail ( that we could actually respond to), and if you really want to make it realistic and this is more for later on when we have more cities, is to actually have groups go on tour and they could stay in each city for maybe 4-5 days. Having merchandise for groups would be cool, especially if we can customize them. Having collabs with npc groups or individual artists. Maybe even the option once enough fame is achieved for the group to have their own perfume, clothing or makeup line. Maybe even rabbit hole events like going on tv shows or podcasts. Possible awards show for all musical groups/ individual artists in the future?

Regarding prison, I love all what is planned for it and it would truly add so much to it. I’d like to suggest vocational training in areas such as welding, IT, automotive, plumbing, woodworking. Also classes for life and social skills such as anger management, financial literacy, conflict resolution, parenting skills. The option for prisoners to purchase personal items. Also having multiple prisoners in the room rather than just the zoi we’re playing as and the one npc, and if fights could break out at random occasionally I think that would add a lot of realism. Either way I’m happy with all the changes to come

charred quarry
#

Development Suggestions for inZOI (Roadmap Feedback)

  1. Adaptive AI Based on Player Behavior
    I would like to suggest developing an AI system where Zois gradually learn and repeat patterns based on the player’s actions. This would allow Zois to adapt to each player’s playstyle over time, creating greater individuality and making each save feel truly unique.

  2. Rework or Remove “Small Talk” Interaction Tab
    I kindly ask for the removal of the “small talk” tab, or at least for all dialogue options to be centralized in a single dialogue system. Currently, small talk slows down relationship progression and makes social interactions feel unnecessarily fragmented.

  3. Events vs. Organic Life Situations
    I noticed that the game will feature planned events. However, situations such as burglaries or grandparents visiting grandchildren should not be scheduled events.

Burglaries are never planned in real life and should happen organically.

Grandparents should be able to visit spontaneously, without scheduling, just like surprise visits.

Similarly, classmates could come home with a playable Zoi after school without prior planning.
Restricting these situations to planned events would significantly reduce immersion.

  1. More Physical Affection for Couples
    I strongly request more affectionate animations and physical contact between couples. At the moment, this aspect feels lacking. Additionally, more immersive and well-developed bed scenes for intimate moments would greatly enhance realism and emotional depth.

  2. Expanded Ghost Gameplay
    Ghosts currently have very limited and repetitive interactions. I suggest adding more mission types, objectives, or unique activities for ghosts to prevent gameplay from becoming repetitive and boring.

  3. More Ambitious Ambitions
    Ambitions should be broader, more challenging, and more meaningful. Their rewards should provide useful bonuses that actively impact gameplay and interactions, rather than feeling purely symbolic.

charred quarry
#
  1. Exclusive Ambitions for Children and Teenagers
    Please consider adding age-specific ambitions:

Children: getting excellent grades, making many friends, completing school projects, learning new skills.

Teenagers: academic success, social reputation, hobbies, or early career-related goals.
This would make early life stages more engaging and purposeful.

  1. New Personality Trait: “Clumsy”
    I would like to suggest a new personality trait: Clumsy.
    This trait could cause:

Objects, appliances, and vehicles to break more easily when used by the Zoi.

A higher chance of cooking terrible meals due to carelessness, even if the Zoi is a skilled cook.

Increased chances of accidents, such as starting fires unintentionally.
This trait would add humor, challenge, and emergent storytelling to gameplay.

light plover
#

Six months after the new implementation of UE 5.6, I would suggest reconsidering whether it would be more ambitious to jump to version 5.7 of Unreal Engine. The numbers speak for themselves: 80% of the ecosystem of games like The Sims, Second Life, and IMVU revolves around character and clothing design. It's a microcosm of users who become designers thanks to modders and the games that allow them to contribute their bit in terms of modifications, not just architectural ones. If we look at how modding websites fluctuate, we can see that modifications range from hair and clothing to jewelry, with clothing modding being the most common among users. Investing in an ecosystem like the one Metahuman offers for UE 5.7, where the workflow is 90% automated, simplifies the entire process from avatar selection onward. All creation workflows are ready to use, and users can make changes by following a user guide, making the process easier and avoiding confusion. Crucially, validation is automatic; there's no need to rely on third parties to validate the asset, as the system itself validates or rejects it if the correct steps aren't followed. The system is 99% functional within Unreal Engine 5.7, with the remaining 1% requiring the use of other tools like MD, CL0, Blender, Maya, etc., for asset creation. What do the partners think?

round bronze
#

Why do some players keep harassing Kjun about multiplayer? He has already explained multiple times that it is an optional feature, being developed by a separate team, and it will not take any resources or attention away from the single-player development. I am indifferent since I do not plan to ever use it, but some people do want it, including the president of South Korea, who personally requested it in the game.

This is not a hill to die on and development is not going to stop. Please let it go and stop stressing the team over a non-issue that has already been clarified numerous times. 😭

knotty bluff
# vestal sonnet Did he said “pillow fights on bed”? That’s awesome, i do hope that the animation...

Try updating your dlss to 4.5, I’ve seen a few people post about it on Reddit saying that the graphics look better, no grainy hair, little to no ghosting as well and even boosted fps

First make sure you're signed up for the Nvidia app beta for the new update in the settings tab (settings --> about --> opt in to access beta) since technically DLSS 4.5 doesn't come out until the 13th. Then go to graphics --> InZOI, scroll down to Driver Settings, look for the option called DLSS Override - Model Presets, click it, and select the "Latest" option. Hit apply and you're done.

faint pebble
#

Can we have 2k body and clothes textures? I noticed large piece of clothes tends to have slightly blurry textures. As body have larger UV having the same texture size as head doesn't make them appear even in clarity (like the beanie vs. coat). Also details normal map overlay on both skin and clothes is nice to have, like skin pores and cloth fiber.

distant umbra
# halcyon sand Why are we deceiving people? The poll you add, has under 30 people voting. There...

At this point, anyone continuing to push back is just trying to push an agenda, one that will fail so long as the devs can see for themselves those who are interested in it. Outside of already dedicated spaces, it's not too infrequent to see enthusiasm at the idea (or indifference) before outright hostility at the implementation, sparking interest in plenty who already had their eye on it, but might move more at the idea.

exotic yarrow
#

Why can't we react to comments anymore? Why remove it. Some good ideas/concerns needed to be highlighted.

hallow oyster
spare rain
hallow oyster
knotty bluff
hallow oyster
halcyon sand
hazy temple
#

It's no longer just a concern, it comes across as mistrust toward the devs, and a lack of respect for their decision, as if they hadn't already thought it through carefully and needed players to warn them that what they're doing is wrong.

tame sonnet
#

I’ve played for hundreds of hours, and when I look back at my screenshots, I’m still amazed by how stunning inZOI’s graphics are.

Because of that, it feels like a waste of potential if the game continues to rely on shallow or low-quality animations. With visuals this realistic, animation quality becomes extremely important.

I really hope core animations can be reworked and prioritized early on. Using the Krafton motion studio more frequently would make a huge difference and help the game fully reach its potential.

lethal jay
# void patrol Dear Devs, the graphic issues have been addressed by so many players over months...

Thanks. The blurry cars that only become clear right in front of the player character are now a major annoyance. I think it won't matter what they do; if they don't fix this, the majority of players won't accept the game. I love the game, and I can clearly see the graphical differences after the last update. Even the NPCs look flatter somehow. Less depth, more cartoonish, and blurrier in the distance. Some backgrounds are fuzzy, certain skyscrapers in the background look melted, but that was already the case before. I also understand your concerns about multiplayer. Because if they neglect the graphics like this, possibly in favor of multiplayer or because of weaker graphics cards, then I'll still love the game, but I don't see a bright future for it.

lethal jay
#

One more note for the developers. A Ferris wheel is a kind of landmark for a city and should be visible from everywhere. Which is not the case in Bliss Bay.

knotty bluff
# lethal jay Thanks. The blurry cars that only become clear right in front of the player char...

Kjun already said they would work on improving graphics. I also suggested to someone else to update their Dlss drivers to 4.5 as I saw a few people say how it made their graphics sharper, little to no ghosting, hair was no longer grainy and some even had boosted performance. I updated my drivers and I can honestly say I don’t have the grainy look indoors in the corners anymore or any ghosting and the hair really does look much smoother

kindred galleon
#

Hello @hushed magnet and thanks for the update!

My main concerns with inZOI at the moment are:

  • Actions are way too fast. Every action is too quick, for example, yoga. It takes like 5 in game minutes. Meditation same thing. Every kind of exercise, really, but not only that. Play guitar too. If I put my zoi to "Practice", I want him to practice and not play a while and drop it.
  • To fix this, when the zoi is doing an action that can improve a skill, should have a way to toggle so he continues until the Skill point is gained.
  • Or, it could be tied to emotions. So let's say it the zoi is feeling focused, he will do actions for longer.

While on the subject of Skills:

  • Even with actions being so fast as they are now, skill gain is too fast. My zoi can become a guitar professional in one week. I know this is a game and it will never be completely realistic, but, I think it would be nice to have a system such as:
  • Skills from lvl 0 to 5: You can raise them just as it is know, simply by doing the action.
  • But from skill lvl 6 to 10, each skill point should have a "challenge". Let's say Guitar for example, to go to lvl 9 to 10, you should have played at least X hours, and read X books, or researched on the internext X times (could be a new gameplay option, search for online videos about the subjects, as if he was looking in "youtube").
lethal jay
# knotty bluff Kjun already said they would work on improving graphics. I also suggested to som...

Thanks for the tip! I'm aware it's not easy for the developers. But I'm a little worried when Kjun says he'll take care of it. Since he's so focused on people's wishes, I'm afraid he might lose sight of the core product at some point. Because I edit the inZoi Fandom wiki, I can clearly see the differences from update to update and how the team tries to please everyone. For example, people wanted more event lots, and it was implemented. But look at the additional buildings; they seem crammed into the street, out of place, and rather bland. Here's an example: https://inzoi.fandom.com/wiki/Neon_Tides_Nightclub Perhaps all of this will be adjusted. But for me, the core product is an open world and realistic graphics. These are inZoi's strengths. They shouldn't neglect them.

marsh echo
#

Dear @hushed magnet ,

Previously, you mentioned that the game would eventually include the ability to swim underwater using WASD controls, but this feature wasn’t mentioned anywhere in the 2026 roadmap.

Many players are really looking forward to this. I’ve personally answered this question many times in YouTube comments, explaining that you had promised to add underwater control in the future.

If you happen to read this message, could you please clarify in one of your future posts whether this feature is still planned, or if you’ve decided not to add it?
For me, this is one of the most anticipated features.

Additionally, if controllable underwater swimming is added, it would make a lot of sense to also introduce scuba gear, with the option to buy it permanently rather than only renting it for a limited time.

hazy temple
#

Kjun, I remembered you shared a video showing a zoi reacting surprised within a green radius of a zoi when walking into washroom. So I thought of exploring this AOE Concept.

Idea: Treat actions in a life sim as AOE effects that influence multiple characters, spaces, or systems simultaneously, similar to RPG spells but for emotions, skills, and relationships instead of damage.

  1. Social AOE (Emotional & Relationship Effects)
    Concept: Player actions affect the mood and relationships of multiple NPCs at once.
    Examples:
    Telling a joke at a party → boosts mood for everyone in the room.
    Arguing loudly → reduces relationship points for nearby NPCs.
    Hosting a successful event → raises reputation or long-term social influence.
    Implementation Tip: Define a "radius" based on room, building, or social group; effects can weaken with distance or familiarity.

  2. Environmental AOE (Space-Based Influence)
    Concept: Changes to the environment influence all characters who interact with it.
    Examples:
    Cleaning a room → increases comfort and hygiene for all who enter.
    Decorating an area → provides passive happiness buffs over time.
    Fire, mold, or noise → debuffs mood or stress for nearby NPCs.(we already have reactions to fire)

  3. Skill & Knowledge AOE (Learning Spread)
    Concept: Skills and knowledge propagate to multiple characters at once.
    Examples:
    Teaching a class → all students gain skill XP.
    Public speech → persuasion or inspiration boosts for listeners.
    Role modeling → passive inspiration buffs to nearby characters.
    Implementation Tip: Use range, group size, or attention as the radius; effects can be temporary or accumulate over time.

  4. Emotional Contagion (Status Effect Spread)
    Concept: Emotional or behavioral states can spread between NPCs in proximity.
    Examples:
    One stressed NPC → raises stress levels for nearby characters.
    Romantic or joyful atmosphere → increases flirt or social interaction chances.
    Panic or excitement → spreads quickly in crowded areas.

marsh echo
#

Dear @hushed magnet ,

There is currently an issue in the game where we cannot control the duration of actions.

As an example, I’ll use reading books. Right now, I have to click the book more than five times just to read it properly. Each time, the character stands up and puts the book back on the shelf, and I have to interrupt the action quickly, click the book again, and select “Read” once more.
This looks awkward and feels very tiring from a gameplay perspective.

I’ve created a simple design concept showing how action duration selection could work. By allowing players to choose how long an action is performed, you would also solve the issue of overly short animations, which many players are currently complaining about.

I strongly believe this feature should be one of the top-quality-of-life priorities when it comes to controlling Zois and managing gameplay flow.

kindred galleon
# marsh echo Dear <@1168780020643270657> , There is currently an issue in the game where we ...

Yes this is exactly what I was speaking a few messages above!
I really liked the concept in your image.

Here is my message:

My main concerns with inZOI at the moment are:
Actions are way too fast. Every action is too quick, for example, yoga. It takes like 5 in game minutes. Meditation same thing. Every kind of exercise, really, but not only that. Play guitar too. If I put my zoi to "Practice", I want him to practice and not play a while and drop it.
To fix this, when the zoi is doing an action that can improve a skill, should have a way to toggle so he continues until the Skill point is gained.
Or, it could be tied to emotions. So let's say it the zoi is feeling focused, he will do actions for longer.

While on the subject of Skills:
Even with actions being so fast as they are now, skill gain is too fast. My zoi can become a guitar professional in one week. I know this is a game and it will never be completely realistic, but, I think it would be nice to have a system such as:
Skills from lvl 0 to 5: You can raise them just as it is know, simply by doing the action.
But from skill lvl 6 to 10, each skill point should have a "challenge". Let's say Guitar for example, to go to lvl 9 to 10, you should have played at least X hours, and read X books, or researched on the internext X times (could be a new gameplay option, search for online videos about the subjects, as if he was looking in "youtube").

hazy temple
#

Zoi Skill System: Focus & Cooldown

1. Focus Bar
Concept: Zoi has a finite mental/physical energy called Focus, which depletes when performing skill actions (reading, fitness, crafting, etc.).

  • Mechanics:
    Focus ranges from 0–100. Can increase with bonus buffs or special traits. Performing a skill action drains Focus over time (e.g., 5–15 points per session depending on intensity/duration). Focus regenerates naturally over time, faster if Zoi rests, eats, or does relaxing actions.
  • Effects:
    High Focus → XP gain bonus or chance for "critical learning moments" (e.g., extra XP or inspiration).
    Low Focus → reduced XP gain, slower skill progression.
    Focus depleted → Zoi stops learning and needs recovery (preventing AFK farming).

2. Skill Cooldowns
Concept: Each skill has a cooldown timer, preventing continuous repetition and forcing meaningful pacing.

  • Mechanics:
    After completing a skill session, that skill enters a cooldown before Zoi can gain full XP again.
  • Cooldowns can scale with Zoi’s level:
    Higher level → longer cooldowns the closer to mastery.
    Lower level → faster recovery, encouraging variety of skills.
  • Benefits:
    Prevents AFK skill farming.
    Encourages players to rotate skills and engage with multiple activities.
crude flame
#

🧠 PERSONALITY DRIVES EVERYTHING

Each Zoi has traits, desires, and limits.
This changes how they love, argue, work, and raise children.
Not everyone reacts the same → just like real life.

❤️‍🔥 RELATIONSHIPS EVOLVE OVER TIME

Friendships cool down.
Romances change.
Cheating, jealousy, reconciliation.
Decisions have long-term consequences.

👨‍👩‍👧 FAMILY WITH EMOTIONAL WEIGHT

Children grow shaped by their environment.
Memories stay.
Family conflicts don’t just disappear.
Generations carry old stories with them.

🏙️ A WORLD THAT NEVER STOPS

NPCs live even when you’re not watching.
People age, change jobs, start families.
The city reacts to what happens.

🎭 NATURAL DRAMA, NOT FORCED

No “random events with no meaning.”
Drama comes from routine, emotion, and bad choices.
Just like real life: small things turn into big problems.

hazy temple
spare rain
# hazy temple Actually, maybe to add onto that, it makes more sense if higher level skills use...

What do you think about such a skill system?

  • Parallel development of multiple skills (2+)
  • Different Base Learning Speed
  • Acceleration from positive emotions (Inspired, Happy)
  • Acceleration/deceleration from vibe (traits, preferences)
  • Deceleration from negative emotions (Angry)
  • Deceleration from low needs
    = Current Learning speed in units per hour

Leveling up allows adding talent‑specific bonuses. For example, playing music for 2 hours unlocks a reaction to remove sad emotions (or anger, for instance), which may reduce deceleration of skill progression.

steel tiger
#

Hey Kjun. Looking forward to police officer career. Is that coming soon? Also I would like to say that the request of SimSkins2022 regarding blueprints support for script modding being added until lua is ready is a good idea to help soften the blow of the delay.

raven oak
#

I was wondering when is this update?

uneven marsh
#

Ok in March 2026: there’s a mention about Meta Human “guide” on face modding! I am very intrigued with this one! ❤️❤️❤️
I mentioned many times on my posts here about wanting some kind of a feature to create our own customized characters by incorporating Meta Human somehow, as well as a photo scan feature. I am hoping Kjun will fulfill my dream!!

granite marten
#

Hi Kjun and Devs!!! I was looking for the old suggestion channels, but I guess they have been removed..

Could we please get fancy milkshakes as a food item for businesses? I would love to create a bakery / restaurant that serves fancy sweet drinks…

They could even give the Zoi’s different buffs like “sugar rush” or “toothaches”… children could have increased energy and randomly run around the house after drinking them.

Here are some examples

hazy temple
# spare rain What do you think about such a skill system? - Parallel development of multiple...

I think parallel development sounds efficient, but I prefer individual development when learning solo (parallel learning can happen in class or large study groups I guess) Even though in rl some skills can be related, but for a game, it's more straightforward to learn the performed skill action. I'll like more deeper solo skill level experiences rather than parallel learning which feels slightly mechanic. It's much more engaging to level up independent skills for example, there could be different ways of learning, like watching online tutorials, observing zois and exchanging knowledge, finding clues, exploring the world that you may find pieces of knowledge laying around. (Although that may sound too idealistic for a sandbox if it isn't designed to hide and reward that kind of discovery)

Learning speed here makes sense I guess, it's more in depth. But for me, I view that may be less valuable if players just speed up time themselves. I feel like adding a focus bar and cooldown could be enough for indirectly influencing speed/rate..not sure

The talent specific bonuses when leveling up seems interesting, but I think it should unlock based on a path for adding perks related to not only social influences, but also career/business maybe? That way skills feel connected to long term goals.

knotty bluff
# granite marten Hi Kjun and Devs!!! I was looking for the old suggestion channels, but I guess t...

Yesssss I would love this!!! I also really hope we can get a boba tea as well!! This also brings me to the ice cream trucks mentioned in the roadmap, I hope we can get a decent amount of flavors to start to with (20-30 if possible) and we could create custom flavors by mixing the existing ones and we could label it as the “ special of the day”

Side note I’d like to suggest the ability for 2 zois to be able to use the stove at the same time and if we want one zoi to cook and bake something at the same time that we could do so. Not only is it more realistic but also means getting more food made quicker. This would be particularly helpful in restaurants and bakeries so we don’t have to purchase 2+ stoves

raw frost
summer wave
#

Hey Kjun & Devs, do you think it’s possible to make a complete empty town that’s editable for Machinima makers or just someone who wants to make a town from scratch?

granite marten
summer wave
granite marten
halcyon sand
#

Watching some people play InZOI and seeing that they keep wanting InZOI’s gameplay to be like the Sims, because InZOI is too realistic or complex so they never try to learn the new play style or mechanics….I think these people need to let it go already. InZOI is not the Sim’s 2.0 and I really dislike how InZOI’s was marketed as the Sim’s 2.0, now there’s people complaining how InZOI isn’t like the Sims. I hope InZOI will market itself as it’s own game, because it isn’t the Sims..

Some people think they can just speedrun InZOI because they are familiar with the Sims, but when they find out InZOI is different so they get irritated and drop the game 🤦‍♀️

raw frost
# fleet pawn https://tenor.com/view/life-grumpy-cat-diabeetus-gif-14658512

Heh! If you think that's decadence we could request things more extreme.

For Example, Golden Apple desperately needs more food items. Since they offer both burgers and donuts, they could have a donut burger. Depending on the time of day, Golden Apple could offer breakfast items such as a waffle sausage sandwich. Apparently apple and pork burgers are a thing so Golden Apple could provide that as well.

Speaking of fast food...It would be cute seeing Zois eating together and one of the Zoi steals some fries from another.

granite marten
hasty edge
#

Please have option to buy house unfurnished. Please feel free to correct me if I'm wrong or maybe not seeing the option, but I like to buy property unfurnished because I always end up decorating it myself. Also please bring back option for food to be sold in cafes. Not just bread, but the food menu.

knotty bluff
#

I’d like to suggest more in game filters if possible? I think the ones we have now are really nice and I think it would be cool to have a comic book filter added

hazy temple
fresh sand
#

I really can't wait for this game to reach it's full potential! Seeing some of the gameplay and creations on Reddit are getting me really excited.

Kjun and the devs, please don't rush when it comes to in depth gameplay, getting the gameplay loops right, making the achievement of goals feel rewarding and implementing longer animations is going to make a world of difference.

I would also love if when we got a promotion, our work outfit would improve too with each level 😊

onyx flame
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Y2K Socialite Career

  • This wouldn't be a just social media based influencer career where the more you post the popular you are. This would be harder to do, The world where you had to befriend other socialites to even get in that 'circle' or you're a nobody. Working your way up to be recognized by society. This is based more so 2000s socialites world, where you have to attend social events, VIP celeb parties, interviews, grand openings, fashion shows, traveling the world to other events, modeling, and photo shoots. The paparazzi magazines, tv, or zois would handle most of the publicity. This would be by seeing them around a lot hanging out with other celebs, asking to take pics, spotting them at parties, word of mouth by talking about them a lot.
    Inspired by: tv shows like The Hills, Paris Hilton & Nicole Richie, Gossip Girl.

BED FIXES

  • I feel when zois sleep in their beds the blankets are too high and seems like a bigger person is sleeping under it, I think reducing the volume of the blanket would visually help
  • Adding option to take a nap in bed on top of blankets
  • Be able to lay on bed with laptop, or read, or listen to music, watch tv (varying positions would be cool too)
  • Listen to music, watch tv, or read together on bed with another zoi
  • Zois being able to make out kiss on bed, including kissing each other goodnight before going to sleep, zoi's being able to cuddle while reading to each other on bed

CRIME
I feel the criminal career should be a skill tree branch that would be focused on psychology manipulation of others into getting what they want the lower the skill the less convincing they are vs higher skills.

MOVING INTO HOMES
⦁ When we first load the game and pick a new home to move into I think it would be nice to have this 'open house realtor' feel (it'd be cool if other home owners were there looking to buy as well) in a isolated state, where we can actually view around the home when it's empty to decide if we want to buy it. Then go up to the realtor zoi and tell them we want to purchase the home.

Modding Allowing Blueprint car modding and full map city editing

  • maps for adding/removing roads, bridges, zoning, removing lots etc.
  • others feel free to add suggestions

Library and Book Systems

  • Borrowing books from the library
  • Needing to sign up for a library card on location not through an app
  • Books having mini chapters like in the game Coffee Talk (pics below) link here: https://youtu.be/9u0XIvxuAtQ?si=Bn8C0daDGv1tI2Ak&t=25770 I think it would be cool if we could type in word limit chapters that the characters could also process to discuss with other books lovers once we get the ai conversations with NPCs.
  • Books can become antiquated by how many in-game years pass by it will self-establish when it hits 50+

Coffee Shop & Bartender Jobs Playable
⦁ I was replaying the game Coffee Talk and remembered that we can make actual coffee drinks with ingredients and serve them to customers. I think this could be a cool addition to the playable job aspect to mix up task and it could work with Bartender Jobs too. I included a link here for better context and it working in action: https://youtu.be/b9V8kDeApUA?si=Q0TEG356W3Pvyfpd&t=229 here's another where al recipes are unlocked: https://youtu.be/9u0XIvxuAtQ?si=uKNewGfUKMTp5F1G&t=25413
⦁ You would be able to talk to customers while making their drinks as well. This playable feature as a whole in making drinks wouldn't replace anything it'd be a cool feature to feel more immersed that still has an effect on customers.

Coffee Talk 100% Full Gameplay Walkthrough + Extras/All Achievements/All Endings (No Commentary)

*** Info:
Coffee Talk is a coffee brewing and heart-to-heart talking simulator about listening to fantasy-inspired modern peoples’ problems, and helping them by serving up a warm drink or two. 🥰2101

*** Timestamp:
00:00:00 - Intro
00:02:46 - D...

▶ Play video

Full playthrough of the Coffee Talk demo from Steam Game Festival Spring 2020, published 28 March 2020.

Coffee Talk Demo is longplay No. 527 of the Ludophiles longplays project:- https://www.youtube.com/playlist?list=PLFXG3BI19O5rpA9sB1_-K_x5s207hoahb- https://ludophiles.com/threads/ludophiles-longplays-project.180/

Subscribe to the Ludophiles...

▶ Play video

Coffee Talk 100% Full Gameplay Walkthrough + Extras/All Achievements/All Endings (No Commentary)

*** Info:
Coffee Talk is a coffee brewing and heart-to-heart talking simulator about listening to fantasy-inspired modern peoples’ problems, and helping them by serving up a warm drink or two. 🥰2101

*** Timestamp:
00:00:00 - Intro
00:02:46 - D...

▶ Play video
spare rain
# halcyon sand Watching some people play InZOI and seeing that they keep wanting InZOI’s gamepl...

The most non-Sims features, tied specifically to inZOI’s strengths, were requested by players from the the very release of the game, before those features (and possibly the players themselves, idk) started being replaced with more conventional ones (apparently due to player demands or the devs’ lack of experience and exposure.) But that’s pretty much how they got carried into the 2026 roadmap, there are even items left in there about karma, social hierarchy/reputation, k-pop, city-wide real-time services, events, etc.

Some players were super hyped about inZOI’s strengths, and as an example, across three whole brainstorming sessions the word “sims” wasn’t mentioned at all (or maybe in about 1% of posts.) That’s why so many people are inspired by this roadmap, it’s truly a concentrated, highly‑requested basis, that makes it easier to layer in newer, more detailed suggestions.

While focusing on all that, family management might have gotten a bit neglected, so the more life‑sim-oriented players could end up somewhat underserved, and so far, we haven’t really seen anything solid besides Sims.

Therefore, it’d be better to see unique inZOI core, family management as sims‑like, skill management/personal development as RPG‑like, jobs/farming/music/dances as professional-sims-like, and mass open‑world experience, exploration, massive trends/fun as RP-action‑like. IMO

@onyx flame Y2K one ❤️ . I suggested it back in spring and in terms of Korea too.

hidden basin
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So AR Talk was a feature that was in the game before early access, when you are chatting as Bora the new intern working at the AR Company and Psycat is an AI Chatbot and you can ask Psycat anything you want and with Henry the HR Manager and you can ask him certain questions and choose certain answers so the feature was removed from the game when it came to early access so I would like for the feature to return to the game before full release and also bring back the afro hair for the middle aged lady at the AR Library and the restore the look for the inzoi globe when you are selecting a city for your zoi to live in at the start of the game thank you.

vestal sonnet
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I’m gonna suggest it again here, please add a interaction option to “apologize” for all ages, and to scold the kids and the teenagers.. i feel like there should be a “risk” when teenagers act up. They really act on their puberty in this game and it would just be fun to see them getting scold for their bad deeds lol.. there should also be some type of system where they learn from their lessons depending on their personality. Or learn lessons of past situations, that makes the gameplay more fun ☺️ The teenager phase is the wildest in most people their lives, so it would be nice to see that in inZOI too.. But also balanced because not all teenagers go through heavy puberty.

A interaction and a moodlet for “my first kiss” or “my first girlfriend/boyfriend” where they’d feel confident, awkward or fluttered based on their personality.

Also heavy mood swings, or an itch to do something crazy for teenagers..

Flesh out the driving system, add “driving schools” or a “learn how to drive” option maybe only for teenagers.. and maybe later down the line in the game you can actually see them while their learning how to drive in a driving school.. or maybe a small rabbit hole for driving schools. And after each lesson they’d feel stressed, overwhelmed, happy or confident.. again based on what personality the Zoi has

lusty comet
flat quartz
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Thank you so much for this game, and the update @hushed magnet 🙌🏼

Im really enjoying every hour spent building and playing Inzoi. I have the Mac steam version. I would really like to be able to build like they do on a windows computer. Especially to put a pool on a platform in any floor of my house, and of ground/floor lifted levels. I got so many ideas for my home. Praying for an update that lets us catch up to windows users in the near future!

This game is the best 🙌🏼⭐️⭐️⭐️⭐️⭐️

fluid obsidian
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Please update the scuba diving feature to let us swim freely underwater using WASD controls

lusty merlin
vestal sonnet
lusty merlin
# vestal sonnet Puberty can also extend till the age of 20 😅

If puberty doesn’t complete by ages 16-17, they should see a pediatrician 🤔… That is not normal and should not necessarily be standard even in a game based on realistic ages. Mood swings can occur at any age and should not be limited to life stages 🙂.

heady atlas
# vestal sonnet I’m gonna suggest it again here, please add a interaction option to “apologize” ...

I definitely agree with you !!! I would definitely like an "apologize" interaction. I would also love some cause and effect behaviors. I would love it if children/adolescent/teens actions could be shaped when they're young and even earn special traits in their adulthood. For example, if a child performs the "comfort parent" interaction, it could teach them empathy. As an adult they could unlock special traits or even a boost in friendships/relationships or even certain careers from empathy. On the other end of the token, children who perform mean and menace interactions could grow up to be more mean. I also agree with you on the mood swings thing. I want to see more of those awkward stages to set the adolescents from teens apart. It would be cute if parents could comfort them as well.

ocean eagle
# vestal sonnet Puberty can also extend till the age of 20 😅

You're correct. For women, a "second puberty" of hormonal changes similar to the first start of puberty commonly occurs around ages 18-21 before it settles down again. Just when you think you figured it all out, something changes when you enter majority age. It's normal. Then in their later years, they will experience menopause.

And about ages, it all depends. The normal range actually used to be 15-17, but with changes in how food is processed and other environmental factors, the age dramatically lowered. My grandma, healthy, didn't start her period until she was 16. She said that was normal with her friends at the time. She had many kids and no issues. One of my older cousins got her period at 8-9 during the time just before companies started taking hormones out of products where I am. I got mine at 11, body changes at 9. Another cousin my age got hers at 13-14 and didn't start puberty (body changes) until 11.

round glen
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This is really disappointing the mod development schedule has been pushed back by another year making players wait even longer The number of players in the game has dropped significantly Please finish it quickly; I dont expect much more than that

split osprey
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PLEASE FIX THE CARS 😭😭

halcyon sand
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Car physics and recoil
Something InZOI’s driving physics should fix is the car/vehicle’s awkward pauses when the vehicle collides with a walls or other cars. In real life vehicles never truly pause but can bounce back like shown in the video here, but in InZOI, the vehicle in InZOI always pauses after colliding? Take notes from this video and compared to InZOI (In InZOI, if a car hits against something like in this video, the car in InZOI pauses like a robot and it doesn’t look realistic. With InZOi’s realistic look, car should have recoil..) In future fix this:

faint pebble
hazy temple
split osprey
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This would be great if the cars weren’t still
broken rn anyways 😭

ocean eagle
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Found out today the hard way that urns at the cemetery kiosks and buried in the graves will delete after accepting property updates 🥲 I didn’t even think about that before hitting the button, so now the cemetery is empty and my Zois can’t mourn their lost ones anymore.

Could the team make it so there’s a failsafe for this to restore the lost urns or keep the cemeteries’ urns untouched? Maybe add a specific warning for that in the popup if that’s how it has to be, unless I missed it.

Another helpful thing, if any Zoi has died, we can rebind them to a new urn so we can replace them if it was deleted.

limber pawn
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I'll repeat what I said in the forum:
Dear Kjun, I'd like to start by saying that I bought the game the first day it was available and have logged over 1,000 hours of gameplay. Inzoi fascinates me for many reasons, including your obvious passion for the game and the ability to interact with you.

But the game is going through a really rough patch. There are far, far too many bugs. Playing it is becoming an exercise in patience (I hope that's not the goal, to train us in stoicism 😀 ).

I almost spend more time reporting things that aren't working than playing, because the game has actually gotten worse in terms of playability compared to the beginning. It's an obstacle course to finish a Zoi family's day.

The roadmap is very interesting, and the intention to focus on the fundamentals is hopeful. I understand the need to add content to attract players, but the situation for those who are playing has become difficult.

I don't think I'm the only one who thinks that the top priority now must be fixing all the bugs.

Good luck and happy new year!

void patrol
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You are not the only one, I also play since March (over 900 hours) and noticed it’s not only the bugs that make the game almost unplayable compared to the beginning, for me it’s also the graphics quality, the camera and so many other things that worked so well in the first months and now not anymore.

I also think the roadmap is too ambitious and with all the new features that are planned, I fear the whole development will be rushed - which will only cause more and more bugs pile up and there will be no time to properly fix them.
Even crucial bugs like the Zois-can’t-give-birth bug took weeks to get fixed.

unreal vessel
drowsy mural
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Married zois should be able to go on dates with their partners (i cant tell if this is a bug or not), and also zois who are dating/engaged/married shouldnt have a negative reaction to seeing their partner bathe or use the toilet unless they have a personality quirk that states otherwise 😮‍💨

twilit veldt
lusty comet
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Is there no update today?

split osprey
swift estuary
waxen kernel
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it would be funny if when our zoi begin to be good at singing (like lvl 5+?), he could be able to sing everywhere (like clicking on him)

granite marten
humble viper
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I wish the levels of jealousy in a family or group of roommates could vary from extreme jealousy to complete tolerance
And I don't understand why in update 5.0 the possibility for a guest Zoi to sleep overnight at the one he invited was removed

wary owl
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Can we have volleyball 😄

merry solstice
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We need functional garages. The ability to park and store a vehicle inside the player’s own house would significantly improve immersion and building integration, making the car feel like a true part of the construction rather than a detached object. Older life-simulation games implemented this system successfully. Please consider adding fully functional garages instead of purely decorative ones.

tired copper
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We need more life stages. Especially when it comes to early years, there’s so many different family dynamics like the first 3 months of baby being home will be much different than the subsequent 6 months, etc. here’s a picture that shows just the first year of development and how much a baby’s size change, and there shouldn’t be such drastic jumps from between each stage, it should flow naturally not just one day and TADA! Baby is a because size, the transitions should be way more fluid and seamless the toddler to child is the most egregious example of this lack of fluidity and is very unrealistic. It should be smooth. This chart is a really good example of the first year of development:

wary owl
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Please fix the modkit skin issues. Skin does not show in game also can you improve weight painting for hair please

tough depot
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i’m so excited for multiplayer 😆 i understand not everyone wants it but im sure it’ll be optional.

love the direction this game is going!