Hello,😊
I’m writing this in a bit of a hurry today because I really want to share a video showing how hard the inZOI team has been working. And I’d also like to discuss one thing we’re currently working on.
As we build the new Reputation system, we’d like to share in advance how we’re revising the existing Karma system. Back in October, many of you felt disappointed when Karma was hidden due to how difficult it was to organize and present clearly. We’ve collected feedback again, and we’d like to improve it in a clearer, better direction.
Unlike Reputation, Karma is a value that quietly accumulates behind the scenes—separate from visible public evaluation. It’s designed so the overall direction of your actions over time can function like “luck” during play. We want to express that feeling with the concept: “Instead of picking up luck, you pick up karma.”
The core of Karma is not to forcibly change outcomes, but to slightly twist the results of certain actions and choices. In particular, we’re designing it so Karma can gently influence areas where Reputation is hard to apply—events that normally feel like coincidence or probability. That means even in the same situation, with the same result check, the kind of life you’ve lived could very rarely create a “miracle” reversal.
For example, if you’ve built up enough "good Karma", even if you accidentally enter shark-infested waters and receive a “death” outcome, there could be an extremely small chance for that result to flip and you survive. A pregnancy attempt judged as a “failure” might unexpectedly succeed. Even a serious accident that results in a “death” outcome could, on rare occasions, turn into survival. Beyond major events, good Karma would also show up in everyday life: slightly more customers visiting your business, negative feedback nudging subtly in a better direction, a higher chance of good dreams, and tiny advantages in things like sales rating, gathering, fishing, romance success rates, and more.
On the other hand, if "bad Karma" accumulates, the same structure works against you. Even if you receive a “survival” result in shark-infested waters, there could be an extremely small chance it flips to death. A pregnancy “success” could turn into failure. In daily life, you might see slightly fewer customers, good feedback tilting subtly negative, a higher chance of nightmares, and small disadvantages in sales rating, gathering, fishing, romance success rates, and so on. We’re also considering situations where, even with high skill, you may very occasionally get a lower-grade result.
Karma will not always move in the same way as Reputation. Most of the time they’ll likely align—but what we care about most is the moment they separate. For instance, refusing to give someone an autograph might lower Reputation while leaving Karma unchanged. Anonymous donations might not affect Reputation at all, but could increase Karma. Also, if a major one-time event happens—such as Karma actually flipping fate in death or pregnancy—then Karma itself may shift afterward, leaving behind a meaning like: “You were spared once—so live better from here on.” Meanwhile, the smaller everyday effects (business, dreams, sales, gathering, etc.) are planned to reflect Karma’s direction in a gentle way, rather than directly changing the Karma value itself.
All probabilities, numbers, and conditions are still in the tuning phase—this is only a direction-sharing step. But because this system depends heavily on player experience and fairness, we want to hear your concerns early, and also collect ideas like “this should be reflected in Karma,” so we can incorporate them into the design as soon as possible. Please feel free to share feedback anytime.
Your feedback is truly important to this design. If you have any concerns or hopes for where it should go, please let us know.
Thank you.
kjun ❤️
Reply




A community tab where creators can write short messages and maybe post one or few images to communicate with their followers and other creators. Community posts should be able to receive likes and comments. Creators can also choose to not allow comments if that's what they want.
✨

KARMA SYSTEM, since it has so much potential and since they asked us to give feedback: i think the fun of the game is starting to realize how much your actions influence your life… (like dammit my zoi it’s doing this because of the anger trait, or dammit i shouldn’t have broke the neighbors car, now i have birds popping on me) so i dont like that there’s a message next to the action that says “karma” because then its too obvious and you don’t like to interact with it anymore, its boring to interact with it, so maybe just deleting the fact that this action has karma might feel very good to see the consequences.
> (just an idea)

click on "Apps"
thanks for the question! Focusing more on ghosts, the idea would be that ghosts aren’t triggered by a single overall “bad karma” score, but by crossing negative thresholds in one or more karmic domains at the moment of death. Each domain represents a different kind of unresolved consequence, so what kind of ghost manifests depends on which domains were left unresolved, rather than there being a single generic ghost outcome.

I know you mentioned seeing posts about lifestages and changing the bodies and heights of adolescents and toddlers but it wasn't clear if this would be added to the fundamentals first or not. This is really important for immersion and for family gameplay. I really hope this takes priority when it comes to finishing the game. Right now it makes the game feel unfinished and awkward with how aging works.
Hi. I hope to add some Joseon-era court attire so I can role-play as a member of the royal family and experience royal life. I’m very much looking forward to recreating scenes from Korean historical dramas in the future.
Us asking npc for a ride 👉 Select a place, where the Npc and our zoi automatically go into the Npc’s car to go to the selected place. (But a Npc that has no car will tell us they don’t own a car)
Asking npc to ride our car 👉 Npc and our zoi automatically go ride our zoi’s car, and grouped zois will automatically follow into the car, unless kicked out of group.


