#01.23.26 Reflections on Korea’s Beauty and Karma’s Development Direction

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plucky zephyr
#

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

modest barn
#

As a Reminder, Please be kind to your fellow Server Members and staff! Kjun_Heart

hasty swan
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Please if possible in future include "modern" hanbok styles, I previously posted a thread which had a list of images to give inspiration for the type of looks that would be a great addition. Also, for the my business please improve the mechanics where the POS machine is actually usable for people to make orders and purchases. And Drinks/Food can be ordered without having to use a market stall to sell items invidually or have people pre-make drinks. Furthermore, there seems to be a bug where for some Adult Zois that get created they don't show neither Higher School or University in terms of education the Zoi has graduated from.

maiden haven
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I’m just glad that canvas is getting a filtering system so that you can see uploads without mods, without completely hiding modded content. Icon_Heart

gusty dock
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It's great that you can now filter Canvas items by whether they use mods. I don't want to use any mods in my saves until the game is more stable, so this is very useful.

Also it's nice to finally see some updates on the improvements to Karma. The 'behind the scenes' approach sounds promising, but will there still be some indication of our karma levels? E.g. will we get a special message if we avoid a negative event due to high karma? Otherwise it might be difficult to work out why we're having good/bad luck all the time and what to do about it.

I'm also concerned about how it will work with the new crime system. Presumably criminals would mostly have very negative karma? In which case it might be good to include an 'off' switch for karma changes, so that people can play criminal Zois without them suffering constant negative events due to low karma.

cobalt apex
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Glad to see more little aesthetic updates here and there, little more excited everytime! Especially as an enthusiast of various cultures, I like the little gift set and preparations for Lunar New Year.

Adding Karma is a very unique aspect that isn't based on RNG. That is a breathe of fresh air from all the RNG centric games within this genre. Please do implement it!

Furthermore, the canvas update is something I wanted for a very long time. Thank you so much for that!

W kjun and dev team as always. Kjun_Heart

low reef
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it'd be cool if the chance cards we get when our zois go to work and school affect karma based on the answers we choose. this'll make the system more rewarding to interact with.

gusty dock
rocky apex
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Hi Kjun! I have a suggestion related to the limited number of residential lots in each city.

As families grow over generations (kids moving out, adding new households to build your own story, etc.), you eventually hit a hard cap because there simply aren’t enough available homes/lots to keep everyone in the same save.

It would be awesome to have a “storage” system—a kind of House Vault / Family Vault:

  • You could pack a family’s entire house into a vault, including all furniture, placements, and personal objects (photos, trophies, collectibles, custom decorations, etc.).
  • At the same time, you could store the family itself (pause them / keep them inactive) in a “families without a home” vault.
  • Then, on that same residential lot, you could place a different saved house + family, essentially swapping households in and out.
  • When you want to return to the previous family, you just swap back and everything is restored exactly as it was.

This would be a great way to avoid being limited by the number of available houses, since you could reuse the same lot for different families over time—while still preserving each family’s home, objects, and story exactly as you left them.

Thank you for your work!

leaden glade
#

Omg thank you SO much for adding more filters to Canvas!! That was extremely necessary, especially the ones where you can filter by lot size and price range! I've been waiting for that since launch lol.

Regarding the karma system: I like the idea of karma, but I aso don't want it to 'push' us towards creating good karma Zois only. There should be some negative karma consequences that are actually fun to play out, instead of just increasing the chance of death or decreasing the chance of pregnancies or good drops. Please explore this more, and make both a bad karma and a good karma run feel like a fun and engaging experience.

Ghost play
Now that we are discussing karma, I'd also like to address ghost play again. Right now, when you turn into a ghost you can do missions helping others to improve your karma moodlet. I'd actually prefer it if the missions you do are more about your Zoi's own life, reputation and karma level than about others. For example, use the memory and reputation system to roll missions that make sense for the Zoi. Like a crime lord could be asked to help the people they scammed or hurt, and someone who cheated on their partner or neglected their relationship with their children can be given missions to make the lives of these people a little better before they're allowed to move on.

It'd also be nice if someone with good karma can reincarnate more quickly than someone with bad karma.

Someone with really bad karma who doesn't feel like making amends, could turn into a poltergeist haunting their enemies or a location. This could then affect other living Zois! You could even make a ghost hunter or psychic medium career where a living Zoi can help these bad karma Zois move on or exorcise them.

One last thing: please keep a playable ghost part of the household they are from instead of separating the two, so it's easier to both play the ghost and the rest of your family.

sage lichen
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Thank you so much for all your hard work! I love that canvas is getting filters and also i love the idea you have for karma system.

I would love, love, love to see these features added to inZOI!

Canvas Zoi auto-spawn toggle
The ability to somehow have an option that allows Zois downloaded from Canvas to automatically appear in-game without having to manually place them into the world. It would be amazing if we could also choose which downloaded Zois are allowed to appear.

Expanded customization presets
Adding presets for every category — nose, eyes, mouth, ears, cheeks, and more — would make it much easier to create truly unique Zois and push customization even further.

Romantic and interactive date ideas for Zois

•    **Romantic walks while holding hands and talking**
•    **Sitting on benches, sofas cuddling, holding hands, or kissing on the cheek/forehead**
•    Playful interactions like **tickling** while sitting together
•    **Picnic dates** with interactive picnic blankets and baskets that Zois can set up themselves at locations like parks, beaches, or other outdoor areas

For picnics, it would be amazing to include:
• Eating food (sandwiches, fruit like strawberries, etc.)
• Drinking tea, coffee, or juice
• cloud gazing or star gazing (+all interactions i suggested while sitting on benches and sofas)
• Feeding each other food
• Listening to music
• Taking photos while sitting together
• Zois napping together on the picnic blanket

Picnic blankets could come in different sizes — some for two Zois, and larger ones for groups. It would also be incredibly sweet if proposing were possible on a picnic blanket, with both Zois kneeling.

Small magical details like watching butterflies, with one landing on a Zoi’s finger/nose and triggering a reaction, would make these moments feel even more alive and memorable.

fresh wagon
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I really like the idea with karma, it’s such a small but very interesting detail that will make the game more individual, I agree that it should be less tangible but have an impact on the characters

unkempt merlin
#

This week’s sneak peek on curved walls genuinely got me excited, to the point that it inspired me to leave feedback on one of your requested topics on the Karma system, something I hadn’t given much thought to before.

I think the Karma system could be far more fun and engaging if it were something players could directly interact with, rather than a purely passive modifier. For example, Karma could function as a kind of luck-based currency. Since playing Zois already places the player in a semi-omniscient position where we influence and guide their lives, being able to expend that “luck” doesn’t feel immersion-breaking from a lore perspective.

As a rough concept, for instance, when a Zoi performs genuinely helpful actions without monetary reward or ulterior motives, they earn Karma. When that Zoi is about to encounter a significant misfortune, such as an accident, illness, or environmental hazard, the player could be prompted with a choice:

“This Zoi is about to face a misfortune. Would you like to expend Karma to try to avoid it?”

Spending Karma could give the Zoi a good chance to dodge or mitigate the event, while choosing not to spend it allows the misfortune to occur but preserves, or may even earn, Karma (conceptually, you could think of it as the storm coming before the calm) for potentially greater dangers later. This creates meaningful tension between short-term safety and long-term risk management.

Overall, I believe giving players this level of autonomy would make the Karma system feel more tangible, while also enhancing emergent storytelling and emotional investment. I hope this provides some food for thought as you explore how the system might evolve.

tawdry sundial
#

Okay so I’m super stoked about curved walls!!!! Considering it’s not mentioned in the roadmap until the 3rd quarter I’m surprised it’s already being developed but I’m happy about that! 🤩 can’t wait to see more curved build mode items and hopefully furniture as well.

Like mentioned in the top of the comments it would be nice to have modern hanbok styles included with the traditional ones 🙏🏼🤗

brittle bridge
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I think karma behind the scenes is good, but also like the point above, being able to expend luck based on karma would be interesting. But it shouldn't show it to the player like visible karma points. The player should also not know which actions or interactions generate more good karma points or bad karma points. Psycat can just inform us if we have accumulated enough karma points to avert a misfortune or spend luck.

gusty dock
torpid lintel
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The canvas update is HUGE! That's what I've been asking for! Ability to filter by city and specific lot and modded/unmodded is perfect! Please add a filter to build mode to also be able to filter by lot size.

On karma and reputation, I love how you provided examples on how they work. Honestly if this was added to psy guide alot less people would have issues on what they actually do. What the game really lacks is good description on how certain features work (ex zois values impact is still unclear to me).

On the part about bad karma affecting the quality of products created even if you have high skill... this area needs a rework. Even zois with good karma and level 10 skill still produce bad quality products and that doesn't make any sense to me.

Have a great weekend Kjun. I will think a bit more and add more feedback later

tawdry radish
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Curved walls are cool.
I'd really like to see vaulted ceiling if they didn't exist already.

Also still really excited when Canvastown comes in March-ish.

copper mantle
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I hope we get more CAZ/Build Modes music because after many hours they're a bit 🔁 Psycat_Blush

fresh wagon
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I think that good karma during a character’s life should influence his rebirth, bad karma, being born in a poor place with bad relationships, good karma, being born in a rich one where everyone will love him, and in dramas this usually happens

gaunt blaze
queen crest
#

Hello Kjun, thanks for the update! You’re cooking! 🔥 (쿠킹한다 – like this, it should be in Korean so that it’s slang, right?)

I’m glad we finally got to discuss the Karma system, because back then it was hidden and the silence felt like a heart hit. Since you guys already voiced solid suggestions, I’ll stick to them and upvote, because I strive to trust you all. There were also great suggestions on the forum, waiting for the authors.

The only thing I’d like to clarify for now is how you see Ghost Play at different karma rating during life? According to the text in the ghost karma need hint:

Zoi’s actions in this life will leave results and accumulate as karma. The karma accumulated in life will act as a condition for reincarnation after death, determining the form and fate of the next life.
Put simply, the karma rating you accumulated determines the form (omg oO) and fate you’ll get in reincarnation (Fate Engine in action?).

But Ghost Play was also in the pre-Early Access version. Back then, when Zoi passed away, a message from Psycat would show up:

They have become a ghost, meow!
Looks like this Zoi is stuck with extra studies because of a bad karma rating, meow!
In other words, when playing as a ghost, you needed to earn the missing karma points to get a normal fate upon reincarnation, and Zoi shouldn’t turn into a ghost if their Karma is good?

Additionally, Ghost Play allowed you to switch to living Zoi family members, and for them Zoi ghost became invisible, and their gameplay loop and mission take place in parallel. As this concept felt more metaphysical, I’d like to know and explore more of its legacy mechanics.

topaz forge
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From someone that wasn't a fan of how karma was originally implemented my issue is it rewards one style of game play and punishes the opposite which is pretty restrictive. I do hope it's optional if it stays on this route as I don't want to play the game on a harder mode and be punished for not playing a certain type of character.

It'd cool if there were good and bad karma points that could be used to buy special trait perks and bonuses that match their karma alignment. Like a zoi that has a lot of good karma could buy a long life bonus and a zoi with a lot of bad karma could buy a bonus that makes them get away with commiting crime. There should be perks for both sides.

fresh wagon
# plucky zephyr Hello,😊 I’m writing this in a bit of a hurry today because I really want to sh...

Hello, I want to thank you once again for the game, which was a breath of fresh air in the world of life stimulants, because before its appearance there was only the Sims, now the Sims 4 is already 11 years old and it is boring even with all the additions, but with its attention to detail and not simple gameplay it has become for me personally a very important part of the mongo gaming experience,
I want you not to be afraid of ambiguous decisions in the game, we are all different, it is not possible to please everyone, but there is always a middle option, thank you for listening to us

placid urchin
#

Hello Kjun,

  • The Canvas update is much appreciated.

  • This is my honest opinion. I was never truly a fan of the karma aspect. I’m still not. I believe it would be more fit for the Fate System you previously informed us about.

  • I just would like to be able to play and not have to make a conscious decision every single time my Zois do something because I want to ensure a specific good or bad thing doesn’t happen.

Maybe a city setting to determine how much karma will affect Zois in the world would be a good option. That way for those of us that want little to no karma effect can adjust the slider for it.

open vapor
#

Lovely news we will be getting curved walls! Regarding the Karma System, it worries me a bit. Will we be able to have an evil zoi who is very succesful and lucky? Or a nice zoi with bad luck and worse reputation? The system is looking fine overall, but I'd love for "luck" to be tied to more than karma in general to offer a wider range of gameplay oportunities! It would be lovely if completing the traits, name etc in Canvas is optional, as some of us create zois for other's to play withDoodle_Heart

gusty dock
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Karma settings / sliders would be a good idea. The city settings used to have separate sliders for how often positive and negative karma interactions would happen. Maybe the new system could have something similar, but allowing you to select how much these interactions increase / decrease your karma rating.

jolly crown
#

Thank you for the new update! Curved walls are looking great, can't wait for the day we get them in-game. The new traditional Korean items are amazing too, and it's clear the team who worked on it put a lot of effort and detail. Looking forward to next week's development video Kjun_Heart

jolly crown
#

Some ideas on how to improve Canvas:

Point_Red 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.

Point_RedAllow creators to sort their creations in custom collection that they can create, name and delete anytime. This would help to keep creations organized, particularly for very prolific creators with tons of uploaded zois and builds, and it would help users navigate a creator's profile more easily, allowing them to find what they want quicker.

Point_Red A "For you" or "Main feed" where you can see only the creations of the people you follow, and their community tab updates.

Point_RedAdd a "Story" section to Canvas where story creators can upload their serialized or short stories.

terse wind
#

Hello KJun,

Glad to hear Karma is coming back. To be fair you do not have to reinvent the wheel, the way it worked before, being a small almost "behind the scene" thing was good already. Being able to reward/chastise Zois because on their Karma, or identify them for being bad boys/girls in the Karma tab was already pretty solid and fun to some of us. Adding maybe a bonus chance to live longer and evade the game's deaths with positive Karma would be good. Like if you're max karma and you're supposed to slip on wet floor and die, or as you said shark (or anything else) attack, then you could have a chance to survive those more. Also maybe a max Karma character has a 5-10% chance of surviving those dangerous aging years when getting older as a senior, possibly reaching 100 days old if you're goody and lucky enough. Really looking forward to Karma's return !

= = = = =
On another note, more basic about the UI :

Could there be a possibility to use the original, pre-0.30 (pre-cahaya) UI in the future as an option ?

There have been a couple update to the UI since including one in October.
Each time it makes part of the UI bigger or change a component. The pre-Cahaya or "slim (or classic)" UI as I call it, had a slim emotion bar, a smaller round portrait, small "urges" bar with a white line that grew shorter the less time you had to complete it, no Zoi bubbles over their head, and had the infamous "Cat's eye" pointer (which we got back, thanks). Now many of us loved that early design, and I dare say we would still chose it if we had the chance.

Since many love the new UI and the bigger things without having to "mouse over" each component, I do not want to deprive them of it, but it would be REALLY NICE if we could have the old one as an option !

Is that something that would be possible or are you already considering it?
Thank you for the hard work from you and your team !

queen crest
#

-# repost
Smart and optional Daily Routine Scheduler

Instead of imposing on the player, it’d be much better to integrate daily routine patterns with the Scheduler. In the same way as events, implement a toggle on/off for routine auto-scheduling, provide pattern options (for example, for working hours, by days of the week, biological clock – night owl, early bird), and the cherry on top, which was shown in SmartZoi promo: record habits in logs and adjust an optimal Schedule.

Reasons for Actions – to understand why Zoi started doing something on their own, just like causes of Urges → Reasons for Schedule adjustments.

Improvements of Urges Panel – display of all such Zois impulses (more than 4?) and the ability to fulfill each with a click.

-# Reference: NVIDIA Ace - Official Smart Zoi AI Co-Playable Character Reveal Trailer

vast kindle
#

Thank you K'Jun & the dev team as a whole for this update discussion! I am thrilled to finally be able to see and experience the Karma system myself as it was removed right before I started playing InZOI c_user
Can't wait to see what this return brings!

cerulean gorge
#

(PART 1)

Dear Kjun and team,

I truly loved the direction you shared for the Karma system. There is something genuinely beautiful in the idea of fate occasionally allowing rare “miracles” to happen when circumstances are against the odds. Likewise, the opposite scenario feels narratively powerful (and very satisfying!).

I especially appreciate the SEPARATION between KARMA and REPUTATION. It can be specially interesting once you add mechanics like scandals/rumours that might shift our Reputation in a minute, but our inner Karma stays the same (and possibly might boost our chances to “get back on our feet” later).

When thinking about what could generate good or bad Karma, beyond obvious actions such as crime or community contribution by working/producing, etc., I find this question particularly tricky.

This is because most of the in-game actions that generate Karma are usually directed at others, maybe the temptation will be there to add more conversations to the interaction menu. However, I wonder if relying too heavily on additional conversation options might not be ideal, especially as the interaction menu is already QUITE DENSE.

One system that feels especially well-suited to implement Karma choices is OPPORTUNITIES/MISSIONS. You already have a light version of this through chance cards. Opportunities provide narrative context, different answers/decisions, and clear consequences, which feels like the natural place for Karma.

If you want to take this system further, CERTAIN ANSWERS could be CONDITIONALLY UNAVAILABLE (“greyed-out”) based on the Zoi’s mood, traits, relationship level, or recent memories (here your records system could shine once again! Imagine the Zoi recently argued with the other so he is still hurt). In those moments, it would feel as though the Zoi is emotionally UNABLE OR UNWILLING to act as he normally would or how we would want him to. This kind of friction can give Zois even more personality.

keen pawn
# plucky zephyr Hello,😊 I’m writing this in a bit of a hurry today because I really want to sh...

Glad to see a reputation and karma system like this happening, but really, the game needs aging fixed. It's really disheartening to want to play a long-term save, only to realize that children will been only teens or young adults by the time their parents inevitably are seniors and then die. Having some kind of customization there or at least a more balanced system will make the game far more playable, because right now it's impossible to have multi-generations.

cerulean gorge
#

(PART 2)

Now that I think about it, if you were to FULLY IMPLEMENT a system similar to the OPPORTUNITIES from The Sims 3—TRUE MISSION STRUCTURES that require Zois to perform specific activities to completion—I believe it could bring the concept of Karma even closer to its true meaning. Rather than SIMPLY “CHOOSING” GOOD ANSWERS, players would be ENCOURAGED TO DO GOOD. To sacrifice time and effort: cooking a meal and delivering it to someone in need, painting and selling a paint for charity, or dedicating your skills to help others.

Taking this one step further, the rumoured feature of AI-DRIVEN CONVERSATIONS could offer an incredibly immersive way to PRESENT OPPORTUNITIES. Instead of static chance cards, opportunities/missions could be presented organically through conversations. The “model” or “steps” required of the opportunity could be designed by you, while the context/detailed could be pulled from the records and created by the AI. The answers (including the conditional ones suggested above), would even feel more impactful in this format.

I realize these suggestions may sound very ambitious. They admittedly come from a deep appreciation of The Sims 3’s RPG systems such as the Opportunity system (which I pray that we might have for the career and skills systems), and from a love of narrative-driven games. Seeing that inZOI might be open to explore AI Conversations makes me very excited to imagine how all elements could eventually complement each other and create an interesting and seamless experience.

Lastly, I want to sincerely appreciate the sensitivity and thoughtfulness you put behind this Karma system. It feels personal, culturally meaningful, and carefully considered.

Please continue to approach systems with this level of reflection, even if it means taking more time or postponing certain features. But I know you will get there in due time and honestly - the Karma, Reputation and Records systems sound amazing.

random palm
# queen crest -# repost **Smart and optional Daily Routine Scheduler** Instead of imposing on...

This is such a cool idea. I was thinking of something similar recently. I feel like the auto schedule events are kind of random. It would be cool if the auto schedule aligned with the Zoi's personalities/skills. For example, a Zoi who loves the outdoors would have auto scheduled events to go to the park, beach, etc. Zoi's who like fast food could have auto schedule events to restaurants/cafe'. Zoi's with an interest in art or has a painting skill could frequent the art gallery. Zoi's who love working out could go to the gym without having to be a member of the fitness club. I feel like I saw something a long time ago posted where one of their Zoi's had an auto scheduled event to the hospital to attend a therapy session after a divorce. I would love it if there was a way to have a Zoi attend therapy when they are grieving or going through a hard time, or if they have the depressed trait. I def like your idea !!!

queen crest
# random palm This is such a cool idea. I was thinking of something similar recently. I feel l...

Thank you! I’d like to clarify that this was the original concept of SmartZoi. You can watch the trailer to see how closely it matches your vision. I just outlined its key points, but not in such a clear way Doodle_Psycat_Stretch

https://youtu.be/Wf0n57mTSes?si=LpNLrzL9QR7kPHhZ

IGN

Watch the Smart Zoi AI Co-Playable Character Reveal Trailer powered by NVIDIA Ace. inZOI, an upcoming life simulation game developed by inZOI Studio will feature Smart Zoi, an AI NPC powered by NVIDIA Ace. Smart Zoi can dynamically adjust their behaviors according to their traits and the situation they are in, resulting in diverse and personaliz...

▶ Play video
quasi mirage
cerulean gorge
#

(PART 3)

Thank you for inviting and carefully guiding our feedback this week, while also sharing your plans for the Karma system in such detail.

I hope this more “guided” feedback approach may also be used when discussing the CAREER and SKILL SYSTEMS, both at a general level and within each specific career or skill.

If fully fleshed-out and unique, careers and skills can add incredible depth to each Zoi, as they are traditionally crucial for the GAMEPLAY LOOP of a lifesim.

Thank you again, and have a wonderful weekend!

P.S.: Absolutely love the build-buy mode improvements you have been mentioning in these updates, related to the grid, the more traditional styled architecture/objects (every cultural aspect that you can add to flesh out the existing cities is more than appreciated!), and now the curved walls!

P.S.S.: The Canvas filters are also an incredible idea, I especially look forward to filter by lots created for specific addresses!

compact linden
#

Thank you so much for the update. It's so cool that you're adding more destructible objects in game. Hopefully we'll get vehicle damage and better vehicle A.I. in general with cars swerving.

https://youtube.com/shorts/s_mv128XUtA?si=44836miysZoLL0Iz

https://youtube.com/shorts/t376DypPMIA?si=2NcM0I0XvW6wq5Ks

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elfin tundra
#

About the Canvas updates, please has any chance that the clothes we download in Canvas became separate items? iex: i download a tshirt and then this item will be placed with the other tshirts rather than a complete outfit. i think this will be a major improvement in creating a full outfit picking separates items.

solar solar
#

I like the curved walls, but I really wish you guys could add lot types so we can build venues of our choice in the maps. I also hope you guys can improve canvas because I find it very slow and laggy to scroll through. I hope we get info if we will see a Valentine's day update coming? and if and how we can still earn Christmas decor once the event is over. I would like to see holiday events every time we change seasons in the game. For example in winter I would like the city to change and we still get the holiday park event in every map and for us to have a seasonal event for each season without having to wait another year (in real life) to see it return. I hope we get a Spring event (for Easter) maybe egg hunts and option to buy Spring items, a summer event and to keep the Halloween event for Fall.

tender parrot
#

Amazing! I am especially a fan of the new filters in Canva, thank you so much for listening to us!

chilly walrus
# plucky zephyr Hello,😊 I’m writing this in a bit of a hurry today because I really want to sh...

Hi Kjun 😊,
Just a small note about the Karma system, to make it accurate: it originally comes from Slavic culture, but there is also the opposite, namely good Dharma.

Dharma = good deeds → brings positive consequences or rewards.
Karma = bad deeds → brings negative consequences or punishment.

I think inZOI could be an interesting way to spread awareness of this distinction among players, since Dharma is less known.
I also think it could be interesting for designing the game’s morality and life outcome system.

brazen socket
#

Sorry for my English. I think that should be option. But you are still forcing players to play with ghosts, so Im affraid that you will also force players to play with karma. I think that anything that cant be touched and verified 100% in real life should be option in life simulator game, because different people have different opinions on these topics. Not everyone believes that real ghosts exist in real life

jade summit
#

I genuinely don't like the Karma system, it's removal has all and all been an improvement to the game for me. I know its one of the main focuses, but I would appreciate it if it was a toggle, I mostly play evil zois, so my zois don't just constantly die. Leave the punishments as the actual in game punishments.

wary roost
#

Kjun, I love how the inZOI team is developing the Karma System. A while ago, I drafted a proposal that reimagines Karma in inZOI as a multiphase moral framework that connects every stage of a Zoi’s existence (life, death, the ghost phase, and reincarnation) into a continuous loop of cause and effect. In this system, Karma extends beyond the individual to shape family reputation, legacy, and societal perception. Every action, choice, and even unresolved deeds or karmic debts in the afterlife influences relationships and the world around the player, echoing across generations. The aim is to create a unified moral ecosystem where life, death, and rebirth are deeply interconnected, making the player’s gameplay journey emotionally impactful and narratively cohesive. Please reference the attached for more detailed information to see if this can be of any use to you and the team. Thank you. ❤️ Kjun_Heart text_ThankYou

jovial crag
#

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.

This makes me think of pregnancy not being automatically determined like it is now, but there's a waiting period that needs to happen, maybe more than one day in order to 'take a pregnancy test' and see if the zoi is preggo, OR if we do check right away having false positive/negatives. Example, my zoi checks if she's pregnant 3 days after the deed, and see she's not pregnant but 3 more days go by and she begins to throw up and see nauseous after eating, she takes another test and boom! We're having a baby.

Which is exciting. I really hope it takes like a week for my zoi to check if she's pregnant or not or a setting to adjust the time to wait. Because it's not realistic we can take a pregnancy test the next day (or same hr) and it's a yes or no. I like the added suspense of not knowing right away makes the gameplay interesting. But, I also know those who want instant results and to get through their gameplay quick. Which is why I think there should be a time adjustment of how many days is needed to pass before pregnancy tests can be taken 1-8 days (or more if that floats player's boats haha).

Even a serious accident that results in a “death” outcome could, on rare occasions, turn into survival.

This makes me think of how combat games you get hit enough times your health goes down until the character dies. But in this case our zoi's health would be 25% away from death, would go to the hospital, and survive.

Car Collision
I like there's more car collisions too but hope that zois react accordingly to the disruption happening around them.By running, ducking/hiding, and scream/yell.

ember nexus
#

**Thoughts on the karma system. **It seems like fun. but may also feel restrictive. It seems like a punishment if players want to have fun with mean or mischievous zoi. Or the inability for a good zoi to have bad luck. So it does force players to play a certain way even if it's a small chance.

**Suggestion: **Maybe zois can go on a quest, for a charm that gives them either permanent good karma or bad karma regardless of their actions. Bonus if players can decide what that charm is. So a zoi that has a lucky shirt or even jewlery that they wear. Or maybe cursed jewlery, that gives the wearer bad luck/karma. That would give control back to players and their zois and add richer, fun story telling regardless of how good or bad the zois are. And if it's a quest, it's another goal for the player to work towards.

Good work so far 🙂 Love the progress! ❤️

tribal sonnet
#

Hello kjun!

I just wanted to say I’m really excited about the direction of the Reputation systems. It feels like the perfect foundation for a future fame system

I spend most of my time in Bliss Bay, and with its California-inspired vibe , having famous Zois and high-profile characters feels like such a natural fit. I already love creating artists, athletes, and public figures, so it’s awesome to see this playstyle supported

Overall, this all makes the world feel more dynamic and story-driven. Thanks for sharing the direction and for all the hard work!

Have a great weekend!

nova sierra
#

I really appreciate the direction you’re taking with the Karma system. The idea of picking up karma instead of luck is interesting, especially how it can subtly influence probability and rare outcomes.

However, I hope the system goes deeper than just adjusting hidden chances.

What would make Karma truly powerful is if it also affected individual behavior and personality expression. Not just outcomes but how characters react, move, speak, and emotionally process events.
For example:
• A kind character and a selfish character shouldn’t apologize the same way.
• A short-tempered character should react differently in conflict compared to a calm one.
• Surviving a “miracle” event (like escaping death) could leave psychological or behavioral traces — fear, gratitude, recklessness, growth.
• NPCs could subtly treat characters differently based on accumulated karma, not just reputation.

Probability shifts are interesting, but behavioral diversity creates immersion. The magic happens when two characters in the exact same situation respond in completely different ways because of who they are and the life they’ve lived.
Karma has the potential to be more than a hidden modifier it could help shape identity.
I hope you consider expanding it in that direction.

peak charm
north cargo
#

This is all really cool! Especially the canvas search filters. I REALLY need this (as do many others).
It's good that karma is returning. I hope this doesn't mean that evil characters will become incredibly difficult to play. I hope there will be balance. For example, a criminal Zoi makes money more easily than an honest Zoi in their career, they have an easier time stealing and winning fights, but they have a higher failure rate in certain situations. Just debuffs would be boring, especially now that we have interesting interactions for criminal Zoi.
I just had an idea: maybe a Zoi with bad karma can negatively influence the karma of others? For example, if you're friends with a low-karma Zoi, does that slightly negatively affect yours?

little verge
#

Please make an option to not share or keep private of Zois, buildings, or Build Mode items that we upload to Canvas. There are situations that we want to use Canvas but want to keep our own made Zois, buildings, or Build Mode items privately without strangers able to download our creations. Thank you.

jovial crag
solar solar
#

Can we please have option to turn off ghosts and prevent dead Zois from disturbing our households if we choose? I killed off my Zoi on purpose and have to deal with unwanted visits I cannot get rid of. Also please have option to delete old texts on Zois phone to prevent it from cluttering up the text section.

thin rover
#

There's one inconvenience. Please allow me to sort downloaded lots by various criteria in build mode. They're sorted randomly, making it difficult to find specific lots I downloaded. I'd especially like to see them sorted by most recent download.

north cargo
cerulean gorge
#

I understand the concerns about balance. But as Kjun mentioned, Karma seems designed to have only a small influence, slightly tilting the odds in certain situations.

Knowing that outcomes are NOT ALWAYS fully random, while still never guaranteed, adds risk, challenge, and a subtle illusion of control. For us, it can create a “living on the edge” feeling or a quiet sense that “someday this might pay off.” A good Zoi may never be rewarded and a bad one may never be punished, but the possibility itself gives long-term play more meaning.

But players may want to protect Zois they care about. The key could be offering interesting IN-CHARACTER WAYS TO OFSET KARMA, especially for evil Zois, without breaking roleplay.

During a recent trip to a Buddhist country, I learned that DONATIONS to TEMPLES or family are believed to help offset negative Karma. In my country, CONFESSION is seen as a way to ease your burden. The idea above of a lucky talisman, Cleansing rituals, or going to cultural celebrations/events (when calendar is added) sound interesting. So maybe your criminal Zoi might avoid “being good” to others, as it breaks character, but maybe he would be ok with donating to a temple, or confessing on a church (even with mental reserve), as he feels is a more “quick and comfortable way” for him to avoid being punished by fate during or after his life?

This could also encourage players to engage more with temples in Cahaya and Dowon and the church in Bliss Bay, strengthening each city’s cultural identity.

Overall everyone is a shade of grey, even evil Zois have someone they care about. I imagine if you want to play a Zoi with dramatically extreme dark morals, chances are you really like the risk/chaos anyway 😄

Finally, some belief systems speak of SHARED or FAMILY Karma. As an optional mechanic for legacy or challenge players, children could initially inherit a portion of their parents’ Karma (and reputation), allowing for redemption or “black sheep” story arcs.

modern wadi
#

i would love to see characters development deepening.

charmer trait should have it easier to flirt and set mood. also cheating should be easier for them etc.

i think the trait system could be changed a bit where u can unlock certain new traits
charmer could have also a further category u can unlock like gold digger or if malicious trait added they could develop the black widow trait

or even allow crosses between some traits: social lite and charmer = great celebrities who love fans

rulebreaker/charmer : black widow, casanova

authoritarian and rule breaker : mob boss

perfectionist+ malicious : the karen. someone who lectures everyone if they kiss in public or drop trash on the floor or the costumer that gets mad over bad coffee

dusty juniper
#

First of all, thank you very much for all these improvements!!!

I would like to add a small suggestion regarding the realism of the game.

I find that when it rains, zoi's hair should also have a wet effect, in addition, I think the wet effect should last a little longer than currently, because in real life we do not dry as soon as we enter a dry space, it could be done gradually for example.

Another similar suggestion would be that when the zoi are in the water or come out of the water, it would be great if their clothes (and hair) have the same effect as when it rains and that it lasts several minutes as well, so we really have this impression that the zoi was in the water!!

Ps: I think that for your zoi to dry faster, you would just have to change clothes, as in real life, and if you don't, the zoi can complain that the sensation is unpleasant and can stay wet for several hours (of play).

I add one last small element, I would like to be able to choose whether my zoi goes into the water in a swimsuit or with clothes, because sometimes storytelling requires the zoi to be dressed in water and soaked.

Ex: two teenagers who have fun in the water all dressed, and then they go to drink a coffee, and then, you can see that their clothes and hair are still wet, I don’t know about you guys , but I find that it is in these little details that we really manage to be immersed in the game!!

If you ever have a comment or a suggestion to make on it, do not hesitate!!

full tulip
#

"I’m getting really worried about the direction of inZOI. Instead of a deep life simulation, the developers seem to be focusing way too much on furniture, curved walls, and hair physics.
We are only two months away from the launch of freelance careers in March, but Kjun only shares technical jargon that is extremely difficult to understand. A freelance career (like being a musician or a painter) simply cannot work without a proper social media platform, followers, and public feedback

empty juniper
# full tulip "I’m getting really worried about the direction of inZOI. Instead of a deep life...

I feel the same.
There are so many bugs piling up and the game lacks in so many ways - plus the devs have a clear direction at hand with (the imo already overambitious) roadmap - and yet it's the third week in a row where 'the teams works very hard' on collision mechanics, for example - which imo is neither a fundamental for a life sim nor a major wish of the communtiy. It's as if they're sabotaging their own game.

full tulip
# empty juniper I feel the same. There are so many bugs piling up and the game lacks in so many...

"Exactly! They spend weeks on collisions and curved walls while the core of the game remains a mystery. We are only two months away from the freelance careers, yet we haven't seen any real gameplay. Without a social media system and followers, those careers will be just boring missions like in The Sims 4. Also, let's not forget about pets: they were promised since the beginning, yet the devs have stopped talking about them. What’s the point of having advanced AI if we can't see fans reacting to our work online? If I’m a musician, I want to grow my fame from my room, not just stand in the cold street for a 'mission'. This direction risks being a total flop on consoles."

zinc cedar
full tulip
copper mantle
#

Q2 Roadmap stated to have expanded K-Pop career, I wonder if it's possible to include more competitive stuff like chart or sales (streams) numbers from other K-Pop zois and review for their live performances. To make the career more engaging and chance of failure/success based on something like needs and skills.

zinc cedar
# full tulip "The problem is priority. March is right around the corner. If they have time to...

Maybe because Kjun and the InZOI team don’t want to show everything? Some features were never seen in these Kjun post, but when an update arrives, certain features and details are added or worked on, and we had no clue. Kjun might show us some things they are working on because he just want to share “some” content, but that does not mean Kjun and the InZOI team isn’t working on the other major features along side. Kjun already addressed these things, I believe, because I remember he might have said they will add some new content while working on base game (roadmap), which the complex features (some things in roadmap) probably takes longer to arrive due to codes and complexity, and not because it’s not being worked on. If you can have a bunch of people working on the major feature and 1 person working on one easy feature, and that one easy feature will be the first to be seen in game if it’s easy to make, because it can be made faster.

thin rover
#

I've been playing inzoi more actively these days... I just had my first child, and I'm disappointed that the parenting animations aren't as detailed as I thought... I know there are plans to improve the animations on the roadmap, but not just the parenting animations, but most of the interaction animations are so sloppy that I really feel like they need to be completely overhauled... The more I play, the more I feel this way... I also wish they would make it so that items move smoothly when they leave your hand. I wonder why these things are so sloppy in both The Sims 4 and Inzoi, compared to The Sims 2, which was released 20 years ago. Please pay attention to the details of the animations and fix them.

full tulip
# zinc cedar Maybe because Kjun and the InZOI team don’t want to show everything? Some featur...

"I think you are being way too optimistic. They promised pets would be in the game from the start because they 'listened' to our feedback, but now they don't even mention them anymore. It feels like they have their own agenda and only use the 'community feedback' as a marketing slogan. It’s useless to say they are listening when they ignore what we actually want and keep showing us curved walls and hats. They are following their own project, regardless of our needs."

zinc cedar
# full tulip "I think you are being way too optimistic. They promised pets would be in the ga...

Again, please go reread Kjun’s post instead of assuming things or assuming they aren’t working on certain things. Also, Kjun had addressed pets being a challenge. Realistically, it wouldn’t be finish under 2 months, that’s not how certain things works. Some features can take years to make and implement. No amount of saying “Please prioritize this” will speed up certain things that takes longer to make.

(I am leaving this discussion here because it getting unnecessary)

(Replying to @thin rover below: Maybe because they don’t want to spoil everything and they want to leave it as a surprise? It’s not uncommon.)

thin rover
#

And I agree with what the people above said. I don't understand why they only show things like collision animations and not the really important development processes. (Honestly, these things could have been developed much later.) From the player's perspective, they are the parts that are of the least 'interest', and I think that time spent developing those should be spent developing more important things. As a player, I want to know 'news' about how the important development parts are progressing and what is being fixed. I'm really curious.

steady mirage
#

Before i say anything, i love this team of inzoi and all the coolest thing that the game has to offer!! but u wanted to share my thoughts on the <text_This 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.

In the city edits you already can see the level of karma of anyone… and if anything the page can have a list of all the actions that affects karma… but to see it in game makes it feel like playing the prototype

I have tons of ideas but it’s hard to spot them to inzoi, since it has to do with karma relating to personality… There’s a chapter of Malcom in the Middle where malcom plays a simulation game… and his character always ends up suffering and he spends a week trying to make it better and he broke his computer…. it was amazing, maybe you guys have more creativity to put it on inzoi… but the drama had to do with everyone had a fatal flaw.. and his family had too, but they became king or dictator or astronaut and he just became fat…. because his fatal flaw was vanity and he always became fat. it was pretty funny! I still don’t understand the 16 personalities system… but i respect it bc in korea is very strong… but makes it hard for me to play since i don’t see how much affects it so i just put any. The sims 3 for example their personalities affected on random interactions… but didn’t affect the game completely. Inzoi could Psycat_ThumbsUp> (just an idea)

full tulip
# zinc cedar Again, please go reread Kjun’s post instead of assuming things or assuming they ...

"The problem is not the time it takes, but the promises made. They promised pets a year ago as a core feature, and now they are silent. Also, prioritizing 'curved walls' and 'hats' over basic animations and career depth is a choice, not a technical limit. If they can't show a single clip of a freelance career or a social media UI 60 days before launch, it's fair for the community to be worried. We want a life sim, not an architecture tool."

zinc cedar
full tulip
thin rover
#

To be honest... I'm not at all curious about the 'items' or 'hair' in the development videos... I wish they'd just let me know about those on the update day. What I'm really curious about in the development videos are the 'play' parts... Those are the most inconvenient and need the most fixes and improvements.

formal drift
full tulip
cerulean gorge
# full tulip "The problem is not the time it takes, but the promises made. They promised pets...

Hey, I’m fairly sure there are different teams working on different aspects of the game, as Kjun has mentioned?

At the very least, we know there are separate teams for CAZ, BB, Live mode, “experimental” innovative features and for multiplayer, which suggests that features are rolled out as soon as they are completed and pass quality assurance, rather than necessarily waiting to fit the calendar.

That said, I do understand and agree with your point about freelance careers. Personally, my biggest ongoing concern with the game is still Careers and Skills. Careers could benefit from more depth, additional levels, opportunities and missions, and stronger interaction with the world (for example, seeing my K-pop idol performing at events, or firefighters actively putting out fires). Skills could also use clearer progression benefits, visible/readable advantages per level (otherwise we may never know what features we unlocked), again more opportunities or missions and skill challenges (thank you Sims 3!), and more skill-specific developments (such as allowing us to have our paintings in our galleries/stores, or Zois being able to read books written by my writer Zoi, being able to get tips by playing instruments or singing, etc.).

Still, I’m confident that different teams are likely handling different systems, so I’m trying to patiently wait for Kjun to ask us feedback on specific careers and skills 😄

thin rover
#

From the players' perspective, they are currently playing while enduring 'inconvenience'. If I were you, I would focus on informing them of how much we are fixing and improving the parts that are causing inconvenience to the players. For players who are playing the game while enduring the frustration, that is really 'precious' news. They just want to know the 'progress status'. I want to satisfy their curiosity. For example, 'We are developing these things and have improved them to this extent'... If you really care about the players, you should know that informing them of such things is much more important. Looking at the recent development videos, I don't feel like you really understand the players' feelings yet.

full tulip
formal drift
thin rover
# full tulip "A Roadmap is a commitment, not a guess. They promised Beauty careers for Januar...

But I think it's true that those things are "in development." I just wonder why they won't share how far along they are, or why they won't tell us. Whether it's 30% or 50%, I'd appreciate it if they could tell us how far along they are. If they think it'll be a little late, they could have been honest and said, "It'll probably be late." It's disappointing that they're not giving us any updates. Players honestly want to know more about the internal development process.

full tulip
queen crest
thin rover
#

By the way, I don't know why I'm so uninterested in the 'karma' system. (It's not that I 'hate' it, it's just that I 'don't' know if it's really fun.) Maybe it's because I'm the type of person who enjoys ordinary life gameplay that you might see in everyday life rather than dynamic life gameplay? In my case, I enjoy watching an ordinary family get a job, have children, go to school, and do such everyday family gameplay more than crime. I'm not sure how often this type of player will encounter the 'karma' system during the game. I think the developers' biggest challenge will be figuring out 'how' to make the karma system interesting. They'll have to spend a long time paying attention to the details to make Karma.

brazen bolt
# full tulip "March is part of Q1 and it's only 60 days away. If they can’t show a single sec...

I wouldnt say they arent being transparent personally. I feel like they are doing pretty good with responding twice weekly about things they are working on or what suggestions they listen to from users. The game is in early access and with them having so much to work on, I understand why they are being more vague with the Q1, Q2, Q3 type terminology. To me it at least says the general time of year they plan to release an update. Each update thus far imo has delivered, so I am confident in the team

brittle bridge
# full tulip "March is part of Q1 and it's only 60 days away. If they can’t show a single sec...

lool that's not how quarters work. "hiding behind Q1" you made the assumption that it was meant to be in January, when they said Q1. that's your mistake. Also, keep in mind that they don't need to even show us what they've worked on every week. Kjun just does that because he likes it. They can decide to not show anything at all and make us wait till the update drops and then we can read patch notes. This is a huge team that works fast. Just ask about the feature you're looking for rather than making it seem like they're not doing anything.

full tulip
# brazen bolt I wouldnt say they arent being transparent personally. I feel like they are doin...

"Quantity isn't transparency. Responding twice a week about 'hats and curved walls' while the Beauty careers promised for January have vanished is not being clear.
Also, the Karma system feels like a complete joke when the game includes a Criminal Career. How can 'divine bad luck' punish me for doing a job the game itself provides? In a life sim, I expect consequences from the police, not a magic meter that ruins my freelance music success. If they are wasting time on 'miracles' and 'hats' instead of showing the smartphone UI and followers 60 days before launch, the console version is at serious risk."

full tulip
# brittle bridge lool that's not how quarters work. "hiding behind Q1" you made the assumption th...

"Let's be precise: the official Roadmap didn't just say 'Q1', it specifically stated January for the Beauty and Fashion expansion. Using 'Q1' now is just a way to move the goalposts because they missed the deadline. If I want to be a hairdresser, I need a social media system to manage my clients, and we haven't seen any of that—just hats and curved walls. If transparency is optional and we should just 'wait for patch notes,' then there is no point in asking for our feedback here. We are 60 days away from the freelance update and the silence on core mechanics is worrying."

zinc cedar
# full tulip "Quantity isn't transparency. Responding twice a week about 'hats and curved wal...

Karma being a compete joke due to criminal career? No, I disagree. You can choose to be a karmic person by doing karmic deeds, like being a criminal to see outcomes. It still works.

I feel like you’re completely throwing away InZOI lore. Karma of good and bad deed is tied to the afterlife, the ghostplay that still needs time to bake, because it’s InZOI’s lore and why Bora is there, literally the intro of InZOI. We ask for InZOI to be it’s own game and not a sim’s clone, and InZOI is it’s own game. We are supposed to suggest ideas, but at the end of the day, let’s not forget, this game is still Kjun’s game to decide to add what makes InZOI, InZOI.

Edit: if you don’t want karma and ghost features, just request for a cheat to turn them off, instead of belittling the idea.

brittle bridge
full tulip
# zinc cedar Karma being a compete joke due to criminal career? No, I disagree. You can choos...

"That logic makes no sense in a life sim. If I decide to be a freelance singer and I refuse to give an autograph once, why should I be punished with a 'karma curse'? Meanwhile, someone who chooses the criminal career—stealing, mugging, and committing robberies—would end up with the same bad luck as me?
It’s a total contradiction. A criminal should face the police, not magic ghosts. And a musician should face public criticism on social media, not divine punishment. If the game doesn't differentiate between a 'rude artist' and a 'hardcore criminal,' then the Karma system is just a shallow mechanic that limits player freedom. We need professional depth and followers, not a moralizing ghost story."

zinc cedar
# full tulip "That logic makes no sense in a life sim. If I decide to be a freelance singer a...

Receiving karma because you didn’t sign a autograph? That’s why we are here, being allowed to suggest what features “should” cause bad karma, make solutions, not whining. The karmic system does work for InZOI’s and it’s InZOI’s lore, and you have been too familiar with the sims that you choose to not to be accepting of InZOI’s identity. InZOI is not the sims because it has it’s own identity.

full tulip
# brittle bridge 😂 so at the end of the day it's really just about your social media mechanic. ...

"A 'nice to have'? We are talking about a Life Sim in 2026. How can you have freelance careers like Musician, Influencer, or Hairdresser without a social media system? It's not just a 'bonus', it's the core of professional life today. Without followers, charts, and digital feedback, those careers are just empty 'click-and-wait' tasks like 20 years ago.
"If you think professional feedback and digital fame are just 'nice to have' in a 2026 life sim, then you clearly don't understand the depth this game needs to survive. Enjoy your hats and curved walls; I’ll keep asking for real gameplay."

thin rover
#

I'd like to know how you're developing the "career" system. Honestly, there are so many different careers, so I'm curious about which ones you'll implement first and what stages you'll show.
In The Sims, there were initially ten careers.
And there were also ten stages of promotion. Since inzoi will be replicating real-life work life, it'll be much more extensive than The Sims, so I'm curious about how you're developing it.
I'm also curious about how many careers you'll initially announce that will reflect real-life work life, and what stages of promotion will there be.

brazen bolt
#

Reminder to please be respectful when discussing with each other

full tulip
# zinc cedar Receiving karma because you didn’t sign a autograph? That’s why we are here, bei...

"Giving feedback about broken logic isn't 'whining,' it's called being a critical player. If the solution to every game design flaw is 'it’s just the lore,' then the game will never improve.
My point stands: a 2026 life sim needs professional depth. Success for a musician should come from social media, charts, and followers, not from a magic meter. If the game punishes a rude artist the same way it punishes a criminal, that’s not 'identity,' it’s a lack of balance. Also, you keep dodging the main issue: why are we seeing 'hats and curved walls' when the January roadmap for Beauty careers was missed and the big update is now pushed to April? Stop hiding behind the word 'lore' and look at the actual delays."

zinc cedar
# full tulip "Giving feedback about broken logic isn't 'whining,' it's called being a critica...

There’s a difference in giving good criticism to improve features and whining about why your wanted feature isn’t there yet, so you have to resort to belittling other people’s suggestions.

Now onto your other comment:
Some of us are waiting for a social media features too, but that doesn’t mean it’s okay to belittle other people’s suggestion or say it’s a complete joke, just because your wanted features isn’t done developing yet. Also, some features you had been belittling in these multiple Kjun posts are what people had suggested. Just because you are not playing as a builder or a family person etc in InZOI, doesn’t mean these features are unnecessary, because they are necessary, they are for the builder and family community etc of InZOI. Your social media suggestion is already in the roadmap, there’s no point in belittling other people’s suggestions that’s being worked on.

(You can respectfully ask what features to be prioritized without belittling other people’s wanted features from being added)

thin rover
#

What worries me most is that essential features that need to be added quickly keep getting delayed. Things like automatic lighting, phone calls, improvements to short animation routines, a fix for always sitting in a chair when starting a conversation, and the ability to click on empty lots on the map to edit them immediately... Honestly, I can't believe these features, which would be convenient and make a small difference in immersing you in a life simulation, are still missing. They're so frustrating and irritating when playing. What I'm hoping for is for these features to be improved as soon as possible. And even now, I have no idea how long they'll be delayed. The features I mentioned should have been added much earlier than travel and business features. I'd really like to see these improvements in Q1, but judging by what we're seeing now, I'm worried they'll be delayed again...

full tulip
thin rover
#

Even if you look at the roadmap, there's no mention of "phone calls" at all... It only mentions adding a wall-mounted phone item...😢 😢 😢 Even if it's a minor feature, the difference in immersion between having it and not having it is huge. I've never seen any mention of phone calls in other notes or development logs. I really want to see people inviting friends over the phone or chatting on the phone.

zinc cedar
past quail
#

Please, please, please add a way for those playing on Inzoi who cannot access their devices files to still upload images, videos, etc for billboard, photos in the house, textures, and emotes. This could be via youtube video links, google drive, imgur, etc, and players can simply upload a link from one of these sites or a google image address for images as well.

Pleasee! These features are so important for storytelling.

full tulip
# zinc cedar Correction: I was correcting assumptions/misinformation and you were already bel...

"I critiqued the logic of the system, not the team. If a singer gets 'bad karma' for a small gesture while a criminal gets the same for a robbery, that is objectively an unbalanced mechanic, regardless of lore. You call it 'misinformation,' but the fact remains: the January roadmap for Beauty careers was missed and the major update is now delayed to April.
I am here to discuss the quality of the simulation and the lack of core features like the smartphone UI and phone calls (as other users are also pointing out). You are just trying to police my opinion. Let’s stick to the facts about the game's development and stop the personal attacks."

queen crest
#

I won’t dispute the posts above, but I was quite surprised by the reproach that “they are following their own project, regardless of our needs”, how else should it be? They have had, and will continue to have their own project, and they often point out: ”Since many of your suggestions align closely with the direction our development…” which means they grant themselves enough freedom in making their own decisions and in evaluating when players’ suggestions fit.

I agree about the unfairness of reducing the presence and influence of Bubbly, since it's existed since the very beginning, but this also applies to karma, story progression, and what once was. Likewise, I disagree with those who set aside the USP in favor of sth generic. The game began by presenting the living communities, with social and rumors, souls and reincarnation, and then suddenly that broke. All of that were there, let’s develop them, not replace.

The advantage of Karma is the gameplay loop through actions, their reflections during life ("the world sees you as an ominous presence"), in the afterlife ("if you die in the terrible karma state, you'll remain as a wandering ghost"), and after reincarnation. Kjun said in interviews that they’d improve karma to make it clearer.

What bothers me is the direct dependence of luck on karma. I’m recalling Lucia answering in prison, "Do you know why you’re here?" "Bad luck, I guess", but still, I'd like to see both a bad lucky and a good unlucky, and in the end for consequences to come for bad deeds, but at what moments? Maybe there could be a non-autonomous ⚡️Intervene with the previously existing God hand, and options Complimenting/Scolding, after which a chain of (mis)fortunes is triggered? Misfortunes could be prevented through good deeds, worship in temples, etc.

As some players mention bonus traits, perhaps a Lucky ability, chosen in CAZ or unlocked through gameplay, could shift the influence of karma on luck.

zinc cedar
# full tulip "I critiqued the logic of the system, not the team. If a singer gets 'bad karma'...

I believe you are a bit lost why I replied to you. You seems to assume Kjun is somehow not focused on the roadmap because he happens to post side projects about curved walls and hats.. so I corrected you because that is misinformation and assumptions. Just because Kjun post the small projects, doesn’t mean the major project is not being worked on. (For your information, these features are what people had suggested for before, this is why I said you’re belittling people’s suggestions. Also I said instead of whine, give proper solutions to the karma system)

brazen bolt
#

Hey this is entering argument territory.

#

I am going to request again that we remain civil and refrain from arguing or insulting

#

Please report messages if you need to

regal ermineBOT
fallow eagle
#

Please inzoi team, fix like and dislike do not work in my game at all. Make a make zoi dislike something they keep doing it. I mean, what's the point of liking and disliking if it's like that? Zoi shouldn't be doing anything they dislike. Or if I the player make them do it they should have a negative buff.

queen crest
# full tulip "I critiqued the logic of the system, not the team. If a singer gets 'bad karma'...

the January roadmap for Beauty careers was missed and the major update is now delayed to April.
Q1 (Jan–Mar) is a dev window, not the release of the major update. Accordingly, its release in April after QA and publisher approval is perfectly logical.

They’ve already detailed progress on core systems like jobs, memory, and reputation (Q1), along with many Fundamentals features (strollers, bed‑mood, romantic and infant animations, CAZ presets, Canvas search filters, destructible object realism, Hanok-style architecture, furniture, Hanbok-style outfits etc.)

This is not a dispute at all, I’m just wondering where the info about January, delay and roadmap deviations comes from, since everything has been clearly outlined?

full tulip
# queen crest > the January roadmap for Beauty careers was missed and the major update is now ...

"In Kjun’s official communication at the end of 2025, January was specifically indicated as the month for the implementation of the new careers (Police, Beauty, Firefighters), not just a generic quarter. Instead, all we are getting now are curved walls and hats. It’s disappointing to see the roadmap being ignored in favor of minor aesthetic features while the core gameplay we were promised is nowhere to be seen."

jolly star
#

For someone who just likes to play freely without interference, I'd like to see an option to just turn off Karma completely (and ghosts, too).

full tulip
# jolly star For someone who just likes to play freely without interference, I'd like to see ...

"You’re absolutely right. In a simulator aiming for extreme photorealism with Unreal Engine 5, introducing omnipresent ghosts and a 'magic' Karma system that hits you with supernatural bad luck completely breaks the immersion. It feels more like an RPG like The Witcher than an actual life simulation.
For example, if I pursue a career as a freelance singer and I perform poorly or act rudely toward the crowd, I should face professional and social consequences—like losing followers or getting bad reviews. Instead, the game expects me to pray that a flower pot doesn't fall on my head or that my pregnancy doesn't go wrong because of 'bad karma'? This isn't life simulation; it's sci-fi, and it’s totally disconnected from the game's realistic aesthetic."

vast kindle
# full tulip "In Kjun’s official communication at the end of 2025, January was specifically i...

I am not even being funny but could you possibly provide a screenshot of where you saw a specific month mentioned for this implementation? I’m just curious bc you seem to be sticking to this January concern and while I do agree that a beauty career would be nice to have, I don’t personally recall seeing any set timeline regarding it other than the ‘26 Roadmap where we have a timeline set in quarters. I even saw you mention that March is 60 days away but that still falls well within the quarter agenda, so those sixty days aren’t necessarily warranting worry on the players end for us to assume any delays or empty promises (respectfully)

full tulip
# vast kindle I am not even being funny but could you possibly provide a screenshot of where y...

"The specific mention of January comes from the announcement of the 'Life & Order' update. Kjun confirmed that this expansion, focused on active careers like Police and Beauty, was targeted for the start of the year within Q1, with the goal of releasing the first contents in JANUARY.
We are on January 24th, and instead of seeing the interactive police stations or the beauty consultant mechanics, we are only seeing 'hats and curved walls'. You can search for this yourself; it's all in the official dev logs and roadmap announcements. If 'Life & Order' is ready for Q1, why is there no smartphone UI or gameplay footage yet? It’s not about misinformation; it’s about holding the team accountable for the goals they shared."

gleaming raptor
#

Kjun & team - thank you as always, super excited for the updates.

The karma and rep system sounds really exciting - they could really add to the depth and longterm gameplay.

Just quick comment re karma: I love the concept, but in order to make gameplay more diverse, I suggest most karma points could accumulate from fulfilling your zois ambitions, maybe also some urges.

This would allow - or actually incentivise - more colourful gameplay. Criminal career or romance ambition would not become an automatic karma killer.

There could still be general karma actions (such as anonymous donations = good, random aggression/violence = bad, etc), which won’t break immersion too much but allow further options for your karma game.

desert bobcat
#

I really don't like the idea of connecting karma and luck. Those should absolutely be independet.

Bad people can just be as lucky as good people - same with being unlucky. And where there are heros there should be room for villains, too. So why do you even offer that kind of gameplay just to punish the player / character for it? This feels like it would be just about some idealistic vision about a "higher justice" like "bad things happen to bad people and good things happen to good people" but life sims should be about the freedom to create your own stories and play your own way not about predefined values and limits especially when there already is a crime system that eventually will punish wrongdoers.

tawdry sundial
# full tulip "The specific mention of January comes from the announcement of the 'Life & Orde...

Maybe have some patience for crying out loud😭💀. These things take time. Just because it’s not being shown yet doesn’t mean it’s not being worked on. There are multiple features that in past updates weren’t shown in any videos, you had to read the patch notes to find out everything that was added. You’re talking as if it’s literally a week before the update and we haven’t seen anything on these features. And NO it wasn’t stated for January it was stated for Q1 meaning March. There’s no specific dates on the roadmap, NOTHING is mentioned specifically for January 🙄

vast kindle
# tawdry sundial Maybe have some patience for crying out loud😭💀. These things take time. Just ...

Right they said to “look it up” & I looked thru Kjun’s post from the past few months (no mention of January from what I saw). I actually saw a post where Kjun acknowledged the career as “Developing the entire career system will take several months, but this is an area [that they] know needs more depth, so [they] intend to approach it with extra care and focus”.

But I honestly see a pattern with this specific poster. They seem to be fixated on social media being the key to InZoi’s success (specifically for PS5 users?) and post in nearly every channel about InZOI’s dire need for a social media mechanic to avoid “flopping”, feeling “soul-less”, without it “console users wont buy the game”, and it should essentially “be the heart of gameplay”. There are dozens of posts where they state that console players wont honor the game without a proper social system”/“digital life”. So it seems to me that this all stems from their disappointment on a lack of social media. I am being respectful as possible when I say social media is absolutely “not life” @full tulip it would be a nice feature to have but these careers won’t be heavily impacted without it. The team is working to bring the features outlined in the roadmap to fruition and I don’t believe they need to face accountability due to “a lack of smartphone UI” or gameplay footage surrounding this whole sm experience you’re trying to push. If we get one, fine but if we don’t the game won’t suffer without it 😉

tawdry sundial
undone hollow
# tawdry sundial 100%. They’re very upset and trying to push some narrative that the game will di...

Exactly they act like if the devs aren’t constantly talking about it then they’ve gave up on it or not working on it which isn’t true at all like they just need patience. Same with pets like I’d love to have pets but is it a MUST HAVE feature atm? No I think they need to work on core game features that is almost guaranteed that all players will be using or that needs to be in the game before having pets which would be optional and not everyone would use the feature.

jovial crag
#

My Thoughts on Reputation system

  • Strangers remember the kindness or rudeness others show towards them, maybe they can even recognize this person in passing if they're in the same space some how (coding having the ability to recognize other agents in past encounters through memory code but also the character ID). Then they could get a desire to thank that person or confront them about the rude behavior later or not depending on their personality.
  • Stores remembering if your criminal zoi robs their store or frequently robs other stores in area, because others talk
  • Other zois recognizing a person they're hanging out with or friends with is a bad person or criminal or associates with other criminals.
  • Parents or just friends warning others to stay away from certain people due to their reputation
  • This is going to work really well in high school and school systems in general. Where you have maybe a typical trope of this one guy being a heartthrob but also a heartbreaker, or the girl who is really popular but shoplifts, etc. and so forth so many scenarios being possible, or the student who is a really nice person and is loved by everyone.
  • Neighborhoods having reputations of being good or bad would be a game changer not because the zois there are good or bad (though that can be true too) but the types of activities most likely to happen in those areas make it good or bad

Emotional
Zois feeling uneasy fearful or calm and relaxed when around your zoi based on reputation

Socially
-Rumors: Travel via social proximity but not globally, Mutate (truth degrades or exaggerates)
This would allow you to be famous in one neighborhood and a myth somewhere else, but gradually grow your reputation on a global scale such as being a celebrity or a famous author or athlete. With celebrity status: Public failure during peak fame hits harder towards fans in some cases and could be gradually recoverable or not recoverable at all.
Your zoi becomes so good or bad based on reputation they become a part of the local or wider world history that others talk about like Nero of Rome for example..

whole gorge
#

Hello @plucky zephyr and the rest of the Inzoi team, first off you are all doing 1 heck of a job , KEEP IT UP!!

whole gorge
#

Hello @Kjun and the rest of the Inzoi team, first off you are all doing 1 heck of a job , KEEP IT UP!! Secondly i was just thinking about the blueprint section of build mode, i know that we all can share our houses that we build, but wouldn't it be a really cool idea to have shareable blue prints were we all can make up and share, hope you can think on this, and maybe allow it, thanks

gusty dock
quasi mirage
#

Please add more intimate cute moments between couples!!! The sitting romance interactions were more like teen romance. We need:

  • the ability to cuddle each other while watching a show together simultaneously on the couches
  • Couples can have a cuddle session on the hammocks together!
  • couples can feed each other cotton candy at the amusement parks on a date
  • an option for all of the food cart stalls to have a "feed each other" interaction for different playful couple feeding animations.

When functional movie theaters come out I saw a comment that suggested different types of couple reactions like:

  • Scary movies- one of them gets scared while the other partner comforts them
  • Romantic movie- couples hold hands while gazing at each other lovingly every so often
  • Comedies- laughing with each other while looking at each other during a funny part
  • Sad movies- one of them gets sad while the other partner holds them or cuddles with them for the rest of the movie.
    Just more small couple moments and interactions would level up the romance so much because I am already in love with the new couple slow dances and even more in love with the couple bathing and woohoo animations you guys teased us with in the video. Those were amazing i'm hoping to see more of those types of couple romance moments in the future!❤️
    (EDIT: This could be a huge part of the Valentine's day update!!)
jade flax
#

omg i love the new karma feature

worn hamlet
#

ive never seen anybody ask for this nor have i seen any game have this, but can we please get wall depth! that way we can have in wall shelving and such! people can put shelves, bay windows, ovens, aquariums, anything they want really, within the walls that way! wed also need to be able to put walls from the ceilings too to allow this!

tawdry sundial
worn hamlet
nova sierra
#

I’d also really love to see deeper personality diversity beyond systems like Karma or Reputation.

What would make the game feel truly alive is if the same action could result in different behaviors depending on the character’s personality and current mood.

For example, a calm character experiencing sadness shouldn’t react the same way they would in a neutral state — and definitely not the same way they would react when happy. Their body language, tone, and choices could subtly shift.

Meanwhile, an aggressive or harmful character in sadness might respond with withdrawal, irritation, or even misplaced anger. The same character in a good mood might still behave differently than a naturally kind character would.

In other words, reactions shouldn’t just depend on the event itself — but on:
• The character’s core personality
• Their emotional state at that moment
• Their past experiences
• And possibly their accumulated Karma

A calm person arguing while sad feels very different from a calm person arguing while confident. And both feel very different from how an impulsive or hostile personality would handle that same situation.

If moods dynamically modify personality expression — instead of just adding temporary buffs or debuffs — it would create truly unique individuals rather than templates.

That level of behavioral variation would make every character feel distinct and believable.

thin rover
jovial crag
#

Job Interviews

  • Corporate roles having 2 interviews: first with a recruiter then second with 3 people in senior-level roles
  • Entry level service roles, fast food, retail: 1 interview with manager
  • Hiring or rejection would take 1-2 days to hear back, so it would be a probability of yes or no depending on how well the zoi answered questions and also "other candidates" which would just be data working behind the scenes or possibly even some NPC getting the role instead.
  • If your zoi knows someone from the place of employment you can ask them to put in a good word which may help chances to be hired
    All zois would have the option to apply for jobs in person and hand a resume, though all zois would have digital resume which lists all jobs ever held and for how long, and reason for departure.

Movie Theatres & Movie Rentals Stores

  • 6 new different movies would release each season in different genres with new titles. But after each season passes zoi would be able to watch the movies at home on their tv via streaming services they sign up for or movie rentals retailer.
    -** Movie Rental Retailers: **I wish we could have movie rental stores like we had in the 80s-early 2000s where zois would go select a movie they want to purchase, rental titles would be unlimited, and once it's purchased they have 48 hours to watch it on their tv. Before it needs to be returned to the store or incur a late fee or be banned from renting there again. Once the rental expires it would be a greyed out movie title when you click the tv > movies, and would say: "You need to purchase this title via streaming subscription or rent one at the Movie rental retailer"
  • All movies last 1 hr in game and would have different genres
  • Some movies would have age restrictions which would allow teens to sneak into some movies, but can get caught by the ushers and be kicked out. Though, if teens refuse to leave they can be banned from the lot forever.
  • I would like to see some black and white movies be played and be titled under genre vintage classic
  • Being able to run movie theaters in the worlds as a business and select which movies you will show

Traffic

  • When zoi are running out in front of cars moving in the streets there should be car horns sounding in alert, screeching tires, and cars swerving out the of the way to avoid hitting pedestrians potentially hitting other cars and causing accidents

Public Etiquette

  • When zois are out walking around in their underwear they can get weird looks and comments from other zois in passing, some police can come for public indecency and fine them, if children are with parents they can be shielded by adults or rushed away from the scene.
  • Zois who act unruly (destroying items, yelling,pushing others, etc.) in public can get frowned at or yelled at for their behavior by others,or some zois can be frightened and run away

Zoi self Interactions

  • Taking off jacket and they'll throw it over their shoulder
  • Offer coat to another zoi
  • Ability to take off other pieces of clothing to underwear and it leaves a pile on the ground until you click on it to put it back on
solar solar
potent glade
#

Here's a simple solution to the karma system debate. Make it optional, it's a life simulation and the idea is creating your own world. If karma system works for you great, if it doesn't turn it off.

fallen scaffold
#

Hi Kjun! Happy New Year to you and the team! I know this is slightly off topic but I really want to talk about the design on Cahaya. I feel like the families living on the resort should live in luxury homes/villas on the beach adjacent to the resort instead of in the resort. This way it is more realistic that they would have a permanant home in this area. There is a really nice spot near the boundary of the island where there are some prop buildings directly on the beach that would feel rich. I also know you guys said you are working on getting the hotel to work like a hotel. When we go to Cahaya there ahould be an option to go directly to the resort and book for X days and then leave. Also feel like when zoi book into the resort they should get a schedule holiday activities.

More notes on Cahaya. The jobs. The jobs are great for locals but some are not realistic for the richer zois who have moved from other areas. I think we should have some remote jobs like marketer or developer but these are remote so instead of going to a building or rabbit hole zoi just need to work at their computer or laptop for a certain amount of time during the day. Then they can work anywhere on the beach etc! This is very realistic for the growing about of remote workers in Bali Indonesia and other areas. I have attached examples of luxury ocean front villas some from Bali

fallen scaffold
potent glade
# fallen scaffold

Yes are very right, there should be areas or neighbors in each world based on your tax bracket. They should be wealthier areas with fancier houses and bigger plots, mid sized homes for the middle class and smaller older buildings especially for those who like story telling, your environment should reflect your financial status.

vital lake
#

@plucky zephyr Please, could we have more control about people interacting with our Zois when outside ?
It is really hard to have a Convo with another specific Zoi because other Zois would just jump in the convo. Sometimes it feels suffocating to go in a restaurant and having suddenly many Zois surrounding your Zoi and talking with or around them.
We should be able to chose if we want to discuss with other Zois and it should be easier to interact with a specific Zoi.

potent glade
#

Hi @plucky zephyr
Here are some features outside the general conversation that I'll like you to implement in the game.

(Part 1)

  1. The hygiene system needs a make over, If zois don't brush their teeth per day their teeth should turn yellow, two days in food particles on it, and on the 3rd day there should be visible effects for mouth odour. Same goes for showering, if you skip 2days there should be visible dirt mark on your body and of you skip 3 or 4 day then there should be visible effects that shows odour in the armpit area.
    This should affect zoi's social life and most of their interaction would be negative, also there should be animations of NPCs covering their nose when the stinking zoi is speaking or standing close to them.

  2. The laundry system also needs improvement if we want to able to run a laundromat in the future. Each bedroom, changing station should have a laundry basket or a single one in the laundry room that the household shares (representing one load). When zoi's change outfit, their old clothes (image of rumpled old clothes) appear in their hand and they toss it into the laundry basket (or on the floor for dirty zois). When it gets full on the 3rd or 4th day or even a week. If they don't do their laundry, it would then reflect as dirt in their shirt.

Animation Idea: on wash day, they collect each load from the basket and put them in the washing machine, then transfered to the drier. When they take it out it appears as folded cloths in a basket and they can take it to the dresser.
The option to do all loads at ones should be there, each player plays at different pace).
This would also help in the future for when a laundromat is added.

Below are images of each scenario, Load, when transferring to dryer, when the laundry is done.

vital lake
#

@plucky zephyr Also, can we have a more realistic approach with flirting. Like a conversion option "asking for their number/contact" ?
Which could lead to texting and date proposal ?

I know I already posted it, but the mood system is kinda chaotic. It break immersion that a mood linked to an event that occured 3h ago start affecting the Zoi 3h after, because another event create another mood.
A mood more tied to personality but also working in synergy with other event could give more balance.

And a less randomize conversion UI could really improve the game.
The conversation option first showed should be tied to the level of intimacy with the Zoi we're interacting with.
Having to look in details for an interaction suitable for the narrative, with almost all of them unlocked is giving empty dollhouse.
While having the first convo options linked to the level of relationship kinda put the narrative visible in the game, it make it less random. We could still have the possibility to chose something else, but the player would understand that it is more risky (and make it challenging).

gusty dock
# vital lake <@1168780020643270657> Please, could we have more control about people interacti...

Even just limiting the proximity radius for joining conversations would help a lot. My Zois seem to spend ages waiting for someone to join them from the other side of the lot. Other suggestions: limit third-party joining to ‘small talk’ interactions, and have ‘small talk’ automatically cancelled if the player manually queues up another conversation option. And prevent anyone else from joining full stop if the characters are on a date.

potent glade
# potent glade Hi <@1168780020643270657> Here are some features outside the general conversatio...

(Part 2)

  1. The interaction for baristas in the cafe's and restaurants is still off. Rather than just ordering from the menu screen and spawning the food at the table, I feel like after ordering at the menu, zois should walk over to the barista, hand them cash (gotten from the ATM) or card, the barista interact with their cash register, before money is deducted from our account. The barista spawn the food in the hand and hand it over to our zois.

Also children should be given piggy banks so that whenever their parents give them allowances in cash, they'd store it inside and use it to buy something on a special day or parents can take it to a bank and open an account for them, this would give players another reason to actually withdraw cash.

  1. Add unpredictability like reactions when zois bump into other zois, based on personality some should want to engage in arguments other in physical altercation (by pushing back) and based on how you react the situation can escalate. Others include
  • Adding quirks like birds droppings landing on zois when they walk under trees, or being stung by a bee (or hives), bitten by insects while walk through bushes.

  • Since walking while eating food gotten from stalls will be added soon, sometimes (make it rare) birds should steal your food.

  • Add other world events that doesn't always have to include player input, like ambulance picking up accident victims, police settling physical altercation on the street, people getting pickpocketed, etc.

gusty dock
#

Some more thoughts on crime:

  • I just had my first nighttime thievery event and it was FANTASTIC. Checking the street for witnesses before picking the lock, carefully edging my Zoi round the camera zones because he wasn’t able to disable them yet, watching him get increasingly flustered as he failed various attempts while the timer ticked down… ALL the active careers need to be like this, not just the same boring tasks every day.
  • That said, I found a few more issues. For example I was told I could rob POS machines at level 2, so I broke into a store at night to try this, only to find I couldn’t rob the machine without getting info from the crime whiteboard - which isn’t possible until level 3.
  • It’s really annoying to have your Zoi randomly die from electrocution while robbing an ATM machine, without any way to anticipate or prevent this. It forces me to save-scum before every attempt which isn’t really how I want to play. Players should be able to avoid this using equipment (e.g. rubber gloves), and/or maybe it could just badly injure your Zoi rather than killing them outright, forcing them to go to hospital for treatment or risk dying of their injuries later.

(BTW I’m aware the crime system is a WIP and still being actively working on. I’m just pointing out stuff the devs may be unaware of or have overlooked.)

zinc cedar
zinc cedar
#

I think luck and karma makes InZOI very unique. Kjun, thank you for the traditional clothes, I can’t wait to see them in game to dress in Dowon.

Regards to karma, I think Karma should have a scale of how bad certain actions are, instead of every bad action being on the same scale, so like levels to karmic behaviors?

I would like bad karma to be caused by something actually bad and not from simply kicking a trash. I would assume karma is only caused if what you do hurts others or hurts someone’s property in really bad way, or when you cause big inconveniences to others. With that said, BUT if some people is bothering your zoi so your zoi blocks those people, this shouldn’t cause karma. Zois having reasonable boundaries shouldn’t cause bad karma.

I would suggest that small negative behaviors like arguing with family, if they happen too often next to each other and for many days until the zois dies, where no apologies was ever performed, it should cause some bad karma onto the afterlife for unresolved issues, but the ghost zoi can choose to ignore correcting behaviors and be a bad person in the afterlife, if they choose to.

zinc cedar
# zinc cedar I think luck and karma makes InZOI very unique. Kjun, thank you for the traditio...

How to cleanse karma?
We have karma meter in InZOI that counts bad behavior and the more you do bad behaviors, the lower it gets. For our zoi who has bad karma to avoid karma, the zoi should do good deeds OR the zoi can pray to cleanse bad karma, but praying won’t save a zoi’s already ruined relationships because the zoi needs to put in the work to save a relationship, and that means the zoi must communicate with the people that the zoi has hurt and apologize. Your zoi continuing to do bad behaviors after apologizing to people won’t make the people forgive your zoi, it should cause mistrust.

onyx raft
#

Hey Kjun, i think karma should be clear and visible somehow, because the average player wouldn't know why clients are leaving bad reviews and might think it's a bug or their effort isn't worth it. Maybe karma shouldn't influence business aspects.

misty cairn
#

You are our karma in the game, we hope and wish that the actions end in good rewards, there are sharks everywhere, just choose your blue sea 🙂

silk ridge
#

Did they fix the UI or cars yet?

muted orbit
#

Just a note to make sure when you get your gallery filters up: make sure you can exclude dlc you don't own from the search. EA hasn't done this yet and it drives me nuts 😔

unkempt merlin
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Feature Suggestion: Appearance Age, Lifestyle Health, and Lifespan Separate from Chronological Age

I know the team has a lot on its plate right now with upcoming updates, especially with the focus on polishing core gameplay systems. With that in mind, I wanted to share a suggestion that I believe fits squarely into the fundamental aspects of life sim, and aligns with the goal of strengthening core systems. Fitness and diet are deeply connected with ageing, life, and death. It’s difficult to imagine a life-simulation game that doesn’t represent this relationship in some meaningful way.

Chronological vs Appearance Age

Currently, ageing in inZoi (similar to The Sims series) is primarily based on the number of days a Zoi has existed in the world. These accumulated days directly determine both life stage and appearance changes, meaning all Zois follow the same linear ageing trajectory.

Introducing appearance age as a separate system could add significantly more diversity, unpredictability, and replayability. Rather than every Zoi ageing in appearance at the same rate, Zois could follow different appearance ageing trajectories while they chronologically age the same way. This would make each Zoi feel more unique and give offspring more meaning beyond inheriting visual traits, as they could also inherit a degree of longevity through DNA variability (RNG-based multipliers).

Appearance age would represent how much a Zoi’s body has physically aged, and would be influenced by 3 factors: Diet, Fitness level, and DNA variability
For example, Zois who consistently eat balanced meals rather than instant foods could slower down appearance ageing. Such Zois might still appear as young adults even when their chronological age places them in the mature adult stage.

Movement Need, Fitness Level, and Physical Ageing

Movement could be introduced as one of the core needs of a Zoi. While it would decay more slowly than other needs (e.g. taking close to two inZoi days to fully decay), it would remain dynamic:

  1. Eating and prolonged inactivity would reduce the movement need
  2. Walking, daily activities, jogging etc. would increase it
  3. RNG variability could affect how quickly this need increases or decays, adding further individuality between Zois.

Fitness skill level could then play more intricate roles: 1) Higher fitness levels through regular exercise would slow the decay of the movement need; 2)Prolonged inactivity or low movement need would gradually reduce fitness level

Conceptually, this reflects improved physical conditioning and efficiency rather than simply “knowing how to exercise.”
As fitness level increases, appearance ageing would slow. Conversely, poor fitness and long-term inactivity could accelerate appearance ageing, as well as changes in body shape (e.g. weight gain).

Edge cases and Early Life Impact

Edge cases for separating chronological and appearance age should be considered. For example, child and teenage Zois should broadly match their expected appearance. Differences in physical ageing would become more noticeable from the young adult stage onward.
That said, diet and fitness during childhood and teenage years could have long-term consequences. Poor habits early in life might not immediately change appearance, but could significantly affect longevity and physical ageing later. In rare cases, extreme conditions could even result in earlier health-related death.

Death and Life Outcomes

Unfortunately, not all individuals reach old age after expending their full vitality. Poor diet and lifestyle often lead to earlier death. Allowing Zois to potentially die before reaching the senior stage, albeit rarely and with safeguards, could make the life simulation feel more authentic, emotionally impactful, and less scripted.
This unpredictability would add meaningful stakes to lifestyle choices and make each playthrough feel more organic and re-playable.

drifting heath
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Just want the school gameplay, a Brazil map and multilayer and I'm happy

zinc cedar
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A bad person by heart who is a manager can have loyal customers who praises the business, as long as the manager doesn’t directly insult their individual customers to the point of bad reviews.

lime pulsar
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I want that coat IRL

jolly star
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  • Assign Spaces/Objects: Two things I would like to see are assigning spaces and assigning relationships. Similar to how you can assign a bed to a specific Zoi, I'd like to see this option for objects and rooms. For example, I have two Zois who are roommates, but one Zoi just goes in the other's room to use their chair to read, when they could've used the chair out in the dining room. However, because it was closer, they just went there. It makes it feel invasive, so I'd love to see more distinction between shared and private spaces/objects.

  • Assign Relationships: I think it'd also be nice to have a system where we can assign relationships to Zoi that you are not related to. For example, I created two adult siblings without parents. I'd love to be able to assign them a sibling relationship without having to build a whole family tree out from scratch. I also see it as a useful way to manage a Zoi's personal relationships as well because we can define different relationships our Zoi has.

  • Nicknames: I think another fun feature would be the ability to also assign nicknames to Zoi as well that other Zois can use for a particular Zoi based on level of intimacy and relationship. Asking about a nickname could even be an unlockable question 🔑 in the conversation options, and we can even have an option "Give a Nickname" when friendship reaches a certain level.

  • Relationship Groups: It would be interesting to be able to assign Zoi to different relationship groups. For example, in real life, we have our friend group, acquaintance group, coworker group, etc. We all behave and interact differently within those groups based on our relationships. Going beyond the simple relationship bar, I think adding relationship groups as well adds another level of complexity to relationship dynamics. And perhaps, these groups can have their own individual sliders, like levels of friendliness/familiarity/intimacy and level of tension between members of the group. And thus, the Zois will act accordingly based on the settings chosen by the user. Maybe sliders could also be done for individual relationships as well.

  • Remove Relationships: I'd also like to see an option to remove relationships with other Zoi. Every small interaction takes up more and more space on the relationship list. As someone mentioned earlier, part of this can be rectified by having the option of whether to engage with another Zoi who is trying to insert themselves into your life against your will. But, having the option to simply delete a relationship would help in removing unwanted interactions and allow us to keep the relationships that actually matter.

untold stump
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Love this! Will civilians have reactions when something big gets destroyed, like trying to escape, panicking, or calling the police?

thin rover
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After carefully reading other people's comments, I think the "reputation" system is fine, but the "karma" system needs to be revisited. The downside is that it might limit players who want to experience a slightly vicious or mischievous Zoi storytelling experience. Doesn't the "karma" system ultimately boil down to the one thing: to live a lucky life, you have to live a good life? But in this world, bad people can be lucky, and good people can be unlucky. And these unexpected twists and turns make life all the more interesting. According to the "karma" system, even if you want to raise Zoi as a criminal, you have no choice but to keep him good, lest his bad karma kill him at the hands of a shark. If that's the case, I'm concerned that the "karma" system could become a barrier that limits players' creative and enjoyable gameplay.
Karma needs to be rethought. I don't think it's a particularly attractive system from a player's perspective.
but, a well-designed "reputation" system could potentially create a more diverse gameplay experience. Depending on your reputation, people's attitudes toward you may improve or worsen, and opportunities and episodes in your work life may become more diverse, allowing you to create storytelling that will increase the player's sense of immersion.

nocturne epoch
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Hey kjun, I have a few suggestions for Inzoi if you guys are interested in seeing these changes:

  • Relationships deteriates over time: so in real life, most acquaintances you meet over time will not really see you as a friend and as a result, they won't be interested in interacting unless you or the other is committed to talking to form a relationship, so to prevent the relationship tab from being cluttered, I had the idea that acquaintances will deteriorate but will become slower and slower the more you build their relationships, I imagine best friend or good friend status would be barely noticeable to see the deterioration of the relationship

  • Making elevated homes easier to build: So one of my biggest problems in zoi right now is that it's pretty difficult to make a patio or a porch that connects to the main house, and while Sims 4 still to this day has the better house building systems, I was suggesting you guys can take notes from the Sims 4 team to incorporate something similar for Inzoi 's house building systems

  • Inzoi expressions: I don't know how you guys handle animations and expressions, but, I kinda have this uncanny feeling of animations feeling stiff or too "realistic" for that matter, I kinda want to see more animated interactions in the near future

random palm
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Hello !!!! I wanted to post a very troubling suggestion that could hopefully be a minor hotfix. I keep having Zoi's who aren't in my household leave due to their recognition falling too low. It's getting very chaotic because I'm not playing their household, but they are extended family of the Zoi's I'm playing. I already had one Zoi leave and I had another leave shortly after. I had to reload to a previous save so I could get him back. This is getting to be a MAJOR headache 😭 Zoi's that we aren't controlling should be able to take care of themselves. To be honest it's becoming very stressful 😭 please fix this. I won't lie, I don't understand the recognition gauge tbh. Now I do like the realism that Zoi's can leave if they feel like they aren't being recognized enough and it does make for an interesting storyline for storytellers. However it should be a rarity under specific conditions. For example, it should happen to Zois who are in very strained and estranged relationships or very extreme life events. But its occuring wayyy too often and it's happening to Zois who are in happy relationships and careers. It's getting too stressful to manage 😭

white nexus
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Totally off-topic, but I’m hoping we’ll get some kind of timeline—or at least hints—on when the big updates are dropping 😭

pulsar frigate
daring charm
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Hello, I wanted to ask a question: doesn't it bother anyone that the Zoi wear their jackets, scarves, and gloves at home? Doesn't the fact that you can layer a jacket over a sweater and not remove the jacket bother anyone either? When the Zoi are in their indoor clothes at home, they don't have outdoor clothes when they go out, and if it's winter, they're left with just a sweater because they can't change their clothes when they have to go to work... Rethinking the whole system seems essential to me! And you ?

finite wedge
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I love the destroyable assets while driving. Makes it feel like need for speed :D

vast kindle
# vital lake <@1168780020643270657> Please, could we have more control about people interacti...

Exactly, my temporary solution to this is resetting the interrupting random zoi using Emergency Rescue in the Psycat guide but even that has a small delay window in the zoi still being in the convo. And sometimes my zois will be out and about having a convo just for them to awkwardly pause for nearly two hours because some random zoi blocks away is trying to come and join their convo. I see it’s on the roadmap but I really wish I could find a better solution than having to wait and reset them for now.

rugged hazel
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This is amazing, a Lunar New Year is coming with new clothes, building objects, curved walls, and many more. I'd love to see the Gender Reveal cake interaction with the husband and wife, and gay couples, while the female ZOI, the wife, is pregnant, present in the household, similar to a birthday cake that ages up. Things keep getting better and better on InZOI.

daring charm
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Hello, which bag? The one in the app? If you bought one and threw it away, no, you can't get it back. If you have other bags in your bag, you can give them away.

thin rover
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  • Items I'd like to see added:
    walking stick (for seniors)
    Violins
    Sketchbooks for drawing
    Home projectors
    Tents
    Treehouses
    Rope skipping
    Indoor climbing equipment
    Water skiing
    Duck boats
    Ping-pong tables
    Photo booths
    Robot vacuum cleaners
    Home pool slides
    Diving boards
    Toasters for personal use
    Wall-mounted speakers for music

  • Activities I'd like to see added:

Building sandcastles
Sand baths
Beach volleyball
Knitting
Ceramics
Sculpting
Origami
Clay crafts
Console games
Screen golf
Jogging
Table tennis
Tennis
Badminton
Skiing
Water balloon fights
Jenga
Hide-and-seek
Tag
Trump cards
Playing house

unkempt merlin
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Feedback / Karma System: Clarifying Luck, Karma, and Reputation (1/2)

After reading others' comments on the Karma system, especially the idea that Karma and luck can diverge, I wanted to share a more structured suggestion after thinking through a wide range of scenarios. The core idea is that things become more interesting when Luck, Karma, and Reputation are clearly distinct systems.

First, I think it’s important to treat Reputation, Luck, and Karma as three different parameters with different responsibilities. Reputation represents what other Zois know, believe, or perceive, and should be driven by visibility, public actions, and social context. Luck represents randomness and variance in life outcomes, and should be morally neutral. Karma, on the other hand, represents what actually happened and how a Zoi has lived, independent of whether anyone knows about it.

In this framing, Luck could be dynamic RNG variable, which should primarily determine whether misfortune occurs, especially for environmental or catastrophic events such as accidents, illness, or hazards. These events should not feel morally determined. A shark attack, a sudden illness, or a freak accident should mostly be a matter of chance, possibly modified by skills or physical condition, but not by moral standing.

As opposed to my previous feedback on this, Karma should not function as a spendable currency that allows players to “cancel” bad events. Turning Karma into something that can be directly expended risks turning it into resource management rather than a reflection of a life trajectory. Instead, Karma works best as a slow, cumulative system that shapes what happens after events, how they are integrated into a Zoi’s life, and what long-term consequences or meanings emerge.

Rather than a single Karma value, I think Karma becomes far more expressive if it exists across multiple domains, each accumulating independently and producing consequences only where the behavior actually occurs. This avoids good actions in one area “canceling out” harm in another, and allows Zois to live internally contradictory but believable lives.

One domain could be Relational Karma, which reflects how a Zoi handles intimacy, trust, honesty, and emotional vulnerability in close, mutual relationships. This domain would be shaped by patterns like fidelity, transparency, emotional responsibility, and how conflicts or breakups are handled. It would not be influenced by professional care or asymmetric roles, but instead affect how deeply romantic or familial bonds can grow, how stable they feel, and how easily trust can recover.

Another domain could be Generativity or Legacy Karma, which reflects what a Zoi gives forward into the world beyond themselves. This includes mentorship, teaching, caregiving, anonymous help, and actions that uplift others without requiring reciprocity. This domain is less about intimacy and more about long-term impact, fulfillment, and whether a Zoi’s actions continue to matter later in life through legacy events, remembered contributions, or meaningful callbacks.

A third domain could be Integrity or Self-Trust Karma, which reflects how aligned a Zoi’s actions are with their own values and self-concept. This domain is shaped by consistency versus hypocrisy, self-justification versus self-respect, and whether the Zoi believes they are living honestly according to their own internal logic. It primarily affects inner stability, guilt, confidence, and identity-related arcs rather than social outcomes.

Finally, a Social Harm or Justice Karma domain could track the damage a Zoi causes to others and to society at large, regardless of intent or internal justification. This includes theft, violence, exploitation, or systemic harm. This domain would influence institutional response, legal pressure, and how harshly consequences land when luck runs out, without being offset by unrelated good deeds elsewhere.

daring charm
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One observation: there are many non-functional items such as safes, changing tables, baby bouncers and the small bathtub for babies and toddlers, the barbecue which is outside but cannot be used if there is no refrigerator nearby, and the beauty masks which should be usable and have a buff...

unkempt merlin
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Feedback / Karma System: Clarifying Luck, Karma, and Reputation (2/2)

These domains become especially important in edge cases. For example, consider a teenage Zoi who repeatedly robs others but shares a large portion of the stolen goods with his poor friends. In this case, his relational karma within his peer group could be high, reflecting loyalty and trust among friends. His generativity karma could increase modestly, since he is genuinely helping others survive. His integrity karma might also be high early on, if he believes strongly in his own code and feels internally coherent. At the same time, his social harm karma would steadily decline due to the real damage caused by theft, narrowing future options and increasing risk over time. None of these cancel each other out; they coexist.

Similarly, a Zoi who is a caring, effective teacher but also a serial romantic cheater would show a different split. Their generativity or legacy karma would be high due to long-term positive impact on students, potentially leading to late-life fulfillment or legacy moments. However, their relational karma would decline due to repeated breaches of trust in intimate relationships, limiting their ability to form stable partnerships or families. Their integrity karma might become conflicted or eroded if their self-image clashes with their private behavior. Again, these outcomes should not average out into a neutral result; they should produce a life that is meaningful in some ways and deeply lacking in others.

This domain-based approach allows Karma to reflect where and how actions matter, rather than acting as a single moral score. It supports lives that feel human: respected yet lonely, loyal yet destructive, fulfilled yet internally conflicted. Importantly, it also aligns with the idea from the dev diary that Karma and Reputation can diverge, while avoiding the flattening effect of a single hidden value. For reference, I’ve also included a screenshot of a table showing how different scenarios would affect different karmic domains.

I also think there’s value in making these parameters visible, as long as it’s done in a non-transactional way. Domain-based Karma meters could act as slow-moving indicators of who a Zoi has become over time, helping players understand long-term consequences along the way. Seeing different domains rise and fall independently would reinforce that good actions in one area don’t cancel harm in another, while still keeping Karma descriptive rather than prescriptive.

Overall, separating Luck (randomness), Reputation (social perception), and Karma (domain-based life accumulation) allows the system to support unfairness, delayed consequences, inner contradiction, and long-term meaning. This keeps Karma from becoming either a punishment system or a magical reward mechanic, and instead makes it a quiet force shaping who a Zoi becomes over time.

golden salmon
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Since controller supports coming to inzoi for PlayStation can you bring controller support for Mac 💻 🖥️ please using keyboard and mouse can be difficult for some and the Karma system looks amazing

fierce anvil
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Please add a caz.fulleditmode (full edit mode) so we can fully edit our ZOIs during gameplay.
It’s really necessary for storytelling. I wanted to make my zoi body change naturally (gain weight, different shape), but it’s impossible once the game has started. Being able to edit body type, face, and details after creation would greatly improve realism, gameplay flexibility, and player creativity. Many players want to evolve their ZOIs as their lives change (pregnancy, aging, lifestyle changes, transformations), and a full edit mode would make inZOI even better. Please consider this since we don't have script mods to enable this.

vestal grove
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Hello Kjun! As always, I really appreciate the transparency and engagement you and your Team have with the players! This is rare with many game developers nowadays! I also appreciate the hard work you and the Team put into making this game better and better!

I am neutral on the Karma system. I have put in about 850 hours of gameplay into InZOI and the biggest challenges I face is getting my Zoi’s to perform actions that I request. Many times they just stand around for long periods of time or the actions that I have put in the queue disappear and are replaced with game generated actions. This happens whether or not autonomy is on or off or smart Zoi is on or off. Therefore, I fear that continuing to add more background behaviors like Karma will exacerbate this problem and soon players like myself will feel they have no control over the game! I would recommend that a new Karma system come with the option to turn on or off and that the basic functions of the game be strengthened/improved so that the player can have more manual control over their Zoi’s that will override autonomous actions and behaviors. This flexibility is needed and useful in certain situations involving story telling and gameplay.

Thank You!

odd coyote
zinc cedar
zinc cedar
strange granite
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Hello!

I’d just like if karma didn’t rule the game as much and added fun random events here and there. Such as:

if you have bad karma, maybe you can slip while walking in the snow or rain, animals run from you, you might get zapped by lightning in a storm, maybe power goes out at home, but you can have an easier time with other things such as stealing, avoiding the police and such.

If you have good karma, Zois and ghosts could help you get better mood, animals approach you, you might find some money in your pocket, maybe if a Zoi died and your Zoi is sad because of it the ghost could visit and make the sad Zois feel better. Or maybe your business rep gets a boost because you were lucky here and there.

It’s starting to go in the right direction, I just don’t like that we can directly choose to be good or bad. Get rid of the “karma” actions and naturally implement it in the game.

Good karma: Being helpful, petting animals, gifting things to others, etc.

Bad karma: Fighting people, stealing, breaking things, not taking care of your needs, making fun of people, etc.

Zois should not pick bad karma actions out of nowhere, if a Zoi karma is in good standing they should naturally go that way. My Zois keep punching vending machines out of nowhere when they’re good.

jaunty sail
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Hey Kjun, it would be nice to add different working hours for each day for our business.. for example: from Monday to Friday the shop will be open from 8 am to 7 pm and on Saturday and Sunday the store will be open from 8 am to 12 pm ✨ And also it would be good if we could select the working days or hours for the employee’s and the operator, my inZOI business is open from 8 am to 7 pm.. would be nice if my employee’s could work in shifts rather than a whole entire day.. i had to shorten the working hours from 8 pm to 👉 7 pm because my zoi’s were so exhausted lol.. so setting different working shift hours for each zoi employee would be so good. Much more flexible options for the ones who love to play with their businesses

onyx raft
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I wish Inzoi had age-specific goals like in The Sims 3.

In the toddler stage, they had to learn to walk, use the bathroom, and talk to age properly and choose a trait (if you didn't meet these goals, the trait was assigned randomly and could be negative). In the child stage, they had to perform well in school to age correctly and choose a trait. The same applied to the teen stage. In adulthood, they'd have to fulfill their lifetime aspiration.

Inzoi needs age-specific goals, not necessarily trait selection upon completion, but something else. There should be a persistent task that, if not completed by the next age milestone, has consequences, and if completed, benefits the zoi's life. Maybe if not done, zois could develop erratic personalities or behaviors that also affect their soul's ascension to the afterlife upon death.
Maybe a zoi child or teenager with poor grades wouldn't be able to enroll in university or get a scholarship, which would prevent them from pursuing certain careers.

zinc cedar
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Off topic:

  • Tables for computer are too big. Hopefully we also get ones that don’t take up too much space.
  • Npc and our Zois should react to a burglar in our house.
jolly star
queen crest
# queen crest I won’t dispute the posts above, but I was quite surprised by the reproach that ...

☯ Karma
= an internal counter of consequences. Its role is to determine the probability of different types of events:
Good karma → bright deeds, more stable opportunities, support / trust / coop, fair play, sustainable growth
Bad karma → shady deeds, more risky opportunities, betrayal, manipulation, shortcuts, temporarily profit
→ doesn’t punish or reward directly, only shifts the balance of probabilities

🍀 Luck
= the randomness of outcomes (RNG+modifiers – (un)lucky trait, (de)buff). Decides how an event that has already happened will end. Karma doesn’t control luck directly, but it influences what kinds of events can occur.
Good karma → an event like participating in a lottery. Luck decides whether Zoi wins.
Bad karma → an event like participating in an illegal deal. Luck decides whether Zoi manages to avoid punishment.

Intervention
= social action that temporarily changes luck (e.g., for 24 hrs), influence Karma indirectly:
Compliment → increases luck but may lower karma if the compliment is insincere.

In a criminal context, this could mean that praise temporarily increases the chance of success. But since the compliment is insincere, karma decreases, and Zoi more often ends up in shady situations.
Scold → decreases luck but may increase karma if the reprimand is fair.
In a criminal context, this could lead to conflict. But if the scolding is justified, karma increases, and Zoi encounters bad situations less often in the future.

The player balances: short-term lucklong-term karma.

🪬 Hidden Effects of Karma
** Good Karma**
Positive Failures: even when Zoi loses (e.g., lottery), the outcome can be softened (friends support you, or new stable opportunities appear)
Bad Karma
Negative Successes: even when Zoi “wins” (e.g., a shady deal works out), hidden traps appear later (e.g., betrayal)


This is the 2nd iteration of my thoughts, there may be changes and additions.

jovial crag
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Recognition

I know that zois runaway when its low. I can kinda almost see it as ghosting in a relationship. But, if its family members I want to see a way for my zoi to put up flyers and ask others "Have you seen this person? They're missing" "Have you seen my son/daughter? They're missing". Especially children that run away I would like parents to be able to call the police and report this and to send out an alert and find them. The community could get involved, and find the child somewhere in the city, bring them to the police station and the parents would go pick them up.
The same would work for adults. So they aren't just disappearing and never to be found again.

Can cause relocation
Though I also would like if it were possible for them to relocate to a different world altogether. Then, if the zoi we are playing with goes to this world to travel and see the person they knew there, we could confront them or not. But I think a emotional state of shock should happen, saying " from seeing someone you thought was missing is alive and well. ". While the other party could feel embarassed/ guilty/ or indifferent about seeing that person who recognizes them as well.

unkempt merlin
# odd coyote Hi^^ I find your idea very pertinent, however, any idea on how this might work ...

HiplatyHi 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.

Under this system, each karmic domain maps to a different type of ghost influence. For example, crossing a negative threshold in Relational Karma could produce a ghost tied to emotional situations and specific people, subtly making relationships feel more fragile or harder to stabilize. A negative Generativity/Legacy threshold could manifest as a hollow or regretful echo that creates poor fulfillment, learning, or creative moments. Low Integrity/Self-Trust could result in a fractured presence that adds doubt or hesitation during reflective or value-based decisions. Crossing a negative Social Harm/Justice threshold would produce the most impersonal type of ghost: not a soul seeking closure, but a lingering instability, stress or pressure affecting institutions, safety, or risk, representing damage that was never accounted for.

If a Zoi crosses multiple negative thresholds, those effects would stack rather than cancel out. Instead of spawning multiple separate ghosts, the game could treat this as a single composite ghost whose “strength” reflects how many domains were unresolved. A ghost tied to one domain would be subtle and localized, while a Zoi who crossed two or three domains would leave behind a presence that appears in more contexts and takes longer to fade. A Zoi who crossed all four domains would be a rare, high-impact case, representing a life that left widespread unresolved consequences; not because the ghost has more agency or power, but because the world has more to absorb.

That said, an important part of the design would be ghost lifecycle and limits. Ghosts should not all persist indefinitely or may not even have to exist at all, especially for non-player Zois. Most ghosts would manifest briefly to signal unresolved karma, then fade naturally unless something reinforces them. Relational and integrity ghosts would tend to fade relatively quickly as people move on or identities stabilize. Legacy ghosts would often transform into quieter echoes or memories once their meaning is embodied by others. Social harm ghosts might persist longer, but even those should be rare, abstract, and subject to global limits so the world doesn’t become overcrowded or annoying to play in.

Player agency also matters a lot here. Ghosts should never block household play or force the player into controlling them. By default, ghosts function as contextual, non-intrusive presences. However, especially for Zois the player cares about, the player could be given agency to choose how the story frames the afterlife outcome when karma is deeply negative: allowing the ghost to persist, letting it fade entirely, or choosing a different narrative framing (such as erasure or a punitive afterlife). Karma determines which options are available, but the player chooses how the story resolves, keeping storytelling flexible without weakening consequences.

So if a Zoi has very good karma in one domain and very bad karma in another, both matter. The positive domain doesn’t erase the negative one, and the negative one doesn’t invalidate the positive legacy. The ghost that appears reflects exactly what was left unresolved, how many domains were involved, and how widespread the impact was, while lifecycle rules and player choice prevent ghosts from overwhelming the game world or becoming intrusive.

zinc cedar
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can you please make the karma system toggable so we dont have to play with it if we dont want to thanks

zinc cedar
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I think there should be a cheat to turn off karma and a cheat to remove a certain ghost using ghost ID. For those who don’t want it.

copper mantle
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The game have a deep fryer decoration I wonder if it can be made usable for immersion when go to the restaurant or operating one. Also having alternatives like Air Fryer.

I also noticed pie menu for zois and objects are different, for zois they stay in place but for objects they moves around if you follow the zoi and in shoulder camera view which made it difficult to pick a choice, it'll be easier if the menu for objects is static if you click on them.

fresh wagon
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A thought occurred to me: it’s interesting to play with 0 meow on your account, but if you add the possibility that a rich character could lose all his money and end up on the street? And if he has bad karma, it will be more difficult to improve his plight

jovial crag
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** Toxic Charming Personalities**
I feel we don't have enough charming but toxic personalities, and more emphasis on the psychological aspect of it than just I guess cosmetic. Like those type of people who are so charming and suave they keep people magnetized to them, despite having multiple red flag behaviors. But, people can't help but continue to get swayed into their lives and manipulations. This is easy said for romantic relationships and I would like to see dynamics like this applied, into families, friendships, and employment. I also had chatgpt summarize what I couldn't put into words but hope it gets the point across. Because I think this would add a lot of dynamics but interesting gameplay events play out without player direction.

Adding Behavior Spatial Aware AI
To enhance the emotional impact and emergent drama in inZOI, the team should explore expanding spatially aware AI across multiple archetypes, beginning with the Jealous Protector. Rather than relying solely on point-and-click interactions, spatially aware AI allows characters to dynamically position themselves in the environment to influence or restrict other ZOIs’ movements, such as physically blocking exits, creating proximity tension, or controlling access to key areas. This approach can be extended to other archetypes as well—Manipulators could shadow targets to gather secrets, Trainwrecks could unpredictably invade social spaces, and Soft Tyrants could hover around emotionally vulnerable characters to enforce unspoken expectations. Maintaining point-and-click as a core mechanic ensures accessibility and precise control where needed, but adding these AI-driven spatial behaviors transforms interactions from static triggers into physically and psychologically engaging encounters, increasing player agency and making each ZOI’s presence in the environment feel impactful. archetypes in doc

Attached is a document going into more depth with all the ideas I have about this in particular and how using UE 5.6 could work to make it realistically possible.

But outside of these personality additions. I think adding spatial awareness ai more into Inzoi for day to day interactions would be very cool. We see some of this now like zois walking around to avoid walking into each other on sidewalks or just maneuvering around rooms, or zois waving in passing,forming small groups and talking. But we don't see it much if a zoi is struggling with tasks or blocked by obstacles, then another zoi would detect this and choose to help (hold door, pick up item, etc.) if friendly or socially inclined, or ignore it. Which is where I would like to see this added too, including zois interact differently depending (well mostly mood) on spaces and times of day such as: avoiding noisy areas when stressed and seeking relaxation and calm zones when tired.

wary roost
#

Hi Kjun, thank you for adding drink mixing in clubs. I really appreciate it. I wanted to ask if it would be possible for Zois to order different cocktails directly from the NPC bartenders and also sit or gather around the bar area while drinking and socializing. I attached a short Sims video to show the kind of bartender interaction I am referring to.

I love nightlife gameplay, and I would love to see the clubs in inZOI feel livelier and more crowded at night with Zois drinking, socializing, and hanging around the bar, and if we can have casino games in the nightclubs down the road, that would be excellent. Having more Zois on the dance floor would be welcomed too. I have a high-end computer and would like the option to increase the population even more, because right now the clubs feel empty.

I also noticed that when my Zois want a drink while visiting a bar, they currently have to make it themselves, but instead of drinking it, they place it on the bar, clap, and walk away. If they are making a drink for themselves, I would expect them to actually drink it or at least hold onto it. Also, when chatting with the NPC bartender, they move from their station and go sit with the Zoi, instead of staying on duty and chatting while mixing, like the Sims in my video do.

Lastly, I wanted to mention the drink sipping animation. Right now the glass does not line up closely with the Zoi’s lips, so it looks a bit off. A small animation adjustment there would really improve immersion.

Thanks so much for all the hard work. 💗

jovial crag
#

More Things I'd like to See in Build Mode

  • One is being able to have more control over wallpaper placement we can essentially divide +/- parts of wallpaper we don't want verticall but it's not possible horizontally. So I added a diagram of ways I'd like to apply wallpapers. To create things like back splashes or just unique decorations.
  • Ability to build stairs in front of a door without needing half platform like in this photo: https://www.pinterest.com/pin/5418462047205358/
  • Being able to use curtains as doors zois can walk through but also, being able to place curtains in front of a wall archway and zois still being able to walk through it (pic attached). https://pin.it/1R1rzS4dK
  • Wall ovens and cabinet microwaves

Business Items Needed & Restaurant Items we Need Added

Things I noticed:

  • The pastries that are shown on the bread display (link to pic: https://cdn.canvas.playinzoi.com/S6IPD/acc-uALEw5VH4XNvQ176Oxt1kV/ugc/639048732122102501/thumbnail3.jpg) should be recipes that our zoi can also make. Also each basket on the display should hold a restock pastry, and when a particular pastry runs out that section on the display will be empty until more is made and restocked.
  • The smoothie cups that are in Cahaya (for coconut and mango) once purchased, should be the same for BlissBay but without the pineapple when they order.
  • I like that there are cups for customers to sit in the cafe or bakery and drink, but there also needs to be a set made for the same drinks and food but in to-go cups and to-go bags.
  • there's no way to make pumpkin pie without the jack-o-lantern face
quasi mirage
nova sierra
#

From Number Simulation to Entity Consciousness: The Cognitive Revolution in inZOI
Let’s make the Zoi not just see the world, but perceive it. My proposal focuses on evolving characters from mere command-followers into entities with true Cognitive Awareness.

  1. The Sentient Look (Social & Spatial Awareness):
    We need a Dynamic Gaze System. A Zoi shouldn't just stare forward; their eyes should spontaneously scan and react to their environment. When a friend enters the room, the eye contact should precede any physical movement. Conversely, in the presence of a stranger or a 'rival,' the Zoi should exhibit cautious glances or intentional avoidance. This spatial awareness makes players feel that the Zoi truly 'recognizes' who is around them.
  2. Personality-Driven Reaction Matrix (The Emotional Spectrum):
    Instead of a unified animation for 'Accepting Love,' I suggest a system based on (Psychological Archetype × Current Mood):
    The Introvert: Even when happy, their acceptance of love manifests as 'warm awkwardness' shy touches, breaking eye contact, and slightly retracted body language that reflects their need for personal space.
    The Rationalist/Stoic: Their response should be composed and dignified perhaps a subtle, calm smile and a confident nod, avoiding over-the-top dramatic expressions.
    The Extrovert: Characterized by fluid, expansive movements and an outward physical expression that fills the space with energy and openness.
  3. Mood-Adaptive & Layered Animation:
    A sad Zoi should never walk the same way an excited one does. We need Layered Animations; a single character should have multiple variations for basic actions like opening a door or sitting down, procedurally selecting the variation that matches their current psychological state.
    The Ultimate Goal: To reach a stage where every player feels that their Zoi has a unique 'Soul Signature.' This will transform inZOI from a life simulation game into a self-aware digital society.
brazen bolt
misty cairn
#

Thank you for taking the time to share the current direction of the Karma and Reputation systems, especially at such an early and formative stage. The transparency you are offering to players and modders is deeply appreciated, and it reflects a strong commitment to building inZOI as a long-term, meaningful life simulation. read letter 👇🏻

cloud totem
winter arrow
#

Please bring back the old animation of men watching their smartphones on the sofa. Why did you change it?

torpid lintel
torpid lintel
#

Please give us a way to turn off notifications like the reminder to progress relationships. Since business update, if you interact with your customers to build business points/feedback and also give paid mentoring sessions, you end up with a lot of relationships that need to be progressed and a constant reminder to do so. I don't always wish to progress a relationship with a certain zoi nor do I want a negative relationship impact so I prefer if we could turn off the reminder for specific zois or in general through options menu.

Also can we please have filters to sort our relationships (on the phone and on the relationship panel) by name, friends, romantic interest, business relationship, etc.

thin rover
#

Are there any instances of friendships becoming distant in inzoi? Once you become friends, do they stay that way? I hope that if you don't manage your friendships, your relationships will gradually drift apart. Even if it's just the occasional meeting or phone call, it's a way to maintain a healthy relationship. I think a little bit of management is necessary for a more immersive experience.

thin rover
#

When starting a business, please allow people to do it from their own homes. It would be fun to play with the first floor as a store and the second floor as a home. It would also be much cheaper than buying land. Please consider this!

crystal dagger
#

love all the new updates... ☻♥ Was wondering if they @pseudo ibex Would fix the flickering lights... Curved Walls I'm so excited!!! Took @frigid dove what, like forever, to get curved walls...

brazen bolt
crystal dagger
#

ok what's the right tag??

brazen bolt
random palm
tawdry sundial
#

It would be cool if we could get more in game filters like these and a comic book filter too!

sullen steppe
#

Thanks for sharing the progress on game development. Upcoming updates look better and promising.

Maybe make a zoi with good karma less likely to cheat on their partners or spouse. Autonomously go volunteer at the hospital more. Have a “change job” wishes when they are in criminal career.

I was wondering if you guys are planning on addressing some bugs as you push updates. I feel like the schedule system is huge that makes inzoi unique but it’s so sad that there are so many bugs revolving around it.

queen crest
# torpid lintel I want to add to this the ability to re-roll an urge or delete them instead of j...

There’s a nuance here. Urges also include needs, for example “I want to sleep”, “I want to satisfy my hunger”, and in this case a 24‑hour timer looks illogical, as would the canceling such an urge. I like that they’ve worked on this system and that it has gone beyond the Wants (Wishes, Whims), expanding into a kind of control hub, but now it’s a bit lacking in structure and flexibility. It feels like 4 slots aren’t enough, and the same panel could easily include more.

And yet, I wanted to draw attention to the daily routine patterns, toggling them on/off, manual, and smart scheduling. It’s a bit strange that there are many posts about this on the forum, not here, so if there are any thoughts it’d be great to share them.

pulsar frigate
lilac gate
#

Reminder to be kind and avoid reaction spam please y'all. Rude emojis and spelling out of words will be deleted Psycat_3

terse wind
#

Hello Kjun,

Earlier it was mentioned that the focus of the Dev Team would be about fixing bugs.
I have a list of bugs, some old, others more recent that could really improve gameplay by being fixed.
Suffice it to say those listed are particularly annoying to many a player.

Here's the list : (PART 1)

  • Zois being affected with something like a forever thin bug ?
  • Zois being unable to complete the singing homework ?
  • Zois eating even though full ?
  • Zois bathing even though clean ?
  • Zois waking-up even though tired ?
  • Zois having inconsistent needs depletions that seems to pop out of nowhere ?
  • Un-cancellable actions (I think this is only for Bathing, or at least it’s the most frequent).
  • Zois Needs not filling-up properly in the 4 hours/day gameplay (it’s not as bad as it was, but still not good enough)
  • Custom textures applied to objects being improperly lit (sometimes dark, others bright, but usually bad)
  • We’re still missing some early Enneagrams, some where overwritten (Entertainer became troublemaker??), why remove them, add them back and keep the new ones too !
  • Zois no longer playing piano/synthesizer when you have that preference AND one of the 2 instruments at home, always defaulting on the Guitar instead.
  • Child zois no longer AUTOMATICALLY joining an adult going to wash the laundry (Yes, it was like that pre-0.2.0, provided child had the laundry preference)
  • Toddler requiring insane amount of interaction from adult.
  • Newborns requiring less than toddler but smelling the baby every hour? Compulsive behavior there IMHO.
  • Zois not fixing their own “water” furniture when they break and slipping on the floor, killing themselves, even though they love repairing or at least a zoi of the household loves doing it.
jovial crag
terse wind
#

Hello Kjun,

Here's the rest of the list : (PART 2)

  • Babysitters stealing tablets and laptops(more rare).
  • Babysitters not leaving the house on their own.
  • Babysitters emptying the fridge as they try to eat but food disappears when set on the table.
  • Babysitters not cleaning diapers and bottles.
  • Zois putting tablets/laptop in their bags without the player’s prompting them to do so.
  • Tablets disappearing (not in any zois inventory and no Babysitter came… where is it ? Who knows !)
  • Zois getting their action cancelled to go take care of a newborn/toddler, forgetting what they where doing and not resuming previous action.
  • Zois getting their action cancelled to answer a conversation from another zoi, forgetting what they where doing and not resuming previous action (frequent with some book/tablet reading, also with homeworks on the computer I’ve found out).
  • Zois not closing TV/Music when done/interrupted (see above for “forgetting” what they where doing).
  • Zois cleaning the fields/grass outside with a broom.
  • Zois not using the closest wardrobe to their bed to change into their bed clothes.
  • Zois not changing into formal attire when going to work
  • Zois not changing into their school attire when going to school (especially “child” age-group, but others too).
  • Zois not using umbrellas, and being unable to carry umbrellas in their bags anymore.
  • Zois discarding their umbrellas in the middle of a conversation or because of other action, then never using it again until you get home.
  • Zois not using their raincoats when raining.
  • Zois having their pathing fight with another zoi and/or object on the floor, which could lead to death from needs depletion at worse, being super annoying and ridiculous at best.
  • “Complete a workbook” - completing from the first second of setting it down on the table.
zinc cedar
#

can we please remove the fixed tiling system i want to be able to click and drag for tiles and grass

queen crest
# queen crest **☯ Karma** = an internal counter of consequences. Its role is to determine the ...

3rd iteration

🧭 Karma Trajectory
= the direction in which the balance of karma moves
If the player maintains good karma for a long time, the trajectory of events gradually shifts toward more stable scenarios. If bad karma – toward more chaotic ones

Sacred Redemption
The player can attempt to “atone” for bad karma through rituals or offerings

🔗 Lucky Chain Reactions
= events start to influence each other through luck
A success in one event can increase luck in the next (the streak effect). A failure can lower luck
Example: Zoi wins the lottery (luck ↑). Next is a job interview. Thanks to the “streak” luck is higher, but if karma is bad, the interview may turn out shady (e.g., the company is fraudulent)

🧧 Lucky Charm
Item/buff that increases luck

🌀 Twist of Luck
The player can increase the luck value in exchange for karma (manipulating fate).
Example: Zoi almost wins a deal but is short by one point → the player “twists” the luck, gains success, but karma drops

🎲 Dice Shortcut Actions
Unlike default actions, Dice shortcut actions are resolved by a hidden dice roll that determines the outcome – luck + modifiers (traits, abilities, buffs). Ref: D&D, Disco Elysium, Paralives

Example: A police officer comes to arrest Zoi. Instead of going through a long legal process, the game triggers a hidden dice action. Zoi’s Luck, combined with their Authoritarian trait and Confidence, modifies the roll. The outcome decides whether their bold reply “You can’t arrest me, I haven’t done anything” convinces the officer to back off, or whether the situation escalates into a confrontation

Reputation
= the external reflection of Zoi in the eyes of others. Reputation provides a modifier to luck
Example: Zoi has good karma but low reputation. They attend a meeting. Luck decides if they manage to persuade the people (Dice shortcut action). Even with good luck, success will be limited because of reputation.

craggy nebula
#

🧺 Laundry: I would like to see hampers get full, to see Zoi's take the laundry from the hamper and put it in the wash and then take the clothes from the washer to the dryer. I would also Like Zoi's to be able to do everyone's laundry at once.
Icon_Family 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.

zinc cedar
#

i would love for vegetarian/vegan zoi options to be added not as a trait but just show dishes that are vegan or vegetarian n have zois that are veggo eat those autonomsly or smth

past quail
#

For online mode, will players only be able to have one zoi? I don't really understand the direction the game is going in terms of it -- is it more like a social hangout with friends which will be expanded with friends or a group storytelling? I imagined being able to create households with your friends in the same save, and or be in the same household together and shape your character lives together, is that possible?

jovial crag
#

** No Immediate Death - Ways of Death Having a Percentage of Fatality**

So in Inzoi there's multiple ways to die some are listed here:

  • Sleep Deprivation (should not be immediate death or at all)
  • Lack of Recognition ( i feel this shouldn't be a way to die but maybe zois just withdraw instead or relocate)
  • Overwork (maybe just extreme fatigue at first then could move into death over many days but not within 2)
  • Electrocution
  • Traffic Accident
  • Slipping and Falling
  • Food Poisoning
  • Anger
  • Freezing
  • Overheating
  • Drowning

Everything else I didn't leave a comment beside I feel there should be a percentage of recovering and a percentage of fatality happening. But not immediate death. Other's I feel should just be a gradual decline in health and that transitions into death.

Like let's take Food Poisoning for example. Zois shouldn't immediately die after this but it'd be a slow progression over a few hours or days leading toward death. Such as feeling unwell, then going to the hospital or not, or maybe they want to stay in bed or lay on the couch more often to rest, then there'd be an option to take meds to be healed.

Drowning as another example, a zoi could try and save the zoi by getting them out of the water, then giving CPR before emergency services come to try and revive the zoi, then taken to hospital.

Slow Progression Towards Death
I think there needs to be variations of Food Poisoning. Because we have 1) actual poisoning with chemicals 2) bacterial food poisoning caused by contamination and bad quality of food 3) then there's food poisoning by eat old food.
If anyone is familiar with the game 7 Days to Die or Don't Starve Together. I would like to see symptoms along those lines for things that can cause death or lead to death. So there's a time of progression of symptoms like: dysentery, dehydration, vomiting, BUT you can take medication to help yourself recover or not. Depending on the severity of illness/or injury.

Each need can slowly decline depending on the type: Energy, Sleep, Hygiene , Bathroom, Food (not wanting to eat maybe or hungry but not eating),

solar solar
#

Can we have a gps for the car?

spice scarab
#

Conversation UI needs better organization so we know specifically if that dialogue choice will trigger romance, friendship, or business! And business relationship bar should only be triggered if we have co workers or start a business with that zoi. This will make conversation UI less confusing and clunky.

onyx raft
#

I'd love it if the clapping in conversations between zois, when they're making juice or doing any action that's not celebrating a wedding, was removed. It looks awkward and cringy

nova sierra
#

I would love to suggest something regarding hobbies especially painting.
Right now, artwork in life simulation games can sometimes feel AI-generated or too “perfect.” Clean, balanced, technically correct but missing the human touch. What makes art powerful is not perfection, but imperfection, personality, and emotion.

It would be amazing if paintings in the game were created from real human-made artwork (from beginner artists to professionals), so each painting carries:
• Visible skill progression
• Imperfections and uneven lines at low levels
• Emotional tone depending on the Zoi’s personality
• Different art styles instead of one generated look
For example:
• A beginner Zoi should produce genuinely awkward, unbalanced drawings.
• A child’s drawing should look messy and expressive.
• An experienced Zoi should develop a recognizable artistic style.
• Emotional states could influence color choices and intensity.
The “bad” paintings should truly look bad not aesthetically bad, but realistically unskilled. That human imperfection is what makes a life simulation feel alive.
Hobbies shouldn’t feel like background animations; they should feel like self-expression.

Adding real artistic variation would bring warmth, identity, and humanity to the world of inZOI.Kjun_Heart Psycat_UpVote

thin rover
swift cliff
#

@plucky zephyr PsyCat_Lay 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.

😂 The first and second photos are of me. I’m Chinese, but I grew up watching Korean dramas, and I truly hope this dream becomes reality.

fair cedar
#

Hi Kjun, I’m wondering if you could give us a little update on Inzoi coming to PlayStation? Thanks

nova sierra
# nova sierra I would love to suggest something regarding hobbies especially painting. Right n...

I would love to expand on the painting system with a more social and interactive approach.

It would be amazing to have a dedicated Art Supply Store in town. Instead of painting being a simple interaction at home, Zois could:
• Visit a real art shop to purchase canvases, sketchbooks, brushes, and different types of paints (oil, watercolor, acrylic, etc.).
• Unlock better materials as their skill improves.
• Choose canvas sizes that affect time, quality, and price.
Inside the art store, there could be a small Art Club Room a space where Zois gather, paint together, inspire each other, and build relationships. This would turn painting into a community activity, not just a solo action.

Additionally, the store could host regular art competitions:
• “Best Painting of the Week”
• Players vote inside the store.
• Winning paintings get displayed publicly.
• Winners gain reputation, mood boosts, or even sell their artwork for higher prices.

Zois should also have freedom:
They can paint quietly at home, or join the club space if they prefer social interaction. Personality traits could influence this choice (introverted Zois prefer home, social Zois enjoy the club).
This would make painting feel alive, meaningful, and connected to the world not just a background hobby.

zinc cedar
#

I feel like party clubs shouldn’t close so early, it should be longer and last at night.

Also, for businesses, we should be able to send flyers for recruiting workers and npcs can ask to be hired.

zinc cedar
#

Being able to ask Npc to drive us and more

Kjun, we already have a “ask to go on a date” option, where we the players can pick a place for a date, so I think it would be nice having a “Take me on a ride” option with npc and being able to pick a place, because this would be nice. Adding the ability to ask “Take me on a ride” where we can pick a place and the npc and our zoi will automatically go to the street’s sidewalk and enter the Npc’s car together to go to the selected place. Also, if we have grouped zois, the grouped zois should enter into the car with us, unless we kick them from the group.

Also, it seems like we the players can only call a npc to ride the car with us only when we are already inside a car. I think asking a npc that’s inside a building if they want to ride with us, and having our zoi and the npc automatically go to the street together to get inside a car, would be good.

My suggestion and the scenario I am suggesting here:

1_One 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)

2_Two 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.

brazen bolt
tender trench
#

This is cool, but please be careful with the adjustments on karma system. I hope having a good karma isnt synonym of nothing bad happen. I want to be able to have a good karma and have a good chance to bad things happen to my zois, or else, we will have another game full of "rainbows and unicorns" where nothing bad ou unexpected happen.

zinc cedar
#

Cheats I would like
Ability to age up or age down zois, Ability to change Zoi’s names, Ability to change Zoi’s traits. Sometimes we want to go back to adjust our zois like when we first created them in CAZ, having a cheat for that would be nice (Unless we already have it?)

Also, I am excited for the calendar and would love the ability to set how long seasons last, like 4 days or 10 days. Oh yeah, and having a way to adjust how long different ages last would be nice.

zinc cedar
#

1_One Straight zois should not be flirting romantically with the same gender
I think a thing InZOI must fix is if your zois is straight, they should not be blushing and flirting with someone of the same gender? Because that doesn’t make sense? Maybe a dialogue saying “Sorry, I am attracted to..” with an animation of the zoi kindly declining being flirted by the gender they aren’t attracted to, would be more realistic. Maybe a moodlet saying “Feeling confused after being flirted by someone you aren’t attracted to” should be a moodlet after a zoi was flirted by someone they aren’t attracted. (I word the moodlet that way so it isn’t offensive). Or if your zoi is the one flirting with the gender they aren’t attracted to, the moodlet will show “Confused about flirting with someone they aren’t attracted to.”

2_Two Mutual crush Zois should have a different animation when rejecting deeper intimacy
Another issues I would like to address is, zois who are blushing at each other after flirting, will reject each other in complete disgust upon deeper intimate interactions, but I feel like this needs to be changed to a different animation and not straight up disgust. It makes sense if the zois are strangers and the disgust animation happens, but not when it gets to the point where they are already blushing in flirty ways, attracted to each other, or in mutual crush.. so there needs be a different animation for this one, maybe a nice animation like head shake or respectful decline and dialogue saying “Sorry, let’s slow down and get to know each other more?” Or “Let’s get to know each other more before doing that?” Or “Before we take things farther, let’s get to know each other more?”

(I saw Youtuber playing InZOI and getting confused why the Zois that’s been flirting were showing total “disgust” when they were already flirting)

brazen bolt
# zinc cedar **Cheats I would like** Ability to age up or age down zois, Ability to change Zo...

I want to add maybe having the ability to be able to save an existing zoi (skills, presets, etc included) to restart in a new world and such. I think this would be especially good because of how some people say that they have to restart new worlds with some of these updates. Of course maybe it will not always be possible especially if they change something majorly with individual zois (for example memories and such in the future), but this would be a nice feature to have before full release. I imagine there will be updates continuing after full release.

placid urchin
# zinc cedar **<:1_One:1302828619030331494> Straight zois should not be flirting romantically...

Yes, I agree. They need to fix the ability to romance other genders once you have selected the preferred one.

  • As a reference, in TS4, once you select your preferred choice, the romance interaction is unavailable in the pie menu for the gender that you don’t prefer. For this to work as expected if implemented, they will need to insure that all the romance interactions are in the right categories. Right now, several are not.
steep obsidian
#

Kjun, if you want people using more custom content (3D printed items off Canvas, not including mods), please show how much memory each item takes up when on the download screen. I am constantly trying multiple new chairs in search of one that will not cause my build to immediately exceed the 100MB limit for Canvas. This causes me to avoid using 3D printed furniture, as I dont have the patience to download 20 new chair designs just to find out that each of them take up 112MB. Until mods are more stabilized, I think this is necessary for builders and customization as a whole!!

paper lion
#

When Zoi's are talking it would be nice to know who initiated the conversation, for example, be flirted with or be asked to, kind of like in The sims when someone wants to talk to you. I hope that makes sense how I explained it.

jolly star
#

Could we also add a few more hobbies and professions?

Hobbies:

  • Pottery/Sculpting
  • Embroidery
  • Crochet/Knitting
  • Drawing (Digital/Traditional)

Professions

  • Author
  • Magazine Editor
  • Fashion designer
  • Blogger/Vlogger
  • Influencer
  • Chef
  • Director/Filmmaker
  • Teacher
  • Photographer
  • Comic Artist

Random thought, but I also think inZOI needs a cat cafe. 😆

thin rover
#

There are some areas of the business that need improvement. It's strange that hiring employees is limited to acquaintances. Clicking the employee hiring window should randomly display a list of villagers who have applied. Another option is to post a job opening and wait for applicants. Allow those with the skills to apply, and then select a candidate to hire. Adding an interview process would also be fun.

thin rover
# nova sierra I would love to expand on the painting system with a more social and interactive...

This sounds like so much fun. Also, I'd love to see a variety of clubs, recruit members, appoint leaders, and fully engage in club activities. Art clubs, sports clubs, yoga clubs, dance clubs, billiards clubs, gaming clubs, reading clubs, film clubs, children's clubs, and more. Beyond just fostering camaraderie within the clubs, we could also host competitions to showcase our honed skills, or host events in special locations to discuss our hobbies. The gameplay would be much richer if there were more events we could participate in with our neighbors in the village.

queen crest
# thin rover This sounds like so much fun. Also, I'd love to see a variety of clubs, recruit ...

I saw that clubs / hobby groups mentioned in Fundamentals First (it was suggested long ago, briefly listed, but the actual focus isn’t very clear, great that you’re clarifying):

Interactions & Social Systems
• Add crowd-based group activities in contexts such as sports venues, beaches, schools, and tourist areas
• Allow social events to repeat on a weekly basis, such as clubs and hobby groups

@solar solar already in Fundamentals First

Transportation & Travel
• Add a minimap UI while driving

#1454163920767029308 message

jovial crag
formal drift
jovial crag
# formal drift I agree , I always wanted Zois to have different type of art style , being able ...

I want an art store in the game where zois have to keep buying supplies to do art work. Like each art piece contributes to the amount of material used, and once it runs out they have to buy more.

https://www.pinterest.com/pin/633387443252239/sent/?invite_code=a34eb8f86dd34b87943445f854aeabd4&sfo=1

formal drift
#

Would be nice also if young Zois could take art classes regarding a specific type of art or have homework related to art , which could make them go to the art store too

undone hollow
#

It’d be cool if they added bars and sometimes a bar fight breaks loose and everyone starts fighting

potent glade
#

Hi @plucky zephyr
I have suggestions for the kpop Idol career coming soon. I have suggested it before, so have many other users here and am hoping in your next Wednesday update, I am hoping you'd acknowledge the ideas we've all posted even if it's just "I have seen all the ideas for the kpop idol career" so we are assured you've seen it.

(Part One)

  1. Add solo debut opportunities for trainees and ability to become independent artist if zois don't want to become an idol or never passed auditions.

  2. Introduce audition process where only zois with at least Level two in singing and dancing are accepted as trainees (those with higher levels get accepted faster), this should be done from home by sending a videos to the agency, rather than applying for it like any other job.

  3. A fame system should be added and each Levels with it's perks. For example, Level One idols perform on the streets or club to gain fans. Level 2 can secure a slot in music shows, Level 3 can host fan meetings, while the highest level of the idol career get to host concerts in various cities and get brand deals.

  4. Speaking of brand deals, each business should be classified into low, mid, high brands. The level 4 idols in this system would work with mid level brands (like the sky lounge, etc) and level 5 would work with high level brands (luxury brands are currently not in the game but we can have the zois receive packages from the brands until they are developed). Also our zois with small business can decide to work with idols to boost visibility.

  • Gameplay Idea
    When the idols are paid and sent products for promotions they should be given a certain time frame to promote the product (either by taking a photo with said product, post a short video, or visit the business) if they don't, the business can write a review saying they are difficult to work with which can affect brand reputation.
potent glade
# potent glade Hi <@1168780020643270657> I have suggestions for the kpop Idol career coming so...

(Part 2)
5. Ability to turn on and off anonymity for famous zois, so they can enjoy the world without being crowed on the street.

  1. Adams agency needs to be redesigned, there should be floors dedicated to trainees, one for idols (including dance studios, vocal room, recording studio, etc) and another for the admin.

  2. Adams Entertainment should be the major agency.
    Perks: Trainees debuting here get better dorms, no trainee debt, and faster rise to fame (beginning career at fame level 2).
    Downside: Lower chances of being accepted as trainee or even debuting.

  3. Add a small agency with only one successful idol (group or soloist)
    Perk: faster chance of debut and acceptance as a trainee.
    Downside: slower rise to fame, trainee debt, old tiny dorm

  4. Include the option to build and run our own agencies.

  5. Add events like award shows. Dressing our zois up for the red carpet would be fun and adding the ability to win best dressed would give players incentives to put effort into dressing their zois.

  6. Introduce other careers like the paparazzi (for now have them spawn whenever a famous zoi is around). Manager career that manages schedules and drive idols to schedules and depending on how efficient they are it may affect an idols career. Security personnels who keep fans at a good distance away from the idols.

  7. Include NPC idols (top girl group, top boy group, soloists) with ongoing storylines: dating rumors, lawsuits, members leaving groups, etc.

potent glade
# potent glade (Part 2) 5. Ability to turn on and off anonymity for famous zois, so they can en...

(Part 3)
13. Debuting groups or soloists should be provided with a dorm, a manager, and a vehicle for transportation by their agency. Once they have reach a certain level of fame, they should also be assigned a bodyguard who automatically keeps fans at a comfortable distance.

  1. Include a career that allows Zoi’s to run a celebrity gossip website, where they can report on the latest gossip or spread rumors. This could result in cease-and-desist letters, full-on lawsuits, negative reaction from readers depending on how the famous Zoi’s life is affected by the rumors, or how real the rumors are.

  2. Also give us a website that delivers celebrity gossip, like in real life where we have tmz or dispatch in South Korea.

  3. Add modes of promotions, like online interview, live streaming, posting on social media (whenever that is added), A news stations or venues where idols can do in person interviews.

potent glade
# potent glade (Part 3) 13. Debuting groups or soloists should be provided with a dorm, a manag...

(Part 4)
17. A feature that allows hosting fan meets with fans.

  1. If optimization would allow, I'd like to ability to host concerts. It doesn't have to be playable zois it can deco zois who's only task is cheering, to fill the seat but anywhere our zois seat real interractable NPCs should occupy the seats around them. For situations were our zois want to make new friends.

  2. There should also be festivals in various cities where artists zois are invited to perform. Depending of level of fame of course.

  3. Active music shows that incorporates KBS' on way to kbs with fans waiting outside. For situations were our zois are fans or paparazzi that want to photograph idols arriving at music shows.

https://youtu.be/SJc74HKw5d4?si=eOy-DOZBjLDvtg2k

Images below is of a fanmeet and a concert venues layout and video of kpop idols arriving at KBS'.

On the morning of May 2, at Yeoido KBS Hall
5월 2일 오전, 여의도 KBS 공개홀

KBS WORLD Radio filmed K-pop stars making their way to attend rehearsals for Music Bank.
케이팝 스타들이 뮤직뱅크 리허설에 참석하기 위해 출근하는 모습을 KBS WORLD Radio에서 촬영하였습니다.

00:05 KATSEYE (캣츠아이)
01:2...

▶ Play video
zinc cedar
#

Make The Deck Oven Useable
I’ve notice that there’s these big oven that has multiple breads pastries inside them in InZOI (photos below) and they acts more like props, but I hope these ovens can be interactive for making large amounts of pastries in one go for easier baking, because it’s hard to make a lot of food when you forgot to prepare and the customers are already coming in waiting for food, because the business is already open. Allow us to click the deck oven and it will allow us to bake 5 pastries in one interaction to put on display, filling up more displays easier.

potent glade
#

Future plans ideas
These are ideas not included in the road map the would be nice if added.

  1. The idol career/music career should be mainly in Dowon. It doesn't mean you can't be independent artists else where but it should be Dowon focus

  2. Acting career should be main in Blissbay since it looks a lot like California.

  3. The next world should be fashion focus, preferably New York City (Manhattan). Where we can have fashion schools, modeling agencies, runway shows and even have events like the met.

  • That does not mean we can't have fashion stores (like accessories and clothing stores) in other worlds.
  1. The cities should be divided into districts, each districts should have something unique to them so players can have reasons to visit it. For example, so districts should be known for food, art, clubs, shops etc.

  2. Introduction of social media, it is not a must good things take time, I know.

jovial crag
#

I would love if Inzoi added more horror elements using not just jump scares like black shadows or figures rushing by quickly, or hearing creepy whispers and noises throughout the house, when it's night time in haunted spaces. I think using inspiration like in this game Layers of Fear would be perfect! Since it's more atmospheric and not direct like a game such as REmothered. I know not everyone is into horror but it'd give a scary side to night time gameplay I would honestly look forward to exploring.

https://youtu.be/H2PYjuNkRhY?si=uI572874PRa3CCXP&t=391

PS5 Layers of Fear 2023 Walkthrough Gameplay Part 1 includes a Unreal Engine 5 Gameplay, Review, Intro and Campaign Story Chapter 1 of the Painter's Story Layers of Fear Full Game (2023) Single Player Story Campaign for PlayStation 5, PS5, Xbox Series X, Xbox Series S and PC. My Layers of Fear Gameplay Walkthrough will feature the Full Game Stor...

▶ Play video
zinc cedar
# jovial crag I would love if Inzoi added more horror elements using not just jump scares like...

I agree, especially with the ghostplay here in InZOI. I feel like for those of us who want more lore, mysteries, and horror, where we can investigate hidden mysteries and stuff, we should be able to turn that option on. I know not everyone here wants to play multiplayer, but when canvas comes out where we can share towns.. it would be fun to investigate haunted places with my friends and family.

(Though, the horror should be optional because I don’t want it every-time haha)

jovial crag
balmy light
#

JUST A REMINDER PLEASE DO NOT PING THE DEVS THEY DO READ COMMENTS IN THE MOST RECENT THREADS SO THERE IS NO NEED TO PING THEM psycat_cahaya

uneven jolt
#

Development Suggestions for inZOI

Hello Kjun,
I’d like to share a few ideas inspired by how much I loved the new curved walls. Because of that, I thought it would be amazing if the game could also include gazebos, as well as many more ornamental objects for houses, spiral staircases and other unique staircase designs, and of course curved swimming pools to further expand creative building possibilities.

Regarding Zoi traits, I believe there are several personality traits that would work exceptionally well in the game, such as:

Grumpy or Cranky Zois, especially fitting for elderly characters.

Honest Zois, who feel strong guilt after doing something wrong or unethical.

Mischievous or Evil Zois, who enjoy sabotaging, stealing, or causing trouble for others.

Clumsy Zois, who have a higher chance of breaking or damaging objects.

Childish Zois, who enjoy silly jokes and playful behavior.

Gold-digger or Materialistic Zois, who love money and may do anything to become rich, including marrying someone purely for financial interest.

Zois who dislike children, avoiding interactions with them.

Zois who love children, enjoying caring for them and spending time with them.

I believe these additions would greatly enrich gameplay depth, personality diversity, and storytelling possibilities within inZOI.

thin rover
# potent glade Future plans ideas These are ideas not included in the road map the would be nic...

"each districts should have something unique to them so players can have reasons to visit it. " I agree with this. For example, Cahaya shouldn't have winter and Christmas. It wouldn't be appropriate for a tropical island to have snow or winter events. The K-pop star profession should be unique to "dowan." Each city should have unique experiences unique to that city, which would increase immersion and make it more fun.

thin rover
#

Detailed motions I'd like to see improved:

  • Add motions for watching TV while lying down on the bed or sofa.

  • Add motions for reading while lying down on the bed or lying down.

  • When someone is nearby or something passes by, Zoi should glance up to give the impression of awareness. These small details make Zoi feel truly alive. (Refer to The Sims 2, which does a great job of this.)

  • I'd like to see icon-based speech bubbles to allow players to imagine what Zoi is talking about.

  • I'd like to see more motions added when showering or bathing. They feel too simple. I'd like to see more detailed motions for rubbing the body with a bubble towel and washing the hair.

  • When engaging in hobbies you dislike, you should show a slightly forced, reluctant, or annoyed expression and motions.

  • When doing something together as a group, conversation should be a fundamental part of the process. Whether dancing, playing games, playing billiards, or bowling together, the group should be vibrant, with chatter, laughter, and anger.

  • Other zois should be able to watch these group activities from the sidelines. Let them cheer and cheer while watching.

  • Please provide a motion for lovemaking in bed. It's a shame to end with a simple heart effect. Show a romantic cutscene or a romantic motion that hints at lovemaking.

  • Meal times are too long. They take even longer when they're eating while talking. Please shorten the time a bit.

  • Please provide a goodbye motion. It feels awkward to just walk away after a conversation, even though there's no goodbye.

stiff hemlock
#

@plucky zephyr We need an update, we don't have Christmas anymore.

peak charm
zinc cedar
thin rover
#

When you receive food from a food truck, you have to move a little bit before eating. This makes the zoi waiting behind you wait longer. It's inconvenient to have to wait until you've finished your meal before the next zoi can buy food. It's a minor detail, but please fix it.

zinc cedar
thin rover
#

Even though it's winter, why is the player wearing a coat while other NPCs are wearing short sleeves? This needs to be fixed. Other Zoi should also be dressed appropriately for the season.

zinc cedar
# zinc cedar **<:1_One:1302828619030331494> Straight zois should not be flirting romantically...

I agree because why is my zois whose flirting and blushing at each other suddenly disgusted at each other? 😭 and yeah, my straight zoi had tried to flirt with the same gender. Also, I would love the ability for npc to drive our zois as well! Because I have to do everything myself, sadly. I would love it if the zois can plan rides together own their own someday, just like how the npc zois can invite out zoi on a date own their own! If the npc zois can invite our zoi on a date, they better also be able to drive our zoi! 😂

radiant terrace
# fair cedar Hi Kjun, I’m wondering if you could give us a little update on Inzoi coming to P...

Yess! Alongside news about PS5 I personally would cry if I have seen an update video where they show parking as something their actively working on 🤧

likeee I've been asking since October so one day I would love to see that alongside other things on the roadmap being shown in the weekly update videos.

Bc while it's amazing that there's a lot of stuff on the roadmap list to physically see stuff like gps systems, the highschool scheduled for quarter 1 stuff like that would really improve excitement ngl.

Also hoping karma is optional bc personally I play with evil characters and even sometimes irl evil ppl live longer and have good lives. so if the karma operates where there's only bad ppl=bad outcomes (which is true in some cases) but not the bad can equal good i feel like it should be optional bc sometimes that's not really how things operate realistically irl

tender parrot
#

Kjun I took a 2 week break from this game. Today I sat down at my computer, opened The Sims 4, closed it again after 30 seconds. Opened Inzoi and I'm amazed all over again. Especially with all the the details in the world.

Everyday you are inundated with demands, requests and feedback about what the game is lacking but I hope you take the time to step back to see what you've already built.

You guys have done such an incredible job on this game so far! Just keep going and don't give up!

thin rover
#

Kjun, do you really think it's best to have a towel wrapped around you when you take off your clothes and shower? Is there no room for improvement? Bathing with a towel wrapped around you is so unrealistic that it's hard to immerse yourself. If mosaics are not allowed due to sexual content, how about blurring or modifying the effect? ​​Bathing with a towel wrapped around you looks weird no matter how you look at it. We need to review improvements before the game's release.

chilly walrus
#

A towel after a shower or bath can make sense — it’s actually a nice idea.
However, during the shower or while bathing, a towel should not be present. A towel completely loses its purpose once it gets soaked with water.
This is a life simulation, and in such a context it would be perfectly acceptable if body parts were blurred or covered with a mosaic while washing. In its current state, the towel solution looks very artificial.
Instead of adjusting the speed of filling the bathtub, please consider addressing this major and fundamental issue first.
I trust the team can handle it — you are clearly talented.

formal drift
gusty dock
plucky zephyr
#

psycat_cahaya psycat_cahaya Hello everyone—happy Wednesday!psycat_cahaya psycat_cahaya

Today, our team spent time discussing the full update roadmap for 2026. It genuinely feels like this year is going to be something special, and I’m really excited about what’s ahead. I’ll admit I want to tell you everything right away—but if I reveal it too quickly, you might stop reading my posts… so I’ll try to share it slowly (and yes, I’m saying that with a laugh).

What I can say with confidence is this: the inZOI team won’t stop. Just like always, we’ll keep moving forward, and we’re planning at least 7–8 major updates this year. We’re going to work hard to earn your love—again and again.Doodle_Psycat_Walk

Karma and Reputation

One of the biggest topics we talked about was the Karma and Reputation systems.

We’re planning to rebuild Karma as an invisible system—something that quietly reacts to the player’s choices and behavior, and influences things like luck and the probability of certain events occurring. I also wanted to be very clear about something: Karma will function separately from Reputation.

Reputation is tied to social perception—how the world sees you, how others talk about you, how society responds. Karma, on the other hand, is meant to reflect the player’s personal actions and the path they’ve taken in life.

And as always, you gave us thoughtful feedback.

Many of you said Karma shouldn’t be reduced to a single score. Instead, you wanted it to be divided into multiple independent areas—such as relationships, legacy, self-trust, and social harm—each accumulating separately and leading to different outcomes. The reasoning behind this was compelling: real life is messy, layered, and sometimes contradictory, and a system like Karma should be able to express that complexity. It should also support richer storytelling and allow players to create more varied narratives.

To be honest, we were originally leaning toward a simpler structure. But after reading your feedback, we agreed that your approach is better—and we’re going to reflect it.

You also suggested that Karma shouldn’t be purely passive. Some of you proposed mechanics that allow players to actively interact with it—by spending luck directly, or cleansing negative Karma through rituals, prayers, or talismans. One idea that stood out was the suggestion to include specifically Korean-style events. It was memorable, and it had a lot of charm—but because it may feel too culturally specific for a global audience, we’ll likely avoid going too far in that direction. I’m sorry about that.😢

At the same time, there were important concerns raised. Some of you worried that Karma could limit player freedom—especially for villain-style playthroughs—if negative Karma becomes overly punishing. In response, many suggested adding optional activation and adjustment controls, such as a slider to tune how strongly Karma affects gameplay. I think this is an excellent idea, and we plan to include it.

A few weeks ago, some of you also shared feedback about wanting more detailed control over autonomous behavior, and we’re currently developing systems in that direction. Our plan is to connect those controls with Karma options so that players can tailor the experience to their preferred play style.

We also discussed how Karma could connect with post-death gameplay, such as ghost play and reincarnation systems. Your storytelling ideas here were genuinely exciting—like different types of ghosts appearing when certain Karma domains cross negative thresholds. Honestly, your ideas are so consistently good that they sometimes make me feel a little embarrassed. (In a good way.)

#

There was also debate around potential contradictions between Karma and criminal history systems, and again, concerns about restricting player freedom. But one thing I want to promise clearly: we will provide options. If you want Karma to be strict and meaningful, you’ll be able to play that way. If you want a freer sandbox experience, you’ll have tools to make the system feel comfortable.

Canvas and Customization Improvements

We also talked about improvements to Canvas and customization.

Many of you liked the direction of adding better filtering—such as searching by whether a creation uses mods, by city, by building size, or by price. It’s great to hear that these changes feel genuinely helpful.

One suggestion that I found especially fresh was the idea of letting downloaded Zois automatically appear in-game—as an optional setting. That’s a really interesting concept, and we’re going to discuss it internally.

You also shared requests for more detailed upgrades, like expanding customization presets and separating clothing items into more flexible parts. Some of these improvements are already included in this year’s plan.

Build Mode

For Build Mode, you asked for more creative tools and more precision—things like curved walls, better stairs, curtain doors, more detailed placement controls, and even wall depth adjustments.

And yes… the request for curved stairs came up again.

Unfortunately, even this year, it didn’t make it into the update plan. I read this request every time, and I always feel sorry—so I wanted to write it here directly. But I also want you to know this: if the building team gets even a little room to breathe, I won’t forget it. I’ll push to include it the moment we can.

Jobs and Career Systems

Another major theme was the job and career system—especially freelancer careers, and particularly the idea of a K-POP idol path.

You didn’t just say “add an idol job.” You gave concrete, realistic expectations: audition processes, fame systems, fan meetings, concerts, brand sponsorships, managers, security staff, and the kinds of social interactions that make a career feel alive and believable. psycat_cahaya

This year, we’re actively improving jobs, and this is part of the development plan. We’ll do our best to build it properly—so please look forward to it.

Beyond that, you asked for more realistic working life systems: interviews, adjustable working hours, hiring and employee interviews, improved workplace operations, clearer career and skill progression, and job-specific missions and challenges. We’re taking those requests seriously.

#

Architecture and Cultural Content

You also asked for more cultural content, including traditional clothing such as Hanbok and Joseon-era royal court outfits, as well as broader Korean and Asian cultural elements.😁

The good news is: these outfits are already in progress—and honestly, development is nearly finished.

This week, there were also many requests for deeper city identity—reflecting climate, culture, and career opportunities—and for region-specific content. On the building side, you asked for more variety in materials, decor, and furniture, and for furniture to have stronger function and purpose in gameplay. We’ll add these step by step and keep shaping the game into something better.

Many of you also expressed strong interest in a more realistic transportation system—driving, vehicle AI, collision effects, and GPS navigation. And there’s growing demand for a social media system as well. In the first half of the year, texting and phone calls are already in development, and we’ll also review the feasibility of expanding into SNS.

As always, thank you so much for your feedback this week. This week in particular felt incredibly productive. Game development often comes with technical walls, and there are times when solutions feel far away—but this week, we were lucky. We found good ideas, and we also found technical paths forward. It gave us a lot of energy.

It’s extremely cold in Korea these days. Wherever you are, I hope you’re staying warm and comfortable. And I truly hope—hands together—that for all of us, our happiest days are still ahead. Flower_Green

kjunIcon_Heart

formal drift
#

I think the team could still go far in Korean style event especially if it only happen at dowon , I think it could make it interesting, and people could learn new things

robust stratus
# plucky zephyr > `Architecture and Cultural Content` You also asked for more cultural content,...

Hello Dear Kjun;
(I have raised this many times, and I would like to say it again.)

✨✨ Please add an optional On/Off toggle for “distance culling.” This system harms the game’s open-world concept. Cars and Zois disappear after a certain distance or suddenly appear right in front of me. It feels very bad and breaks immersion. Please do not sacrifice the open-world experience for performance. We are still waiting for this to be optional for players with high-end PCs.

✨‼️ One more thing: there is a lot of effort and demand for “Turkish language support” on Steam. We kindly ask you to make a statement about this and consider it. I hope you read my message.

Regards @plucky zephyr

past trail
#

Hi Kjun & Team!

Love what's to come so far!

Few ideas from a builders perspective that I think would be a great addition / improvements:

  1. Upload To Canvas - When uploading a build from canvas, the photo mode does not allow you to go up or down floors. The only work around for this when taking multiple photos is to take a photo, exit the upload, go up / down a floor, then take another photo which is messy and takes time. Please allow us to go up and down floors in photo mode.

  2. Custom GIF Wallpaper - I love the GIF Wallpaper in game already, esp for clubs but allowing us to add our own would be fantastic.

  3. 3D Printing Objects - I LOVE this feature the most in build mode. However, I think adding the option to add "Front", "Back, "Top", Bottom", "Side" when uploading pictures to generate a 3D object would make out objects turn out great, instead of the back / sides looking blurry.

  4. Editable Empty Private / Commercial Properties - We can already edit public spaces (Parks, Beaches etc) however, we can't edit empty home or business lots without buying them first, can this be changed to make it like how we can edit public spaces? Can we also have the option to change a home lot into a commercial lot and vice versa? Can we also have the ability to build walls in some public lots (like parks) as for now, the game does not allow this.

  5. True Placeable Objects - I know I mentioned this before, but please remove the feature in the game that deletes objects that touch walls / platforms. Example, a plant too close to a platform would be deleted if you try building a wall afterwards.

  6. Fences - Please let us build fences that touch walls (without a gap) and also so we can build inside rooms, not just outside. Can fences & handrails touch stairs without leaving a gap?

chrome yacht
#

Korean style events will be awesome for all cities cos my Dowon Zois when moved to BlissBay, Cahaya or future cities will celebrate their cultures. When will the features of moving to other cities to land on player's progressed cities maps be fulfilled? That is to save the game globally and not per city.

potent glade
sage lichen
tender parrot
gusty dock
#

At the same time, there were important concerns raised. Some of you worried that Karma could limit player freedom—especially for villain-style playthroughs—if negative Karma becomes overly punishing. In response, many suggested adding optional activation and adjustment controls, such as a slider to tune how strongly Karma affects gameplay. I think this is an excellent idea, and we plan to include it.

Great! I'm happy to hear this, as it was my main concern with the Karma system.

thin rover
#

I'm so excited that phone calls are finally being implemented! I would like to have events like not only me calling, but also my friends calling me first, or strangers calling me prank-calling me. We can do a lot of things by tapping our phone screens these days, but I wish we could do the same thing by making a phone call. It would be so much more immersive! I also asked them to change the tone of the text messages to be more realistic, but I'm not sure if they're looking into it. The tone of the current text message is a bit awkward and cringey. I'd like to see a more realistic tone of speech. And there are also some strange cases where you suddenly get a message from a friend right next to you who isn't even using their phone. And when the player clicks on the phone screen to send a message or use various functions, zoi should also show at least a little bit of movement by touching the phone. It destroys the sense of immersion when processing is completed without any motion.

  • Calls from friends, prank calls from strangers
  • Many features are now available as calls
  • Improved text message content to be more realistic
  • Fixed the strange effect of a friend suddenly sending a message right next to you
  • Show zoi's phone motion when using phone features
devout lily
#

I like everything I've read. ❤️
I'm sure Reputation and Karma will make the game more engaging and immersive, as will the texting and calling system!
It's a shame about the Korean-style ceremonies, etc.; who knows, maybe they could be part of a DLC later. I'm sure there are many people interested in this; after all, if Inzoi is going to be an alternate world, it would also be nice to have different cultures present.

As for the "wish" part, I usually express them on the forum. The first thing that comes to mind is more building freedom (including walls) in community lots and on the beach. And the pools; a Beach Club on the beach with an attached pool in Bliss Bay is my dream.
Good luck!

jovial crag
# zinc cedar I agree, especially with the ghostplay here in InZOI. I feel like for those of u...

Oh yeah and make it truly scary. Idk if you ever hear that whispering sound thats on that one tv channel? It always scares me because it sounds spooky (the best way possible 😂) .

So im like Inzoi can we please add more of that in horror elements 🙏🏼, that would catch so many off guard and add to the player experience along with the zois getting scared.

But I agree i think it would be really cool to have haunted missions for online and offline co-op. Maybe even leading to some kind of paranormal investigator careers and a paranormal investigator freelance career... now thinks about haunted abandoned hospitals

prisma mason
#

[특히 눈에 띄었던 아이디어는 한국적인 이벤트 요소를 포함하자는 것이었습니다. 기억에 남고 매력적인 아이디어였지만, 전 세계 플레이어들에게는 너무 한국적인 문화적 요소로 느껴질 수 있어 그 방향으로는 너무 나아가지 않기로 했습니다. 이 점에 대해 유감스럽게 생각합니다] >>>이거 뭐였나요 아우 궁금해 ㅠㅠ 어떤 이벤트 였을까 ??한국적인거 쪼끔 넣어도 되요 도원에는...필요한걸요

zinc cedar
# plucky zephyr There was also debate around potential contradictions between Karma and criminal...

Thank you Kjun. I forgot to suggest a better way to differentiate ghost that died from different causes of death, and how they might haunt depending on how they previously lived, so the living can knows what ghost they are dealing with! I will suggest it next time and I will suggest better car physics, like recoiling from impact like GTA and not a complete pause, so that cars can be more realistic.

leaden glade
#

Thank you for the update! Really happy to hear the autonomy control features are in active development now!

thin rover
#
  • I'm not sure which professions will be added first, but I'd like to see more "universal" professions added first to allow for diverse storytelling experiences unique to players.
    Things like business, politics, doctors, lawyers, police officers, teachers, chefs, scientists, athletes, journalists, firefighters, and musicians.

Aside from that, I'd like to see freelance professions like novelists and cartoonists first.

  • I'm curious if you're considering a "worry" or "concern" system.
    Just as there are positive and negative aspects, yang and yin in the world, in the inzoi system, if there are things that "must be achieved," like ambitions or goals, there should also be things that "must not be achieved."

I'd like to call this the "worry" or "concern" system. There are countless things you can worry about that shouldn't happen: 'Failing to get a job,' 'Failing to get pregnant,' 'Failing a grade,' 'Divorce,' 'Death in the family,' 'Burning in by a thief,' 'Being rejected in a conversation,' 'House fire,' 'Failing to flirt,' 'Failing on a date,' and so on. If these things happen, your score will be reduced, and as it goes down, it will become a negative score, and if it gets worse, you may develop symptoms of depression and have to go to the hospital for counseling, which will be exciting.

autumn raven
#

Hi Kjun!!

Thanks for another amazing update!!

  1. Even though I am a bit disappointed about curved stairs not being in development yet. I am still hopeful that you guys will eventually bring them to the game. Icon_Heart I will attach some suggestion pics.

  2. Could we please fix the issue of the game deleting required objects, when placing a lot Preset on a Public lot?

When a public lot is edited, there is no way to save it as a preset and still have it function as normal.

(Ex: Commercial stoves, Cashier’s Stool, Stereos, Kiosks, Court room objects, and clothing lockers all get deleted or won’t save, when placing/creating a new lot preset for a Public lot)

The game either should not delete the required objects or there should be a way to add the items back, and they still be functional for the NPC’s.

  1. I agree with other community members, that we need more lore and unexpected scary events (Especially during the Halloween season and ghost gameplay)

  2. Could we please also get more customizable LED lighting for exteriors and furniture?

  3. Lastly, will there be any improvements to the roofing system? It currently needs a lot of work because, it’s impossible to make seamless roofs right now.

thin rover
daring charm
#

Hello, thank you for your feedback, thank you for taking into account the players' suggestions, big thanks to all your team!
I wanted to share the fact that many utility objects are inactive, the safes, the deck chairs for babies, the small bathtub, the pots for the beauty masks (they could be and as a result the zoi would have a well-being buff...) I also noticed when the zoi get tanned in the end their skin does not tan, no changes I think it would be possible for their skin to change complexion, tanned and tanned in another game it's done...Psycat_UpVote 🫶

teal kettle
#

I hope you are able to work on basements tool.

I’ve been playing with the build mode as I’m not yet happy with live mode so I’ve spent a lot of my game hours playing in build mode.

One thing that I find quite annoying is after you build the house and add a roof. Sometimes the roof will disappear if you want to add additional interior walls. I’m not sure why it happens.

Another annoying things that happens is that the staircase prevents when you add a staircase wall, it doesn’t blend nicely with the existing wall next to it. So there is a gap. Also you can’t use the stairwall as a normal wall and hang pictures on it. I want to be able to remove railings so there’s only a railing on left or right side and not both. I wish the stairwalls are modular too. So you remove one of the stairwalls to make an under the stairs toilet or closet and add a doors to the stairwall.

I wish you are able to place windows above doors. Or change the shape of doors like the new modular window feature.

Why can you not free place roof over walls? It’s hard to build an attic. You also cannot place windows on the gable wall of roofs. Please change this.

Another thing that breaks immersion is when looking up the stairs into the next floor up, you cannot see the second floor walls. It’s just the blue sky - like the walls don’t exist upstairs. I’m not sure if this is different in live mode. I haven’t checked.

When you do create curved walls please don’t forget the roof - please add turrets roofs that you can add windows on. Please make doors work also.

Are you still working on blueprints feature?
Part 1/2

normal sluice
#

since this topic is about fashion, please get rid of auto changing. Auto changing when you wake up, auto changing when you wear bathing suits for extended periods, autochanging out of workout wear. Please let us wear our outfits without suddenly poofing into everyday wear.

thin rover
#

Am I the only one who still feels like skills level up too quickly? I wish it took a bit longer to level up skills as you get to later levels. I still feel like it's a bit too easy to get to level 10.

balmy light
autumn raven
teal kettle
#

With the zoi hitting items and knocking them over when you walk into the looks really great. I hope in future production stage you add an animation to look like it hurts. I think it will add realism.

With the karma system. Sounds really good too! I think when good or bad karma occurs, I hope it’s not adding too many calculation or factors that would overload the system. I think you should create a simple system that will have visual impact but have room to grow. That you can keep adding to without breaking your existing system.

For example karma should only affect scenarios. If a zoi has a level 10 skill in something I don’t think there should be a chance that they fail. Because it took a long time to grind that skill up. For example, someone who wants to build a a business will not get money or rejected for a loan. You should be presented with opportunities to be good. Picking up trash from the floor should get your karma up and down if make you throw trash. It also means the police is more likely to catch you. I think you should be able to tie crimes, justice system and karma together. If you help on old lady cross the street your karma should go up.

If you are more likely to be eaten by sharks that’s a good idea if you have bad karma. Maybe when you have good karma you are able to find treasure or gold. I think you definitely need to make sure karma earning is player directed. When you earn enough bad karma I think it should unlock a cutscene with pyscat. Something that reflects the your errors and allows you to return into the game but with a negative buff that affects your entire game and you can only get rid of it if you earn enough karma. You can choose what the negative buff is. If you don’t want to return to the game you can choose to reset the entire gameplay, all your skills are reset to 0. You go into bankruptcy and your house and all your belongings sets on fire.

Part 2/2

thin rover
#

Has anything been mentioned about attic windows on the roof? I've attached a photo. It would be really cool if we could build windows in this style. And I wish the windows could open.

quasi mirage
thin rover
autumn raven
sullen steppe
#

혹시 버그 패치도 이번 업데이트랑 같이 나올까요. 이것저것 많이 더해지면서 버그가 많아진게 체감이 된다는 사람이 많아져서요. 버그때문에 정말 좋은 시스템인 스케줄의 성능을 반밖에 쓰지 못하는것도 좀 아쉬워요.

버그와 패치에 대한 생각도 들어보고싶습니다. I know this is an early access game, but getting a timeline for these will get a lot of frustrations away, even if the patches are planned for later in the development.

radiant terrace
queen crest
#

Now it’s even more confusing about Karma. If the system becomes too complex and lacks a clear entertaining, game‑like orientation (meaning it punishes unconditionally, directly reducing luck in proportion to the karma scale, and so on), I’m afraid that players will disable it. Which is exactly what’s written: a potential contradiction between crime and karma would be resolved by reducing or disabling it…

The main point is that bad people are often luckier, and therefore, some aspects of bad karma should be beneficial for short-term luck. And therefore luck could be a separate gameplay element and a subject of bargaining, including the possibility of trading it for karma. Lucky chances (cards) with RNG have always been part of simulators and beyond, players are familiar with them, and they are a significant gameplay element. Karma, however, is not. (Perhaps in this case gambling would come into play, and it’d somehow affect the game’s rating, who knows).

Although I’m glad the debate about social media only made their status even stronger Kjun_Heart

formal drift
normal sluice
queen crest
devout lily
zinc cedar
# zinc cedar Thank you Kjun. I forgot to suggest a better way to differentiate ghost that die...

Causes of Death Influencing How Ghost May Haunt the Living?
👻
Before I start, a player playing as Ghost can still do whatever they want, but this is more for autonomous Ghost behavior.

  • Death by Starvation
    [Zois that died of Starvation as Ghosts: The Ghost will do creepy groans and the ghost might open the fridge and use items in the kitchen. The living zoi who encounters this ghost might feel increase in hunger and the moodlet should show “Something feels wrong. You can’t help it but feel hungry all the time.” This moodlet will help the players know what is happening isn’t a bug.]

  • Death by Loneliness/Lack of Recognition
    [Zois that died of Loneliness/Lack of Recognition as Ghosts: The Ghost will cause sadness to the living zois and the Ghost can be heard creepily crying, or the living zoi might receive creepy phone calls or messages from the dead zoi]

  • Death by Fire
    [Zois that died by Fire as Ghosts: The Ghost will cause fires OR the ghost can cause the smell of “smoke” in a room, even without a fire presented which will confuse the living zois]

  • Death by Electrocution
    [Zois that died from Electrocution as Ghosts: The Ghost will cause Electricity issues. The Ghost will flicker lights, break tv and items that uses Electricity]

  • Death by Diseases
    [Zois that died from sickness as Ghosts: The Ghost will cause sickness or the feelings of feeling sick to the Living zois.]

  • Death by Pollution
    [Zois that died from Pollution as Ghosts: The Ghost will causes living zois the feeling of not being able to breathe well and the Moodlet will show “Breathing feels strange and something feels wrong.”]

  • Death by Slipping
    [Zois that died from slipping as Ghosts: The Ghost will cause slamming sounds and creaking sounds in the house, causes puddles of water or dirty floors]

  • Death by Food poisoning
    [Zois that died from Food Poisoning as Ghosts: The Ghost will cause food to spoil faster and zois getting sick from food.]

zinc cedar
# zinc cedar **Causes of Death Influencing How Ghost May Haunt the Living?** 👻 Before I star...

(I will include this suggestion in the next Kjun post. These are just suggestions.)

ALSO! 👇

  • Death by Old Age
    [Zois that died from Old Age as Ghosts: The Ghost may whisper, play old sounding music, interact with items in the house like how they used to when they were alive, and maybe creepy laugh can be heard]
    👻

With that said, Kjun, I think it would be really nice adding different colors to how bad a Ghost’s Karma is. For example, a Ghost with very bad Karma will have black aura, but a Ghost with medium bad will have white aura. I didn’t want to pick red or other vibrant colors because it might be too distracting. The bad Ghost aura will turn to white when the Ghost cleanse it’s bad karma. I believe the Ghost aura when interacting with items needs to be slightly more faded.

Also, Zois with the traits Law breaker and Malicious, no matter which cause of death that they experienced, these types of Ghost should still tend to cause more chaos in the environment, like breaking property, causing physical issues to property, and make scary situations.

(With that said, I do find npc ghost interacting with the environment to be annoying rather than creepy, because they do it too often. How to make ghost haunting feel less annoying is the tension of waiting to see when the ghost will interact with things.)

random palm
#

Hello !!! Thank you for the update.

As for the transportation system, I'm so happy to hear that the gps system is being integrated, this would make manual driving soooooo helpful. My only transportation request at the moment is autonomously driving owned vehicles. If a Zoi owns a car, they should drive their own vehicle instead of taking public transit 😭 I think a "drive here with" on the city map would be great so that way you can load the vehicle with multiple Zoi's you want to travel with especially if they are currently on the same lot as the driving zoi😭 please I'm begging for autononous driving. Also school busses !! I know you mentioned before that it's common for kids in Korea to walk to school independently. But having an option available for taking a school bus or even for parents to drop their child off would be cool. Like if school starts at 8 am, maybe a notification for the parent could pop up at 7 am to drive their child to school or around 7 am, the child can approach the parent and an interaction "ask to take me to school" could pop up. Or vise versa the parent/adult could approach the child with an interaction "offer to take to school". Once the interaction is selected, the parent/adult with the vehicle will walk to their car and the child will follow and both will get in the car. Now if the family has multiple school aged children, this interaction probably would be tricky. That's why I think the parents should get the notification at 7 am "drive child(ren) to school". I'm sorry I'm terrible at explaining, I hope this makes sense.

tawdry sundial
true hearth
#

Kjun when you mentioned "Some of you worried that Karma could limit player freedom—especially for villain-style playthroughs—if negative Karma becomes overly punishing" that's what I was thinking if you decide to pick a negative traits and your Zoi lifestyle reflects that the Karma would quickly punish that playstyle. I'd say Zois with negative traits who live to not be great people should be rewarded for living out their criminal/evil lives if you play a personality trait that fits being bad punishing the trait with Karma would defeat the purpose of that trait their punishment should be from getting caught and the reputation that comes with that.

queen crest
fresh wagon
#

I'm just glad that the karma system is coming back!

open vapor
#

Hi Kjun! Thank you as always for taking the time to reply to us, and please extend our gratitude to the team for working so hard! I'm glad to see that the Karma system and it's repercusions on the life of zois will have a toggle. I see a lot of good ideas been taken into account, which is great! Looking forward to the new development video on Friday Doodle_Heart

onyx raft
#

I love the idea that karma is reflected in the ghosts' appearance. Dying with negative karma would make the ghost look dark and ominous, and it could have malevolent behaviors. With medium karma, it'd be transparent like now, and with positive karma, it could look radiant and have kind behaviors. Negative karma ghosts would clash with the positive ones.

I also loved the idea of talismans and rituals to cleanse your karma, sounds really fun. Great job kjun and devs! 👏

compact linden
prisma mason
#

저도 소원 직접 유저가 메모지에 적어서 절같은곳에서 등에 소원띄웠음 좋겠다 한적있는데 소원적어서 하늘에띄우는 풍등 같은거 했으면 좋겠어요

solar solar
#

Kjun will we see a Valentine's day update?

solar solar
#

Please add tunic tops like these. Long length so we have variety for tops.

wary roost
#

I am so happy with this update! Thank you Kjun, for listening to what the players really want. Love you guys! 🥰 ❤️ Kjun_Heart text_ThankYou

tawdry sundial
#

So for gas stations I’d like to suggest the option to be able to buy gas cans that we can store in our trunks incase we run out of gas on the road.
Also it would be nice if windows got dirty over time and there could be washing stations next to the gas pumps for us to clean them.
I know you mentioned in the roadmap that we would have maintenance facilities and I hope that includes various things like getting oil changes, head/tail lights replaced if the bulbs go out or get broken from an accident, replacing windshield fluid ( which we should also be able to buy at a gas station and replace ourselves), being able to buy new tires and also add more air to them, car inspections, car batteries dying over time and needing to be replaced, etc.

Car washes would be cool as well as zois being able to wash them at home.

Having cars get dents or parts completely falling off after getting into an accident

Being able to get custom paint jobs for them, sun roofs, being able to add led lights inside our car.
For additional car types it would be cool to have jeeps, various sports cars and vintage cars.

solar solar
icy cliff
#

There should be more randomness to schedules, just like in update 4.0 where unplayed Zois could be found roaming the streets and visiting lots whenever.

I really wish the way Zois visited lots would be rolled back to how it worked in 0.4.0. I don't care to interact with game generated NPCs, and it seems if I don't visit lots on a particular schedule, they are the only ones I ever see.

Perhaps a way for the game to randomize the appearance of 1-3 player made Zois (if available) on a lot that a player controlled Zoi visits would be an ideal fix.

Something like this:

  1. World has 3 player made families.
  2. A currently player-controlled Zoi visits the beach.
  3. The moment the player-controlled Zoi visits the beach, 1-2 player-made but not currently controlled Zois from families #2 and #3 have their schedules automatically changed to 'Visit the Beach' at the same time.
  4. The Zois with schedules auto-changed will then also spawn on the Beach lot. The rest of the Zois on the lot are game-generated NPCs.
  5. If the player-controlled Zoi visits the Nightclub some hours later, the game should auto-adjust the schedules of 1-2 random player-made Zois again so they visit the Nightclub too. And so on.
mellow canopy
#

@plucky zephyr can we have a modeling career as well as several careers in fashion and photography! I would also love an update for console players!!

tawdry sundial
zinc cedar
cerulean gorge
#

Hi Kjun and team,
Thank you for your reflections! While I understand the challenge of global content, I’d like to share why City-Specific Public Events might still be beneficial for Inzoi:

  1. Cultural city-specific events increase diversity
    Community feedback for Korean-inspired events reflects a desire for true representation. But we don’t have to stop there - Indonesian events for Cahaya or American for Bliss Bay would celebrate diversity through gameplay, not just aesthetics. The Sims 4 already uses world-specific festivals (Sulani, Mt. Komorebi) to enrich its worlds.

  2. Cultural city-specific events give soul and identity
    It’s hard to capture the joy of Rio de Janeiro or the romance of Venice without their Carnivals. However, a "one-size-fits-all" Carnival applicable to all cities risks falling into the "uncanny valley" — it is precisely the unique way it is celebrated in each city that illustrates their soul.
    Without Santos Populares in Lisbon or Feria de Abril in Seville, these locations might feel like any other virtual Mediterranean city. These festivals are so important for locals/tourists that they could span several days, just as they could in Inzoi.

  3. Cultural city-specific events provide reasons to interact with systems and assets
    Unique festivals provide a strong reason to use the Travel system to visit other city. If every event is the same everywhere, the incentive for tourism diminishes.
    These events also offer a natural context to use the beautiful traditional outfits and locations (like temples) you’ve already created.

  4. Lore-Friendly Adaptations
    Events don't need to be literal replicas; they can be adapted to inZOI’s lore — much like the clever inclusion of the Psycat in the Cahaya temple.

I understand this is not a priority now, but I hope you consider going further than different jobs/universities, giving each city its own unique pulse to help with storytelling and variety 😄 Thank you for hearing our perspectives!

hollow herald
#

Thank you so much Kjun and co for your continuous hard work, transparency and communication, I look forward to seeing what you'll do with reputation and karma, including the luna related content, keep up the amazing work as always 😊

jolly star
#

Could we also have a weather forecast system, so we know what weather is coming up each day? Not always fun to get slammed with a heatwave when you're trying to go about your day.

zinc cedar
#

I just realized we don’t have cereal in bowl with milk.

gusty dock
daring charm
#

Hello, will the problems with certain clothing items be resolved? Scarves with jackets and hair? Will the clothing system in the game and Create-a-Sim be redesigned? The fact that Zoi keep their winter outfits at home is annoying, and that when they go outside they don't automatically have their outdoor outfit... also, as soon as they get up they have their outfits on... Furthermore, there are a lot of inactive objects that could be made available: baby bouncers, small bathtubs, pet bowls (while you can't have pets), safes... because it's not just Karma and building issues, and there's a bug when several Zoi are in the same place...I'm coming back to the CAS (Create-A-Suit) feature; the customization options are too limited. You can't create deep necklines, flared skirts, or sleeves—everything is predefined and leaves little room for creativity...

quasi mirage
# daring charm Hello, will the problems with certain clothing items be resolved? Scarves with j...

I think the simple solution would be zoi's only auto changing clothes when they walk out of their front door... we just need less autonomous changing in general for things like swimming and exercise they should change INTO the clothes for that specific activity autonomously BUT they do not need to change back right after into normal clothes autonomously its just unnecessary they should get rid of that part completely and let them change into their clothes for specific activities but get rid of them changing out right after the activity is over let the player do it.

  • Another thing: the things we put on the schedules dissappear if they have a job even tho I purposely don't schedule anything to overlap with their jobs... I love playing around with schedules and using randomizers to pick places and randomizers for who should be somewhere and at what time so its frustrating that it just gets deleted
tawdry sundial
# daring charm Hello, will the problems with certain clothing items be resolved? Scarves with j...

Baby items are already listed in the roadmap to be made functional and the pet stuff, well we won’t see that functional until they actually tell us when pets are actually planned to be added so I wouldn’t even worry about that until probably next year tbh.
And for caz it’s also in the roadmap that they would expand on the custom clothing section so I’m sure we’ll be able to create tops with various neck lines and sleeves

sudden jacinth
#

Hi @plucky zephyr and Inzoi Team First of all, thank you for the transparency and the detailed roadmap. It’s exciting to see how much depth you are adding to systems like Karma, Reputation, careers, and world-building.
However, I would really like to raise something that hasn’t been addressed yet: newborns, babies, and early childhood development.
Right now, the difference between newborns and babies feels almost non-existent. They appear nearly identical in size, proportions, and interaction level. The only visible distinction seems to be that one sleeps in a crib and the other can be placed on the floor. This feels unrealistic and breaks immersion.
In real life, newborns and babies are fundamentally different stages:
Newborns have distinct body proportions (larger head, limited muscle control).
They have minimal movement and extremely limited interaction.
They are completely dependent and physically fragile.
Babies, even just a few months later, show:
Stronger limb movement.
Intentional reactions.
Emerging facial expression awareness.
The beginnings of personality.
At the moment, these stages feel visually and mechanically flattened into one.
Another major concern is the lack of customization in Create-a-Zoi for infants. For a game that emphasizes personalization so heavily for adults, it feels inconsistent that we cannot:
Change baby clothing,
Adjust hair,
Personalize appearance meaningfully.
Beyond visuals, the developmental system itself feels too static.
There are no visible milestones such as:
Learning to roll,
Learning to crawl,
Learning to walk,
Learning first words.
There is no sense that parenting influences development speed, temperament, attachment, or future traits.
Early childhood should not feel like a transitional waiting phase before reaching more “interesting” ages. It is one of the most formative stages of life.

thin rover
#
  • I'd like to see more diverse motions for reading on the sofa or in bed. These detailed actions add a sense of liveliness. I've attached a photo.
thin rover
#
  • Also, I'd love to see a motion for reading books together! A motion for reading a storybook to a child before bed would be great, too!
hearty summit
#

Please make it possible to have a business and travel to other worlds. I would like to be a business owner and take a holiday in cahaya.

Make it possible to assign rooms and bathrooms for zois that we leave on autonomy pretty please I don’t want my sister taking a shower in my moms bathroom cause it’s the closest one lol

I would love if we could use boats and go around in them in bliss bay like cahaya it’s got a beautiful ocean that I would love to make good use of🤭

Another thing I noticed is zois ignore food that’s already prepared and kept out instead they go and cook another dish.

Please please fix the auto drive mapping glitch.

Thank you btw totally obsessed with the game to a point my fiancé knows if I miss his calls and texts it’s because I’m playing inzoi. 😂😂

terse wind
#

Please Kjun, with all the nice stuff that's being announced...

Do not forget to add control over the age group length. I know we (but mostly ME. I think 😹 ) are annoying about that, but it's SUCH an important part of the game, especially for those that do not like mods for that (which does not work 100% correctly either) and do not like the 0.2.0 patch where Teenager lasts 15 days and young adult 30.

It was announced Q1 2026, we're already in February in a few days, and no information about it.
At least let us know it's being worked on and how much more waiting we should expect for it so we can rest easy at night ?

Thank you.

sudden jacinth
#

@plucky zephyr If Karma is becoming layered and meaningful, and if reputation and life choices matter long-term, then early development should also carry weight. Parenting style, emotional bonding, neglect, support, stability — these should influence personality formation and future behavior.
Right now, babies feel more like static objects with needs rather than developing human beings.
For a life simulation aiming at depth and realism, early childhood systems are foundational. If adulthood becomes complex but infancy remains shallow, the emotional arc of a life will feel incomplete.
Many players are deeply invested in family gameplay. Strengthening newborn and baby systems would not just add realism — it would add emotional weight, generational storytelling, and meaningful progression.
I truly hope early life stages become a priority in future updates, because they are not small details — they shape the entire life journey. And I HOPE that you guys would Talk MORE about this pls.

peak charm
#

Hi Devs, would it be fantastic to add astrological signs for ZOIs? 🙂

solar solar
#

Can we have more variety of foods? I notice there's no Mexican foods and coming from a Mexican family I really want to see that added. Please add variety of foods that represents different people and foods we grew up with.

pulsar frigate
# cerulean gorge Hi Kjun and team, Thank you for your reflections! While I understand the challen...

I 100% agree. I get why they might be worried about introducing too many Korean cultural elements, in case it doesn’t appeal to players from different backgrounds. But i thought this was not a problem because there is different worlds and the korean cultural aspects could be mainly reserved to Dowon. The player could just play the world and gameplay that attracts them the most.

Different cultural elements by world give a reason to come back and try and explore each world. It also makes them way more lively and realistic

glossy pelican
#

Hi Kjun,

I’d like to share some feedback regarding the current animations, especially for core daily activities.

The eating and bath/shower animations feel too short and not matching the graphic style at the moment. Since these are core activities that players see very often, extending their duration and adding a bit more detail would make them feel more natural and immersive.

Additionally, the running animation may need a rework. Right now it feels overly exaggerated and cartoonish, similar to a Scooby-Doo style run, which breaks immersion. A more grounded and realistic running animation would greatly improve the overall feel of character movement.

Because these are core, frequently repeated actions, refining them would significantly enhance the overall player experience.

Thank you for your hard work, and I’m really looking forward to seeing how InZoi continues to improve.

autumn raven
uneven jolt
#

Building and Architecture

Curved walls are an excellent addition. As a complement, it would be amazing to include:

Round windows (such as porthole-style windows);

Modular round windows;

Curved pools;

Curved roofs, further expanding architectural possibilities.

🔥 Realism and Object Interactions

I suggest adjusting the fire system to take object placement into account:

Increasing the chance of fire when a refrigerator is placed too close to a stove;

Higher fire risk when objects are positioned too close to fireplaces.

This would add more logic and strategic thinking to Build Mode.

😴 Zoi Immersion and Behavior

Ideally, when a Zoi is sleeping, noises in the same room should wake them up, such as:

A radio or television being on;

A baby crying.

This small detail would make daily routines feel much more realistic.

🌳 Urban Life and World Ambience

Adding more spontaneous activities to the world would greatly enhance immersion, such as:

Elderly Zois exercising in public squares or parks;

Families having picnics;

A larger number of fruit trees spread across the map.

tawdry sundial
mellow canopy
#

I do think zois need a little more pep in their step. They do everything so slowly like sitting on the toilet and other things. They should be able to move around and do things a lot more natural and with personality. Do things a lot more lively. Also i would love for the zois to actually bathe themselves while in the shower instead of just standing there. Maybe even singing in the shower sometimes. Also whenever you do an update on cars I think it'll be really cool to have music playing in cars and zois can bob their heads and also sing along to the music on the songs they really like. Its the little things like that to help bring the soul and personality into the game! Also this might be too much right now but it'll be so cute if zois can sit back in bed just cuddling and talking to each other while also watching TV.

mellow canopy
#

Hi kjun. When you expand on the criminal part can we have a partner in crime and do a partnership heist? I would love for both of my zois to do heist together. It'll be great for my Bonnie and Clyde zois! Which reminds me, also while breaking into a bank or a store can you please remove the toolbox lol its useful when they're fixing on things around the house and things like that but when they're breaking into a place it doesn't look right. If you're going to have something like that I think it'll look a lot better if you have them pulling tools and things out of their backpacks instead! I believe that'll look a lot cooler!

zinc cedar
daring charm
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Hello, it would be great if Zoi could have an outdoor outfit for the mid-seasons, spring and autumn, and if they could have two other outfits in each category. Most importantly, they would stop wearing their winter outfits inside their houses. By the way, there are some issues with the quests. For example, in the "Abundant Life" quest, if Zoi already have a lot of Meow, it's not counted towards the quest value. Only the land value is taken into account, but it shouldn't include the house value. Items should be considered because there aren't enough plots of land available. For the "Extraordinary Painter" quest, if you build a house with an easel inside and then move your Zoi in, the easel isn't checked off; you have to sell it and then buy a new one...

daring charm
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Could you create some knee-high boots? Because the ones that are available are really not attractive and don't suit the legs; they're too loose, the shape isn't proportionate, and the overall effect is really unappealing. I never wear them...Psycat_UpVote

lime pulsar
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yes yes. some boots made for walking pls. that's just what they'll do.

at least calf-length if not knee-high, shaped to the leg

quasi mirage
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Autonomous Romance triggered by Relationship Type and Memories:
idle relationship animation examples-

  • couple is standing next to each other so they autonomously hold hands and share quick smiles with each other
  • lingering gazes that loops a little longer than usual
  • tucking the partners hair behing the ear with a loving gaze
  • hugging from behind when joining to cook and giving each other a taste test of the food ingredients while cooking
    Romantic autonomy based on location/ memory-
  • first kiss or first date location= autonomously hold hands more at this place and have lingering smiles when arriving with a "shared first date/ first kiss" moodlet buff
  • if they argued at this place they will be more distant with an unhappy mood buff like "had an argument here 💔" (this mood buff will go away over time if the couple has worked on the issue)
  • Engagement location= happy smiles at each other, more autonomous romantic animations like picking up while kissing, hand holding while swaying, an interaction to "gush about happy memory together here"

Relationship styles that effect couple behavior:
Styles:

  • Passionate= more public affection/ hand holding in public, wrapping arms around the waist, slow dancing when there is music nearby autonomously, gazing at each other while touching the face more often or tucking ones hair behind their ear
  • Soft affectionate= head resting on ones shoulder, hand holding with more shy smiles
  • Playful/ flirty= whispers in the ear while laughing, playfully poking the other, a playful bump on the shoulder with a smirk while walking past the other
    An extra one could be for more reserved couples who both are introverts/ a more serious couple= a quick squeeze of the hand when sitting by each other and just prefer being more affectionate when not in public
stiff hemlock
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@plucky zephyr We need a bug update.

peak charm
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No need to tag Kjun.

stiff hemlock
lilac gate
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Moderators are only here to deal with things relating to the Discord, we do not control anything regarding game updates.
Please do not @ Kjun or us regarding those, just leave feedback in these threads. Preferably the latest one, as this one is no longer checked by the team. You can also report bugs via the appropriate channels if there are specific issues you're having

regal ermineBOT
stiff hemlock
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I wanted to politely ask if anyone is making a bug fix update.

lilac gate
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Bug fixes are always in the works, they'll come when they're ready.
Often once we are close to the next major update, minor bug patches stop as they get consolidated into that major version, so please just be patient

peak charm
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There will be a major patch update in few weeks in February... So it's better to wait for a new major bug fix update.

wind shell
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Waiting for inzoi to be on ps4 and Xbox!!!

raven nimbus
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I think it would be interesting with attraction to be broken into different parts and playing off fun stereotypes, like a gold digger who does not find the person physically attractive but likes the money or the fame or the status of the person, or the house/ career. And to have this labelled in their relationship panel. This will instantly make their relationship interesting and meaningful in terms of there is a conflict, will the gold digger eventually find someone she finds physically attractive, and does the husband think she is in love with him, or does he suspect and have an insecurity about it? Maybe he doesn’t care because he gets what he wants? These are the things that would be interesting to play with I think

lilac gate
sturdy ginkgo
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would love the ability for the parents to “cook lunch” for their children to take to school 😆

sturdy ginkgo
covert solstice
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Will the game be released on mobile phones, and when will it be available in the store? 🫣

sturdy ginkgo
# undone hollow Exactly they act like if the devs aren’t constantly talking about it then they’v...

yeah right .. i can’t stand when people are ungrateful. the team does not have to show us anything at all mind you, but they do and i am grateful they do along with the work and effort they put in. there are lots of features i want aswell but i also understand things take time… this is not an easy game to develop otherwise there’d be many more life sim games. we should just be glad we even have the ability to make requests about what should be added in game.

tawdry sundial
covert solstice
modest barn
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i'd only follow info from official sources.

regal ermineBOT
covert solstice
undone hollow
# sturdy ginkgo yeah right .. i can’t stand when people are ungrateful. the team does not have t...

Yea fr and then you have people being ungrateful and like you said they just need to have patience because the amount of stuff they’ve added before the sims or things they have that the sims STILL doesn’t have is insane. And the fact Sims makes most of the “packs” and “DLC’s” just normal stuff that should be in a base life sim game for free like how InZoi is doing is pretty messed up. But this game hasn’t even been out for a full year yet and where it is now compared to released is amazing and the fact they’re still going strong and listening to the community is great and it shows how dedicated the team and especially Kjun is about InZoi and I’m really looking forward to full release, post launch, and seeing others experience it on consoles😁

tawdry sundial
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Idk if this is in the works or not but after seeing a few dental spots around in dowon, I think it would be cool to have as functional building and career. Zois teeth can yellow over time, especially if not taken proper care of or if they drink too much of certain drinks like red wine or coffee, they can get cavities and have to get them filled, root canals, tooth extractions, regular cleanings, teeth whitening, braces( which could then introduce various teeth presets), clear aligners, tooth implants, dentures, getting permanent fangs.
Children would lose their baby teeth and then their adult teeth would come in. Zois can also lose a tooth or multiple during a fight😂

compact linden
potent glade
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Hi Kjun,
I here are some suggestions for the security guards.
I'd suggest (for now) hiring them in similar fashion to the way we hire house cleaners but, the jobs they carry out is selected in the same way we select what our employees when hiring for our businesses. For example,

For Nightclub & VIP Area.

  • Gatekeeper: check IDs at the entrance
  • For vip area you can choose an option for crowd control, keeping others zois from entering vip area.

For Personal protection.

  • Crowd control: keep NPCs at a distance
  • Guard vehicle: they stand by vehicle and protect it.
  • Drive: they can have the option to drive the zoi who hired them. You can give us an option to have them for us around.

This arrangement would give is the ability to hire different security personnels with varying duties.

potent glade
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Hi Kjun
Here's some ideas to help with the fame ranking system for the kpop idol career, whether as a group or idol soloist. It is not complete just a framework to help.

(PART ONE)

Level 1 (Rookie A)
In this level you are able to do street performances to promote group.

  • Unlock social media promotions (whenever that is added) e.g filming short videos or Livestream

Level 2 (Rookie B)

  • Unlock ability to perform in music shows.

Level 3 (Rookie C)

  • Unlock ability to open fan club with limited number of fans which increases as you go up in fame.
  • Unlock ability to request or receive request for online interviews

Level 4 (Rookie D)

  • Unlock the ability to host fan meets in Dowon
  • Unlock other promotional medium (radio interviews, In person interviews, Billboards etc) within Dowon.
potent glade
# potent glade Hi Kjun Here's some ideas to help with the fame ranking system for the kpop idol...

(PART TWO)

Level 5 (Rising star)

  • Unlock ability to host fan meets in only Dowon and Cahaya.
  • Unlock ability to attend award shows and submit work for rookie of the year award nominations.
  • Unlock promotional media for Dowon and Cahaya.
  • Unlock fan recognition, no crowding just few NPCs recognizing you and sometimes asking for autographs
  • Unlock ability to secure brand deals (including vouchers from restaurants, cafes and other small businesses). There brand deals will increase in value as they climb higher in the fame system.

Level 6

  • Unlock ability to host fan meets in Dowon, Blissbay and Cahaya.
  • Maintains the opportunity to submit work for rookie of the year.
  • Unlock promotional media for Dowon Blissbay and Cahaya.
  • Unlock ability to appear in magazines
  • Unlock paparazzi and stalker fans.

Level 7

  • Unlock ability to be nominated in other categories in award shows.
  • Unlock ability to host concerts in Dowon (outdoors and indoors) with limited number of attendees.
  • Unlock ability to apply for festival performance within Dowon.
potent glade
# potent glade (PART TWO) Level 5 (Rising star) - Unlock ability to host fan meets in only Dow...

(PART THREE)

Level 8 (National star)

  • Unlock ability to host outdoor concerts in Dowon and Cahaya with increase number of attendees.
  • Unlock ability to be the cover of a magazine.
  • Unlock ability to apply within Dowon and Cahaya.

Level 9 (Global icon)

  • Unlock ability to host concerts in Dowon, Blissbay and Cahaya with significant number of attendees.
  • Unlock ability to apply for a slot in festival performances in Dowon, Blissbay and Cahaya.

Level 10 (Legend)

  • This level is dependent on the number of years a zoi has spent as a celebrity.
    It would be the ultimate rank in the fame system even scandals will not affect them and they can do whatever they want, with ease, every concert is sold out and there are people waiting in line to invite the zois to events or offer them a brand deal and whatever they do is always a success.

I could not come up with a title for each level, but I hope this helps.

digital onyx
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Hello kjun, one important detail we would to see is be ability to have our zois put clothes in the dirty basket so that way all laundry can be wash. Because right now in the game children can not wash their own clothes, they have to ask an adult to do it. So a laundry basket is already in the game, just wish children and everyone can use it, so clothes can be wash for everyone. Also would love the ability to hang up our painting after crafting it, right now you can't. It can only be sold, thank you kjun and the team! Appreciate all the hard work yall have done so far! 💯 💪

vale echo
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I'm not sure if this has been mentioned before but when I normally play Inzoi I find that a lot of Zois do the annoying 'clap like a seal' and jump up and down. This is an interaction I can't stand 😅 I was hoping in future development these type of interactions could be linked to traits. As it just doesent make sense if I have a serious business Zoi who breaks out and jumps up and down our of enjoyment over the smallest thing.

daring charm
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Hello, the Zoi have the tanning option but in fact they don't tan, there's no change in skin color that could go from pale to perfect tan depending on the duration and if they don't put on cream to protect themselves they get sunburned, their skin will be red and painful for a defined time, there could be a cream to relieve which would soothe the Zoi and reduce the painful buff

proven thicket
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Kjun I realized that I have a while back previously already said this. It is simply that I wanted to provide a emphasis reminder of Specifically in terms of 1)

The game’s aging system only affects the face, and none of the deeper progressive skin changes are applied to the body. It doesn’t generate the layered development of (for especial particularly individual female Zois (chest lines, breast creasing, abdominal or waistline etching, or the gradual spread of wrinkles, sagging, age spots, and micro-creases across the torso and other regions)). All of those detailed aging elements appear exclusively when you interact with the face, and they simply do not activate anywhere on the body. It is also why I argue that it shouldn't be considered that external appearance Aging on Inzoi is too harsh. It is technically more like not completely finished then being harsh.

  1. And I personally wish and hope for multiple individual Sub life stages in-between each individual life stage through out Young Adult 21–30 960 minutes
    Adult 31–50 1920 minutes
    Middle Age 51–65 1440 minutes
    Senior 66–100 3360 minutes and multiple individual Sub life stages continuing on after Senior 66–100 3360 minutes. (Please especially take notice on that I personally think that Inzoi needs its own variation on multiple individual sub life stages within and between overall individual specific life stages and even additionally the multiple individual Sub life stages continuing on after Senior life-stage).
exotic badger
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Great job team than you!! Doodle_Heart Please allow us to play custom music in our games, personal and public speakers 🥹

normal sluice
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There is still a super big problem with actions not lasting long enough. You've changed things for massages, but for watching tv..dancing, exercising. You're constanting having to find something else to do when animations last like 3 seconds, and it makes it more obvious when the gameplay still lacks a bit depth. Dancing, watching tv, reading are all things that should just go and go until the action is cancelled, and things like working out should go way on for way longer than it does. Though I want for things to expand but i fear the new features you're looking to add will also suffer from ending way to soon.

stiff hemlock
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inzoi needs an update, please very soon!

modest barn