❤️ Hello everyone.❤️
This week again, I’ve spent my days reading your valuable posts. The main topics you brought up were bicycle riding, the fame system, UI improvements, expanded jobs and careers, clubs and VIP areas, stronger social interactions, and more realistic gameplay elements. Hearing so many different perspectives honestly made me reflect on how limited my own thinking can be. Your detailed ideas have made me rethink our development direction once again.
Bicycle & Transportation Updates
We’ve added the ability for two people to ride a bicycle together, and you also suggested great additions like kids’ bikes, toddler seats, and even letting pets ride in the basket. Many of you also asked for things like playing music while cycling and adding more varied riding animations. We may not be able to do everything at once, but I’ll keep these ideas in mind and add them bit by bit whenever we can.
For vehicles, you requested realistic features such as autopilot driving, parking, vehicle maintenance (refueling, car washes), and rentals like limousines or party buses. For now, we’re restoring the parking lots, and we’re currently implementing a system where you can select a family member and have them park a car in the lot. Once the car is parked, you’ll be able to interact with it.
Also—after finally making a bit more progress with optimization, we’re now reviewing whether we can place vehicles out on the streets. When we first introduced inZOI, we talked about building a world like this… and it feels like we’re finally starting to make it real.
Fame & Social Status System
Some of you suggested splitting fame into categories—arts, sports, professional careers, crime, and more—so each area could have its own fanbase, events, and career paths. There were also ideas for VIP entry requirements that combine multiple conditions (fame, reputation, wealth, job, outfit, etc.), plus “workarounds” like bribes, persuasion, or invitations.
We actually planned a more segmented system early on, but we worried that splitting it too much might feel more like “levels” or “XP” in each category. We wanted fame to represent one simple idea: “How famous are you?”—so we leaned toward a single value instead.
You also proposed realistic social phenomena tied to fame—fans and stalkers, bodyguards, paparazzi, and media exposure. And honestly, this made me think: if we connect the fame system to the idol career we’re planning to develop starting this summer, it could work really well. That’s a fantastic idea.
Another suggestion I strongly agreed with (haha) was making fame optional, so players can choose a quiet life or a life in the spotlight depending on what they want. That modular approach makes a lot of sense.
UI & User Experience Improvements
You asked for improvements like UI scaling, transparency options, simplified interfaces, and expandable detail panels—basically making the HUD/GUI easier to read and use. We’re already working on this. We’ve decided to support smaller UI sizes and multiple UI types. We’ll keep pushing to reflect your feedback as much as we can.
For the wardrobe system, many of you wanted more immersive features—changing outfits in real time, showing only owned clothes, carrying shopping bags after purchasing, etc. There were also suggestions for voice customization and more animation variety based on personality so each character feels more unique. Voice customization is now included in our development plan too. 🙂