▲ 313 r/inZOI

Video update

Hello everyone, it’s great to see you again. I hope you’ve all had a good week.

First, I have some slightly disappointing news to share. The August update has been delayed a little, and we are now planning to release it in early September. I’m sorry that we couldn’t bring it to you sooner. I’ll keep running as hard as I can to deliver it to all of you.

For this update, rather than adding new content, we’ve been focusing on making the fundamental aspects of everyday life and behavior in inZOI feel more natural. While this won’t be a particularly large update, a lot of development work has gone into strengthening the foundations of our life simulation systems for the future.

Today, I’d like to introduce one of those systems and hear what you think about it.

Previously, when a Zoi visited somewhere like a burger restaurant, they would remain there for a set amount of time. However, instead of ordering and eating during that time, they might talk to other Zois, look at nearby objects, or perform other actions unrelated to the reason they visited in the first place.

To improve this, we’ve developed two new systems (*for these, please refer to the video on the top comment*).

The first is a system that allows us to define actions that Zois should prioritize when they enter a particular location.

The second is an interaction permission system that allows us to specify who can use each object.

For example, at a burger restaurant, we can have a Zoi order from a kiosk, wait in a customer seat, receive and eat their food, and then naturally return home once their visit is complete. Employees will no longer sit in seats intended for customers.

However, if you have previously customized regions or spaces yourself, you may need to register some of this newly added information again. The amount of data itself is not large, but if you have customized many different areas, it could mean a little additional work. We are also preparing a way to apply the new system correctly through a reset.

I wanted to share this with you before applying the system to the development build so that we can hear your thoughts first.

If you are against this change, we are prepared to stop and reconsider it.

I believe that putting these small but fundamental systems in place one by one is essential if we want Zois to feel less like characters who simply spend time at a location, and more like people who act and live according to their own purposes.

Lastly, when I look up at the sky on my way home from work these days, the stars seem especially bright. The evenings are starting to bring a little cooler breeze as well, and it makes me feel that summer really is beginning to pass.

The long, hot summer is gradually coming to an end.

Thank you for spending another week with inZOI. Since the update is arriving a little later than planned, we’ll work hard to make sure we can show you something even better when it arrives.

Have a wonderful weekend, and I’ll see you again next week.

Kjun

u/AddressPrudent6621 — 7 days ago
▲ 48 r/inZOI

Wednesday update response

Hello everyone.

Today, instead of sharing several different updates, I’d like to focus on just one topic: outfit changing.

inZOI has a variety of outfits designed for different situations, such as sleepwear, workout clothes, and swimwear. However, you may have felt that the rules for when Zois change into these outfits—and when they change back—haven’t always been very clear. So today, I’d like to explain the new rules as simply and clearly as possible.

To be frank, we hadn’t established a fully unified outfit-changing system in the past. Instead, we often handled each situation individually as the need arose. This led to unintended outfit changes. For example, if a Zoi started exercising at a gym, they should ideally remain in their workout clothes until they leave the gym. However, performing another action in between could sometimes cause their outfit to change.

To address these issues at a fundamental level, we have rebuilt the overall rules for outfit changing.

# Zois will change their clothes according to the situation

What we’re preparing is a system where Zois automatically change into clothing appropriate for their current situation, then return to their everyday outfit once that situation ends. This will be provided as an Experimental Feature.

For example, currently, when a Zoi starts swimming in the ocean, they change into swimwear. But the moment they step out of the water, they immediately change back into their everyday clothes. This often creates awkward situations where a Zoi is still at the beach but is the only person walking around in everyday clothes. This experimental feature is intended to reduce situations like this.

Until now, the rules for changing clothes differed depending on the location or interaction. As a result, Zois sometimes changed clothes when they shouldn’t have, or remained in a special outfit when they should have changed back.

We’ve now unified those rules.

Let me explain by following a Zoi through a typical day.

In the morning, the Zoi wakes up wearing sleepwear—the same sleepwear they changed into when they went to bed the night before. Simply waking up does not immediately change their clothes. They might drink some water or look out the window while still wearing their sleepwear. Once they take a shower and come out, they finally change into their everyday outfit.

The everyday outfit they choose depends on the temperature that day. Everyday clothes, summer clothes, and winter clothes are treated as a single group. When the weather is hot or extremely hot, the Zoi will choose summer clothes. When it is warm, mild, or cool, they will wear everyday clothes. When it is cold or extremely cold, they will choose winter clothes.

From this point on, whenever I say that a Zoi “returns to their everyday outfit,” I mean that they return to the appropriate outfit from this group.

Now dressed for the day, the Zoi heads to the gym.

As soon as they enter the gym lot, they change into workout clothes. They remain in those clothes while they are at the gym, and once they finish exercising and leave the lot, they change back into their everyday outfit.

In the afternoon, they visit a swimming pool.

When they arrive at the pool, they change into swimwear. Even after getting out of the water and relaxing on a sunbed, they remain in their swimwear. They only return to their everyday outfit once they leave the pool lot.

So, in simple terms:

While a Zoi remains at a location, they keep wearing the outfit appropriate for that situation. Once they leave, they return to their everyday outfit.

This return happens when they begin leaving the lot or start another type of transition, such as going home, going to work, traveling through the World Map, or entering a building.

At night, when the Zoi gets into bed, they change back into sleepwear.

And with that, their day comes full circle.

# There are a few exceptions

When exercising at home, Zois will not change clothes.

If a Zoi does yoga or uses exercise equipment at home, they will simply exercise in whatever they are already wearing. We made this the one location-based exception because having Zois constantly change clothes even inside their own homes could feel unnecessarily inconvenient.

Zois you are directly controlling also behave a little differently.

A Zoi under direct player control will not automatically change clothes simply because they arrive at a particular lot. Otherwise, they might change into swimwear just because they walked through a beach or briefly stopped by a swimming pool to use the restroom.

Instead, directly controlled Zois will change clothes when they actually begin a relevant interaction, such as swimming or exercising. Their clothes will not change simply while you are moving them around using WASD controls.

# If you don’t want automatic outfit changes

We’ve prepared two options.

If you only want to exclude a specific Zoi, you can turn off “Use Situational Looks” in that Zoi’s autonomy settings.

If you want to disable the feature for the entire game, you can turn off “Automatic Situational Outfit Changes” under Settings → Experimental Features.

The individual Zoi setting always takes priority. If “Use Situational Looks” is disabled for a particular Zoi, that Zoi will not automatically change clothes even if the Experimental Feature is enabled.

If you disable the Experimental Feature itself, Zois will immediately return from any outfit they are wearing under these rules to their original outfit, and the previous outfit-changing behavior will resume.

This feature will be provided as an Experimental Feature and will be enabled by default.

# What will remain unchanged

School uniforms and work attire are not affected by this change.

They will continue to work as they do now: Zois will change into their school uniform when it is time to attend school and into their work attire when it is time to go to work.

You will also still be able to manually change a Zoi’s clothes through wardrobes or the Zoi menu as before.

Costumes and Character Studio are also unaffected by this change.

# Closing

Since this is an Experimental Feature, your experiences while actually playing with it will be extremely helpful in determining how we develop it further.

If you encounter any awkward situations, or moments where you think, “I wish my Zoi wouldn’t change clothes here,” please feel free to share your feedback with us.

We’ll continue refining the system based on your feedback.

I’ll be back again with another development update.

Thank you.

link to message on the discord- https://discord.com/channels/1162040845181124618/1535261208200880178/1537009780965769247

reddit.com
u/AddressPrudent6621 — 9 days ago
▲ 0 r/Etsy

Thoughts?

So I placed an order for 5 custom resin molds on June 8th and I had to message the seller a couple times for the mockups and they weren’t exactly how I wanted them so I asked if a couple things could be tweaked and unfortunately the seller sent out my order after I had messaged them about the changes I wanted. Anyway two weeks go by and my order hasn’t even moved and so I message the seller and ask if there’s anything that could be done. So she then tells me that she’s sorry and that none of her orders are updating for some reason. This was the first major issue for me because I would think as someone running a business, that it’s your responsibility and top priority that if you’re aware there are issues with all the orders you’ve shipped out to then contact the people who placed them to let them know what’s going on. The seller then offered to send me new ones in which I accepted and then asked if the changes I previously asked for were made and they said they would send me updated mockups when they came home from a family event ( June 21). Okay cool ( at this time it’s already the end of June) anyway it’s several days later and I still don’t have a reply from them (on June 29th). So I waited some more and then I messaged them again on the 6th of July and then I got a reply saying they haven’t been active on Etsy as they’re waiting for more materials to complete their last orders. I did get my updated mockups that same day. Fast forward to now. I’ve messaged them 4 times since ( the most recent one being just about 20 minutes ago) and I haven’t gotten a reply yet. Now mind you I have placed custom orders before from T shirts, to a custom vinyl ps5 skin ( which took a month to deliver since it was coming from Australia) and custom 14k jewelry multiple times and none of them have taken this long and I had better communication from the sellers on Etsy that made my jewelry. So overall my question is should I hold out hope for these molds and wait a bit longer or should I just ask for a refund? Part of me want to get a refund and the other part of me is really hoping I can get the molds because quite frankly there aren’t many Etsy sellers or ones in general that I’ve found that make custom resin molds and the only other seller I found that had decent prices charge a pretty high price for polished molds so that part kinda sucks if I have to end up going to them

reddit.com
u/AddressPrudent6621 — 13 days ago
▲ 128 r/inZOI

Friday update videooooo!!!

😊

<a:psycat_cahaya:1405838147165884467> Hello everyone, and happy Friday!<a:psycat_cahaya:1405838147165884467>

As always, we're sharing a video showcasing what the inZOI team has been working on this week.

Lately, the team has been approaching development with a fresh mindset by going back to the fundamentals. We've been carefully reviewing every part of the game and improving it piece by piece. The more closely we look, the more areas we find that should have been better from the beginning, and that leaves us feeling truly sorry.😭

Even so, I believe that as long as we have a clear goal and continue moving toward it, we may stumble, but we won't stop moving forward.

Recently, I've been focusing on redesigning our autonomy system. For this update, I wanted to revisit it from the ground up rather than making small adjustments, so I've been rebuilding much of its decision-making logic.

For example, when a ZOI wants to sit down and eat, the game now searches for the most appropriate dining location step by step.

First, it checks whether there is a dining table or table in the same room. If none is available, it gradually expands the search to look for suitable tables farther away.

If the ZOI is inside a residential or business lot, the search covers the entire lot, prioritizing indoor dining areas before considering outdoor spaces. If the ZOI is in a public area or somewhere outside a lot, the search looks for a suitable table within a 40-meter radius.

If no usable table can be found, the ZOI will instead find a nearby chair and eat while holding the food. If family members or friends are nearby, the system also tries to have them sit close together so they can share the meal naturally.

Of course, if many ZOI's perform this decision-making process at the same time, it can become expensive from a performance standpoint. To address this, we've also been optimizing the search order, limiting the search scope, and reducing unnecessary calculations so these improvements remain efficient.

I'm honestly embarrassed that such fundamental behaviors still needed this level of attention. If you've noticed other situations where a ZOI's autonomous behavior feels awkward or unnatural, please let us know. Your experiences and feedback are incredibly valuable and often help us design better solutions.

We'll continue reviewing the game one system at a time and keep working to make inZOI a better simulation.

The summer heat has been especially intense in many parts of the world lately. Please take care of yourselves, stay cool, and have a wonderful weekend.<:Doodle_Heart:1357610874243907654> <:Doodle_Psycat_Walk:1357610754378956915> <:Doodle_Psycat_Stretch:1357610755821928589> <:Doodle_Psycat_Sit:1357610763400777930>

Thank you.

Kjun<:Icon_Heart:1275934270476779520>

youtu.be
u/AddressPrudent6621 — 28 days ago
▲ 255 r/LifeSimulators+1 crossposts

Friday update video!!

Today is a public holiday here in Korea. Even so, I wanted to keep my promise and share another development update with you. 😄 Just kidding—this post was actually written yesterday.

I joked because I sometimes feel that if I let you see how hard we're working, it might be a little easier to understand why the game is still a work in progress and to keep waiting for us. This week as well, I'd like to share some of the things we're currently developing.
This month, we've been spending a great deal of time fixing bugs and improving existing features. This is now my fourth year developing games in this genre. If someone asked me what the single most important element of a life simulation game is, I would answer without hesitation: the autonomy system that makes ZOI feel like real people living their own lives.
When development first began, we studied The Sims extensively, along with many development materials and presentations about how that genre had evolved. We even consulted experts in robotics. In the end, however, most of what we needed simply didn't exist, so we had to create it ourselves. Building a system that allows Zoi to think and act independently was easily the most difficult challenge I've faced.
Right now, each ZOI scans nearby interaction targets, evaluates them based on needs, traits, personality, preferences, and other factors, calculates a score for every possible action, and then chooses the highest-scoring one. Within roughly a 40-meter radius, the system evaluates a large number of possible interactions, selects the most appropriate target, moves there, and performs the chosen action.
This approach has served us well so far, but recently I've become increasingly aware of its limitations. Because of that, we've decided to go back to the drawing board and redesign the autonomy system itself.
In the future, I want ZOI to satisfy their immediate needs first, but after that, instead of repeatedly choosing whatever action has the highest numerical score, they should naturally make decisions that reflect who they are. Rather than relying primarily on score-based priorities, we're moving toward designing behavior through rules that resemble the way people actually make decisions.
For example, an outgoing ZOI should naturally spend more time socializing with others, while a family-oriented Zoi should prefer spending time with their spouse and children. If a couple visits a park together, I don't want them to immediately wander off in different directions. I want them to walk together, chat with each other, and naturally enjoy spending time as a couple.

Looking back, I think I temporarily lost sight of the fact that this system is the true engine of a life simulation game. Adding new features is certainly important, but I've come to realize once again that autonomy should be the foundation that naturally connects every other system together.
As our plans become more concrete, I'll continue sharing them with you and listening carefully to your thoughts. Your feedback has been an enormous help in shaping the direction of development.
Writing this also reminds me that I'm still showing you a game with many unfinished parts, and I genuinely feel sorry for that. My biggest goal right now is to turn that feeling into meaningful updates as quickly as possible.

Throughout July, improving the autonomy system will be our highest priority. Then, next month, we'll focus on strengthening the connections between the game's various content and systems so that they work together more naturally. Step by step, we'll continue making steady and meaningful progress.

kjun

P.S We also have quite a few channels and categories on our Discord now, so we're planning to reorganize them to make everything easier to navigate. Of course, none of the existing content will be lost—we'll be keeping it all. As with our other improvements, we'll share the proposed changes with you first and ask for your feedback before making any decisions.

u/AddressPrudent6621 — 1 month ago
▲ 25 r/inZOI

🤣 the only other funny bug I’ve had

I only ever had this bug once and the second bug I have is being able to drive in the water lmaooo

u/AddressPrudent6621 — 1 month ago
▲ 164 r/LifeSimulators+1 crossposts

Friday video update!!

I’ve been looking forward to these features!!!

EDIT—-

<a:psycat_cahaya:1405838147165884467> Hello everyone, and happy Friday!<a:psycat_cahaya:1405838147165884467>

Today, I would like to share a summary of the issues that we believe the development team should prioritize, based on the feedback you have shared with us so far. While we may not be able to resolve everything immediately, we wanted to explain which areas we currently consider most important and continue the conversation with all of you.😄

We have identified three major areas that require the most improvement:

&gt; 1. Improving overall game stability, resolving bugs, and refining the simulation
&gt; 2. Creating more natural connections between the family, school, personality, economy, and relationship systems
&gt; 3. Adding greater depth to newborn, toddler, and child development, as well as family gameplay

Our first priority is to connect the game’s systems more naturally so that Zois can live and behave in a more lifelike way.

We are currently expanding the systems in the following directions. Please take a look, and continue sharing your thoughts and suggestions with us—they will be extremely helpful to the development team.

&gt; Academic performance will affect employment opportunities, promotions, business performance, and other aspects of a Zoi’s life.
&gt; Poor family relationships may negatively affect a Zoi’s grades at school or lead to major workplace decisions, such as resigning from a job.
&gt; A Zoi’s traits will be reflected in the frequency of their actions and daily routines, such as exercising or reading.
&gt; Workplace performance, business results, and financial circumstances will vary depending on how well a Zoi’s career, abilities, and personality align.
&gt; Traits and experiences developed during early childhood will continue to influence a Zoi throughout adolescence and adulthood.
&gt; Experiences involving food or accidents during childhood may remain as preferences, aversions, or phobias later in life.
&gt; Significant emotions and events will be recorded in greater detail through a Zoi’s memories and life history, helping players understand the reasons behind their behavior.
&gt; Important moments will be viewable through the News Feed UI, and players will be able to take and save their own photos of those moments.

By connecting these systems more naturally, we hope to portray each Zoi’s life in greater depth, shaped by their unique experiences, personality, and relationships.

&gt; `Game Stability and Bug Fixes`

We addressed many issues this week as well. We sincerely appreciate everyone who continues to support inZOI despite the areas where the game still falls short. Your support motivates us to keep working toward a better experience.😭

We are currently addressing the following issues as part of our ongoing build stabilization efforts:
&gt; A crash that may occur when loading a save file during gameplay
&gt; An infinite loading issue when switching between family members in a six-person household
&gt; A crash that may occur during death by old age
&gt; An issue where a child Zoi may suddenly be marked as having graduated from high school after aging up
&gt; An issue where a Zoi’s enrolled high school may change during the save and load process
&gt; An issue where room detection may fail depending on the direction in which walls are built, causing floors to be deleted
&gt; An issue where parts of existing walls may disappear after moving connected rooms
&gt; An issue where a Zoi’s hunger need may not be satisfied even while they are at home
&gt; An issue where a graduation ceremony may be unable to continue because the teacher does not appear
&gt; etc.

It was a pleasure to hear your many thoughts and suggestions again this week. We carefully review all the feedback you send us, and it continues to serve as an important guide as we work to make inZOI better.

Have a wonderful weekend, everyone.
Thank you.

kjun<:Icon_Heart:1275934270476779520>

youtu.be
u/AddressPrudent6621 — 1 month ago
▲ 45 r/inZOI

Wednesday response

😄 Hello everyone,☺️

First of all, I would like to sincerely thank everyone who took the time to share such detailed feedback.

This round of feedback included many specific thoughts on where inZOI needs more depth, which elements are interrupting the flow of gameplay, and how inZOI can further strengthen its own identity. I would like to share in more detail what direction the development team is currently considering.

The biggest direction we confirmed from this week’s feedback is that personality, emotions, relationships, skills, autonomous behavior, group activities, and school life should not exist as separate systems. Instead, they need to connect with each other naturally. Since many of you have continued to raise this point, the inZOI team sees it as a very important task and is preparing development around it. Recently, it would not be an exaggeration to say that a significant part of our overall development direction has been focused on improving this sense of connection.

In particular, we carefully reviewed the feedback that a Zoi’s personality and traits need to be reflected more clearly in their actual behavior. Even in the same situation, each Zoi should react differently. When their priorities for autonomous behavior, conversation style, emotional expression, and daily routines vary, the character can feel much more alive. We also believe that emotional expression should not simply be more intense, but should appear naturally according to the situation and the Zoi’s personality.🙂

While adding interactions based on time, place, and role, we also identified a bug where conversations were occurring abnormally often. We also found cases where a Zoi would suddenly bring up negative conversations when left alone. Because of this, we are reviewing the conversation selection logic, which had not been sufficiently refined until now. Some improvements will be applied through tomorrow’s patch. Our goal is to make conversations occur not as simple random events, but as natural results of accumulated context, mood, and situation. We want players to feel that they can understand why a certain topic came up at that moment.

We also reviewed many opinions about the text message UI. Many players felt that the current structure, where a small notification appears first and the player can open the phone when they want to check it, feels more natural and realistic. On the other hand, there were also concerns that a full message popup could block the screen and interrupt the flow of gameplay. Therefore, we currently plan to maintain the existing text message UI structure.

However, apart from the UI structure, we do believe the content of text messages needs to better reflect each Zoi’s personality, intimacy, relationship status, emotions, and situational context. Recently, while reviewing issues related to emotions and conversations with the team, we also found that some emotion colors overlap and can be confusing. Because of this, we plan to reorganize the emotion colors as well. Once this is ready, we will share the results as soon as possible. We will also improve the names of interaction targets and the conversation mood UI so that emotions, situations, and context can be communicated more clearly.

We also took the feedback on the skill system very seriously. Many players said that for skills to feel like real growth, elements such as knowledge, practical experience, aptitude, failure, feedback, specialization, and rewards need to be better connected. It is difficult to change the entire structure all at once, but we will continue reviewing ways to make skills feel like a more meaningful long-term growth experience. We will also work on aligning the tone of skills with emotions, and in the long term, we hope to make abilities naturally influence not only balance, but also careers, economic activity, and conversation ability.

We are also paying close attention to feedback about group activities and the experience of doing things together. In situations involving family, friends, dates, school, restaurants, or clubs, if Zois scatter and act separately instead of behaving like people who came together, the sense of relationship and situational context becomes weaker. We believe the game needs a structure where the purpose of a group naturally leads to actual behavior, such as sitting at the same table, eating together, watching TV together, dancing together, or moving together.

Because of the bug that caused too many conversations to occur, we applied somewhat stronger restrictions to casual chat behavior. However, it seems that cooperative actions did not sufficiently reflect target weighting in the same way conversations did. We are also fixing the recent issue where Zois keep trying to leave the lot. We are preparing improvements in this area so that we can show better results in August. We also plan to adjust the data so that Zois behave more appropriately in parks and outdoor areas.

We also reviewed feedback on autonomous eating behavior. Situations where another Zoi eats a snack while a family meal is being prepared, cooks new food when leftovers are available, or repeatedly cooks even when they are not hungry can reduce the natural feeling of a life simulation. While adding interactions based on time, place, and role, we also experimented with behavior where a parent character prepares food when present. However, when we try to add intention to every action, the simulation can sometimes become unstable in unexpected ways, so this is not an easy task. Even so, we do not intend to give up. We will organize the meal rules that many players have requested and also work on increasing the variety of food. ☺️

We also received a lot of feedback about school and teen content. Many players responded positively to the High School update, but there were also many suggestions regarding school hours, club activities, homework, movement flow, uniforms, lockers, Prom, and commuting methods. We believe school should not simply be a place for classes, but a space where friendships, clubs, teenage daily life, and growth events all occur together.

We clearly recognized the concerns regarding graphical quality as well. Optimization remains an ongoing task, but many players also want to experience sufficiently high visual quality on high-end systems. The Ultra option needs to truly feel like Ultra, and issues such as vegetation, lighting, reflections after rain, distance rendering, and the perceived impact of DLSS have continued to be mentioned. Many players also requested that low-end optimization and high-end visual quality preservation be separated as much as possible. We are also reviewing graphical improvements for the next update, although the actual results are likely to arrive around October. We want inZOI to offer options that allow high-end users to enjoy better graphics.🫡

We also consider the feedback that the city needs to feel more alive very important. A city should not simply be a beautiful background. It should feel like a living space where NPCs move with purpose, and where activities and events appropriate to each location naturally take place. We will continue working to create more diverse spaces that support this feeling.

We also reviewed feedback related to CAZ, hair, clothing, Build Mode, and Canvas. More diverse hairstyles and clothing, customization that reflects different ages and cultures, search and filter functions, better management of downloaded buildings, and improvements to lot information and previews are all important for making creation and sharing more convenient. We will take these opinions into account as we continue shaping the development direction.

Once again, thank you to everyone who shared such detailed feedback. We cannot reflect every opinion exactly as it is or implement everything immediately, but the key issues that have been raised repeatedly will continue to be reviewed internally and considered in our priority discussions. Some errors and improvements related to autonomous behavior will be addressed in tomorrow’s hotfix.😭

We will continue improving inZOI so that characters, relationships, cities, and daily life can connect more naturally as a life simulation.

kjun<:Icon_Heart:1275934270476779520>

reddit.com
u/AddressPrudent6621 — 1 month ago
▲ 77 r/inZOI

Manual pose suggestion

So I’ve been suggesting on the discord that the pose generator can be either changed to allow us to manually move the bones of zois or completely replace the generator system with that so we can create more unique and accurate poses. Half the time the generator contort the limbs in a weird way so I personally would rather manually pose them.

u/AddressPrudent6621 — 1 month ago

Got the joker

Got him in the first 10 pulls with the free tickets and realized after I forgot to hit the chance up for the operator I actually wanted which was violet🥲. Still pretty cool though, it’s the only time I’ve ever been able to get a character from a collab during the whole time I’ve played (since 2022).

u/AddressPrudent6621 — 2 months ago
▲ 172 r/inZOI

Friday video update!

( will post text later as this video was uploaded to Twitter and YouTube first before the discord)

Edit:
Hello,
It is a wonderful Friday. I would like to share this week’s development progress from the inZOI team.
First, there seems to have been some misunderstanding regarding last week’s post. To clarify once again, the list we shared last week consists of items we are preparing with the goal of including them in the update at the end of August.☺️
Separately from that work, we are also continuing to develop the FF list in parallel. It is true that we have not been able to address as many FF items as we would have liked so far. However, around 40% of them have been handled, and there are many items we have not been able to disclose yet due to the update schedule and release order. In the second half of the year, we plan to focus more heavily on FF.
In recent builds, we have been finding more bugs and stability issues than expected. As the person responsible for development, I find this situation deeply unfortunate, and it weighs heavily on me. Even today, we identified three new major issues, and we are preparing a hotfix by working on them over the weekend. With thousands of features in the game, even a single broken part can create a chain reaction of problems, which makes things difficult for the team.🫡
We always want to show you a better game, but we know there are still many areas where we fall short. For that reason, rather than pushing too hard to add new features in this update, we plan to focus more on reducing bugs and improving stability.
I feel like I may be repeating the same message every time, almost like “The Boy Who Cried Wolf,”😢 but this time, we will do our very best to prove it through results. I believe in the inZOI team.
Thank you sincerely to everyone who continues to support us and generously share your feedback.
Have a wonderful weekend.

kjun<:Icon_Heart:1275934270476779520>

u/AddressPrudent6621 — 2 months ago
▲ 129 r/LifeSimulators+1 crossposts

Wednesday update

☺️ Hello everyone,
First of all, I want to sincerely thank everyone who took the time to write such detailed and thoughtful feedback. Our development team is reading every comment and suggestion one by one, and we're not only looking at what was requested, but also trying to understand why those opinions were raised.
I'd also like to clarify something that seems to have caused some confusion. The list I shared last Friday was only intended to cover the work planned through the August update. It was not a complete list of everything currently in development.<:Kjun_Heart:1251167658213249086>
Feature Feedback (FF) is still actively being worked on, and we're tracking it internally while steadily checking items off the list. That said, because unexpected priorities and urgent updates inevitably come up during development, I can't promise that every FF item will be completed within this year. However, these features remain an important part of our long-term plans and are always being considered. I think my post last Friday unintentionally created the impression that they had been abandoned, and that's my mistake. 🙇‍♂️ 🙇‍♂️ 🙇‍♂️
The development direction I shared on Friday came from discussions with the inZOI Creative Director after reviewing the feedback we've seen most frequently over the past few weeks. The strongest common message from the community was:
"New features are important, but right now it's even more important to deepen and improve the systems that already exist."
The list I posted reflects our effort to begin addressing that feedback while continuing regular updates.
At the same time, the foundational system improvements currently in progress, as well as the features many of you have been looking forward to from our Feature Feedback and existing roadmap, remain major development priorities.
Going forward, our focus won't simply be on adding more content. Instead, we want to build stronger connections between existing systems so that they work together naturally and create an experience that feels more like real life.
For example, if your Zoi makes a new friend, we want them to naturally meet again at the park the following week. A gift received from a parent shouldn't just be another inventory item—it should remain a meaningful memory that can continue to provide comfort even years later.
The family system is being designed with this same philosophy. Rather than simply allowing players to add family members, we want family relationships to influence memories and emotions, those emotions to affect autonomous behavior, conversations, and daily life, and those experiences to create new memories over time.
We're approaching the personality system in a similar way. In the future, personality shouldn't just be information shown in a menu. It should influence how a Zoi behaves, speaks, expresses emotions, builds relationships, makes decisions, and acts autonomously. Ideally, players shouldn't have to open the personality window to understand a character—they should naturally think, "This is exactly the kind of person this Zoi is."😍

Dialogue is another area we're continuing to improve. Conversations should reflect context and relationships much more naturally. A Zoi shouldn't speak to a stranger the same way they speak to a longtime friend, family member, or romantic partner. Instead, conversations should evolve based on the relationship, recent events, and each character's emotional state.☺️
Many of you have also emphasized family gameplay and generational gameplay, and we completely agree that these are core parts of a life simulation game. Family creation and editing, genetics, life stages, parenting, family photos, and family presets are all areas we plan to continue expanding and improving over time.
Likewise, systems such as school, careers, the economy, cooking, vehicles, and daily routines shouldn't exist as isolated features. They should naturally interact with one another. Cooking should connect to ingredients, shopping, farming, and the economy. School should influence friendships, personal growth, and personality development. Careers should affect finances and family life. Our goal is to build systems that support and enrich one another instead of existing independently.
We've also seen a great deal of feedback regarding bugs and overall polish, and we consider this just as important as adding new content. Even the best features lose their value if they aren't stable or enjoyable to use. For that reason, we're investing a significant amount of development effort into improving quality alongside new features. In particular, recurring bugs and issues that disrupt gameplay are receiving high priority.😁
Another common request has been for inZOI to strengthen its own unique identity. We completely agree. Our goal isn't simply to increase the number of features, but to continue building a world with its own culture, atmosphere, and personality—something that feels distinctly like inZOI rather than simply resembling other life simulation games.
While it's impossible to implement every suggestion in a single update, your feedback genuinely influences how we prioritize development. We'll continue doing our best to communicate our plans openly and transparently as we work together with all of you to shape the future of inZOI.
Thank you, as always, for your support, your patience, and the thoughtful feedback you've shared with us.
kjun<:Icon_Heart:1275934270476779520>

reddit.com
u/AddressPrudent6621 — 2 months ago
▲ 78 r/inZOI

How to: pose mannequins

For those that aren’t aware about pose mannequins or are confused on how to use them.

So you can go to the themed studio and use them OR you can place them in your home or anywhere in the city. They’re not natively in build mode so you have to enable cheats and type in showstudiocategory true. The mannequins are in the “other” category and they can only be edited in build mode.

Also incase you weren’t aware the dev are planning to add family photos (mentioned in the response in discord on Friday)

u/AddressPrudent6621 — 2 months ago
▲ 6 r/inZOI

New zoi

Gave her a little daith ring too. Can’t wait for whenever we get more new piercings😭🙏🏼

u/AddressPrudent6621 — 2 months ago