▲ 93 r/LifeSimulators+1 crossposts

InZOI- Wednesday - 09.30.2026 - Kjun’s feedback

Hello everyone. Thank you so much for all the thoughtful feedback you left on last week's post

I read through every single comment over the holiday. Many of you asked about the progress of various features and issues, so today I'd like to go through them one by one. There's quite a lot to cover today, so just like last time with the character limit, I'll be splitting this into two posts.

First, let me address something many of you were curious about: the change from "City Immigration" to "Move to City." We received a lot of questions about what will be different. We will be temporarily disabling the ability to own multiple residential lots at the same time, but you will still be able to move to another city. Once you move to a city, you can settle your Zoi and their family into any residential lot you choose there.

Next, the roadmap items. The Karma system improvements that we mentioned for October will be delayed. We are currently working on them together with the Values system as part of the personality system work. As many of you have pointed out, if these systems operate separately, they can feel disconnected from how Zois actually behave. I'm also well aware of the inconvenience distance culling has been causing, and I will ask the responsible team to look into ways to ease it. I'm sorry to everyone who has been waiting on items that are now behind the timeline we shared. We'll put together the updated roadmap and share it with you separately.

We are also looking into the bugs you've reported again and again. Our top priorities are NPCs no longer dating or having children on their own, and Zois with the Devoted trait being drawn to others despite having a partner, or not following the romantic gender preferences you've set. We know how much these issues shake the foundation of the game, especially for those of you who focus on family play. Going forward, we plan to develop NPC birth simulation further, so that expected birth rates vary based on family harmony, financial situation, and trait combinations.

Beyond that, we are also classifying the following as important bugs and investigating them: nightclub bartenders teaching customers drink recipes instead of serving them, doors not opening during robberies, birthday events ending right away, Zois not talking while eating, and need values not working properly across different time settings. As for the after-school playground time that disappeared in the June update, this was due to a structural issue that came up while expanding lots, as I mentioned before. Instead, I'll pass it on to the developer in charge so that children can play together at playgrounds after school.

(Continued in the next post)

[Part 2/2]

Many of you, especially those who have enjoyed life simulation games for a long time, told us the same thing: before adding anything new, make each Zoi feel like a true individual. I feel the same way. Making traits have a visible impact on how Zois act and react, and letting relationships unfold naturally without the player having to guide every step, is what we consider our most important task before full release.

For SmartZoi, we've heard from many of you that since the last update, inner thoughts have become repetitive and what you enter isn't being reflected well. We will work on improving it so that inner thoughts match each Zoi's personality and current state. We've also received your feedback on the animations you see most often, like eating and walking, as well as repeated idle animations such as fixing shoes, and we are reviewing them. As I mentioned back in July, the skill system will gain depth step by step rather than being changed all at once. We are also looking at making the quality of crafted works visibly reflect skill level, and exploring ways for skills to matter in many moments of a Zoi's life, not just for simple interactions or unlocking rewards.

Thank you as well for all your excitement about the December celebrity update. I also read what you shared about Dowon and K-pop. K-pop in inZOI is a story that began in Dowon, and we have not forgotten that. Our direction of adding new spaces mainly as new cities remains the same, for the reasons I explained before. However, that doesn't mean Dowon and the other existing cities should stand still. I'll be able to explain this in more detail as we get closer to December.

We also received a lot of feedback on the new looks of the town NPCs. Some of you welcomed the new designs, while others told us you had grown attached to their original appearance. We will carefully consider both perspectives.

Lastly, I have some good news to share. In the October update, we plan to provide free placement in Build Mode as a cheat. I hope it will let you build the homes and buildings you've been imagining with much more freedom.

Thank you once again for taking the time to share such detailed feedback. We will continue to listen closely to every one of your voices.

See you on Friday.

kjun

reddit.com
u/Forrest-Runn — 15 days ago
▲ 39 r/LifeSimulators+1 crossposts

InZOI- Wednesday - 09.23.2026 - Kjun’s feedback

Hello, this is Kjun, PD of inZOI.

There was a lot I wanted to share, but the full post exceeded Discord's character limit, so I've summarized it a bit here. Thank you for your understanding. 🙇‍♂️

Chuseok 🌕 , a major holiday in Korea, begins this week, and our team has been working hard on the October update right up until today. Let's kick off today's BrainStorm!

We've talked a lot about TapTap and multiplayer lately, but today I'll focus on the main game. Our passion for main game updates hasn't changed, and we always welcome your feedback on both the main game and multiplayer.

October Update: Improved Starting Families

We're improving the families living in each city, refining their relationships, backstories, careers, and appearances so that NPCs are fun to discover not just for their looks, but for their stories too.

Prison Content Rescheduled

We know many of you love crime and Active Mode, but prison content will be pushed back, as there are systems we need to overhaul first. Here's why.

New Direction: Expanding Through New Cities

inZOI has three large cities: Dowon, Bliss Bay, and Cahaya. A life sim needs harmony between people and spaces to deliver autonomy and diversity, but as we expanded our promised content, we found it very difficult to fit new concepts into the existing cities. Going forward, new spaces will mainly come in the form of new cities.

This doesn't mean we're stopping updates to existing cities. For example, building a prison for every city would mean fitting it into each city's theme without breaking it. A superstar hub like Hollywood would be nice everywhere too, but given our time and resources, we'd rather focus our efforts than spread them thin across every city.

From "City Immigration" to "City Travel"

We plan to remove City Immigration and replace it with City Travel. Zois will be able to freely join parties and schedules with Zois from any city and move between cities more easily.

City Immigration was added with last August's Cahaya DLC to let families move for its travel concept, but its complexity caused many errors. The September patch lifted many of these constraints, and this change will let us bring you more cities, countryside areas, and diverse themed levels.

Once City Immigration is removed, duplicate homes owned through it will be sold when you travel, you'll receive the proceeds, and the homes will be saved as presets. We plan to later add an official feature for owning multiple homes as assets.

For example, an actor Zoi living in Dowon could travel to the city with the film set to go to work.

New City Content & Lot Editing

You may wonder if new city content can only be enjoyed in that city. Each new city is designed to fully capture its content's atmosphere, and through City Travel, we're exploring ways for Zois from any city to enjoy a wide range of content. We're keeping various options open on how best to deliver each type.

We're also looking into ways to place content-specific spaces in the city of your choice, such as editing commercial or dedicated lots. The scope may vary depending on the content, but we'll work to expand customization as much as possible. Please share your thoughts on this too!

Closing

I know this may be a bit confusing, but these decisions came after a lot of careful thought about inZOI's future. Please take a look and let us know what you think. We'll review your feedback carefully before making final decisions.

Thank you.

Kjun

On DISCORD :

https://discord.com/channels/1162040845181124618/1550496621651959868/1552308843726503979

reddit.com
u/Forrest-Runn — 22 days ago
▲ 115 r/inZOI

InZOI- Wednesday - 09.16.2026 - Kjun's feedback

Hello everyone,

Having safely returned from our event in China, I am writing to express my heartfelt gratitude to all our players. Meeting inZOI users in person at the venue was truly meaningful and delightful. At the same time, showing a build of 'inZOI Canvas Town' that wasn't as polished as I had hoped due to limited time and venue conditions left me both grateful and deeply apologetic.

Event Demo & Multiplayer Clarifications

inZOI is actively being developed with the goal of becoming an online life simulation where players gather and live together in a town. However, given the event constraints, we felt it would be difficult to properly convey this core structure in a short window. As a result, we focused the demo on mod support and select story-save features.

This led to several misunderstandings. To clarify: in our upcoming small-scale tests, we plan to evaluate whether the experience of playing together in a town with other players offers genuine value. Focusing our video content around the China event caused confusion, and part of this was a misjudgment on my part as a developer.

Building inZOI Together

To be frank, the hardest part of game development is deciding a direction that the public will love. I am not a developer who intuitively knows exactly what players want at a glance. I deeply respect and envy those with that instinct, but it is a talent I lack. However, I genuinely love the process of making games, and that passion is what shaped inZOI into what it is today. I am convinced that the right path forward for inZOI is to continuously communicate with you, test features together, and discover long-term fun through your feedback.

Attached Video & Current Multiplayer Features

The attached video showcases a preview of a new city currently in development. We are designing it so that all lots—with the exception of roadways—are fully editable. Since roads and certain elements cannot be completely removed yet, we are currently exploring ways to provide a dedicated editor. Additionally, to verify existing features in a multiplayer environment, we are testing these capabilities on the 'Dowon' map as well.

Here are the main multiplayer features we are actively developing and testing:

• Multi-story residential housing system

• Support for 20+ players residing simultaneously in a single town

• Door locking and visitor eviction mechanics

• Simultaneous house building by multiple players

• Multiplayer verification for existing core inZOI features

• Forming relationships by attending parties and earning income through careers

(During today’s playtest, we identified an issue where non-family characters could not board vehicles together. We are actively tracking down and resolving bugs like this.)

Single-Player Priorities & October Update

Please rest assured about our single-player experience: the vast majority of our development team remains dedicated to single-player, which serves as the foundation for everything we build. Only a small dedicated team handles the process of adapting these systems for multiplayer.

We are preparing an update for October. This update will introduce modding capabilities, implement daily routines for Zois (living, working, and returning home), and provide features allowing you to edit these daily schedules directly.

Reflecting on the flight back, I felt fortunate that our team has built a flexible framework allowing us to test the game in diverse ways. Because I know my own limitations in predicting what everyone will love, we will continue running multiple small-scale tests to improve the game step-by-step alongside your feedback.

I will follow up with another update this Friday. Thank you always for your patience, support, and trust.

Sincerely,

https://media.discordapp.net/attachments/1547915679661826128/1549785110193373265/Multi-story\_residential\_housing\_system.mp4?ex=6aabf55b&is=6aaaa3db&hm=f36e06d79462f55c58b2db14f068bc76121f511c02761f4fecfaa7a756746b55&

kjun

On DISCORD :

https://discord.com/channels/1162040845181124618/1547915679661826128/1549785113175265350

reddit.com
u/Forrest-Runn — 29 days ago

InZOI- Wednesday- 09.09.2026 - Kjun’s feedback

Hi everyone,

Wednesday already. Feels like autumn is finally settling in here in Korea 🍂

Here's another look at what we've been working on.

Event System

Lately we've been polishing things so that the events happening in inZOI are easier for you to notice. We put a lot of work into these events, and it turns out plenty of them were slipping by unnoticed.

To start, we're preparing to let married couples go on dates with each other. We're also working on stabilizing the event system itself, along with improvements so events can trigger across a wider range of times of day.

Restaurants & Businesses

You've shared a lot with us about what's been frustrating with restaurants, and what you were hoping for.

Right now the restaurant setup UX and the recipe support features aren't working as smoothly as they should. So we're adding a separate set of options for restaurant mode in the business settings UI, and temporarily disabling the drink and baking/pastry recipes. After that, we'll be improving the dining flow further so that food and the act of eating can come together properly. I hope you'll trust me and bear with us just a little longer.

On the business side, we're also looking at the break-time settings many of you have asked for, along with a variety of business events. If you have thoughts on this, they'd be a big help to us.

Autonomy Improvements

We're still hard at work on autonomous behavior.

We're improving how Zois search across floors when looking for an object. We're also adding a reaction where a Zoi raises a hand to greet someone they know, and behavior where a Zoi with a bad relationship gets kicked out if they're wandering around your house.

Some of you might worry that anyone will get thrown out the moment they walk in, so to be more specific: we're thinking of having the homeowner send them off only after they've stayed for a certain amount of time.

CAZ

So many of you have been enjoying the CAZ creation features — it makes all the work we put in during September feel worth it.

We added family photos, character blending through genetics, family tree setup, a wider range of relationships to register, voice customization, and more. The team is also continuing work on the preference editing and deeper relationship editing that didn't make it into this patch. There's plenty more on the way, so stay tuned.

On Friday, I think we'll be able to share something a lot of you have been curious about.

See you Friday 👋

On DISCORD :

https://discord.com/channels/1162040845181124618/1545418627698921472/1547245091456946247

reddit.com
u/Forrest-Runn — 1 month ago
▲ 75 r/inZOI

InZOI- Wednesday- 09.09.2026 - Kjun’s feedback

Hi everyone,

Wednesday already. Feels like autumn is finally settling in here in Korea 🍂

Here's another look at what we've been working on.

Event System

Lately we've been polishing things so that the events happening in inZOI are easier for you to notice. We put a lot of work into these events, and it turns out plenty of them were slipping by unnoticed.

To start, we're preparing to let married couples go on dates with each other. We're also working on stabilizing the event system itself, along with improvements so events can trigger across a wider range of times of day.

Restaurants & Businesses

You've shared a lot with us about what's been frustrating with restaurants, and what you were hoping for.

Right now the restaurant setup UX and the recipe support features aren't working as smoothly as they should. So we're adding a separate set of options for restaurant mode in the business settings UI, and temporarily disabling the drink and baking/pastry recipes. After that, we'll be improving the dining flow further so that food and the act of eating can come together properly. I hope you'll trust me and bear with us just a little longer.

On the business side, we're also looking at the break-time settings many of you have asked for, along with a variety of business events. If you have thoughts on this, they'd be a big help to us.

Autonomy Improvements

We're still hard at work on autonomous behavior.

We're improving how Zois search across floors when looking for an object. We're also adding a reaction where a Zoi raises a hand to greet someone they know, and behavior where a Zoi with a bad relationship gets kicked out if they're wandering around your house.

Some of you might worry that anyone will get thrown out the moment they walk in, so to be more specific: we're thinking of having the homeowner send them off only after they've stayed for a certain amount of time.

CAZ

So many of you have been enjoying the CAZ creation features — it makes all the work we put in during September feel worth it.

We added family photos, character blending through genetics, family tree setup, a wider range of relationships to register, voice customization, and more. The team is also continuing work on the preference editing and deeper relationship editing that didn't make it into this patch. There's plenty more on the way, so stay tuned.

On Friday, I think we'll be able to share something a lot of you have been curious about.

See you Friday 👋

On DISCORD :

https://discord.com/channels/1162040845181124618/1545418627698921472/1547245091456946247

reddit.com
u/Forrest-Runn — 1 month ago
▲ 20 r/inZOI

InZOI- Friday - 09.04.2026 - Kjun’s feedback

Hi everyone,

Hard to believe it's Friday already.

How's the update treating you so far?

Island Getaway was one of those DLCs where, ever since we first released it last year, there were things we'd wanted to include but never quite got to — and they stayed on my mind. This time around we spent a long time on it, trying to fill in as much of that as we could. It's a little late in the season, but I hope you're getting a nice vacation in inZOI at least 🏝️

Today I'd like to walk you through what we're preparing for October in a bit more detail.

**Lot Autonomous Behavior Editing (Build Mode)**

First, we're providing presets for editing the interactions Zois use at restaurant businesses. That said, presets alone mean everyone's shop ends up looking pretty similar. So we're building an editing feature into Build Mode that lets you define your own usable objects and behavior scenarios. Essentially, "when a Zoi uses this object, they behave like this" becomes something you get to define yourself. Two restaurants could end up being completely different places, and that's what we're hoping for.

**Reworking City Resident Families**

Each city has its own mood and concept, but the families actually living there sometimes felt out of place. Their looks and their jobs didn't line up with the city around them, which broke the immersion. So we're going back and reworking the looks of resident families that didn't fit their city's concept, and setting up new career backstories for them. When you walk around a city, we want you to get that sense of "ah, so this is how people live here."

**Choosing Your Starting Lot**

A lot of you have told us that starting out somewhere already nice takes away the fun of building up from nothing. So we're preparing an option to choose a run-down lot when you first pick your city. If you enjoy starting at the bottom and fixing things up one piece at a time, I think this will suit you well.

And there's one more thing to share beyond the October content.

**Script Mods & ModKit**

You've waited a long time for this one. We're getting Script Mods ready to put in your hands soon.

No matter how much we build ourselves, we don't think we can keep up with everything you imagine. Closing that gap — letting you fill it in yourselves — is what Script Mods are for.

Right now we're refining the ModKit for mod development together with a small group of modders. Tools we build on our own tend to hide their rough edges until someone actually makes something with them, so we're going through a round of having modders use it first and folding their feedback back in.

One last thing before I go. At the upcoming event, we'll be showing gameplay that has never been revealed anywhere before — a true first look. I really hope you all like what you see 🤞

I can't wait to see where your imagination takes this 🙌

-Kjun

On DISCORD :

youtu.be
u/Forrest-Runn — 1 month ago
▲ 111 r/LifeSimulators+1 crossposts

InZOI- Friday - 08.28.2026 - Kjun’s feedback

Hello everyone. It’s been another whirlwind of a Friday.

This week, we finally wrapped up the build, which means I can now share the update schedule with you. I’m always sorry to keep you waiting like this.

The update is scheduled for **September 3rd (Thu) at 6:00 AM UTC**.

Looking back over the past two months, we’ve been working at a relentless pace. And yet, now that it’s time to show you the results, I still find myself focusing on all the things that could have been better. But when you open the patch notes, I think you’ll be surprised by just how many areas we’ve worked on and improved. I may not be perfect, but I hope you know that I’m always giving this my very best.

This time in particular, we put a tremendous amount of effort into improving the fundamental systems that form the foundation of the game. We’ve refined autonomous behavior so that Zois act in ways that better fit the context around them, and basic needs such as sleep and hunger are now handled more naturally. Zois will also sit at the table with people they are close to. (If they awkwardly sit apart at first, please be a little patient with them. It’s because they haven’t become close enough yet.) You’ll also see Zois who own vehicles get into their cars on their own and drive to their destinations.

One major disappointment, however, is that we weren’t able to fully include the venue system I promised last time. The flow where customers arrive, sit down to eat, pay, and then leave—and the more specific behaviors that prevent shop owners from casually sitting in customer seats and eating—will have a prototype ready next week, but unfortunately we couldn’t get it into this build in time.

I wanted to spend just a little more time finishing it properly, but the schedule simply wouldn’t allow it. It has been weighing on me, so we’re continuing development even now in hopes of delivering it through a hotfix if possible. After redesigning the entire autonomy system from the ground up, it’s especially disappointing that we still can’t show you this particular scene yet.

Perhaps our lives are always filled with little regrets like these. Like walking home after an exam you stayed up all night studying for, only to realize you made a mistake on a question you knew the answer to. Or saying goodbye to an old friend you haven’t seen in years, then thinking on the way home, “I wish I’d said that while I had the chance.”

Even when we give something our very best, there always seems to be a small empty space left behind. In some ways, developing inZOI feels the same. There are things we should have done better from the very beginning, and only now does it feel like we’re finally completing some of those long-overdue assignments.

Even so, because all of you continue to embrace our shortcomings with warmth and offer us such generous support, we find the strength not to become discouraged and to take another step forward.

As always, thank you from the bottom of my heart.

I hope you have a peaceful and comforting weekend filled with warmth.

-Kjun

On DISCORD :

https://discord.com/channels/1162040845181124618/1542871383569072208/1542871383569072208

youtu.be
u/Forrest-Runn — 2 months ago
▲ 134 r/LifeSimulators+1 crossposts

InZOI - Wednesday 08.26.2026 - Kjun’s feedback

☺️ Hi everyone, life has been incredibly busy lately !

To be honest, I almost forgot to post today, my apologies. Today, I'd like to share a dev update on how we're reworking the Emotion System for Zoi. 😺

Have you ever looked at a Zoi and wondered, "Wait, why are they feeling that right now?" As we added more content over time, emotions were often patched in piece-by-piece. While each piece made sense on its own, the overall logic became inconsistent. So this time, instead of adding new emotions, we went back to square one and reviewed everything from the ground up.

  1. Aligning the Emotion Gears We gathered and fixed cases where the situation and the emotion didn't match up.

• Parents gaining 'Confidence' when a toddler threw a tantrum, or feeling 'Serene' after receiving a terrible gift, were updated to 'Annoyed' and 'Baffled', respectively.

• We fixed visual errors, like a Zoi looking gloomy while holding a cheerful buff description.

• Purely RNG-based emotion triggers without conditions were removed. Unprovoked mood swings were more frustrating than fun.

  1. Setting Clear Rules for Negative Emotions Our longest discussion was deciding where to draw the line on negative emotions. If a newly settled Zoi buys budget furniture within their means, getting hit with constant negative emotions just for being cheap felt exhausting rather than fun.

• Distinguishing 'Cheap' from 'Bad': Simply buying inexpensive items no longer triggers negative emotions. However, low-performance items like old beds or sofas that ruin sleep will still cause bad moods.

• School Uniform Rework: We removed heat/cold reactions tied to wearing school uniforms. Since uniforms aren't something Zois choose to wear, they shouldn't be penalized for wearing them.

  1. Making Emotion Triggers Transparent Even if the numbers make sense, players still feel caught off guard if they can't see the reason behind a mood shift.

• Reordered Tooltips: The most recently acquired emotion now appears at the top, showing you the exact cause of your Zoi's current mood at a glance.

• Displaying Names in Social Buffs: Emotions gained through conversations now show the other person's name. When a mood is caused by a person, who it was is the most vital context.

• QoL Upgrades: Added timestamps for gained emotions, along with refreshed representative colors and icons.

  1. True Emotions Must Be Seen We expanded expressions and animations so emotions aren't just hidden behind numbers and tooltips.

• New Animations & Actions: Dedicated reaction animations now play for Inspiration, Excitement, Triumph, Laughter, Joy, and Emotion. Resting animations are more varied, and a new 'Boredom' action was added.

• Autonomous Behavior & Thought Bubbles: Autonomous choices now reflect a Zoi's emotions and traits, with an icon explaining their reasoning. Overhead thought bubbles were fully revamped with intuitive icons matching the context and relationship.

  1. Memories, Gifts, and Travel Emotions don't just vanish, they turn into memories.

• Memories & Gifts: We rebalanced how memories impact dialogue choices and fixed a bug where angry memories blocked essential conversations. Gift reactions are now split into 5 tiers based on a Zoi's tastes and traits, ensuring thoughtful gifts feel rewarding.

• Trips That Last: Pre-trip excitement, check-in, and post-trip nostalgia now flow continuously, leaving distinct memories for each Zoi who traveled. We wanted trips to feel like lasting experiences rather than one-off events.

Other Fixes We also resolved missing or duplicated emotion triggers, link issues between emotions, stats, and preferences, as well as expression display bugs. Please check the full Patch Notes for details.

Refining emotion logic isn't always immediately obvious, so it might take a bit of play duration to notice the difference. But if you find yourself having more "Ah, so that's why my Zoi feels this way!" moments, this update will have done its job.

If you run into any awkward emotion states while playing, please let us know the context. Your reports were a huge help during this update.

Thank you for helping us grow and improve.

Kjun 💗

On DISCORD

https://discord.com/channels/1162040845181124618/1540333017036365864/1542184332574327037

reddit.com
u/Forrest-Runn — 2 months ago

InZOI- Friday - 08.21.2026 - Kjun’s feedback

Hello everyone. Another happy Friday is here.

As we prepare for this update, we’ve been going back through many of the game’s fundamental features one by one and making improvements. And the further we get into this work, the more we find ourselves reflecting on where we could have done better as a development team.

Because we had been so focused on continuously adding new content, some features that previously worked well gradually became broken or began conflicting with one another through subsequent updates. For example, Zois who once followed their routines naturally might no longer go to sleep at the appropriate time, or might repeatedly perform unrelated actions instead of the ones they actually need to do. We’ve also seen unusual behavior in how family members interact with one another and in their everyday routines. Each issue may seem small on its own, but when they accumulate, they ultimately affect the overall gameplay experience.

Autonomous behavior, one of the most important systems in inZOI, has not been immune to these issues either. So this time, rather than simply patching individual parts of the existing system, we are reviewing autonomy from the ground up and working on structural improvements across the entire system.

As a result, we haven’t been able to add many new features in this update. We determined that trying to develop a large amount of new functionality while simultaneously carrying out a major overhaul of the existing systems would be too much under the current circumstances.

Instead, we are implementing high-priority improvements based on the FF list you have shared with us, while also redesigning and renewing the existing autonomy system from the ground up. It may look like there is less new content on the surface, but behind the scenes, we are doing important work to make inZOI more stable and reliable for the future.

More than anything, we want to get a build with as many bugs fixed as possible into your hands as soon as we can. If you can wait just a little longer, we will do our best to reduce as many of the currently identified issues as possible and bring you Zois who behave more naturally and reliably than before.

And today, I also have some exciting news that I wanted to share with you first.

inZOI has been invited to 2026 TapTap, and we’ll be attending the event in Shanghai next month. 2026 TapTap is an offline gaming event taking place from September 12 to 13 at Hall A of the West Bund Art Center in Shanghai, featuring game demos and exhibitions, as well as opportunities to meet game developers and creators.

For us, it will also be a meaningful opportunity to meet our players in China in person and introduce inZOI to them.

Next week, I’ll share a little more about our plans for the event.

As always, thank you for continuing to build inZOI together with us.

Have a wonderful weekend, everyone.

-Kjun

On DISCORD

https://discord.com/channels/1162040845181124618/1540333017036365864/1540333017036365864

youtu.be
u/Forrest-Runn — 2 months ago
▲ 65 r/inZOI

InZOI- Friday - 08.21.2026 - Kjun’s feedback

Bonjour à tous. C'est vendredi !

Alors que nous préparons cette mise à jour, nous avons revu une à une les fonctionnalités fondamentales du jeu afin de les améliorer. Plus nous avançons, plus nous nous rendons compte de ce que nous aurions pu faire de mieux en tant qu'équipe de développement.

Comme nous nous sommes concentrés sur l'ajout continu de contenu, certaines fonctionnalités qui fonctionnaient bien auparavant sont devenues dysfonctionnelles ou conflictuelles au fil des mises à jour. Par exemple, les Zois, qui suivaient auparavant leurs routines naturellement, peuvent ne plus se coucher à l'heure prévue ou effectuer des actions sans rapport avec leurs besoins. Nous avons également constaté des comportements inhabituels dans les interactions entre les membres de la famille et dans leurs habitudes quotidiennes. Chaque problème peut sembler mineur pris individuellement, mais leur accumulation finit par affecter l'expérience de jeu globale. Le comportement autonome, l'un des systèmes les plus importants d'inZOI, n'a pas été épargné par ces problèmes. C'est pourquoi, plutôt que de simplement corriger des éléments isolés du système existant, nous repensons l'autonomie de A à Z et travaillons à des améliorations structurelles globales.

De ce fait, nous n'avons pas pu ajouter beaucoup de nouvelles fonctionnalités à cette mise à jour. Nous avons estimé qu'il serait trop difficile, dans les circonstances actuelles, de développer un grand nombre de nouvelles fonctionnalités tout en effectuant une refonte majeure des systèmes existants.

Nous nous concentrons donc sur la mise en œuvre d'améliorations prioritaires, basées sur la liste des points forts que vous nous avez communiquée, tout en repensant et en modernisant entièrement le système d'autonomie existant. Il peut sembler y avoir moins de nouveautés en surface, mais en coulisses, nous réalisons un travail important pour rendre inZOI plus stable et fiable à l'avenir. Notre priorité absolue est de vous proposer au plus vite une version corrigée du maximum de bugs. Si vous pouvez patienter encore un peu, nous ferons tout notre possible pour réduire les problèmes identifiés et vous offrir des Zois plus naturels et plus fiables qu'auparavant.

Et aujourd'hui, j'ai aussi une excellente nouvelle à vous annoncer.

inZOI a été invité à TapTap 2026 et nous serons présents à Shanghai le mois prochain. TapTap 2026 est un événement de jeux vidéo hors ligne qui se tiendra du 12 au 13 septembre au Hall A du West Bund Art Center de Shanghai. Au programme : démos et expositions de jeux, ainsi que des rencontres avec des développeurs et des créateurs de jeux.

Ce sera également pour nous une occasion précieuse de rencontrer nos joueurs chinois et de leur présenter inZOI. La semaine prochaine, je vous en dirai plus sur nos projets pour l'événement.

Comme toujours, merci de continuer à développer inZOI avec nous.

Passez un excellent week-end !

-Kjun

https://youtu.be/6v-rxOAHg1U?is=PuFu1t54OOtR8O9V

https://media.discordapp.net/attachments/1540333017036365864/1540333044383219712/260821.mp4?ex=6a89926f&is=6a8840ef&hm=3e62f7bebd560799c930061e74a97426d3050c9f1b3744a404956c720e983196&

Sur Discord

https://discord.com/channels/1162040845181124618/1540333017036365864/1540333017036365864

media.discordapp.net
u/Forrest-Runn — 2 months ago

InZOI - Wednesday 08.19.2026 - Kjun's update

Hello everyone.

Today, I’d like to talk about Active Mode.

This is the feature we showed back in June, where you could use a frying pan to affect another Zoi. Active Mode isn’t intended to be a feature focused simply on violence. It is content we’ve been preparing to offer experiences that you normally wouldn’t expect from the traditional life simulation genre.

One of the things we thought about most was whether this kind of action really belongs in inZOI. What we generally expect from this genre is to watch Zois live their lives like real people, behaving according to their temperament and traits. Because of that, we were concerned that interactions like these might disrupt the overall atmosphere of the game.

At the same time, some members of the development team felt that giving players a wider range of actions would allow for more diverse stories and greater freedom to express the situations they want to create. So we’ve decided to introduce it cautiously.

We’ve also taken steps to prevent it from disrupting the game’s atmosphere too much or escalating excessively into violence. There is still a lot of work to be done, including conditions for ending fights and connections with the police system, and we plan to continue improving these areas.

We haven’t been able to polish every aspect perfectly this time either, but rather than keeping it from you until everything is complete, we’d like to cautiously introduce it as an Experimental Feature. We hope you’ll try it yourselves first, share your feedback with us, and help us improve it from there.

Next, I’d like to talk about restaurants.

While preparing the business content, we wanted to include a wider variety of businesses, but managing Zois through a specific sequence of actions proved extremely difficult. Initially, we planned businesses around activities that took longer to complete, but there were more challenges to solve than we expected.

Cooking was particularly difficult because each individual interaction takes quite a long time. We wanted running a business to feel lively, with many customers coming and going, but achieving that was not easy.

After documenting these issues one by one and working through them over time, we’re finally ready to show you what we’ve been preparing.

In the new restaurant system, you’ll be able to see groups of customers visit and dine together. Customers will take available seats and place their orders with a waiter, while the chef quickly prepares the requested dishes. Cooking time has been streamlined compared with the existing cooking system so that it works better when preparing meals for groups.

Once the food is ready, the waiter serves it at the customers’ table. The customers enjoy their meal, pay the bill, and then leave.

We also plan to renovate the existing restaurants that have been sitting unused around the cities so that they can make use of this new functionality. I hope you’ll be able to enjoy wonderful moments at restaurants together with your family, partner, and friends.

The main focus of this update is city travel, resorts, and restaurants. Of course, we’ve also spent a great deal of time fixing existing bugs and addressing awkward or unnatural behavior.

There are still many areas where we have more work to do.

Even so, I hope you’ll have fun with everything we’ve prepared.

Things are extremely hectic right now as we prepare the update, so I’ll stop here for today and get back to wrapping everything up.

Thank you.

Kjun

On DISCORD :

https://discord.com/channels/1162040845181124618/1537758566251761754/1539594308167008446

reddit.com
u/Forrest-Runn — 2 months ago
▲ 44 r/LifeSimulators+1 crossposts

InZOI - Friday 08.14.2026 - Focusing on the Little Things

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

Link on DISCORD

https://discord.com/channels/1162040845181124618/1537758566251761754/1537758566251761754

youtu.be
u/Forrest-Runn — 2 months ago
▲ 118 r/LifeSimulators+1 crossposts

InZOI - Wednesday 12.08.26 - Kjun’s Update ( Outfit System )

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.

Kjun

On DISCORD

reddit.com
u/Forrest-Runn — 2 months ago