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February Known Issues

Hello, Creators.

This February's list of known issues is now up on inZOI's official forums.
Click the banner below for more details on any issues you may have experienced or would like to learn more about.



We will continue to update the list based on your feedback.
If you encounter any problems while playing the game, please report them via the inZOI Forums.

Thank you for your continued support and valuable feedback.

Thank you,
The inZOI Team

A Landscape with a Bicycle (Updated)

[p]Looking at the calendar today, I can’t believe January is already coming to an end. Time is moving so fast that I can’t help but worry a little about whether we can finish inZOI within this year.[/p][p][/p][p]How about you—has 2026 been going the way you planned?[/p][p][/p][p]Thanks to my teammates on the inZOI team, I’ve been having a really exciting time developing the game. These days, I can genuinely feel the game getting better little by little, and that gives me a lot of energy. But… time still feels like it’s moving too quickly, and that part is a bit overwhelming.[/p][p][/p][p]While making this video, I realized we’re only now fixing some fundamentals that should’ve been improved sooner. That made me think about how frustrating it must have been for you all, and it’s pushing us to improve the basics faster and more thoroughly.[/p][p][/p][p]Going forward, I also want to find better ways to ask for your feedback more often—and more effectively.[/p][p]In particular, we’ve seen a lot of comments that the HUD takes up too much of the screen, so I’d like to prepare and share a new GUI concept and ask what you think.[/p][p][/p][p]I’m also curious how much you’d enjoy being able to drive cars or ride bicycles anywhere in the game.[/p][p]Lastly, I’m considering a broader refresh of the lobby experience—News / Discord / Canvas profiles / notifications—but changes like these can easily cause inconvenience, so I want to approach them carefully.[/p][p][/p][p]Still, we’ll make good use of our twice-a-week communication to ensure your feedback is reflected as much as possible.[/p][p][/p][p]We had another really enjoyable week of development here at the inZOI team.[/p][p]Please enjoy the video, and have a wonderful weekend. Thank you! [/p][p][/p][p]kjun[/p][p][/p][p]※ For the video, please check it on Discord or the forum.[/p][p]🔗 Discord: Link[/p][p]🔗 Forum: Link[/p][h3][/h3][hr][/hr][h3]Kjun’s Reply to Your Comments[/h3][p][/p][p]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.[/p][p][/p][h3]Bicycle & Transportation Updates[/h3][p]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.[/p][p]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.[/p][p][/p][h3]Fame & Social Status System[/h3][p]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.[/p][p]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.[/p][p]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.[/p][p]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.[/p][p][/p][h3]UI & User Experience Improvements[/h3][p]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.[/p][p]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. [/p][p][/p][h3]Expanded Jobs & Career Progression[/h3][p]You suggested a wide range of career paths—fashion designer, model, comedian, digital influencer, firefighter, delivery driver, photographer, bodyguard, security guard, and more—along with deeper stages and challenges for each career.
In particular, many of you proposed connecting careers with the fame system—building and managing fame as an entertainer, athlete, entrepreneur, criminal, and so on. This aligns closely with our team’s direction, so I’m really glad to see that. We’re currently developing jobs, and we’ll definitely use these suggestions as references.[/p][p][/p][h3]Gameplay & World Improvements[/h3][p]You asked for more natural character behavior, like swimming, climbing stairs, more varied conversation animations, and improved lip-sync.
For clubs, you suggested letting players create clubs based on hobbies or careers, manage members, set activities, and even operate VIP areas.
For schools, you proposed deeper systems like real-time classes, exams, homework, club activities, graduation ceremonies, and prom—great points we’ll reference when we build the school content.
You also mentioned seasonal festivals, local cultural events, sports tournaments, arts and volunteer activities, and more recurring regional events.
And on the building side, you discussed improving the building tools, fixing roof and stair issues, adding a “delete all furniture” function, expanding housing, and supporting multi-family housing.[/p][p][/p][p]Wow—thank you again for all the posts and ideas this week. We’ll reflect your feedback carefully and keep improving inZOI.
Thank you for taking the time to write to us again. I’ll be back on Friday with a new inZOI development video that shows what we’ve been working on.
Thank you.[/p][p]kjun [/p]

Reflections on Korea’s Beauty and Karma’s Development Direction (Updated)

[p]Hello,[/p][p]I’m writing this in a bit of a hurry today because I really want to share a video showing how hard the inZOI team has been working. And I’d also like to discuss one thing we’re currently working on.[/p][p][/p][p]As we build the new Reputation system, we’d like to share in advance how we’re revising the existing Karma system. Back in October, many of you felt disappointed when Karma was hidden due to how difficult it was to organize and present clearly. We’ve collected feedback again, and we’d like to improve it in a clearer, better direction.[/p][p][/p][p]Unlike Reputation, Karma is a value that quietly accumulates behind the scenes—separate from visible public evaluation. It’s designed so the overall direction of your actions over time can function like “luck” during play. We want to express that feeling with the concept: “Instead of picking up luck, you pick up karma.”[/p][p][/p][p]The core of Karma is not to forcibly change outcomes, but to slightly twist the results of certain actions and choices. In particular, we’re designing it so Karma can gently influence areas where Reputation is hard to apply—events that normally feel like coincidence or probability. That means even in the same situation, with the same result check, the kind of life you’ve lived could very rarely create a “miracle” reversal.[/p][p][/p][p]For example, if you’ve built up enough “good Karma”, even if you accidentally enter shark-infested waters and receive a “death” outcome, there could be an extremely small chance for that result to flip and you survive. A pregnancy attempt judged as a “failure” might unexpectedly succeed. Even a serious accident that results in a “death” outcome could, on rare occasions, turn into survival. Beyond major events, good Karma would also show up in everyday life: slightly more customers visiting your business, negative feedback nudging subtly in a better direction, a higher chance of good dreams, and tiny advantages in things like sales rating, gathering, fishing, romance success rates, and more.[/p][p][/p][p]On the other hand, if "bad Karma"accumulates, the same structure works against you. Even if you receive a “survival” result in shark-infested waters, there could be an extremely small chance it flips to death. A pregnancy “success” could turn into failure. In daily life, you might see slightly fewer customers, good feedback tilting subtly negative, a higher chance of nightmares, and small disadvantages in sales rating, gathering, fishing, romance success rates, and so on. We’re also considering situations where, even with high skill, you may very occasionally get a lower-grade result.[/p][p][/p][p]Karma will not always move in the same way as Reputation. Most of the time they’ll likely align—but what we care about most is the moment they separate. For instance, refusing to give someone an autograph might lower Reputation while leaving Karma unchanged. Anonymous donations might not affect Reputation at all, but could increase Karma. Also, if a major one-time event happens—such as Karma actually flipping fate in death or pregnancy—then Karma itself may shift afterward, leaving behind a meaning like: “You were spared once—so live better from here on.” Meanwhile, the smaller everyday effects (business, dreams, sales, gathering, etc.) are planned to reflect Karma’s direction in a gentle way, rather than directly changing the Karma value itself.[/p][p][/p][p]All probabilities, numbers, and conditions are still in the tuning phase—this is only a direction-sharing step. But because this system depends heavily on player experience and fairness, we want to hear your concerns early, and also collect ideas like “this should be reflected in Karma,” so we can incorporate them into the design as soon as possible. Please feel free to share feedback anytime.[/p][p][/p][p]Your feedback is truly important to this design. If you have any concerns or hopes for where it should go, please let us know.[/p][p][/p][p]Have a great weekend! Thank you.[/p][p][/p][p]kjun [/p][p][/p][p]※ For the video, please check it on Discord or the forum.[/p][p]🔗 Discord: Link[/p][p]🔗 Forum: Link[/p][p][/p][hr][/hr][h3]Kjun’s Reply to Your Comments[/h3][p][/p][p]Hello everyone—happy Wednesday![/p][p]Today, our team spent time discussing the full update roadmap for 2026. It genuinely feels like this year is going to be something special, and I’m really excited about what’s ahead. I’ll admit I want to tell you everything right away—but if I reveal it too quickly, you might stop reading my posts… so I’ll try to share it slowly (and yes, I’m saying that with a laugh).[/p][p]What I can say with confidence is this: the inZOI team won’t stop. Just like always, we’ll keep moving forward, and we’re planning at least 7–8 major updates this year. We’re going to work hard to earn your love—again and again.[/p][p][/p][h3]Karma and Reputation[/h3][p]One of the biggest topics we talked about was the Karma and Reputation systems.[/p][p]We’re planning to rebuild Karma as an invisible system—something that quietly reacts to the player’s choices and behavior, and influences things like luck and the probability of certain events occurring. I also wanted to be very clear about something: Karma will function separately from Reputation.[/p][p]Reputation is tied to social perception—how the world sees you, how others talk about you, how society responds. Karma, on the other hand, is meant to reflect the player’s personal actions and the path they’ve taken in life.[/p][p]And as always, you gave us thoughtful feedback.[/p][p]Many of you said Karma shouldn’t be reduced to a single score. Instead, you wanted it to be divided into multiple independent areas—such as relationships, legacy, self-trust, and social harm—each accumulating separately and leading to different outcomes. The reasoning behind this was compelling: real life is messy, layered, and sometimes contradictory, and a system like Karma should be able to express that complexity. It should also support richer storytelling and allow players to create more varied narratives.[/p][p]To be honest, we were originally leaning toward a simpler structure. But after reading your feedback, we agreed that your approach is better—and we’re going to reflect it.[/p][p]You also suggested that Karma shouldn’t be purely passive. Some of you proposed mechanics that allow players to actively interact with it—by spending luck directly, or cleansing negative Karma through rituals, prayers, or talismans. One idea that stood out was the suggestion to include specifically Korean-style events. It was memorable, and it had a lot of charm—but because it may feel too culturally specific for a global audience, we’ll likely avoid going too far in that direction. I’m sorry about that.😢 [/p][p]At the same time, there were important concerns raised. Some of you worried that Karma could limit player freedom—especially for villain-style playthroughs—if negative Karma becomes overly punishing. In response, many suggested adding optional activation and adjustment controls, such as a slider to tune how strongly Karma affects gameplay. I think this is an excellent idea, and we plan to include it.[/p][p]A few weeks ago, some of you also shared feedback about wanting more detailed control over autonomous behavior, and we’re currently developing systems in that direction. Our plan is to connect those controls with Karma options so that players can tailor the experience to their preferred play style.[/p][p]We also discussed how Karma could connect with post-death gameplay, such as ghost play and reincarnation systems. Your storytelling ideas here were genuinely exciting—like different types of ghosts appearing when certain Karma domains cross negative thresholds. Honestly, your ideas are so consistently good that they sometimes make me feel a little embarrassed. (In a good way.)[/p][p]There was also debate around potential contradictions between Karma and criminal history systems, and again, concerns about restricting player freedom. But one thing I want to promise clearly: we will provide options. If you want Karma to be strict and meaningful, you’ll be able to play that way. If you want a freer sandbox experience, you’ll have tools to make the system feel comfortable.[/p][p][/p][h3]Canvas and Customization Improvements[/h3][p]We also talked about improvements to Canvas and customization.[/p][p]Many of you liked the direction of adding better filtering—such as searching by whether a creation uses mods, by city, by building size, or by price. It’s great to hear that these changes feel genuinely helpful.[/p][p]One suggestion that I found especially fresh was the idea of letting downloaded Zois automatically appear in-game—as an optional setting. That’s a really interesting concept, and we’re going to discuss it internally.[/p][p]You also shared requests for more detailed upgrades, like expanding customization presets and separating clothing items into more flexible parts. Some of these improvements are already included in this year’s plan.[/p][p][/p][h3]Build Mode[/h3][p]For Build Mode, you asked for more creative tools and more precision—things like curved walls, better stairs, curtain doors, more detailed placement controls, and even wall depth adjustments.[/p][p]And yes… the request for curved stairs came up again.[/p][p]Unfortunately, even this year, it didn’t make it into the update plan. I read this request every time, and I always feel sorry—so I wanted to write it here directly. But I also want you to know this: if the building team gets even a little room to breathe, I won’t forget it. I’ll push to include it the moment we can.[/p][p][/p][h3]Jobs and Career Systems[/h3][p]Another major theme was the job and career system—especially freelancer careers, and particularly the idea of a K-POP idol path.[/p][p]You didn’t just say “add an idol job.” You gave concrete, realistic expectations: audition processes, fame systems, fan meetings, concerts, brand sponsorships, managers, security staff, and the kinds of social interactions that make a career feel alive and believable.[/p][p]This year, we’re actively improving jobs, and this is part of the development plan. We’ll do our best to build it properly—so please look forward to it.[/p][p]Beyond that, you asked for more realistic working life systems: interviews, adjustable working hours, hiring and employee interviews, improved workplace operations, clearer career and skill progression, and job-specific missions and challenges. We’re taking those requests seriously.[/p][p][/p][h3]Architecture and Cultural Content[/h3][p]You also asked for more cultural content, including traditional clothing such as Hanbok and Joseon-era royal court outfits, as well as broader Korean and Asian cultural elements. [/p][p]The good news is: these outfits are already in progress—and honestly, development is nearly finished.[/p][p]This week, there were also many requests for deeper city identity—reflecting climate, culture, and career opportunities—and for region-specific content. On the building side, you asked for more variety in materials, decor, and furniture, and for furniture to have stronger function and purpose in gameplay. We’ll add these step by step and keep shaping the game into something better.[/p][p]Many of you also expressed strong interest in a more realistic transportation system—driving, vehicle AI, collision effects, and GPS navigation. And there’s growing demand for a social media system as well. In the first half of the year, texting and phone calls are already in development, and we’ll also review the feasibility of expanding into SNS.[/p][p]As always, thank you so much for your feedback this week. This week in particular felt incredibly productive. Game development often comes with technical walls, and there are times when solutions feel far away—but this week, we were lucky. We found good ideas, and we also found technical paths forward. It gave us a lot of energy.[/p][p]It’s extremely cold in Korea these days. Wherever you are, I hope you’re staying warm and comfortable. And I truly hope—hands together—that for all of us, our happiest days are still ahead.[/p][p]kjun[/p]

The beginnings of 'Fundamentals First' (Updated)

[p]Hello! [/p][p][/p][p]Wow, even though it’s winter here in Korea, it’s 10°C today—it feels warm. [/p][p]Lately, the temperatures here swing dramatically between -10°C and +10°C. [/p][p]It seems like development doesn’t always follow a fixed rhythm either. [/p][p]Some days progress quickly, while others feel like we’re stuck in place, but what’s important is that we keep moving forward without stopping. [/p][p][/p][p]This week, although we didn’t include it in the video, we spent a lot of time discussing the record system. [/p][p]In a life simulation game, it’s easy to lose track of what a Zoi is doing if you look away even for a moment. [/p][p]Since we’re not the ones playing, but more like observers, it becomes difficult to understand Zoi’s actions without some kind of record. [/p][p]That’s why we’ve come to think that a system for recording things like memories, diaries, and activity logs is something we need to build sooner rather than later. [/p][p]It would help players understand Zoi’s behavior patterns and get a sense of what happened in their day. [/p][p][/p][p]Even if there aren’t any flashy results to show, I believe the bits of code and thoughts we add each day will eventually come together to create an amazing version of inZOI. [/p][p][/p][p]I hope you enjoy the development updates we worked on this week. [/p][p]As for me, I’m going to see The Lord of the Rings—it’s getting a re-release! [/p][p]Wishing you a wonderful weekend~ [/p][p][/p][p]— K.jun[/p][p][/p][p]※ For the video, please check it on Discord or the forum.[/p][p]🔗 Discord: Link[/p][p]🔗 Forum: Link
[/p][hr][/hr][h3][/h3][h3]Kjun’s Reply to Your Comments[/h3][p][/p][p]Hello everyone — happy Wednesday![/p][p]Your communication with the inZOI team is always a huge source of energy for our developers. This week, you shared a wide range of feedback and suggestions about the latest update, feature improvements, bug fixes, and our future development roadmap. Players especially appreciated our efforts to strengthen the game’s core fundamentals and improve fine details — particularly independent dual-arm functionality, smaller grid snap options, the emotion and memory system, family and social interactions, and Build Mode improvements. And yes… fine-detail improvements are only just beginning. Please look forward to what’s next. ^^ [/p][p][/p][h3]Strengthening core features & improving animations[/h3][p]Many of you responded positively to the idea of both arms working independently, enabling multitasking — like holding food in one hand while using a phone with the other.
We also received a lot of feedback asking for more natural animations and behavior in everyday actions such as walking, talking, and cooking — including improved facial expressions, better lip-sync, and especially more variety in emotional expression and body language. Our artists are currently collecting and reviewing the many references and suggestions you’ve shared on Discord, and actively developing improvements based on them. Please stay tuned.
In Build Mode, you requested more granular grid snap, better object collision, and more intuitive ways to rotate and move objects. We’re aware of these areas and will continue improving them step by step.[/p][p][/p][h3]Memory & emotion system[/h3][p]There’s strong excitement around the memory system, and many of you believe it will make Zoi behavior and storytelling much richer. You suggested many possible uses — such as photo albums, diaries, and investigations or events that reflect memories.
You also requested clearer explanations (and ideally a reference guide) for emotion icons and thought bubbles, and pointed out the need for improved visibility of emotional states and interactions. We aim to make Zoi behavior and storytelling significantly deeper through this system.[/p][p][/p][h3]Character & life-stage improvements[/h3][p]Many of you noted the need for clearer visual and behavioral differences across life stages — infants, toddlers, teens, adults, middle age, and seniors. In particular, you emphasized improving realism in body proportions and behavior patterns for toddlers, children, and teenagers.
You also requested more detailed senior representation (posture, wrinkles, physical changes), as well as pregnancy behaviors, parenting interactions, and newborn care features.[/p][p][/p][h3]Social interaction & relationship systems[/h3][p]You asked for more variety in social interactions — conversations with strangers, emotional exchanges between family and friends, affection, dating, and anniversary events.
There were especially strong requests for natural romantic actions (hugs, kisses, holding hands), family hugs, and richer parent–child interactions. Wow — there have been so many requests here that we’ll need to work even harder.
You also suggested Autonomy improvements, including stopping all autonomous actions when Autonomy is turned off, and giving player-controlled interactions higher priority. We’re currently discussing this, and we plan to provide more detailed Autonomy controls through the HUD. It may take a bit more time — sorry about that.[/p][p][/p][h3]Career & economy system development[/h3][p]You shared feedback on improving realism and depth in the career system — including job interviews, resumes, promotion requirements, and stronger workplace relationships. You also requested expanded content around running businesses such as stores, clothing shops, salons, massage shops, and more.[/p][p]While there may be a few smaller updates in between, this aligns closely with our team’s major April update plans. Thank you. Of course, it won’t match every suggestion exactly — but there’s significant overlap, and we’re glad we’re aiming in the same direction.[/p][p][/p][h3]Other improvements[/h3][p]Other topics included seamless movement between city areas, hotel and rental systems, and seasonal festivals/events (Valentine’s Day, summer festivals, Halloween, etc.), as well as improvements to traffic and public etiquette systems.[/p][p]You also discussed improvements to clubs and venues, more natural audience and crowd behavior, DJ booth music synchronization, fabric physics, more hairstyles and accessories, introducing a pet system, and expanding everyday-life content like swimming, exercise, and outdoor activities.[/p][p]On top of that, steady requests continue for core quality upgrades — bug fixes and stability, UI improvements, save system improvements, animation speed controls, and additional convenience features.[/p][p][/p][p]Thank you again for everything this week.[/p][p]In 2026, we’ll continue strengthening core gameplay and improving fine details to create a more realistic and immersive life simulation. We’ll actively incorporate your feedback into our 2026 roadmap, and we’d like to share development progress in a table format as well.[/p][p]Korea has been extremely cold lately — dropping as low as -14°C. Still, reading your messages has been a real joy. That said… the office is freezing too, so I should post this and hurry back to the warmth of my family. [/p][p][/p][p]Thank you,
kjun [/p]

[v0.5.4] Hotfix Details

[p]Hello, Creators.[/p][p][/p][p]We would like to inform you that the following hotfix has been applied to inZOI. Please refer to the details below for more information.

[/p][p]◆ Hotfix Details[/p][p]◽️ Patch Date: January 15, 2026[/p][p]◽️ Game Version: [/p]
  • [p]Windows PC Steam : 20260114.9803.W[/p]
  • [p]Mac Steam : 20260114.9804.M[/p]
[p][/p][hr][/hr][p][/p][p]Gameplay Update[/p]
  • [p]Added a Drink Dispenser object that allows players to prepare mixed drinks[/p]
  • [p]Placed Drink Dispenser objects on selected lots
    ※ Mixed drinks were previously prepared via bar tables and are now available through the Drink Dispenser.[/p]
[p][/p][hr][/hr][p][/p][p]Bug Fixes[/p]
  • [p]Fixed an issue where all food would disappear when setting the table after portioning certain dishes[/p]
  • [p]Fixed an issue where food could not be properly displayed on sales counters when Object Mods were installed[/p]
  • [p]Fixed an issue where the “Portion and Set Table” interaction did not function correctly on bar tables[/p]
  • [p]Fixed an issue where trials could not proceed if a trial event and another Zoi event occurred simultaneously
    ※ Please note that this issue may still occur when continuing from save files where the problem had already happened.[/p]
  • [p]Fixed an issue where selecting the Save Zoi Preset button had no effect when required information was missing[/p]
  • [p]Fixed an issue where vehicles would stop when selecting the “Go to the Business Property” interaction while driving[/p]
  • [p]Fixed an issue where the original creator information was not preserved for Zoi Presets and Style Presets[/p]
  • [p]Fixed an issue where inner-thought speech bubble icons were not displayed when adjusting camera distance[/p]
  • [p]Fixed an issue where empty speech bubble icons would occasionally appear[/p]
  • [p]Fixed an issue where speech bubble icons would occasionally not appear during conversations[/p]
  • [p]Fixed an issue where arrests occurred too frequently during minor crime interactions[/p]
[p]
[/p][p]※ For game stability, all mods will be automatically disabled when updates or patches are applied. You can reactivate them afterwards, so please keep this in mind.[/p][p]※ You can check the issues we’re currently investigating on the Known Issues page.  [/p][p]If you encounter any problems while playing, please report them anytime via the inZOI Forums.[/p][p]As always, you can also share issues through the following channels:[/p][p]
[/p][p]We’ll continue working to make inZOI more stable and enjoyable for everyone.[/p][p]Thank you, as always, for your continued support and valuable feedback.[/p][p]
[/p][p]The inZOI Team[/p]