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July Known Issues (Last Updated: 07/2)

[p]Hi Creators, 
[/p][p]To provide a better gameplay experience, the inZOI team has continuously identified and addressed various issues throughout the development process.
[/p][p]The list below contains issues that the team is already aware of and fixing.
[/p][h2][/h2][h3]Gameplay [/h3]
  • [p]In-game family tree editing may not be edited temporarily.[/p]
  • [p]If an object is placed at the corner of a counter, the “Cook” interaction may be canceled.[/p]
[p][/p][h3]Character[/h3]
  • [p]Hairstyles may appear darker in-game than the color selected in CAZ depending on graphics settings. (7/2)[/p]
[p][/p][h3]Build Mode[/h3]
  • [p]When switching to Wall View mode, objects placed on wall shelves may remain visible.[/p]
  • [p]Adjusting roof height may cause the texture pattern to scale up or down unexpectedly.[/p]
  • [p]When editing the base lot of Dowon Villa, it may be impossible to remove walls created near the entrance.[/p]
[p][/p][h3]Crash[/h3][p]We’ve received reports that some players are still experiencing crashes following the hotfix on June 20. If you continue to encounter crashes, please help us by sending your DxDiag report through our Customer Support page. This will allow us to look into the issue further and work toward a more stable gameplay experience. [/p][p]\[How to create a DxDiag report][/p]
  1. [p]Press \[Windows + R] to open the Run dialog box.[/p]
  2. [p]Type dxdiag and click \[OK] to launch the DirectX diagnostic tool.[/p]
  3. [p]Click \[Save All Information][/p]
  4. [p]Choose a location to save the file and save the file as DxDiag.txt (or another name of your choice).[/p]
[p][/p][h3]Other Issues[/h3]
  • [p]When using the AZERTY keyboard preset, some shortcut guides are displayed based on the QWERTY layout. (6/20)[/p]
  • [p]When automatic cloud backup is enabled for the \[Documents\\inZOI\\Mods] folder, mods installed via the Mod Browser may not be completely deleted.
    → Disabling automatic backup for this folder will allow mods to be deleted properly.[/p]
  • [p]If the Field of View(FOV) setting was changed in the Control Options before the v0.2.0 update, the camera may zoom in or out excessively when entering or exiting City Edit Mode.[/p][p]→ To resolve this, please restore the FOV value to its default using the steps below:[/p]
    1. [p]After exiting the game, go to the following path:
      C:\\Users\\\[YourUserName]\\AppData\\Local\\BlueClient\\Saved\\Config\\Windows
      [/p]
    2. [p]Open the file ‘GameUserSettings’[/p]
    3. [p]Set the FOV value to 90, then save the file.[/p]
[p][/p][h2][/h2][h3]Gameplay [/h3]
  • [p]Motions such as holding a baby may sometimes appear awkward or overlap unnaturally, affecting the parenting experience.[/p]
  • [p]In certain animations, the right arm may briefly jerk or snap.[/p]
  • [p]When moving, a character may take unexpected paths such as going around to find a proper route or cutting through terrain.[/p]
  • [p]Occasionally, distant objects may become the interaction target.[/p]
  • [p]The remaining duration of an Emotion may occasionally be displayed incorrectly.[/p]
  • [p]When returning to Simulation from City Edit Mode, the Map Icon may occasionally remain visible and not disappear.[/p]
  • [p]After saving while driving, resuming the game may cause the vehicle to disappear.
    → In this case, please use the Emergency Rescue feature.
    [/p]
[h3]Character[/h3]
  • [p]You may experience clipping with certain outfits when using customized body types.
    [/p]
[h3]Build Mode[/h3]
  • [p]Some objects may intermittently disappear when resetting the property to its default state.[/p]
  • [p]When placing Property Presets saved in Build Studio, parts of the properties may be cut off if the preset is larger than the actual property size in the city.[/p]
  • [p]Even if the Property Preset size matches, some furniture may disappear or shift in position upon placement.[/p]
  • [p]When windows are placed too close to interior walls, they may appear black or not display correctly.
    → To fix this, try leaving a small gap between the window and the wall when placing it.[/p]
  • [p]If only part of the Floor was customized (not the entire area), it may disappear when moving the building or property.[/p]
  • [p]When using My Texture on Floor Tiles the horizontal or vertical flip function may not work properly.[/p]
  • [p]When placing Handrails and Partial Walls on Platforms, they may sink into the platform.[/p]
  • [p]When placing Handrails, several issues may occur—for example, handrails with different designs may not connect properly, or a ceiling may be generated when all walls in a room are made of handrails.
    [/p]
[h3]Canvas[/h3]
  • [p]For presets saved before March 23, the author name may incorrectly appear as “inZOI.”
    [/p]
[h3]Other Issues[/h3]
  • [p]Presets saved before Early Access may intermittently not appear, though they are still located in the Documents folder.[/p]
  • [p]Occasionally, deleting a preset may not remove its folder from the directory path.[/p][p][/p]
[h2][/h2][p]The following issues have been addressed in the v0.2.5 update.[/p]
  • [p]Zoi may become unresponsive when resuming a saved game (6/20)[/p]
  • [p]Some hairstyle categories may appear duplicated for boy Zois. (6/20)[/p]
[p][/p][p]The following issues have been addressed in the v0.2.3 update.[/p]
  • [p]Data Asset mods may not function as intended when applied in-game. (6/19)[/p]
  • [p]In the Spanish version, mistranslated text may appear when a Zoi is angry. (6/18)[/p]
[p][/p][p]The following issues have been addressed in the v0.2.0 update.[/p]
  • [p]Zois cannot use stairs installed after raising a room's platform[/p]
  • [p]When exiting the UI while My Texture is loading, texture icons may not refresh properly and appear as solid white.[/p]
  • [p]In certain situations, characters may become unable to perform actions.
      - when not under police detention
      - when Zoi is detained on an empty lot[/p]
  • [p]After saving while driving manually, resuming the game may prevent driving or exiting the vehicle.[/p]
  • [p]Same-sex relationships are not possible with other Zois in the city.[/p]
  • [p]Customization may not apply properly to the end roof surface of Half Hip Roofs.[/p]
  • [p]If there is no ceiling from the second floor and above, ceiling-mounted objects such as lights may not be placeable. [/p]
  • [p]Customization may not apply correctly to certain objects.[/p]
  • [p]When hovering over standard outfits for children or adults, the wrong Canvas thumbnail may occasionally appear.[/p]
  • [p]When a single Zoi remarries multiple times, some family members may disappear. [/p]
  • [p]When entering City Edit Mode by clicking Zoi's job location in the 'Career' App on the phone, you may not be able to pause the game.[/p]
[p][/p][p]Thank you for your support.[/p][p]The inZOI Team[/p]

inZOI ModKit AMA: Official Questions and Answers

[p]Hello, Creators.[/p][p]Thank you for sharing your questions and feedback during the inZOI ModKit AMA. Each submission has been carefully reviewed by our team, and we've decided to officially address a few of the most frequently asked questions.[/p][p][/p][p]Q. Are there plans to improve how mods are presented and discovered in-game via the Mod Browser? For example, categories, tags, or creator pages?[/p][p]We’re open to improving the usability of the Mod Browser. Suggestions such as categories, tags, and creator-specific pages are actively under review, and we are preparing to implement community feedback swiftly.[/p][p] [/p][p]Q. Now that monetization is not allowed in Inzoi. What is the company planning for future coz let's be real this is a half baked game and if I am putting lot of effort for designing a mod that not only enhances the gameplay but also builds on it's core, I need to be compensated as well. Without the modding community I don't believe it can pull players into the game. To summarise I just want to know what kind of support is the company going to provide for modders in the future.[/p][p]inZOI’s modding policy does not permit direct monetization, such as paid mods or restricted access. This principle is intended to ensure that all players can enjoy content equally.[/p][p]However, we do recognize the time and effort involved in creating mods, and we are considering ways to support modders through indirect means. The following forms of monetization are currently allowed:[/p][p]- Ad revenue or donation requests on mod distribution platforms[/p][p]- Revenue from video content (e.g., tutorials or showcases) on platforms like YouTube

[/p][p]These methods allow modders to receive support for their work while still offering their mods for free, and we encourage such approaches.[/p][p]
[/p][p]Q. Will there be scripting mods for inzoi?[/p][p]Scripting mods for inZOI are currently in development and are planned to be included in the December update. We’re working to enable more flexible and expansive mod creation, so please stay tuned![/p][p]
[/p][p]Q. Are custom makeups and skin texture in the roadmap? I see the modkit for face will be in September.[/p][p]The ModKit to be released in June will not include dedicated features for customizing faces, makeup, or skin textures.[/p][p]However, creators familiar with the game’s data structure will be able to manually replace facial textures through data editing.[/p][p]A dedicated facial ModKit designed to make face modding more accessible is currently under development and is expected to be released after September.[/p][p]
[/p][p]Q. Many of the most ambitious mods in the Sims require modification to the source code. For Inzoi, will you consider allowing modders to modify code to expand the creative range of mods outside what blueprints will provide?[/p][p]We are currently developing scripting support for inZOI that will allow for more creative and complex mod development. Our goal is to provide a flexible system that meets the needs of our community.[/p][p]
[/p][p]Q. How much of the game will be moddable with the modding kit? From my understanding, you will release a sheet of the variables from the game which we can modify. In that sense, changing the game itself seems limited. Will we also be able to easily create interaction menus in the game and directly add for example new walk styles?[/p][p]As of now, locomotion (such as walking styles) can be modified based on emotional states.[/p][p]While general states are more difficult to change, emotional states and life stages can be replaced or expanded, which includes the ability to swap out walk styles.[/p][p]If you want to trigger specific behaviors in certain contexts, combining various buff states is one possible method.[/p][p]Additionally, scripting mod support is currently in development to further enhance customization possibilities.[/p][p]
[/p][p]Q. Hi devs, thanks for your transparent communication on mod kit. Will we eventually be able to export Zois from the game into Blender as well or will only the import be allowed?[/p][p]Exporting user-created Zois as 3D asset files for Blender is not supported.[/p][p]However, the ModKit includes base Zoi body meshes and outfit samples, which can be used as references for creating custom clothing.[/p][p]
[/p][p]Q. Is it only for modders or also beginners can create theirs own?[/p][p]The ModKit launching in June has been designed with user-friendliness in mind, including a Wizard feature that helps beginners create CC items like outfits and furniture with ease.[/p][p]inZOI will also provide sample data and official tutorials to support anyone interested in creating their own content.[/p][p]
[/p][p]Q. You have mentioned that that you can make cc clothes with the modkit, will we be able to make our own jewellery from the start or will that be implemented in the future?[/p][p]Yes, you will be able to create not only jewelry but other accessories as well. We will continue to enhance related ModKit features for easier access, and tutorials will be provided in the future to help guide you through the process.[/p][p]
[/p][p]Q. I wanted to share some ideas related to the ModKit and the upcoming in-game mod browser you mentioned in the May update. Since 3D modeling and rigging are already a part of the modding process, I was thinking—why not include a way to import poses and animations made from rigged 3D models? [/p][p]What do you think about adding a new mod category for “Poses”? This could include subcategories like Solo Poses, Group Poses, Animated Poses, and Action-related Poses.[/p][p]Currently, animation import is supported, and you can create rigged poses and animations using tools like Blender and apply them via data modding.[/p][p]We understand this can be challenging for beginners, so we are continually working to improve tutorials and guides to assist creators.[/p][p]Additionally, we are reviewing suggestions such as implementing categorized pose systems (e.g., solo, group, animated, or action-linked poses) and user-friendly features similar to a wizard.[/p][p]
[/p][p]Q. Will the mod kit allow users to create Blender hair mods for Inzoi or will hair mods have to be created in Maya's XGen?[/p][p]Hair mods can be created using mesh card-based styles, which are commonly used in games.[/p][p]However, XGen Groom hair (typically used for cinematic rendering) is not supported at this time.[/p][p]
[/p][p]Q. Inzoi support 8192px texture?[/p][p]There are no specific restrictions on using high-resolution textures such as 8192px.[/p][p]However, for performance and optimization reasons, we recommend using textures sized 2048x2048 (2K) or smaller whenever possible.[/p][p]
[/p][p]Q. Would it be possible to control NPCs with script for tasks?
For example, I'm designing plants for the garden. I'd like an NPC that controls the soil moisture via a script and waters the plants when needed. Will such scripts be possible?
[/p][p]The game currently supports lightweight scripting functions that allow for some control over NPC behavior.[/p][p]However, since a "soil" object does not exist in the game at this time, the described functionality would need to be implemented using a workaround.[/p][p]
[/p][p]Q. Will modders be allowed to offer their mods in the form of early access (like for 2–3 weeks)? A lot of time & money goes into making mods, so this will greatly help modders offset these development costs that occur when creating.[/p][p]Mods shared on official inZOI-supported platforms must be available to all users for free, and paywalled distribution of mods in the form of early access is not allowed.[/p][p]That said, we fully understand the time and effort involved in mod development.[/p][p]While early access is not allowed through our official platforms, alternative methods such as passive ads, donation requests, or monetized video content on platforms like YouTube may be used to support your work.[/p][p]
[/p][p]Q. Hello, I am a 3D designer and I would like to know if it is going to be possible for me to create my accessories in Rhino and import it in your modkit to make it work in the game? Also how can we manage textures? Would it be necessary for me to create textures maps in blender or your modkit will facilitate this process? Thank you for your effort![/p][p]Models created in Rhino and other 3D tools can be converted to FBX format and imported into the inZOI ModKit.[/p][p]You can create textures using professional software such as Blender or Photoshop. Please refer to the sample data included in the ModKit to ensure your assets follow the appropriate structure for inZOI.[/p][p]We recommend reviewing the official documentation for detailed workflows and important guidelines before starting your work.[/p][p]
[/p][p]Q. Will it be possible to use cloth physics when creating outfits? Current game content does not have it enabled, but some existing mods do offer this option even if not 100% compatible due to limitations in modding tools. I am eager to explore the modkit to create clothes/hair and this option would really improve aesthetics for some garments eg: dresses, long coats, capes, hair etc. imho. Thank you[/p][p]Cloth physics is not currently supported in the ModKit Wizard. However, you can implement cloth and hair movement using Unreal Engine’s Cloth Simulation. For hair, rigid body simulation can be achieved using the DA_HairRigidBody system.[/p][p]
[/p][p]Q. I don't know exactly where to put this, but can you allow us modders to categorize items? If we want to upload a self-made necklace from Blender now, we have to upload a whole "outfit preset". It would be so much easier if we could at least categorize it as jewelry/accessory etc.[/p][p]We completely understand your concern. We are planning to gradually introduce more detailed category options after the ModKit is released.[/p][p]  [/p][p]Q. At present, I think it is strange that JSON support is from June, but InZOI's localization function is from December. Please tell me if December localization refers to ModKit localization or mod localization function.[/p][p]The localization feature coming in December refers to multilingual modding that allows the game language to be changed to languages not officially supported by inZOI’s 13-language set.[/p][p]In June, you’ll be able to edit names and descriptions of furniture in your preferred language when creating furniture mods.[/p][p]
[/p][p]Q. I have questions about the Blender/Maya kits. Will avatar body types be shared (male, female, baby, teen)?[/p][p]If I create clothes or furniture mods, will my creator name be shown? For example, if a user named A uploads a mod, can user B re-upload it and claim it as their own (reposting/repacking)?[/p][p]Also, is it possible to upload mods privately, just for personal testing or solo use without making them publicly downloadable?[/p][p]◽️ Avatar Body Types[/p][p] - The ModKit released in June includes sample body meshes for adult males, adult females, and children.

[/p][p]◽️ Mod Credits and Protection Against Reposting[/p][p] - Currently, the system does not automatically display creator names in mod files, so it’s not possible to fully prevent others from re-uploading and claiming ownership of your work. [/p][p] - However, we are actively exploring features to help address this issue.

[/p][p]◽️ Private Use of Mods[/p][p] - You can absolutely create and apply mods for personal use only via local storage. [/p][p] - Sharing your mods publicly is entirely optional.[/p][p]
[/p][p]Q. Will it be possible to modify/access the post-process materials and post-process volumes? For example, to change the final render to a cel-shaded style or to add outlines to the meshes.[/p][p]At this time, modifying or accessing post-process materials and volumes is not supported.[/p][p]We anticipate these features may become available in future updates.[/p][p]
[/p][p]Q. Will it be possible to add more vehicle-related mods? I’d also love to see more realistic driving mechanics.[/p][p]While vehicle appearances can currently be customized through the ModKit, functional modding such as driving mechanics is still under internal review.[/p][p]
[/p][p]Q. Will inZOI support customizing gameplay, character animations, body shapes, text, voice, and relationship systems?[/p][p]At present, gameplay and some in-game text can be modified through data modding.[/p][p]Character animations, body types, voice lines, and relationship mechanics are not yet supported, but we plan to expand support for these features through future updates.[/p][p]
[/p][p]Q. Are there plans to support mods that edit public spaces or other NPC households? Some areas currently lack stairs or editable shared lots.[/p][p]Currently, modding features related to city backgrounds or public zones are not officially supported.[/p][p]However, our development team is aware of the need for such functionality and is exploring possible technical solutions.[/p][p]
[/p][p]Q. Will we be able to create scripts that change ZOI behaviors or object interactions? I’m especially interested in interacting with their thoughts or accessing APIs for that.[/p][p]Scripting mods are currently in development. In the meantime, the Data Editor allows for partial control over interaction elements.[/p][p]For example, you can modify dialogue choices and their outcomes to change gameplay flow.[/p][p]We plan to expand these capabilities further through future script modding support.[/p][p]
[/p][p]Q. Can we upload mods that import models from other games to CurseForge? What about using them as references instead of direct imports?[/p][p]inZOI respects creative freedom above all when it comes to mod development. All rights and ownership of user-created mods belong to the original modder—not to inZOI.[/p][p]If your mod includes assets ported or inspired by other games, please exercise caution when sharing, as you are solely responsible for any Intellectual property-related issues that may arise.[/p][p]When uploading mods to platforms such as CurseForge, please note that moderation policies may apply. Depending on the platform’s guidelines, your mod may be restricted or removed.[/p][p]
[/p][p]Q. Will you add a map editor like in Warcraft III so players can create full gameplay modes? With inZOI’s asset quality, I see great potential.
Currently, modding is limited to certain features.
That said, we are actively exploring broader expansion options and hope to offer a more open creative environment based on suggestions from our Creator community.[/p][p]
[/p][p]Q. How open will inZOI become to mod developers in the future? Will the game be fully accessible in terms of resources and tools?[/p][p]We aim to provide as much access to game resources as possible, within the limits of copyright and security considerations.[/p][p]Our team is continuously reviewing ways to support creators in utilizing inZOI’s assets creatively and responsibly.[/p][p]
[/p][p]Q. Does the ModKit support Chinese? How many languages are available? Will tutorials be available in Chinese as well?[/p][p]The ModKit is currently provided in English, but tutorial videos include Chinese subtitles.[/p][p]We plan to gradually expand support for additional languages, including Chinese.[/p][p]  [/p][p]Q. Are there any plans to integrate with the Steam Workshop? It’s a very convenient platform for distributing and managing mods.[/p][p]There are currently no plans for Steam Workshop integration.[/p][p]However, we may consider it in the future depending on community demand and feasibility.[/p][p]
[/p][p]Q. Will the ModKit or mods be optimized for low-end PCs?[/p][p]The ModKit itself is not specifically optimized for low-end PCs. [/p][p]However, creators can take optimization into account when designing mods, such as by adjusting resource sizes and settings accordingly.[/p][p]
[/p][p]If you have any additional questions or suggestions regarding the inZOI ModKit, please let us know through our community channels. We will continue to work towards improving the overall gameplay experience based on your feedback.[/p][p]Thank you,[/p][p]The inZOI Team[/p][p]
[/p]

Kjun's Letter: A Sneak Peek at the June Gameplay Update

Hello, Creators.


Kjun here.


Before we dive in, I'd like to once again sincerely apologize to all the Creators who were eagerly awaiting the May update. Moving forward, we'll do our best to share updates in a timely manner. inZOI's June update is scheduled for release on June 13 (Friday), and we're committed to making it one that's worth the wait.


This update will include previously announced modding features (ModKit), key features from the roadmap revealed during the showcase, other various new content additions, system improvements, and bug fixes. Here's a sneak peak at what you can expect to see.


[h2]Updates to Family and Relationship Systems[/h2]
◆ More Ways to Build Families
 ◽️ Zois can now have children regardless of marital status. One new method of doing so, adoption, was originally planned to have various prerequisites. However, to allow players to form families more freely, we chose to simplify the system by minimizing the required conditions. In addition, you will be able to select a Zoi with your desired traits and have a child using their genetic information through medical procedures. We hope these features will give you the freedom to create families in your own way.
◆ Teenage Romance
 ◽️ Teenage Zois can now engage in romantic interactions with one another. That said, looking back, I personally wish we could have made Teenager and Adult Zois appear more visually distinct from each other.
◆ Romantic Relationships with Everyone
 ◽️ A feature that was still in development at the time of early access release, Zois can now form romantic relationships with any other Zoi in the city. To enable this feature, go to the Create a Zoi screen and click the Change Gender Identity button to adjust your Zoi's settings.
◆ Sending the First Text
 ◽️ Player Zois can now start conversations via text message. While you won't be able to write custom messages, your Zoi can send texts to other Zois to make plans with them as their relationships grow. We hope to develop a feature someday that allows you to write your own messages as well.

[h2]Quality-of-Life and Simulation Improvements[/h2]
◆ UI Size Settings
 ◽️ In response to player feedback regarding UI visibility, we've added a setting with three different options that allows you to adjust the size of UI elements and text.
◆ Cheats
 ◽️ Cheats can now be used in-game. While the number of cheats currently available is somewhat limited, we will work to add more in future updates.
◆ Lifestyle-Based Changes to Body Weight and Muscle Mass
 ◽️ Zois will now undergo changes in physique based on their lifestyle choices, offering a more realistic and dynamic gameplay experience. Overeating will cause Zois to gain weight, and working out will cause them to build muscle.
◆ Exchanging Items
 ◽️ Zois can now exchange items with each other, opening the door for more interactions. You will be able to gift, give, or sell items from your Zoi's bag.

[h2]New Items and Creative Tools[/h2]
◆ Over 20 New Character Studio Assets Added
 ◽️ New items for character customization have been added, including highly requested additions to hair-related assets as well as new outfits and accessories.
◆ Over 100 New Furniture Items Added
 ◽️ More than 100 unique furniture items have been added, including items for kitchens, bedrooms, and babies.

In addition to these features, we're also making overall improvements, both big and small, to sound settings, Canvas, animations, simulation, and other parts of the game.
Our team remains committed to listening to your feedback and working to deliver a better game experience. We hope the upcoming June 13 update makes your experience with inZOI even more enjoyable.
Thank you again for your continued interest and support.


Thank you.
- Kjun

inZOI ModKit AMA Announcement

Hello, Creators.


We’ve prepared an AMA (Ask Me Anything) to discuss the inZOI ModKit in greater depth and address your questions about modding.


To ensure accurate and professional answers, this AMA will be held in written format. We will do our best to respond to the questions you submit.
Please refer to the schedule and submission method below.

◆ ModKit AMA Schedule
 ◽️ Question Submission Period
  - May 29, 2025, 06:00 UTC ~ June 1, 2025, 00:00 UTC
 ◽️ How to Submit Questions
  - Submit your questions via the Google Form linked in this announcement.
  - https://inzoi.me/AMA_ModKit
 ◽️ Answer Release Date & Method
  - Responses to frequently asked and notable questions will be shared on Discord, Steam, and the official website at 08:00 UTC on June 9, 2025.

◆ ModKit AMA Submission Guidelines
 ◽️ Question Categories
  - ModKit Feature Inquiries
  - Mod Item Suggestions
  - Community Guidelines
  - Future Support for Mod Creators
  - Language & Accessibility
  - Other

 ◽️ To help us provide better answers, we kindly ask that you avoid the following types of questions:
  - Extremely vague questions (questions lacking specificity may be difficult to answer)
  - Questions containing inappropriate or offensive language
  - Questions that violate inZOI's modding policy

You can also check out our modding policy at the link below.
https://playinzoi.com/clause/mods_policy

We look forward to your interest and thoughtful questions!

Thank you,
The inZOI Team

Kjun’s Letter: Update Schedule Change and ModKit Notice

Hello, Creators.

Kjun here.

Today, I’d like to explain how your valuable feedback is being reflected in the game and also share an update regarding the schedule change for the update initially planned for May.

[h3]1. Player Feedback Channels[/h3]
Your feedback is always our most important starting point.
We review feedback and bug reports submitted through channels like Discord, Steam, and customer support (CS) on a daily basis. We don't just collect opinions — we also examine the context of the feedback and how many players have had similar experiences.
Although we cannot implement every suggestion immediately, we prioritize them based on frequency and impact. For bugs, we assess whether the issue is unresolvable by the player or whether it frequently disrupts immersion. We will continue to clarify this prioritization process and improve how we communicate with you around how feedback is reflected in the game.

[h3]2. Update Delay and Additional Modding Details[/h3]
We sincerely apologize to those who were waiting for the May update.
The update that was originally planned for the end of May, including the modding system, has been postponed to mid-June. We felt there were still areas that needed improvement, and we wanted to prioritize quality over speed. Although the schedule has shifted, we are working to deliver content that’s truly satisfying.

There have also been some misconceptions circulating about the ModKit since we shared early details. We’ve spent a long time internally exploring the best structure to support modding, and based on your feedback, we realized we needed to explain it more clearly.

The ModKit is a tool designed to help you create mods. Its purpose is to make it easier to create mod content and allow for more flexible sharing.
While inZOI includes a built-in CurseForge integration, we’ve broadened support so that creators can share mods in two ways:
 1. You can upload your mod to CurseForge and install it through the in-game Mod Browser.
 2. Or, you can save the mod locally and move it to the Documents\inZOI\Mods folder to use it manually.
This system aims to support creative freedom and expression, not just mod sharing.
We believe inZOI is only complete when enhanced by the creativity of each individual creator. Our goal is to provide an open and supportive environment for everyone to bring their worlds to life.

The June update will include the following modding features:
 ◽️ A convenient tool to edit or replace graphics for set outfits and furniture
 ◽️ Developer-accessible JSON files to customize game settings and logic
 ◽️ Sample projects that demonstrate how to create clothing, hairstyles, furniture, and interactions

For beginners, we’re also offering the CAZ Wizard tool specifically for set outfit modding. This helps new modders get started more easily.
While data-based modding is possible for all outfit types beyond sets, we are preparing a separate tutorial guide due to its structural complexity. We plan to continue expanding support so creators of all skill levels can participate.
Some features — including scripting — won’t be available at the initial ModKit launch, as development is still ongoing.
We ask for your understanding and promise to deliver a high-quality ModKit as soon as possible.

[h3]3. Game Content Improvements[/h3]
Alongside modding, we are also working to improve how Zois express emotions and show personality in the June update.
During our work on emotional stability in the April update, we discovered some unexpected side effects. Currently, some Zois freeze or fail to reflect emotions through facial expressions or behaviors — this will be addressed in June.
We also heard feedback that Zois sometimes lack distinctiveness in their behavior. We’re adding emotion-based conversations and reactions, so that even the same actions vary depending on emotional state.

For example, a sad Zoi might 'cry in the bathroom.' Certain interactions may be more or less likely depending on mood, and even eating may differ based on emotions or needs.
This is just the beginning. We want Zois to develop unique personalities over time, and respond more naturally based on their emotional state.
We are committed to evolving this system long-term.
We can’t wait to see what kind of worlds you create with inZOI. We truly support and celebrate your imagination. To everyone who’s been waiting for the May update — thank you, and we’ll be back with the June update very soon.


Thank you.
- Kjun