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Kjun's Letter: Looking Back on inZOI's Early Access Release

Hello, everyone! Kjun here.
Long time, no talk!

There's been so much I've wanted to share with you all since inZOI's Early Access release.

Today, I'd like to go over a few of those thoughts, as well as share how we plan to communicate with the community moving forward.

We released inZOI in Early Access so we could share it with you as soon as possible, however imperfect. Our goal has always been to shape the game together by using your feedback to create the best possible experience.

That's why continuing the connections and conversations that we have with all of you is just as important to us as developing the game itself. To honor that spirit of collaboration, we plan to communicate with our community more frequently and openly going forward.

As the first step forward, I'd like to share our future plans for communication.

[h2]Future Communication Plans[/h2]
[h3]"Kjun's Letter": Musings from myself and the inZOI Team[/h3]
Starting today, I'll be sharing my thoughts and reflections on the development of inZOI with you all. While the format will be similar to "Kjun's Concerns," I hope to go beyond just my concerns and also touch on more personal and in-depth topics. More importantly, I want to discuss the feedback, suggestions, and honest opinions we've received, as well as our future plans for the game, so stay tuned!

[h3]"Monthly Known Issues": Details on Known Issues[/h3]
We'll be sharing a list of known issues every month, and we'll continue to make improvements to the overall gameplay experience based on your feedback.

[h3]"inZOI @": Previews of New Content[/h3]
As mentioned during the March showcase, we have a variety of new content planned for future release. We'll be offering previews and live Q&A sessions before each release to give you a closer look into upcoming content.

[h2]Looking Back on inZOI's Development[/h2]
inZOI has been a completely new challenge for both me and the team. We've stepped into a genre that was unfamiliar to us and experimented with new approaches, getting this far through trial, error and collaboration. It's been a true learning experience, albeit one that's left plenty of room for improvement.

In addition to the upcoming hotfixes, we're working hard to prepare new content for the May and August updates. Though we've still got a long way to go, we hope to reward the trust and patience you've shown us.

To us, you're more than just players—you're partners who share our vision, walking this path together with us as one team. Your support and passion keep us going and give us a reason to push forward.

Of course, we're aware that the road ahead isn't an easy one. Nonetheless, we're committed to working on finishing the game, one step at a time.

To be honest, releasing inZOI left me with many complicated feelings. In many ways, putting a game out into the world feels a lot like becoming a parent.

Creating something new frees you from the world and its many expectations. You feel a true connection with what you've made, one so deep that it blurs the line between creator and creation. It's a truly profound experience.

Of course, that joy comes with its share of pain. As joyful as it is when the world embraces your creation, it hurts just as much when it doesn't. But perhaps that pain is simply just another part of being a creator. I'd even call it a pain worth having.

Regardless, we've only made it this far thanks to you. Thank you once again for supporting inZOI.

I'll be back soon to share more thoughts. In the meantime, please enjoy the game, and let us know what you think!

Thank you.
- Kjun

[v0.1.6] Hotfix Details

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


[h3]◆ Hotfix Details[/h3]
◽️ Patch Date: April 22nd, 2025
◽️ Game Version: 20250422.2471.W

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[h2]Gameplay Update[/h2]
◽️ Conversation now reflects Zoi’s Primary Emotion
※ [inZOI Team’s Comment] Previously, Zoi’s conversations were primarily influenced by personality traits and chemistry with others. We’ve improved the system so that when a Zoi experiences one of 22 intense emotional states—such as euphoria, rage, or despair—their dialogue and behaviour now reflect that emotional context more naturally.
[Targeted Emotions] Excitement / Joy / Enthusiasm / Ecstasy / Elation / Laughter / Hysterical Laughter / Euphoria / Anger / Rage / Irritation / Discomfort / Displeasure / Humiliation / Embarrassment / Confusion / Fear / Dread / Surprise / Despair / Depression / Shock
This change reduces awkward interactions that don't match a Zoi’s emotional state. Now, when a Zoi is experiencing an intense emotion, their reactions will reflect it in a more immersive way. When emotions are less heightened, conversations will continue to flow naturally based on day-to-day chemistry between Zois.
You may also notice more intense or even aggressive behavior when Zois are overwhelmed by strong emotions. To keep things balanced, we plan to introduce systems in future updates that help Zois calm down more naturally.

◽️ Karma Interaction Improvements
1) Psycat Alerts Disabled
※ [inZOI Team’s Comment] Psycat alerts that appeared when the city’s karma level declined will no longer be shown. This change is intended to reduce the feeling of unnecessary judgment during negative situations and help players stay immersed.

2) Karma Rating Criteria Adjusted
※ [inZOI Team’s Comment] We’ve revised the evaluation scale from “slightly bad or lower / normal or higher” to “bad or lower / good”. This adjustment helps prevent overly frequent negative evaluations caused by minor fluctuations.

3) Reduced Frequency of Karma Choice Prompts
※ [inZOI Team’s Comment] Karma-related choices were appearing too often and interrupting the natural flow of gameplay. We've reduced their frequency to allow for a smoother, less disruptive experience.

4) New Conditions for Karma-Related Interactions
※ [inZOI Team’s Comment] Karma interactions will now consider a Zoi's emotional state and relationship dynamics, resulting in more immersive and context-aware dialogue.

5) 50% Decrease in Karma Interaction Selection Rate
※ [inZOI Team’s Comment] Karma-related interactions were occurring too frequently, sometimes triggering behaviour that felt out of place. We've decreased the selection rate by 50%, allowing karma changes to progress more gradually and in line with the game’s overall pacing.

[hr][/hr]
[h2]Bug Fixes[/h2]

Gameplay

◽️ Fixed an Issue where time continued to pass if the “Play as Existing Family” option was selected in ghost mode and the “No Household Members” popup was left open.

◽️ Fixed an issue where pregnancy attempts were incorrectly handled when the household has 7 members.

◽️ Fixed an issue where MY Textures applied to walls, floors, or ceilings were displayed with incorrect materials.

◽️ Fixed an issue where applying a building preset containing deleted or missing AI textures did not properly remove the unavailable textures.


Ambition/Goal

◽️ Fixed an issue where only certain dialogue options were counted toward the “Have a Positive Conversation” mission.


Career and Interaction

◽️ Fixed an issue where a married NPC with jobs would automatically change back into their work uniform even after manually changing clothes.

◽️ Fixed an issue where Zois would automatically switch to their rabbit hole work uniform even outside of working hours.

◽️ Fixed an issue where queuing the “Propose Marriage” interaction with a Zoi in a set relationship would trigger moving in without completing the marriage.


Crash Fixes

◽️ Fixed a crash that could occur when editing color or material during Build or Create a Zoi mode.
※ [inZOI Team’s Comment] Alongside this fix, we’ve updated the way textures are sorted. All imported textures will now be added to the bottom of the list in descending order. Previously used textures will also follow this rule. For convenience, newly imported textures will now automatically scroll into view and be focused in the list. We hope this helps improve usability.

◽️ Fixed a crash that could occur when deleting a 3D print mesh while the Zoi was wearing a 3D print accessory in Build Mode.

We’ll continue working to make inZOI more stable and enjoyable for everyone.
Thank you, as always, for your continued support and valuable feedback.

The inZOI Team

[v0.1.5] Hotfix Details

Hello, Creators.

We would like to inform you that the following hotfix has been applied to inZOI. Please refer to the details below for more information.


◆ Hotfix Details

◽️ Patch Date: April 15th, 2025 at 10:00 (UTC)

◽️ Game Version:
20250414.2252.W

[hr][/hr]

[h3]Gameplay Update[/h3]

◽️ Improvements of Build Mode default camera and addition of free camera
※ Default camera - improved usability for camera movement and rotation
※ Free camera - added free camera for Build Mode where players who are used to WASD control can use conveniently

◽️ Improved In-game character appearance: Light shadow casting update
※ [Official Comment from the inZOI Team] Shadow casting effects have been applied to both outdoor streetlights and indoor lights, delivering a more natural and realistic graphical experience.
We hope this update addresses long-standing feedback regarding the visual inconsistency between characters viewed in the Character Studio and those seen during gameplay.
Due to optimization limitations, this feature was not implemented during the initial development phase. However, in response to continued player feedback, we have introduced shadow casting as part of our ongoing improvements.
Further enhancements are expected with an upcoming engine update scheduled for this summer. Please note that enabling shadow casting may impact performance depending on your hardware.
We recommend referring to the detailed settings guide below to adjust the feature according to your system environment. We remain committed to carefully listening to your feedback and continuously pursuing meaningful improvements.
[previewyoutube]https://youtu.be/rTuLHqT4zgA[/previewyoutube]
1) Enable streetlight shadows
- Effect: When night falls, shadows appear beneath streetlights, making characters and surrounding environments appear more natural and realistic. All streetlight lamps placed throughout the city have shadow casting enabled by default, allowing for a more immersive nighttime experience

- How to apply: This feature is enabled by default
 ㄴYou can toggle it on or off by navigating to Options > Graphics > Custom > Streetlight Shadows

 ㄴPerformance impact: During nighttime, when streetlights are illuminated and shadows are rendered, a slight decrease in performance may occur

2) Enabling furniture lighting shadow
- Effect: Shadow casting options have been added to certain indoor lighting, including ceiling lights and floor lamps. When these lights are turned on, realistic shadows are cast beneath characters and furniture according to the light direction.
This enhancement significantly improves environmental atmosphere and immersion, allowing in-game visuals to better match the high-quality appearance seen in the Character Studio.

- How to apply: By default, this setting is disabled. You can activate shadows individually by selecting the desired ceiling or floor lamp in Build Mode
 ㄴ Build Mode (I) > Select Light > Lighting Shadows (Off) > Turn On

 ㄴ Performance impact: Enabling shadows for multiple lights placed in proximity may result in a noticeable performance drop

3) Realistic shadow option
- Effect: A new option has been added that allows players to maximize shadow quality. When enabled, shadows will appear sharper and more detailed, enhancing the overall visual realism of the game.

- How to apply: This setting is disabled by default and can be rendered through the following path
 ㄴ Option > Graphics > Preset > Custom > Realistic Shadows (Off) > On

 ㄴ Performance impact: Enabling this option may affect gameplay performance. Please adjust the setting according to your PC specifications


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[h3]Bug Fixes[/h3]

[h3]Gameplay[/h3]

◽️ Fixed an issue preventing players from resuming gameplay
※ [Official Comment from the inZOI Team] An issue was identified where game progress was not properly saved under certain conditions, preventing players from resuming gameplay.

This occurred due to the ESC key failing to exit Map Mode as intended, and the transition to the lobby proceeding before the save process had fully completed—occasionally resulting in corrupted save files.

To address this, we have updated the ESC key functionality to correctly exit Map Mode and revised the transition logic to ensure it occurs only after the save has been successfully completed.

◽️ Improved so that a Zoi’s lifespan is changed each time the game is resumed, preventing repeated deaths at the same age

◽️ Fixed an issue where Zois would not die in fires immediately or were unable to use stairs and fire extinguishers during fire incidents

◽️ Fixed an issue where certain objects were missing after reverting to a default lot

◽️ Fixed an issue where locked doors and windows could not be replaced after adjusting platform height on apartment lots



[h3]Ambition/Goal[/h3]

◽️ Resolved an issue where certain goals in the “Notorious Villain” ambition were not completing

◽️ Fixed an issue where certain goals (Partners in Love, Nation’s Sweetheart) in the “Pursuit of Love” ambition were not being counted correctly

◽️ Fixed an issue where certain goals (Philanthropist) in the community contribution ambition were not properly counted

◽️ Corrected the lot price display text for the “Financial Success” ambition
※ [Official Comment from the inZOI Team] As progress for this ambition is determined solely by the lot value—excluding the cost of furniture and buildings when relocating—the in-game text has been revised to clearly communicate this condition.



[h3]Career and Interaction[/h3]

◽️ Fixed an issue where the third rank of non-interactive (rabbit hole) careers could not be reached
※ [Official Comment from the inZOI Team] Addressed an issue in both Dowon and Bliss Bay where experience points were not properly accumulating after the second rank

◽️ Removed the Karma Requirement for Animal Feeding Interactions
※ [Official Comment from the inZOI Team] Previously, feeding interactions with cats and pandas in the City Appearance feature were only available when a certain Karma condition was met.
This requirement has now been removed, allowing players to interact and feed animals at any time. This interaction was originally intended to serve as a “positive action” to help improve neutral Karma.

However, we have revised this design, as it did not align well with the actual gameplay patterns of inZOI players.

◽️ Fixed an issue where conversation interactions were unavailable while Zois were riding a vehicle



[h3]UI/UX[/h3]

◽️ Improved sorting so that player-created households are now displayed at the top of the family list

◽️ Fixed an issue where Zois became unresponsive, and the UI failed to display during furniture crafting interactions

◽️ Corrected the mismatch between UI display and actual behavior for vertical camera movement in default camera mode
※ [Official Comment from the inZOI Team] The key bindings for vertical movement were changed from Q: Up / E: Down to E: Up / Q: Down to match the on-screen UI display.

◽️ Fixed an issue where the mouse hover function behaves abnormally after using certain features within the Canvas upload pop-up



[h3]Canvas[/h3]

◽️ Fixed an issue where accessories created using the 3D Printing feature could not be uploaded to Canvas



[h3]Crash Fixes[/h3]

◽️ Fixed an issue where crashes could occur intermittently under specific conditions

◽️ Added a crash warning popup for Intel 13th and 14th generation CPUs
※ [Official Comment from the inZOI Team] This popup notifies players of potential unexpected crashes when using Intel 13th or 14th Gen processors.

Please refer to the FAQ for more information.




We’ll continue working to make inZOI more stable and enjoyable for everyone.

Thank you, as always, for your continued support and valuable feedback.



The inZOI Team