[p]Hello,[/p][p][/p][p]This Friday marks the beginning of a long holiday weekend here in Korea. So I’m posting this update and video a little earlier than usual before heading home to my beloved wife and son.[/p][p][/p][p]If you take a close look at this week’s video, you’ll notice that many of the improvements I mentioned at the beginning of the year have been implemented in inZOI. The game still has many shortcomings, but I truly believe that with continued dedication throughout 2026, it will become something much better.[/p][p][/p][p]Recently, we have been developing an in-game GUI system to make cheats easier to use. However, cheats by nature cannot guarantee perfect stability, and they can increase the likelihood of unexpected behavior in the game. Since inZOI already has its share of bugs, we were concerned that adding cheats might create additional confusion, which is why we postponed this feature for some time. That said, through ongoing communication with you, we clearly saw the strong demand for cheat functionality, and we are now actively working on it. The upcoming update will include several new cheats.[/p][p][/p][p]Regarding modding, we have assigned additional team members to accelerate support for script modding. The key challenge is connecting all systems through Lua scripts. inZOI has accumulated a large number of functions and systems over time, and linking them one by one requires more effort and cost than initially expected. Even so, please know that modding remains one of our top priorities this year.[/p][p][/p][p]I hope you all enjoy the long holiday, and I will return next week with more updates.[/p][p][/p][p]Please also enjoy the development video prepared by the inZOI team this week.[/p][p][/p][p]Thank you.[/p][p]kjun
🔗 Discord:
Link🔗 Forum:
Link[/p][p][/p][hr][/hr][h3]
Kjun's Reply to Your Comments[/h3][p][/p][p]Hello. Today is a public holiday in Korea, so I’m writing this from home. That’s why this post is a bit shorter—please understand. [/p][p][/p][p]Korean holidays are a time to express gratitude to the people around us. So I sincerely want to thank everyone who supports inZOI and those who help manage and organize my 부족한 (imperfect) posts here. I’m especially grateful to the people who moderate heated discussions on Discord and look after inZOI on my behalf. That’s what a Korean holiday—“Jeol”—means to me.[/p][p] [/p][p]I truly appreciate the positive feedback on the recent video, especially regarding the baby (newborn/toddler) update, multitasking (handling two objects/actions with both hands), smoother switching to another action after canceling, environment-based outfit changes, special interactions when wearing traditional clothing, and improved bicycle animations.[/p][p]Thank you as well for your encouraging comments about features like the frying pan “slap” interaction, expanding script modding staff, and improvements to Canvas search. We will make sure to update these next month. [/p][p][/p][h3]
QoL & Immersion Improvements[/h3][p]There were many requests to improve convenience and immersion.[/p][p]Some asked for deliveries to workplaces as well as homes, less fatigue when cooking/selling at businesses, and having purchased items go directly into inventory. Great suggestions. [/p][p][/p][p]For funerals, you proposed detailed improvements: name input for memorial tablets, black-ribbon portrait frames for Korean-style funerals, comforting interactions for grieving family members, and proper visitor flow (greeting → waiting → incense/flowers/bow) with queue/turn-taking logic. [/p][p][/p][p]There were also repeated requests to adjust camera WASD speed and fix overly fast zoom-out movement through user options. We’ll discuss this tomorrow and try to update it as quickly as possible. [/p][p][/p][p]We are currently preparing three builds:[/p]
- [p]Engine stabilization build (late February)[/p]
- [p]Content update (late March)[/p]
- [p]May update[/p]
[p]Because of this, small mistakes can happen. Please understand. I’ll also immediately check the question about the bed shown in the video that may not have been included in the update. [/p][p][/p][h3]
Main Menu & Family Management[/h3][p]There was a suggestion to separate “Create New Family” and “Create World” in the New Game menu, remove forced family creation when making a new world, and introduce a Family Library to reduce the fatigue of restarting after major updates. [/p][p][/p][p]A “Families in This World” management tab was also suggested.[/p][p]We are currently developing a feature that allows creating ZOIs without tying them to a home. Since all ZOIs are currently linked to houses, we need internal discussion before confirming if this separation is possible. Tomorrow will be busy for me. [/p][p][/p][h3]
Life Stages & Babies[/h3][p]While the baby/toddler update was praised, many want more natural life-stage progression—gradual tooth growth, crawling/walking/toilet training stages, and clearer differences between babies, toddlers, children, teens, and elders in both appearance and function. [/p][p][/p][p]There were also many requests to create babies/toddlers directly in CAZ with outfit, hair, and pose options. We’ll continue improving this step by step. The team member in charge is very passionate about this feature. [/p][p][/p][h3]
Fundamentals First[/h3][p]Many emphasized that core QoL and bug fixes should come first:[/p][p]auto-lighting, outfit auto-change bugs, short looping animations requiring constant clicking, and unrealistic behaviors like always sitting before starting a conversation. [/p][p][/p][p]Fortunately, we are already addressing most of these, and some have been improved internally. We will update them next month. [/p][p][/p][h3]
Modding & Cheat UX [/h3][p]There’s strong excitement about script modding, with some asking for Unreal Blueprint support alongside Lua. [/p][p][/p][p]For cheats, many prefer UI-based buttons (click need to fill, click money to edit amount, etc.) rather than typed commands. Requests also included editing name/age/pregnancy status and resolving NPC ID conflicts. [/p][p][/p][p]We are preparing a minimal cheat UI first, then expanding cheat features gradually—while making sure vanilla gameplay quality is not harmed. [/p][p][/p][h3]
CAZ, Clothing & Commerce[/h3][p]Issues mentioned include preset saving errors, clipping bugs, per-outfit hairstyle settings, winter clothes indoors, and other rule inconsistencies. [/p][p][/p][p]There were also suggestions to connect the CAZ fitting UI to boutique-style purchasing with carts, total payments, and brand stores. We’ll review these internally and improve related UI accessibility. [/p][p][/p][h3]
Business & World Systems[/h3][p]Suggestions included improving restaurant flow (seating → order → serve → pay), designing a waiter career with multitasking, tips, and rush-hour mechanics, implementing hiring systems (job posting → interview), adjusting commercial AI pacing, adding mixed-use lots (business + home), and rental systems (tenants per door, rent, property managers). [/p][p][/p][p]Some of these will be partially reflected in upcoming business updates.[/p][p] [/p][p]You also asked for minimaps, GPS navigation, and clearer map icons. Good news—we are finally developing a minimap. Thank you for waiting. [/p][p][/p][h3]
Presentation & Ghost System [/h3][p]Requests included stronger autonomous swimming, better group activity loops, and varied sleeping poses (which we are currently discussing internally). [/p][p][/p][p]For showers, alternatives like foam/blur instead of towels were suggested—we are already working on this.[/p][p]For dialogue, you requested more voice variation (2–3 random lines per option). [/p][p][/p][p]Ghost gameplay feedback pointed out repetition issues, suggesting expanded influence, differentiated ghost types, and stronger randomness. [/p][p][/p][h3]
Bugs, Skills & World Identity[/h3][p]You noted that skills progress too quickly and proposed tiered levels, promotion challenges, focus resources, cooldowns, decay, childhood/personality/genetic effects, certifications, and instrument specialization. [/p][p][/p][p]You also shared real bug cases, including crashes caused by leftover mod files and various behavior glitches. Thank you for these detailed reports. [/p][p][/p][p]There were strong opinions that Bliss Bay, Dowon, and Cahaya should differ not just visually but in NPC behavior, romance expression, social norms, and traditions. [/p][p][/p][p]Requests also included restoring removed traits, expanding mental breakdown stages, strengthening relationship decay systems, adding arranged marriage drama systems, and increasing realism (like door-opening animations). [/p][p][/p][p]Thank you again for all your feedback this week.[/p][p]Since I’m only working two days this week, I worry that Friday’s preview might be smaller than usual. Instead, I’ll focus on reviewing your suggestions quickly and giving you more detailed responses. [/p][p][/p][p]This post ended up longer than expected. [/p][p]See you again on Friday. [/p][p][/p][p]kjun[/p]