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[v0.6.1] Hotfix Details

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

[/p][p]◆ Hotfix Details[/p][p]◽️ Patch Date: February 24th, 2026[/p][p]◽️ Game Version: [/p]
  • [p]Windows PC Steam : 20260223.10574.W[/p]
  • [p]Mac Steam : 20260220.10533.M[/p]
  • [p]Mac App Store : 5.4.38 (0.243) / 20260220.10534.M[/p]
[p][/p][hr][/hr][p][/p][p]Gameplay Update[/p]
  • [p]Added 2 Hanok presets to the Junghwa Parkville / Aram Estate Property lots[/p]
  • [p]Reduced the compensation amount for Heavy Rain / Heat Wave damage to 200 Mew[/p]
[p][/p][hr][/hr][p][/p][p]Bug Fixes[/p][p]Gameplay[/p]
  • [p]Fixed an issue where Zois would intermittently continue walking toward or get stuck in walls[/p]
  • [p]Fixed an issue where using the 'Restock Fruit Drinks' interaction outside of business hours would not place items on the sales counter[/p]
[p][/p][p]CAZ[/p]
  • [p]Fixed an issue where saving My Zoi presets was not possible for characters in certain save files[/p]
  • [p]Fixed an issue where color customization for some outfits was applied abnormally[/p]
  • [p]Fixed an issue where underwear would be visible when worn under certain outfits[/p]
[p] [/p][p]Build Mode[/p]
  • [p]Fixed an issue where customization of a specific area on the Rattan Drawer Dresser was not possible[/p]
[p][/p][p]UI/UX[/p]
  • [p]Fixed some text in the Lunar New Year event popup[/p]
[p][/p][p]Graphics[/p]
  • [p]Fixed reflection intensity and surface texture of used vehicle wheels[/p]
[p][/p][p]Crash Fixes[/p]
  • [p]Fixed some crash issues[/p]
[p][/p][p]Other Issues[/p]
  • [p]Fixed an issue where Mods would not automatically deactivate upon game update[/p]
[p]
[/p][p]※ For game stability, all mods will be automatically disabled when updates or patches are applied. [/p][p] 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]

Next Week’s inZOI Hotfix & Development Update (Updated)

[p]Hello. I’m posting a little earlier than usual today. [/p][p][/p][p]This week is a long holiday period in Korea, so there isn’t much to show in a video. Instead, I’d like to share what will be updated next week.[/p][p][/p][h3]Next Week Hotfix[/h3][p][/p]
  • [p]Reduced the frequency of natural disasters and adjusted disaster compensation.,[/p]
  • [p]Fixed an issue where Zoi would continuously walk into walls or objects and get stuck.,[/p]
  • [p]Fixed an issue where “Refill Fruit Drink” would not restock the display when the business was closed.,[/p]
  • [p]Fixed an issue in CAZ where some character Zoi presets could not be saved.,[/p]
  • [p]Fixed an issue where underwear was exposed when worn with certain outfits.,[/p]
  • [p]Fixed an issue where the cushion in the Hanok Studio background appeared abnormally thick in Customize mode.,[/p]
  • [p]Fixed an issue where certain areas of the rattan drawer cabinet could not be customized in Build mode.,[/p]
[p][/p][h3]Improvements Decided and Currently in Development[/h3][p][/p]
  • [p]Improving an issue where infant needs and interactions were not processed correctly.,[/p]
  • [p]Adding a user option to adjust rotation/movement and zoom-out speed.,[/p]
  • [p]Lights will automatically turn off when everyone is asleep.,[/p]
  • [p]Improving the issue where conversations would prioritize sitting if chairs/benches were nearby.,[/p]
  • [p]Adding the ability to save makeup and hairstyle per outfit situation.,[/p]
  • [p]Adding an option to lock outfits by situation.,[/p]
  • [p]Graphic improvements for high-end users and fixing awkward distant vehicle movement.,[/p]
  • [p]An emotion system to better show feelings/relationships between two Zoi.,[/p]
  • [p]More variety in bed/sleeping motions.,[/p]
[p][/p][p]We are continuously reviewing all the feedback you send us, and it truly helps a lot. I honestly believe that without your feedback, inZOI would not have developed this far.[/p][p][/p][p]This genre is complex—fixing one thing can sometimes break another. Since it functions similarly to a tool, there are countless possible interactions. For example, adjusting a single window frame can cause unexpected issues depending on its position and surrounding objects. [/p][p][/p][p]That’s why we chose to keep refining the game based on your reports and suggestions.[/p][p][/p][p]Please enjoy this week’s video as well.[/p][p]Thank you. [/p][p][/p][p]kjun[/p][p][/p][p]🔗 Discord: Link [/p][p]🔗 Forum: Link[/p][p][/p][p][/p][hr][/hr][p][/p][h3]Kjun’s Reply to Your Comments[/h3][p][/p][p]Hello, it’s Wednesday. As always, before I head home, I wanted to read through your posts and write some replies. Once again this week, I saw so many thoughtful and meaningful suggestions. Thank you. I’m finishing work later than usual today, so I may not be able to respond to everything in depth. I hope you understand. Still, I’ll do my best.[/p][p][/p][h3]Improvements to Zois’ Behavior and Autonomy[/h3][p][/p][p]Many of you mentioned that Zois’ autonomy is currently too limited and that they need more diverse reactions and behaviors depending on their individual personalities and situations. For example, when a Zoi behaves in a threatening way, police NPCs should properly intervene, and interactions between Zois should feel more varied and natural. We acknowledge that this area still needs significant improvement.[/p][p][/p][p]We will continue working to make personalities more distinct and ensure that reactions vary accordingly. In addition, there was a structural limitation in the game that prevented police NPCs from reacting immediately to threatening behavior. This issue will be improved in the April update.[/p][p][/p][p]To explain further: the root cause was a fundamental system limitation where reaction animations could not play until the currently ongoing motion was fully completed. We have been addressing this core issue and are planning to include the fix in the April update.[/p][p][/p][p]There were also many requests for more differentiated behaviors based on emotions and personality traits. Players want a system where Zois show “unique behaviors,” meaning that even in the same situation, different Zois respond differently. For example, emotions such as fear, anger, and joy should be expressed through varied gestures and facial expressions, and nearby Zois should react differently as well—creating a kind of “social ripple effect.”[/p][p][/p][p]We recognize that this is currently an area where inZOI is lacking, and we are actively improving it. Due to resource limitations, we may not be able to apply this level of detail to every action. However, at least for important situations, we will implement behavior differentiation based on emotion and personality.[/p][p][/p][h3]Personality and Memory System[/h3][p][/p][p]Many of you feel that the current personality system is too limited and abstract, and that it should evolve into a deeper, multi-layered system where players can directly shape personalities.[/p][p][/p][p]There were suggestions to reference psychological models such as MBTI or the Enneagram to introduce dynamic and evolving personality traits. You also expressed a desire for a memory system, where Zois’ experiences influence their behavior and emotions over time.[/p][p][/p][p]Personality traits should be clearly connected to emotional responses and actions, and personalities should change flexibly depending on growth and stressful situations.[/p][p][/p][p]While memories do not permanently affect Zois in every case, recent memories between Zois do influence the context of their conversations. For example, if a Zoi recently had a negative romantic experience with another Zoi, they are more likely to choose negative romantic dialogue options. On the other hand, if they had a positive memory, they are more likely to select positive interactions.[/p][p][/p][p]In addition, some events that a Zoi personally experiences may remain as trauma and restrict certain behaviors. [/p][p][/p][h3]Animation and Graphics Improvements[/h3][p][/p][p]Many of you pointed out that Zois’ animations sometimes feel unnatural, particularly hand movements, facial expressions during conversations, walking speed and posture, and emotional expression. There were also requests for improvements to camera controls, vehicle driving animations, and additional animations for phone usage to enhance immersion.[/p][p][/p][p]We are currently improving high-end graphics processing while also optimizing visuals so that lower-spec systems can achieve better graphical quality. We will update this as soon as possible.[/p][p][/p][p]In particular, there have been many comments about issues with facial expressions and emotional delivery during conversations. We plan to conduct a thorough review and inspection of these animations.[/p][p][/p][h3]Life Cycle and Job Systems[/h3][p][/p][p]There were requests to expand life stages—such as babies, toddlers, and teenagers—with more unique clothing, behaviors, and furniture animations. For example: swaddling blankets for babies, toddler high chairs, toddler clothing, and hairstyles.[/p][p][/p][p]Toddler customization is being gradually expanded. We have already developed the ability to change toddler outfits. We are currently working on features such as seating toddlers in chairs and bathing them.[/p][p][/p][p]For the job system, there were proposals to add new occupations such as supermarket cashiers, police officers, criminals, garbage collectors, and groundskeepers. There were also suggestions to expand job-specific features—for example, fingerprint collection, arrests, and vehicle inspections for police roles.[/p][p][/p][p]We also received feedback about expanding crime-related content, introducing mini-games, adding tool and equipment systems, and implementing crime reporting and punishment systems.[/p][p][/p][p]In daily life, players requested more detailed and varied animations for actions such as cleaning, cooking, sleeping postures, bathing, and changing clothes. We are continuously developing more motion variety. Some of you even provided very detailed reference materials—I may have to run straight to the motion capture studio! [/p][p][/p][h3]Interface and Gameplay Improvements[/h3][p][/p][p]There were many requests for UI/UX improvements, including automatic lighting, phone call and text message animations, a mini-map, schedule management, and clearer displays of relationships and emotional states.[/p][p][/p][p]We are currently developing a system that allows players to choose between the previous UI and the current one. The mini-map, phone calls, and text message controls will be included in the next update. [/p][p][/p][p]Automatic lighting turned out to be simpler to implement than expected, but we encountered performance issues. If used frequently, it can slow down the game. We are currently discussing whether to implement it while accepting some performance impact, or to invest more R&D time to create a lighter solution.[/p][p][/p][p]There were also suggestions to assign wardrobes and drawers to individual Zois, allow clothing purchases and outfit changes in stores, and introduce an online shopping system. This is currently in development and will likely be included in the April update. [/p][p][/p][h3]Social and Environmental Elements[/h3][p][/p][p]There were requests to make NPCs and Zois behave more naturally throughout the city, including adjusting crowd density, differentiating congestion levels by public location, and adding animals and natural elements.[/p][p][/p][p]Suggestions included implementing crime reporting systems, news systems, and social reputation mechanics such as fame and fear meters.[/p][p][/p][p]There were also ideas to enhance psychological realism, such as school counseling systems, mental health and therapy systems, and reflecting identity struggles during adolescence.[/p][p][/p][p]There has been active discussion comparing inZOI with The Sims series, along with strong requests for inZOI to build its own unique and deeply layered systems.[/p][p][/p][p]One particularly memorable suggestion this week was adding an “obituary news” feature to the game. Although inZOI still has many areas to improve, reading ideas like this makes me feel hopeful that, step by step, we may truly build a world that once existed only in imagination.[/p][p][/p][p]Thank you again for sharing so many thoughtful suggestions about improving and expanding the overall systems of inZOI this week.[/p][p][/p][p]Your ideas are inspiring and moving, and sometimes I wonder if my development pace is too slow compared to the passion you all show. Still, I will continue doing my best.[/p][p][/p][p]See you again on Friday.[/p][p]Thank you. [/p][p][/p][p]kjun[/p]

inZOI Development Update Before the Holiday (Updated)

[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]

[v0.6.0] Mini Update Patch Notes

[p]◆ Update Information[/p][p]◽️ Patch Date: February 12, 2026[/p][p]◽️ Build Version:[/p]
  • [p]Windows PC Steam : 20260211.10377.W[/p]
  • [p]Mac Steam : 20260211.10378.M[/p]
[p][/p][hr][/hr][p][/p][h2][/h2][p][/p][previewyoutube][/previewyoutube][p][/p][p]In this mini update, you can enjoy more of our new Fundamentals First improvements and also try out new outfits and Build Mode assets that express timeless, beautiful traditions.[/p][p][/p][p]To celebrate the year of the horse, we also have a special giveaway on Canvas, so be sure to check out the details below.[/p][p][/p][p]While each update may include new additions like these, our main focus will continue to be improving the core elements of the game. With every incremental update, we hope to see inZOI get closer and closer to its eventual completion.[/p][p][/p][p]Happy Lunar New Year, everyone![/p][p][/p][h2]■ Create a Zoi[/h2][p]In this update, we added special Lunar New Year-themed outfits and accessories that celebrate timeless traditions.[/p][p]Plus, wearing these new items will allow your Zoi to unlock unique interactions![/p][p][/p][p]19 New Items[/p]
  • [p]Hair: 2 items[/p]
  • [p]Sets: 9 items[/p]
  • [p]Shoes: 4 items[/p]
  • [p]Hats: 4 items[/p]
[p][/p][h2]■ Canvas[/h2][p]To celebrate the year of the horse, we’ll be giving away ‘Horse Mask’ accessories (equipped with unique interactions!) through Brainstorm with Kjun on inZOI’s official Discord server. [/p][p]You can join the server by visiting https://discord.gg/inzoi.[/p][p][/p][p]We also added new search filters to make it easier to find the right creations.[/p]
  • [p]Address (by City, Property)[/p]
  • [p]Traits[/p]
  • [p]Characteristics[/p]
  • [p]Price[/p]
  • [p]Mods[/p]
[p][/p][h2]■ Build Mode[/h2][p]In addition to all the outfits, we prepared Lunar New Year-themed Build Mode assets to truly complete that desired look.[/p][p][/p][p]55 New Items[/p]
  • [p]Stairs: 2 items[/p]
  • [p]Pillars: 1 item[/p]
  • [p]Windows: 2 items[/p]
  • [p]Doors: 3 items[/p]
  • [p]Roof: 4 items[/p]
  • [p]Fences: 1 item[/p]
  • [p]Gates: 1 item[/p]
  • [p]Handrails: 1 item[/p]
  • [p]Material: 17 items[/p]
  • [p]Accessories: 6 items[/p]
  • [p]Furniture: 4 items[/p]
  • [p]Cushions: 2 items[/p]
  • [p]Wall Decorations: 1 item[/p]
  • [p]Lighting: 6 items[/p]
  • [p]Others: 4 items[/p]
[p][/p][p]Improvements[/p]
  • [p]Ullim Cafe has been updated and a Hanok property has been added to Ullim Temple.[/p]
  • [p]AI Build now supports wall and floor coloring, and can even categorize bedrooms and bathrooms based on their size.[/p]
[p][/p][h2]■ Gameplay[/h2]
  • [p]Smart Zoi's action selection has been further optimized, and the Korean language model is now available once again.[/p]
  • [p]The ingredients previously available during the holiday event can now be found at Smartphone > Pocket Market > Fresh.[/p]
    • [p]Cookie Man Crafting Kit[/p]
    • [p]Cookie House Crafting Kit[/p]
    • [p]Tree Cookie Crafting Kit[/p]
  • [p]A new sub-banner for the CONNECT clothing store has been added to the lobby.[/p]
    • [p]New free outfits have been added to the store.[/p]
[p][/p][h2]■ Mods[/h2]
  • [p]In-Game[/p]
    • [p]An integrated management UI for in-game mods has been added.[/p]
  • [p]ModKit[/p]
    • [p]An object sound mod wizard has been added.[/p]
    • [p]DA mods have been converted to .json format, and a migration feature has been added to support this change.[/p]
    • [p]A button has been added to ModKit to provide further modding support.[/p]
[p][/p][h2]■ Interactions[/h2]
  • [p]A new Sit interaction has been added to cushions.[/p]
[p][/p][h2]■ Simulation[/h2]
  • [p]The time required to catch a cold when staying outdoors in the rain without an umbrella has been extended from 1 hour to 6 hours.[/p]
[p][/p][h2]■ Bug Fixes[/h2][p]
[/p][p]If you discover any bugs or errors during gameplay, please report them via the Bug Reports page on the official inZOI Forums.[/p][p][/p][p]Your feedback greatly helps us improve the game.[/p]