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Hello everyone!
I hope you're having a fantastic Friday.
It's great to see you all again.
This week, I've continued focusing on improving autonomous behavior.
Our main goal this week has been to make it much clearer why a Zoi visits a particular location.
Until now, even when Zois visited places like cafés or bakeries, they often spent most of their time wandering around, chatting with others, checking their phones, or using the restroom instead of actually accomplishing the purpose of their visit. While these behaviors help make them feel more lifelike, they occurred so frequently that many players felt it became difficult to tell what they had come there to do.
To address this, we're changing the system so that Zois will prioritize fulfilling the purpose of their visit. For example, if a Zoi visits a bakery, they'll purchase bread, go through the necessary steps, sit down to eat it, and then return home. Of course, we still want them to feel like real people, so they'll occasionally have brief conversations or encounter unexpected situations along the way. The goal is to avoid making their behavior feel overly scripted or mechanical.
We're also rebalancing how Zois spend their time at each location. Most of their actions will now be directly related to their primary objective, while random behaviors—such as looking around or chatting—will occur much less frequently. At the moment, we're aiming for roughly 90% purpose-driven actions and 10% random behaviors.
That said, making the behavior sequence too rigid can introduce new problems. For example, if there are no available seats or a required condition isn't met, a Zoi could end up getting stuck. Because of this, we're also researching ways to strengthen purpose-driven behavior while still allowing Zois to adapt flexibly to changing situations.
Another important improvement we're currently working on is changing the logic that forces Zois to stay at a location for a fixed amount of time. Instead, once they have completed their intended objective, we want them to head back home naturally.
These improvements are currently being developed for standard lots such as cafés, bakeries, and parks. Business lots and schools already have their own development plans, so they are being worked on separately.
Since this feature is still under development, we're continuing to test and fine-tune it to ensure it feels natural during gameplay. Ultimately, our goal is for Zois to do more than simply wander around a location—we want players to clearly understand why each Zoi chose to visit a particular place.
That's all for this week. We hope you enjoy this week's development video from the inZOI team, and have a wonderful weekend!
–Kjun ※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
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: July 30, 2026
◽️ Game Version:
Windows PC Steam : 20260727.14099.W
Mac Steam : 20260727.14097.M
Mac App Store : 5.4.70 (0.296.61) / 20260727.14098.M
Epic Store : 20260728.14120.W.MODKIT.EGS
Gameplay Updates
Mitigated an issue that caused a Zoi to suddenly spawn right before your eyes.
Improved an issue where the route looked awkward when moving to certain locations.
Bug Fixes
Gameplay
Fixed an issue where you were intermittently unable to interact with the baby
Fixed an issue where "Purchase" could not be processed at kiosks on Business Properties
ModKit
Fixed a crash that occurred when deleting a mod project that included Hair Mode.
Optimized the excessively large assets distributed with the Sample_Build mod.
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
Hello everyone, and happy Friday!
As always, we're sharing a video showcasing what the inZOI team has been working on this week.
Lately, the team has been approaching development with a fresh mindset by going back to the fundamentals. We've been carefully reviewing every part of the game and improving it piece by piece. The more closely we look, the more areas we find that should have been better from the beginning, and that leaves us feeling truly sorry.
Even so, I believe that as long as we have a clear goal and continue moving toward it, we may stumble, but we won't stop moving forward.
Recently, I've been focusing on redesigning our autonomy system. For this update, I wanted to revisit it from the ground up rather than making small adjustments, so I've been rebuilding much of its decision-making logic.
For example, when a ZOI wants to sit down and eat, the game now searches for the most appropriate dining location step by step.
First, it checks whether there is a dining table or table in the same room. If none is available, it gradually expands the search to look for suitable tables farther away.
If the ZOI is inside a residential or business lot, the search covers the entire lot, prioritizing indoor dining areas before considering outdoor spaces. If the ZOI is in a public area or somewhere outside a lot, the search looks for a suitable table within a 40-meter radius.
If no usable table can be found, the ZOI will instead find a nearby chair and eat while holding the food. If family members or friends are nearby, the system also tries to have them sit close together so they can share the meal naturally.
Of course, if many ZOI's perform this decision-making process at the same time, it can become expensive from a performance standpoint. To address this, we've also been optimizing the search order, limiting the search scope, and reducing unnecessary calculations so these improvements remain efficient.
I'm honestly embarrassed that such fundamental behaviors still needed this level of attention. If you've noticed other situations where a ZOI's autonomous behavior feels awkward or unnatural, please let us know. Your experiences and feedback are incredibly valuable and often help us design better solutions.
We'll continue reviewing the game one system at a time and keep working to make inZOI a better simulation.
The summer heat has been especially intense in many parts of the world lately. Please take care of yourselves, stay cool, and have a wonderful weekend.
Thank you.
Kjun ※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone. Hard to believe we're already halfway through the week.
Here's another update on what we've been working on.
A little while ago we shared a preview video of diving. Back when we introduced the open ocean and scuba diving last summer, many of you told us you wanted to swim freely beneath the surface.
As we finally started building the diving feature we'd been putting off, simply moving through the water didn't feel like enough — so we've added gatherable resources and other things to do down there as well. We'll do our best to make it live up to your expectations.
We've been receiving a lot of feedback about Smart Zoi lately, and we're currently in discussions with the team responsible to get those improvements implemented.
As our existing content expanded, several bugs appeared where Smart Zoi failed to respond properly. That's where we're starting. Once those discussions wrap up, we'll share the details with you as soon as we can.
If there are functions you'd like Smart Zoi to handle, please leave your thoughts — we'll review them together.
We'd love to only ever bring good news, but we have something disappointing to share as well: we've decided to discontinue the AI Building feature.
We're sorry to those of you who have been using it. However, we concluded that with the technology available today, we can't reach the level of quality you're expecting from it. We'd rather redirect the research budget behind this feature toward other AI features where it can make a real difference.
If there are AI features you'd like to see, let us know and we'll pass your feedback directly to the team.
Decisions to remove a feature are never made lightly. Next time, we hope to be back with better features and content.
It's been brutally hot in Korea lately — even stepping outside for a moment is exhausting. How is your summer going? Please drink plenty of water and don't push yourselves too hard in this heat. We'll do our best to at least give you a cool ocean to escape into in-game.
It's thanks to your continued interest and feedback that we're able to find our direction. Truly, thank you. We'll see you again next week.
※ (Updated July 22, 05:15) Maintenance for Canvas was completed early at 05:06 (UTC).
Hello, Creators.
Canvas will be temporarily undergoing maintenance during the following period.
Please check the information below for more details.
◆ Details
◽️ Maintenance Period: July 22, 2026 (Wed), 03:00 - 07:00 (UTC)
※ The maintenance schedule may change depending on the progress of the work, and if there are any changes, we will provide additional information through this notice.
While maintenance is underway, players will be unable to access Canvas or upload creations to Canvas from the game.
Canvas will be available for access once maintenance is complete.
We will remain committed to providing Creators with a more stable and enjoyable experience.
Thank you,
The inZOI Team
Today is a public holiday here in Korea. Even so, I wanted to keep my promise and share another development update with you. Just kidding—this post was actually written yesterday.
I joked because I sometimes feel that if I let you see how hard we're working, it might be a little easier to understand why the game is still a work in progress and to keep waiting for us. This week as well, I'd like to share some of the things we're currently developing.
This month, we've been spending a great deal of time fixing bugs and improving existing features. This is now my fourth year developing games in this genre. If someone asked me what the single most important element of a life simulation game is, I would answer without hesitation: the autonomy system that makes ZOI feel like real people living their own lives.
When development first began, we studied The Sims extensively, along with many development materials and presentations about how that genre had evolved. We even consulted experts in robotics. In the end, however, most of what we needed simply didn't exist, so we had to create it ourselves. Building a system that allows Zoi to think and act independently was easily the most difficult challenge I've faced.
Right now, each ZOI scans nearby interaction targets, evaluates them based on needs, traits, personality, preferences, and other factors, calculates a score for every possible action, and then chooses the highest-scoring one. Within roughly a 40-meter radius, the system evaluates a large number of possible interactions, selects the most appropriate target, moves there, and performs the chosen action.
This approach has served us well so far, but recently I've become increasingly aware of its limitations. Because of that, we've decided to go back to the drawing board and redesign the autonomy system itself.
In the future, I want ZOI to satisfy their immediate needs first, but after that, instead of repeatedly choosing whatever action has the highest numerical score, they should naturally make decisions that reflect who they are. Rather than relying primarily on score-based priorities, we're moving toward designing behavior through rules that resemble the way people actually make decisions.
For example, an outgoing ZOI should naturally spend more time socializing with others, while a family-oriented Zoi should prefer spending time with their spouse and children. If a couple visits a park together, I don't want them to immediately wander off in different directions. I want them to walk together, chat with each other, and naturally enjoy spending time as a couple.
Looking back, I think I temporarily lost sight of the fact that this system is the true engine of a life simulation game. Adding new features is certainly important, but I've come to realize once again that autonomy should be the foundation that naturally connects every other system together.
As our plans become more concrete, I'll continue sharing them with you and listening carefully to your thoughts. Your feedback has been an enormous help in shaping the direction of development.
Writing this also reminds me that I'm still showing you a game with many unfinished parts, and I genuinely feel sorry for that. My biggest goal right now is to turn that feeling into meaningful updates as quickly as possible.
Throughout July, improving the autonomy system will be our highest priority. Then, next month, we'll focus on strengthening the connections between the game's various content and systems so that they work together more naturally. Step by step, we'll continue making steady and meaningful progress.
kjun
P.S We also have quite a few channels and categories on our Discord now, so we're planning to reorganize them to make everything easier to navigate. Of course, none of the existing content will be lost—we'll be keeping it all. As with our other improvements, we'll share the proposed changes with you first and ask for your feedback before making any decisions.
※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone,
Wednesday's communication time has come around again. It seems like you all enjoyed last week's candid dev talk, so I'd like to keep it going (please let me know if it's just me who thinks so).
I'm really glad you gave such enthusiastic support for the jump shortcut issue we discussed last time. As requested, we'll offer a shortcut key option, change it to the spacebar, and announce it clearly in the patch notes. We'll continue to ask for your opinions on Wednesdays before making important changes like this going forward.
Next, we're working on expanding the family creation feature in the character creation UI, which we mentioned before. Currently, inZOI's character creation UI requires moving back and forth between several screens to create a family, and setting up family genetics/relationships has also been inconvenient for a while — we're working to improve this. We're also preparing to let you add voices, add family members, and change family relationships in-game, as well as select characters at the baby/toddler stage, and capture the final look as a photo. We've tried to preserve existing usability as much as possible, but there will be some minor changes as features are added, which we'll cover in detail in a video.
We're also continuing work on the meal/cooking system enhancements we previewed recently. Playing inZOI at a relaxed pace, I once again realized how much time meals take up besides sleep. While working on adjusting cooking/meal priorities, we discovered an issue where large-portion food couldn't be taken directly from the fridge or inventory to eat, so we're working with the team in charge to fix this inconvenience. We're also considering adding more lively reactions related to meals — for example, realistic reactions like a fire breaking out if food is left unattended on the stove. Just the cooking/meal features alone might take the person in charge the whole year, but since so many of you brought it up, we're raising its priority. We're adding a lot of new dishes too — is there a food you'd really like to see added to inZOI?
We're also preparing the "spend the night" feature this time. Instead of turning existing friend/romantic relationships into family members or a social event, we're planning to offer it as a choice within a more natural conversation flow. We had pushed this down in priority since similar features could substitute for it, but with the goal of making your immersion and NPCs feel closer to you, we're going to build it starting now and use it as a tool to gradually expand relationship narratives. If you have any ideas for immersion-focused systems like this, please feel free to share them.
That's all for today's dev communication. We're deeply grateful to those who continue to show unwavering love for inZOI despite its shortcomings, and inZOI Studio will keep working hard to improve and complete the game to repay that love.
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: July 15, 2026
◽️ Game Version:
Windows PC Steam : 20260715.13878.W
Mac Steam : 20260714.13865.M
Bug Fixes
Gameplay
Fixed an intermittent issue where Zoi couldn't pick up a toddler after bathing them.
Fixed an issue where a certain Zoi would repeatedly brush their teeth, take a bath, and perform other actions on weekday mornings.
Partially fixed an issue where Zois would occasionally fail to satisfy their Hunger need through autonomy.
Fixed an issue where Zois did not react to intermittent fires.
Improved so that, during conversations among multiple Zois, a Zoi can naturally be excluded from the conversation in certain situations.
Partially improved an issue that caused longer wait times before starting a cooperative interaction
Crash Fixes
Fixed some Crash-related issues
Other Issues
Fixed an issue where a bug in the CurseForge browser could cause loading to hang or crash when opening the browser.
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
Hello everyone, and happy Friday!
Today, I would like to share a summary of the issues that we believe the development team should prioritize, based on the feedback you have shared with us so far. While we may not be able to resolve everything immediately, we wanted to explain which areas we currently consider most important and continue the conversation with all of you.
We have identified three major areas that require the most improvement:
Improving overall game stability, resolving bugs, and refining the simulation
Creating more natural connections between the family, school, personality, economy, and relationship systems
Adding greater depth to newborn, toddler, and child development, as well as family gameplay
Our first priority is to connect the game’s systems more naturally so that Zois can live and behave in a more lifelike way.
We are currently expanding the systems in the following directions. Please take a look, and continue sharing your thoughts and suggestions with us—they will be extremely helpful to the development team.
Academic performance will affect employment opportunities, promotions, business performance, and other aspects of a Zoi’s life.
Poor family relationships may negatively affect a Zoi’s grades at school or lead to major workplace decisions, such as resigning from a job.
A Zoi’s traits will be reflected in the frequency of their actions and daily routines, such as exercising or reading.
Workplace performance, business results, and financial circumstances will vary depending on how well a Zoi’s career, abilities, and personality align.
Traits and experiences developed during early childhood will continue to influence a Zoi throughout adolescence and adulthood.
Experiences involving food or accidents during childhood may remain as preferences, aversions, or phobias later in life.
Significant emotions and events will be recorded in greater detail through a Zoi’s memories and life history, helping players understand the reasons behind their behavior.
Important moments will be viewable through the News Feed UI, and players will be able to take and save their own photos of those moments.
By connecting these systems more naturally, we hope to portray each Zoi’s life in greater depth, shaped by their unique experiences, personality, and relationships.
We addressed many issues this week as well. We sincerely appreciate everyone who continues to support inZOI despite the areas where the game still falls short. Your support motivates us to keep working toward a better experience.
We are currently addressing the following issues as part of our ongoing build stabilization efforts:
A crash that may occur when loading a save file during gameplay
An infinite loading issue when switching between family members in a six-person household
A crash that may occur during death by old age
An issue where a child Zoi may suddenly be marked as having graduated from high school after aging up
An issue where a Zoi’s enrolled high school may change during the save and load process
An issue where room detection may fail depending on the direction in which walls are built, causing floors to be deleted
An issue where parts of existing walls may disappear after moving connected rooms
An issue where a Zoi’s hunger need may not be satisfied even while they are at home
An issue where a graduation ceremony may be unable to continue because the teacher does not appear etc.
It was a pleasure to hear your many thoughts and suggestions again this week. We carefully review all the feedback you send us, and it continues to serve as an important guide as we work to make inZOI better.
Have a wonderful weekend, everyone.
Thank you.
kjun
※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello, everyone.
Starting this Wednesday, we'd like to reach out to you in a slightly different way than before. We want to share more details about the things we're currently working on individually, and to talk through some of the questions we've been wrestling with together with you. The reason we haven't communicated this way until now was our concern that we might cause you worry during a period when important directions were shifting. But we've come to feel it would be better to strengthen our communication with you, so we've decided to try a new approach.
There's quite a lot to cover regarding this update, so today we've picked out the parts that were especially difficult for us to handle, along with the parts we think you'll particularly enjoy, to talk about first.
The first thing we'd like to mention is the 'Cahaya' region. We're planning to improve this previously empty area in the next update. It was originally built around a travel concept, but at the time it overlapped with other schedules, so we ended up wrapping it up in a hurry without being able to devote enough time to it—something we regretted. This time, we want to take our time and fill in, one by one, the parts we couldn't complete back then.
Beyond the region, several improvements are also being made on the character side. We're refining the autonomous behavior feature so that characters' personalities and emotions are reflected more naturally, and we're working with our team to address the shortcomings we've found along the way. We've also made changes to how facial expressions are handled. Previously, only a single expression—defined by the main emotion or interaction—was used, but now we're improving it so that expressions reflect the situation. For example, even if the main emotion is 'joy,' a character who feels bored while watching TV will make an expression to match.
When it comes to character movement, we also have some new news. Looking back, in the early days we never expected that 'inZOI' would get a jump feature—but we're now developing exactly that. That said, we're still deciding whether to make the spacebar the jump key or keep it as the family-switch key as before, so we'd love to hear your thoughts.
As an extension of this effort to expand interactions, we can't leave out 'Active Mode,' which was introduced earlier through a streamer's video. Given all the interest you've shown, we're putting it together so we can show it to you as soon as possible. That said, given the nature of a life simulation game, we're still weighing whether it's appropriate to include the somewhat violent interactions between characters seen in that video.
As you can see, we're developing and preparing a variety of things this week as well, and we'll continue to actively incorporate your feedback to make an even better game. Today in Korea is what's called 'Chobok', a day when people eat nourishing food to get through the heat. We hope you'll take good care of your health and beat the heat too. Please look forward to the next 'inZOI' update as well.
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: July 9th, 2026
◽️ Game Version:
Windows PC Steam : 20260708.13735.W
Mac Steam : 20260708.13729.M
Gameplay Updates
Temporarily removed the feature where Zois automatically prepared meals when it was mealtime.
※ There were situations where meals were being prepared in unintended ways, so we've temporarily removed this feature. We plan to improve it and add it back in the future. Thank you for your understanding.
Improved the autonomous behavior system for Zois.
※ Reduced situations where Zois engaged in too many conversations, and improved their behavior so they choose interactions that fit the situation when their needs are low.
Bug Fixes
Gameplay
Partially fixed an issue where Zois would occasionally stop without performing autonomous behavior
Fixed an issue where Zois who had not graduated from high school could occasionally appear as graduates
Fixed an issue where milestones that had not been completed would occasionally be marked as achieved ※ Please note that milestones already marked incorrectly may remain. Thank you for your understanding.
Fixed an issue where switching families while playing a multi-member family could cause infinite loading
Create a Zoi
\ Fixed an issue on Mac where the CAZ window background became brighter and the lighting flickered
Crashes
Fixed some crash issues
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
Hello,
It is a wonderful Friday. I would like to share this week’s development progress from the inZOI team.
First, there seems to have been some misunderstanding regarding last week’s post. To clarify once again, the list we shared last week consists of items we are preparing with the goal of including them in the update at the end of August.
Separately from that work, we are also continuing to develop the FF list in parallel. It is true that we have not been able to address as many FF items as we would have liked so far. However, around 40% of them have been handled, and there are many items we have not been able to disclose yet due to the update schedule and release order. In the second half of the year, we plan to focus more heavily on FF.
In recent builds, we have been finding more bugs and stability issues than expected. As the person responsible for development, I find this situation deeply unfortunate, and it weighs heavily on me. Even today, we identified three new major issues, and we are preparing a hotfix by working on them over the weekend. With thousands of features in the game, even a single broken part can create a chain reaction of problems, which makes things difficult for the team.
We always want to show you a better game, but we know there are still many areas where we fall short. For that reason, rather than pushing too hard to add new features in this update, we plan to focus more on reducing bugs and improving stability.
I feel like I may be repeating the same message every time, almost like “The Boy Who Cried Wolf,” but this time, we will do our very best to prove it through results. I believe in the inZOI team.
Thank you sincerely to everyone who continues to support us and generously share your feedback.
Have a wonderful weekend.
kjun ※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone,
First of all, I would like to sincerely thank everyone who took the time to share such detailed feedback.
This round of feedback included many specific thoughts on where inZOI needs more depth, which elements are interrupting the flow of gameplay, and how inZOI can further strengthen its own identity. I would like to share in more detail what direction the development team is currently considering.
The biggest direction we confirmed from this week’s feedback is that personality, emotions, relationships, skills, autonomous behavior, group activities, and school life should not exist as separate systems. Instead, they need to connect with each other naturally. Since many of you have continued to raise this point, the inZOI team sees it as a very important task and is preparing development around it. Recently, it would not be an exaggeration to say that a significant part of our overall development direction has been focused on improving this sense of connection.
In particular, we carefully reviewed the feedback that a Zoi’s personality and traits need to be reflected more clearly in their actual behavior. Even in the same situation, each Zoi should react differently. When their priorities for autonomous behavior, conversation style, emotional expression, and daily routines vary, the character can feel much more alive. We also believe that emotional expression should not simply be more intense, but should appear naturally according to the situation and the Zoi’s personality.
While adding interactions based on time, place, and role, we also identified a bug where conversations were occurring abnormally often. We also found cases where a Zoi would suddenly bring up negative conversations when left alone. Because of this, we are reviewing the conversation selection logic, which had not been sufficiently refined until now. Some improvements will be applied through tomorrow’s patch. Our goal is to make conversations occur not as simple random events, but as natural results of accumulated context, mood, and situation. We want players to feel that they can understand why a certain topic came up at that moment.
We also reviewed many opinions about the text message UI. Many players felt that the current structure, where a small notification appears first and the player can open the phone when they want to check it, feels more natural and realistic. On the other hand, there were also concerns that a full message popup could block the screen and interrupt the flow of gameplay. Therefore, we currently plan to maintain the existing text message UI structure.
However, apart from the UI structure, we do believe the content of text messages needs to better reflect each Zoi’s personality, intimacy, relationship status, emotions, and situational context. Recently, while reviewing issues related to emotions and conversations with the team, we also found that some emotion colors overlap and can be confusing. Because of this, we plan to reorganize the emotion colors as well. Once this is ready, we will share the results as soon as possible. We will also improve the names of interaction targets and the conversation mood UI so that emotions, situations, and context can be communicated more clearly.
We also took the feedback on the skill system very seriously. Many players said that for skills to feel like real growth, elements such as knowledge, practical experience, aptitude, failure, feedback, specialization, and rewards need to be better connected. It is difficult to change the entire structure all at once, but we will continue reviewing ways to make skills feel like a more meaningful long-term growth experience. We will also work on aligning the tone of skills with emotions, and in the long term, we hope to make abilities naturally influence not only balance, but also careers, economic activity, and conversation ability.
We are also paying close attention to feedback about group activities and the experience of doing things together. In situations involving family, friends, dates, school, restaurants, or clubs, if Zois scatter and act separately instead of behaving like people who came together, the sense of relationship and situational context becomes weaker. We believe the game needs a structure where the purpose of a group naturally leads to actual behavior, such as sitting at the same table, eating together, watching TV together, dancing together, or moving together.
Because of the bug that caused too many conversations to occur, we applied somewhat stronger restrictions to casual chat behavior. However, it seems that cooperative actions did not sufficiently reflect target weighting in the same way conversations did. We are also fixing the recent issue where Zois keep trying to leave the lot. We are preparing improvements in this area so that we can show better results in August. We also plan to adjust the data so that Zois behave more appropriately in parks and outdoor areas.
We also reviewed feedback on autonomous eating behavior. Situations where another Zoi eats a snack while a family meal is being prepared, cooks new food when leftovers are available, or repeatedly cooks even when they are not hungry can reduce the natural feeling of a life simulation. While adding interactions based on time, place, and role, we also experimented with behavior where a parent character prepares food when present. However, when we try to add intention to every action, the simulation can sometimes become unstable in unexpected ways, so this is not an easy task. Even so, we do not intend to give up. We will organize the meal rules that many players have requested and also work on increasing the variety of food.
We also received a lot of feedback about school and teen content. Many players responded positively to the High School update, but there were also many suggestions regarding school hours, club activities, homework, movement flow, uniforms, lockers, Prom, and commuting methods. We believe school should not simply be a place for classes, but a space where friendships, clubs, teenage daily life, and growth events all occur together.
We clearly recognized the concerns regarding graphical quality as well. Optimization remains an ongoing task, but many players also want to experience sufficiently high visual quality on high-end systems. The Ultra option needs to truly feel like Ultra, and issues such as vegetation, lighting, reflections after rain, distance rendering, and the perceived impact of DLSS have continued to be mentioned. Many players also requested that low-end optimization and high-end visual quality preservation be separated as much as possible. We are also reviewing graphical improvements for the next update, although the actual results are likely to arrive around October. We want inZOI to offer options that allow high-end users to enjoy better graphics.
We also consider the feedback that the city needs to feel more alive very important. A city should not simply be a beautiful background. It should feel like a living space where NPCs move with purpose, and where activities and events appropriate to each location naturally take place. We will continue working to create more diverse spaces that support this feeling.
We also reviewed feedback related to CAZ, hair, clothing, Build Mode, and Canvas. More diverse hairstyles and clothing, customization that reflects different ages and cultures, search and filter functions, better management of downloaded buildings, and improvements to lot information and previews are all important for making creation and sharing more convenient. We will take these opinions into account as we continue shaping the development direction.
Once again, thank you to everyone who shared such detailed feedback. We cannot reflect every opinion exactly as it is or implement everything immediately, but the key issues that have been raised repeatedly will continue to be reviewed internally and considered in our priority discussions. Some errors and improvements related to autonomous behavior will be addressed in tomorrow’s hotfix.😭
We will continue improving inZOI so that characters, relationships, cities, and daily life can connect more naturally as a life simulation.
kjun
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: July 1, 2026
◽️ Game Version:
Windows PC Steam : 20260701.13568.W
Mac Steam : 20260630.13553.M
Bug Fixes
Gameplay
Fixed an issue where changes were not saved after editing an NPC Zoi with the CustomZoi cheat
Build
Fixed an issue where pool water surface customization was unavailable
If pool water surface customization is set incorrectly, you can customize it normally by selecting \ > \ > \.
Fixed an issue where furniture preset scrolling was unavailable in Build Mode
Fixed an issue where the camera would move to the top floor when entering Build Mode with floor lock enabled
Crashes
Fixed an issue where entering the CurseForge browser could cause infinite loading or a crash
Fixed a crash that intermittently occurred when teenage Zois were going to school
Fixed an issue where a crash could intermittently occur when saving a preset with the Done button in Character Studio
Other Issues
Fixed an issue where some text related to careers and school was not translated in multilingual environments
Fixed an issue where MOD outfits were not applied correctly when using a preset that included installed MOD outfits from the \ start screen
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
Hello everyone,
Since this update has just been released, we don't have a new development video to share this week. Instead, we'd like to talk about how our team reviewed the feedback you've been sending us and share the direction we've decided to take moving forward.
If you feel we've overlooked something or made the wrong call, please don't hesitate to let us know. We genuinely value your feedback, and if necessary, we'll revise our plans accordingly.
One important change we've made internally is reorganizing our development process. Rather than keeping a dedicated team focused solely on bug fixing and stabilization, every member of the development team is now contributing to improving the areas listed below while continuing to resolve bugs and increase overall stability.
To eliminate bugs, stabilize existing features, and ensure every system works together naturally and reliably, creating a game that feels as close to real life as possible.
Add family photo capture and saving.
Support editing entire families together.
Expand family relationship and family bond settings.
Introduce family presets.
Allow players to add new family members during gameplay.
Improve conversations so they better reflect the current situation and context.
Expand and refine dialogue choices.
Allow new acquired traits to develop based on characters' values.
Improve the Aspiration system.
Further develop the Expectations system.
Add more personality traits.
Increase the maximum number of traits a character can have.
Prepare the new Donut Trait specialization system.
Add ambitions designed specifically for children.
Improve emotional expressions and animations.
Improve meal-related behaviors.
Add a wider variety of dishes.
Introduce an ingredient-based cooking system.
Prevent objects from being cleaned up unnecessarily.
Further improve the career system.
Improve Smart Zoi behavior.
Give top-performing graduates advantages during job interviews.
Improve the skill system.
Expand furniture functionality.
Make food left unattended on ranges or stoves capable of starting fires.
Expand career-related gameplay content.
Improve toddler interactions.
Ensure the Expectations system activates only in appropriate situations.
Deepen autonomy-related personality traits.
Add the ability to stay overnight at another character's home.
Expand the romance system.
Strengthen family relationship storytelling.
Allow NPCs to approach and initiate interactions with the player more naturally.
I've never developed a game like this before.
Creating a game together with the community is a completely new experience for me, and one that I truly treasure. I even find myself telling my son about this journey quite often.
Sometimes I see messages from people who are worried about me. Thank you, sincerely, for your kindness.
Right now, I'm making the game I've always wanted to create.
Of course, this game could fail. Life doesn't always unfold according to our plans. But I'm not sure "failure" is really the right word.
I once read a sentence in a book that has stayed with me:
"We suffer because of the standards we create for ourselves."
I believe life isn't something that has to prove itself by meeting a certain standard. It's something we're here to experience. The moment I truly accepted that, many of the worries and expectations that once weighed on me began to fade.
Please continue sharing your thoughts and feedback with us.
We'll continue listening with sincerity.
Thank you.
kjun ※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone,
First of all, I want to sincerely thank everyone who took the time to write such detailed and thoughtful feedback. Our development team is reading every comment and suggestion one by one, and we’re not only looking at what was requested, but also trying to understand why those opinions were raised.
I’d also like to clarify something that seems to have caused some confusion. The list I shared last Friday was only intended to cover the work planned through the August update. It was not a complete list of everything currently in development.
Feature Feedback (FF) is still actively being worked on, and we’re tracking it internally while steadily checking items off the list. That said, because unexpected priorities and urgent updates inevitably come up during development, I can’t promise that every FF item will be completed within this year. However, these features remain an important part of our long-term plans and are always being considered. I think my post last Friday unintentionally created the impression that they had been abandoned, and that’s my mistake.
The development direction I shared on Friday came from discussions with the inZOI Creative Director after reviewing the feedback we’ve seen most frequently over the past few weeks. The strongest common message from the community was:
“New features are important, but right now it’s even more important to deepen and improve the systems that already exist.”
The list I posted reflects our effort to begin addressing that feedback while continuing regular updates.
At the same time, the foundational system improvements currently in progress, as well as the features many of you have been looking forward to from our Feature Feedback and existing roadmap, remain major development priorities.
Going forward, our focus won’t simply be on adding more content. Instead, we want to build stronger connections between existing systems so that they work together naturally and create an experience that feels more like real life.
For example, if your Zoi makes a new friend, we want them to naturally meet again at the park the following week. A gift received from a parent shouldn’t just be another inventory item—it should remain a meaningful memory that can continue to provide comfort even years later.
The family system is being designed with this same philosophy. Rather than simply allowing players to add family members, we want family relationships to influence memories and emotions, those emotions to affect autonomous behavior, conversations, and daily life, and those experiences to create new memories over time.
We’re approaching the personality system in a similar way. In the future, personality shouldn’t just be information shown in a menu. It should influence how a Zoi behaves, speaks, expresses emotions, builds relationships, makes decisions, and acts autonomously. Ideally, players shouldn’t have to open the personality window to understand a character—they should naturally think, "This is exactly the kind of person this Zoi is."
Dialogue is another area we’re continuing to improve. Conversations should reflect context and relationships much more naturally. A Zoi shouldn’t speak to a stranger the same way they speak to a longtime friend, family member, or romantic partner. Instead, conversations should evolve based on the relationship, recent events, and each character’s emotional state.
Many of you have also emphasized family gameplay and generational gameplay, and we completely agree that these are core parts of a life simulation game. Family creation and editing, genetics, life stages, parenting, family photos, and family presets are all areas we plan to continue expanding and improving over time.
Likewise, systems such as school, careers, the economy, cooking, vehicles, and daily routines shouldn’t exist as isolated features. They should naturally interact with one another. Cooking should connect to ingredients, shopping, farming, and the economy. School should influence friendships, personal growth, and personality development. Careers should affect finances and family life. Our goal is to build systems that support and enrich one another instead of existing independently.
We’ve also seen a great deal of feedback regarding bugs and overall polish, and we consider this just as important as adding new content. Even the best features lose their value if they aren’t stable or enjoyable to use. For that reason, we’re investing a significant amount of development effort into improving quality alongside new features. In particular, recurring bugs and issues that disrupt gameplay are receiving high priority.
Another common request has been for inZOI to strengthen its own unique identity. We completely agree. Our goal isn’t simply to increase the number of features, but to continue building a world with its own culture, atmosphere, and personality—something that feels distinctly like inZOI rather than simply resembling other life simulation games.
While it’s impossible to implement every suggestion in a single update, your feedback genuinely influences how we prioritize development. We’ll continue doing our best to communicate our plans openly and transparently as we work together with all of you to shape the future of inZOI.
Thank you, as always, for your support, your patience, and the thoughtful feedback you’ve shared with us.
kjun
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: June 25, 2026
◽️ Game Version:
Windows PC Steam : 20260624.13421.W
Mac Steam : 20260624.13425.M
Bug Fixes
Gameplay
Mitigated an issue where school schedules were being canceled excessively due to disasters
Adjusted the frequency of disasters so students can continue their school life more reliably.
Fixed an issue where autonomous actions would automatically turn off when family members moved to eat after a meal was prepared
Fixed an issue where, when saving and resuming a save that included a Zoi who had dropped out, the Zoi would be forced to enroll in school
Improved Zois to prioritize moving to a bed rather than a sofa when their Sleep need is low after 8 PM
Fixed an issue where minimap settings reset when loading the game
Fixed an issue where club outfits would not unlock if a Zoi left a school club without entering CAZ after joining
Fixed an issue where using the \ interaction on mannequins of the wrong gender would intermittently cause the mannequin's appearance to change abnormally
Fixed an issue where the class travel interaction text for school sports clubs and cheerleading clubs displayed incorrectly
Fixed an issue where Zois intermittently failed to serve dinner
Fixed an issue where Zois in sports clubs and cheerleading clubs at some schools did not move to the correct scheduled location
Fixed an issue where Zois did not automatically clear the table after setting it
Fixed an issue where lane occupancy status was not released when traveling by vehicle
Fixed an issue where Zois could pass through the building on the lot at 64 Harangnaru-ro, Dowon
Added tooltips to holiday icons in the calendar
User Interface/User Experience
Fixed an issue where the "Freelancer" text was not translated on the smartphone screen in multilingual environments
Crashes
Fixed some crash issues
\ Fixed an issue where a crash could occur when using Smart Zoi in a Mac environment
Other Issues
\ Fixed an issue where crashes could occur intermittently when using the body mod samples provided in ModKit
\ Fixed an issue where the preview window in the UIMod creation popup did not display a UI preview of the currently selected app
Fixed an issue where wheel controls were unavailable in-game when UIMod was enabled
Fixed an issue where a mod continued to run even after disabling it in Mod Management after enabling UIMod
Fixed an issue where mods subscribed to on the CurseForge website were not subscribed to when entering the game
※ To ensure game stability, all mods will be automatically disabled when an update or patch is applied.
You can re-enable and use them afterward, so please keep this in mind.
※ You can check the issues currently under investigation on the Known Issues Notice page, and
If you encounter any issues while playing, please report them anytime through the inZOI Forum.
You can also continue to share issues through the following channels.
The inZOI team will continue doing our best so Creators can enjoy an even more stable experience going forward.
Thank you sincerely for your continued interest and valuable feedback.
The inZOI Team
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: June 19, 2026
◽️ Game Version:
Windows PC Steam : 20260619.13318.W
Mac Steam : 20260619.13319.M
Bug Fixes
Gameplay
Fixed an issue where a Zoi would not take the exam during school exam time
UI/UX
Fixed an issue where the \ - \ app displayed incorrectly
Crashes
Fixed an issue where crashes could occur intermittently when enabling the first-person mode cheat
\ Fixed an issue where enabling Smart Zoi could occasionally cause a crash
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
Hello everyone, this is Kjun.
I’m posting this a little earlier than usual after finishing the update.
I wanted to leave this message because I feel sorry that we released the update before fully stabilizing the base game. Strangely, the more we continue development, the more issues we seem to discover. Still, we are learning little by little, and although I feel heavy-hearted, we are continuing development with hope.
I know very well that many of you have been patiently waiting for improvements. Starting next week, we will focus only on fixing issues in the base game and strengthening the connection between existing content.
For the next update, our goal is to make the features we have already developed connect more naturally with each other, so that inZOI can feel more like real life.
We are approaching this problem in two main ways.
The first is through better numerical control. This means improving the internal values, priorities, and conditions that affect character behavior, needs, schedules, and the overall simulation flow.
The second is by adding active situation-control features. We want to give players better ways to understand, guide, and manage what is happening in the game, so the simulation feels more connected and intentional.
Once again, I’m sorry that this build still did not achieve the most important goals: the stability of the base game and the depth of the simulation.
However, I hope you can continue to trust that the inZOI team is listening to your feedback, improving from it, and growing through the process. There is a saying that it is always darkest before dawn. Although the inZOI team still has many shortcomings, I believe that if we keep working sincerely and consistently, we will eventually reach the game we are aiming for.
I’m sharing today’s video a little earlier because I was worried I might forget again.
In the video, we also wanted to show one possible direction. If some of the areas where we are still lacking can be improved more easily and quickly through mods, perhaps the community could help expand the game in ways that are difficult for us to address immediately.
We are curious whether this kind of approach would be satisfying to you as well.
Please share your thoughts with us.
Thank you.
Kjun ※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone,
Thank you once again for taking the time to share so much feedback with us. We have carefully read through all of your comments, and while organizing this round of feedback, it gave us another opportunity to reflect on what the community is truly hoping to see from inZOI and where we should focus our efforts moving forward.
This week, many players responded positively to the new features that have been added to the game, including schools, businesses, vehicles, family systems, shopping, relationships, and various life simulation activities. We are grateful to see that these additions are being noticed and appreciated.
At the same time, one message appeared repeatedly throughout the feedback:
"It is no longer about how many features exist, but about how those features connect with each other."
For example, if schools exist in the game, they should be more than just places where Zois attend classes. School life should influence grades, friendships, personality development, future career opportunities, and family relationships.
Businesses should be more than a way to earn money. They should connect with customers, employees, economic activity, daily routines, and lifestyles.
Vehicles should not simply function as transportation. They should influence schedules, commuting patterns, lifestyle choices, and everyday decisions.
Ultimately, what many of you are asking for is not a game with many separate systems, but a simulation where every system affects every other system and creates experiences that feel closer to real life.
As we think about the future of development, our focus is shifting from simply asking "What should we add next?" to asking "How can we make the systems we already have interact more naturally?"
One example of this direction is our upcoming improvements to the cooking and meal systems. Ingredients obtained through farming and fishing will be usable in recipes. Leaving food unattended in the oven may cause fires. We want more situations where different systems naturally interact with one another and create meaningful consequences. By strengthening these connections, we hope to create a world that feels more immersive and believable.
We also saw a great deal of excitement surrounding mod support. Many players pointed out that modding communities can greatly extend the lifespan of a game, and we completely agree.
However, we also noticed a concern that appeared frequently in your feedback.
Mods should expand the game, not complete it.
We share this view.
Core gameplay systems, simulation depth, stability, and natural interactions are areas that should be the responsibility of the official game. Mods should serve as a platform for creativity and expansion, not as a requirement to fix or complete missing fundamentals.
Stability remains another major priority for us.
Recent feedback included reports of crashes, regressions, UI issues, unexpected behavior, and bugs affecting various features. While adding new content is important, we fully understand that a stable and reliable experience is the foundation of everything else.
Regression bugs, in particular, can significantly impact the player experience after updates, and we are treating them with a high level of urgency. Alongside new feature development, we will continue dedicating resources to stability improvements, bug fixing, and overall quality enhancements.
One of the most frequently discussed topics in this round of feedback was the depth of the Zois themselves.
Many comments discussed schools, hospitals, businesses, families, and other systems, but underneath those discussions we saw a common desire:
"We want Zois to feel more human."
Players want Zois who react differently based on their personalities, experience different emotions depending on their relationships, remember important moments from their past, make decisions based on context, distinguish between family and friends, and experience conflict, growth, and reconciliation.
The more these elements are strengthened, the closer the game moves toward becoming a living simulation rather than simply a collection of features.
We have already begun moving in this direction through systems such as newborn development, personality evolution, and the acquisition of traits through life experiences and consequences. Going forward, we plan to expand personality diversity, lifestyle archetypes, contextual behaviors, and reactions to surrounding situations. We want relationships to feel more meaningful and immersive, and we will continue improving how Zois understand and respond to the world around them.
Our current priorities remain clear.
First, we will continue addressing crashes, stability issues, performance improvements, and major bugs.
Second, we will deepen the core simulation systems, including personality, relationships, emotions, memories, and autonomous behavior.
After that, we will continue expanding the world and introducing new content in a more sustainable way.
Modding and UGC will also remain important long-term pillars of the project, but we believe they should grow on top of a strong and complete foundation.
The feedback you provide is much more than a list of feature requests. It helps us understand the direction in which the game should evolve.
We still have many areas where we can improve, and there will be times when we cannot solve every problem as quickly as we would like. However, one thing is certain: we continue to learn from your feedback every day, and our goal is not simply to add more features, but to create a simulation that is more stable, more natural, and more deeply connected.
Thank you, as always, for your honesty, your support, and your passion for inZOI. We will continue listening, improving, and doing our best to show those improvements inside the game itself.
And finally...
This may technically be another new feature, but hopefully you'll forgive us for that.
We've implemented family photos!
As a small celebration, we'd like to share one with you. Maybe one day we'll all gather together and take one giant inZOI family photo.
Wouldn't that be something?
KJUN
◆ Update Information
◽️ Patch Date: June 19, 2026
◽️ Build Version:
Windows PC Steam: 20260618.13287.W
Mac Steam: 20260618.13288.M
\
Active gameplay for high school has been added.
School properties have been added for Dowon, Bliss Bay, and Cahaya.
Teenager Zois can enroll as students and attend the same high school until they graduate as Young Adults.
Each active high school has a limited student capacity. When it's full, some Zois will attend a rabbit hole school instead.
To bring a specific Zoi to an active school, you can request a transfer via the school app. You can choose which school to transfer to, and previously earned grades are retained.
Due to changes to the school property, creations downloaded from Canvas that were built on the previous property may not be compatible with the new school property.
School activities can be managed via the dedicated phone app.
Students attend classes on a set timetable to take Science, Art, Skill, Physical Education, and General classes.
Students take tests every Thursday, and their overall grades are evaluated based on those scores and their general behavior in classes.
Students can receive warnings and even be expelled from the school if their grades are poor.
Students can engage in various interactions with other students and teachers.
Students are assigned a locker when they enter the school.
Students can eat lunch at the school cafeteria by receiving food from the employee or gathering the food themselves.
Students can join various school clubs to participate in extracurricular activities such as cooking, fitness, cheerleading, and programming.
Each school club has different skill requirements for joining.
Students can participate in the prom party by asking another Zoi to be prom partners or leaving a prom partner request note in their locker.
Prom King and Queen are selected through voting.
After prom, students may be invited to various after-parties depending on their relationships
Students participate in the graduation ceremony after completing their entire school curriculum.
\
The clothing store business has been added.
Mannequins can be installed within the property to sell desired outfit combinations to other Zois.
7 new outfit items have been added and can only be accessed at the clothing store.
The following changes have been made to the hair salon business.
Hair colors are retained when changing hairstyles.
Refunds can be requested in the instance of a failed haircut.
Children hairstyles list matches that of Create a Zoi.
3 new hairstyles have been added and can only be accessed at the hair salon.
\
A Zoi’s owned vehicle can be driven by family members.
U-turn can be performed while driving.
Car traffic simulation has been improved.
\
The mini map can be used like a GPS navigation when moving to a set destination.
The mini map and the full map displays the Zoi’s current facing direction.
The mini map can be set to rotate based on the Zoi’s facing direction by changing the settings in \.
\
Career missions and social event missions can be viewed from the same window.
NPC Zois now feature more diverse appearances.
Holiday symbols now appear on the Schedule editor.
\
The experimental first person camera view can be set by entering the cheat ‘FirstPersonMode true’, then pressing \.
\
Ring menu can be toggled by pressing \.
Pressing \ while in the ring menu enables the customization of the ring menu buttons.
\
Advanced Driving Mode has been added as an experimental feature.
Enabling the Advanced Driving Mode enhances vehicle controls such as handbrake, body roll, suspension, anti-roll, and aerial state control when driving cars, motorcycles, and kickboards.
※ 'Active Mode' is currently in development, including control finalization and related content planning, and will not be included in this update.
\
Ragdoll simulation has been applied to car crashes and other collision instances.
When sitting or laying on a sofa or a bed, performing new interactions on the same object does not require the Zoi to get up from the object.
Zois can sit on chairs from both directions.
Incoming phone calls appear on the smartphone rather than on a separate pop-up.
Objects can be placed on tables even while sitting down.
Crafting is possible on all tables.
Changing into pajamas is now done at a closet nearest to the bed.
Drinking too much coffee can negatively affect the Zoi.
Decaffeinated coffee can be consumed to avoid this effect.
Adult Zois with childish characteristics can interact with objects made for children.
\
Zois can hold hands with romantic partners and family members.
Philandering and single-hearted traits have been added for polarizing romantic behaviors.
Getting caught cheating on a romantic partner causes the two Zois’ romance score to drop significantly and the romantic partner to approach the cheating Zoi.
The cheating Zoi can attempt to talk their way to recover some of the lost score.
\
New traits have been added for babies to expand their variety of behaviors.
Values that were developed as a baby can cause the Zoi to inherit fitting traits.
Parent interactions can impact what values are developed in growing babies.
Babies can become sick, and this causes the parents to worry.
Babies can be placed in more locations outside the house.
High chairs and baby food have been added to enable new baby feeding interactions.
8 new interactions have been added for babies placed in a high chair.
Zois can slip and fall when stepping on baby urine.
\
Automated behaviors have been improved using the TPO (time, place, occasion) system to reduce awkward behavior selections.
Wants have been improved when in career or business scenarios to prioritize wants appropriate for those situations.
Repeatedly performing behaviors that oppose the Zoi’s current trait can cause the trait to change.
Ambitions have been added for teenagers.
The ambition selection screen displays ambitions that are in progress and those that have been satisfied on the same screen.
Only the more significant memories are stored in notifications.
\
School
Cheerleader Uniform
Football Uniform
Soccer Uniform
Cooking Gown
Graduation Robe and Cap
Baby
6 Hairstyles
5 Outfit Items
7 Accessories
3 Female Party Dresses
2 Stockings
\
If there are multiple presets saved for a situational look, one will be selected at random when automatically changed in-game.
Skin aging parameters can be adjusted in \.
The genetics system for newborns has been improved.
Baby faces have been refined.
Facial expressions when angry have been refined.
Foot models have been refined for when wearing stockings.
Portraits now also update when outfits are changed.
\
17 European-Inspired Antique Furniture
12 Build Objects
1 Tree Stump (For city edit)
115 School Interaction Objects
4 Vehicle Jump Ramps
\
During shoulder view, all floors of properties are visible by default.
To revert to the previous settings, go to \.
Shoulder view FOV has been expanded, providing a wider field of view than before.
Furniture can be browsed not only by room types but also by activity types.
Environmental details for all cities have been improved.
A new option to adjust the level of weathering for objects such as furniture and appliances has been added.
The Canvas profile in the main lobby screen has been refined.
Likes, Downloads, Followers can be seen from the main lobby screen.
Canvas notifications have been added to the main lobby screen.
The \ > \ category has been removed from Canvas.
Items under the \ category have been moved to more appropriate categories that better reflect the nature of each item.
\
Overlay UI modding is supported.
A sample asset for this category has been added to the ModKit.
MetaHuman body assets are supported.
MetaHuman Creator eyelashes, eyebrows, mustaches, and beards are supported and can be extracted using the DCC Export Helper.
\
The design for the in-game CurseForge browser has been enhanced for better usability.
Mod auto-update pop-up has been refined to display mods that failed to update then have selected or every mod retry updating.
The auto-update feature is supported for CurseForge and CLO mods.
Mod manager has been refined and changed to be accessible in-game at \.
Furniture samples used for modding can be previewed in-game after enabling the Dev category with the ‘showUserDevCategory \’ cheat.
CLO Connect has been integrated into the game, allowing direct mod downloads and uploads without leaving inZOI.
Newly added search and filter options help locate clothing faster, with download history now synced between web and in-game for seamless wardrobe management.
Intel Iris Xe Graphics is now supported with the latest driver.
A detailed list of bug fixes is available on the official inZOI Forum.
If you discover any bugs or errors during gameplay, please report them via the Bug Reports page on the official inZOI Forums.
Your feedback greatly helps us improve the game.
Hello, Creators.
To improve animation performance in low-spec environments as part of the Character Optimization update, the Bone information used for Character LOD3 is scheduled to be updated on 6/18 (Thu).
As a result of this change, in some outfit mods created or uploaded using an earlier version of ModKit, characters' skinning may appear broken when they switch to LOD3.
◆ What Should a Mod Creator Do?
No separate manual rigging adjustments or skin-weight rework are required.
Open your existing outfit mod project in the new version of ModKit with these LOD3 changes applied, update it, then upload it to CurseForge again.
After uploading, CurseForge Cloud Cooking runs automatically, and the updated LOD3 compatibility information is reflected during this process.
◆ How to Proceed
1. Update to the new ModKit version to be released on 6/18 (Thu).
2. In the new version of ModKit, open the existing outfit mod project.
3. If a Save or Update Notice appears, proceed.
4. Upload the project to CurseForge again.
5. After uploading, CurseForge Cloud Cooking runs automatically.
◆ Notes
- Outfit mods created or uploaded using an earlier version of ModKit may be affected.
- This issue may be visible when the character transitions to LOD3.
- This isn’t a crash-related issue; it’s a visual compatibility issue that may cause the outfit mesh to look incorrect at LOD3.
- You do not need to make manual rigging edits, do weight painting, or edit LODs.
Thank you.
The inZOI Team
Hello everyone,
It's great to see you again this week.
First of all, I'd like to apologize once again for sharing the update schedule later than expected. Our next update is currently planned for June 18.
To be honest, there was a possibility that the update could have been delayed even further. Recently, the inZOI team has been focusing on strengthening the depth and immersion of the game's core systems. In particular, we are improving the way autonomous behaviors, personalities, memories, and relationships interact with one another so that the world of inZOI feels more alive and believable for players.
We are also adjusting some of our development priorities to further improve the quality of animations and the life simulation experience. As our team has grown significantly, these kinds of transitions naturally require some time, but we believe they are necessary steps toward building a stronger foundation for the future of the game.
I know that this week's pitch update may not be exactly what many of you were hoping to hear, and I'm sorry for that. However, starting next week, we hope to share more about how inZOI is evolving into a game that stays true to its core strengths and vision.
Thank you, as always, for your patience, support, and encouragement.
Have a wonderful week.
Kjun ※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone,
We're back with another development update video for this week.
This week, we continued work on improving baby appearances based on the feedback many of you have shared. We've refined various aspects to make babies look cuter and more natural, and we're also developing new hairstyles.
In addition, we're addressing a variety of issues based on your feedback. While reviewing the genetics system, we identified several areas that needed improvement and have been working to refine them. Due to some structural limitations within inZOI, it is difficult to say that the system is perfect yet, but we are continuously making improvements to achieve more natural and believable results.
Recently, however, our focus has shifted toward increasing the depth and overall quality of the game world rather than simply adding new features. We are continuously improving the connections between character behaviors, relationships, daily routines, and various simulation systems so that the world feels more cohesive and truly alive.
To further support this direction, we have also reorganized parts of our development team. Going forward, we plan to dedicate more resources not only to creating new features but also to deepening existing systems and enhancing immersion. Starting next week, we expect our newly structured teams to help us build a more polished, stable, and complete version of inZOI.
We will continue listening closely to your feedback and working hard to make inZOI a better game.
We hope you enjoy this week's video, and as always, thank you for your continued support and encouragement.
kjun
※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone,
As always, thank you for the countless comments, suggestions, and discussions you've shared with us this week. We carefully review the feedback coming from the community together with the development team, and we truly appreciate the time and passion you continue to invest in helping us improve inZOI.
One of the strongest themes we observed this week was a desire for greater depth and immersion in existing systems rather than simply adding new content. Many players expressed their hopes that autonomous behavior, personality, memories, and relationships will become more naturally connected, allowing the world to feel truly alive. We also saw continued requests for more natural animations, richer interactions, and greater detail in everyday life simulation. In addition, many players pointed out that various bugs are currently affecting consistency and immersion, and that addressing these issues should remain a priority. Once this update is complete, we intend to place even greater focus on stability and on deepening the systems that form the foundation of the game.
Overall, reactions to the baby appearance improvements, new hairstyles and outfits, functional high chairs, and the dedicated salon and clothing store content have been very positive. Many players agreed with the idea that shops should be more than background scenery and should become meaningful places worth visiting.
We also received many suggestions regarding cities and stores. Players would like to see stronger daily life loops where supermarkets, pharmacies, hospitals, furniture stores, baby supply stores, restaurants, salons, and clothing stores are all connected to gameplay. The expectation is that earning money, spending it, and managing everyday life should feel like a natural and rewarding flow.
Family gameplay continues to attract significant interest. Many players would like parenting to be portrayed in a more realistic way, including feeding babies, preparing baby food, changing diapers, and handling late-night care. There is also strong interest in seeing toddlers, children, and teenagers experience richer growth, school life, and family relationships.
We have also received many suggestions regarding businesses. Our team continues to work hard to introduce at least one new business opportunity with every update whenever possible. There are so many different kinds of businesses in the world that it sometimes feels like there is no end to the possibilities, but we will continue expanding them one by one and bringing more of the experiences players want to see.
We also received valuable feedback regarding life stages. In this update, we have finally begun distinguishing age-specific characteristics and allowing characters to gain unique traits as they grow. Family systems and storytelling are not features that can be completed in a single update, and we will continue refining them over time as an ongoing development effort.
Expectations for the school update are also very high. Players want schools to be more than just a new location. They hope schools can become spaces where friendships, clubs, school events, graduations, parental involvement, and youth culture naturally create stories.
While developing this feature, our team spent a great deal of time discussing what schools should look like in a life simulation game. As we explored different types of school content, we felt that separating middle school and high school within the current life cycle would actually reduce the overall school experience. Because of this, we decided to merge them into a single stage. We know many players have high expectations for schools, and we hope that after a little more waiting, you'll be able to experience a school system that feels alive and interactive rather than simply functioning as a rabbit hole.
Requests for improvements to the personality, memory, and relationship systems also continue to appear frequently. Many players want each Zoi to develop unique behavior patterns and preferences, remember important life events, and have those experiences influence future actions and emotions. Rather than feeling like collections of statistics, players want their Zois to feel like individuals with their own stories.
Personality, memory, and relationships have been some of the biggest long-term challenges for the inZOI Studio team since Early Access launched. Recently, the developers responsible for these systems have been focusing heavily on making each Zoi behave more distinctly and react more naturally to the people around them. We also plan to gradually expand personality development so that it can change over time through life experiences rather than remaining fixed forever.
We also saw mixed opinions regarding hairstyles and clothing being available through store-specific content. Some players welcomed the idea because it creates meaningful reasons to visit locations throughout the city, while others argued that all customization options should remain freely accessible to preserve creative freedom. We believe this is an important discussion about balancing immersion and player freedom.
We have heard many comments regarding furniture, clothing, and hairstyles as well. We believe there is merit to all sides of the discussion. Our team is constantly exploring ways to make the growing number of lots and assets introduced with each update feel more meaningful and useful. In this update, we are improving the interface so players can easily see where unlockable items can be obtained. At the same time, once an item has been unlocked, it will remain freely available for use.
Overall, the message we received from the community is very clear. More than simply adding new features, players want existing systems to connect naturally with one another so that cities, families, schools, relationships, memories, careers, and economic activities function together as a cohesive life simulation.
We carefully review all of the feedback you send us, and we will continue using it to help inZOI grow into more than just a visually impressive simulator—a world that genuinely feels alive.
Thank you, as always, for your valuable feedback and support.
Kjun
Hello everyone.
For some reason, I feel especially happy to see you all today.
Our team worked incredibly hard again this week. But when I arrived at the office this morning and checked the latest build, I was reminded that there is still so much left to improve. Lately, there are times when I feel overwhelmed and wonder whether the game I’m making is truly heading in the right direction.
Reading through your feedback from the recent survey reinforced something important for me. Our highest priority is to create clear goals for players to pursue, build interactions and situations that feel natural rather than awkward, and ensure that our various systems and content have enough depth and work together organically. Of course, improving stability and reducing awkwardness remain essential challenges as well.
Even so, I think I’m fortunate. I genuinely love making games. This week, there were moments when looking at the build left me feeling exhausted, but then an idea would suddenly come to mind—something that could dramatically improve Zoi’s interactions and conversations—and before I knew it, I’d be completely absorbed in development, forgetting about lunch for a while.
Still, I believe things will work out because all of you are here with us, and because everyone on the team is giving their best.
Working hard doesn’t guarantee that everything will go perfectly. We all have things we cannot do, and we all make mistakes. But as the saying goes, the darkest hour comes before dawn. Who knows? Maybe everything will come together like a movie, and inZOI will become a game loved by even more people around the world.
There is one truth about life that I firmly believe in: life is always changing. Even when things are difficult today, better days can arrive tomorrow.
Today’s post ended up sounding a little like a personal reflection. I suppose I’ve become more comfortable talking with all of you on Discord. I still vividly remember the first day I had to write a post here. I couldn’t even log in properly and had to ask a colleague sitting next to me for help. I also remember trying to reply to every individual comment because I wasn’t sure how to respond, only to be amazed by the sheer number of messages coming in. Over time, that naturally evolved into the format I use today. I guess that, too, is something that changed with time.
Thank you, everyone.
I’ll see you again next week.
Thank you.
kjun
※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone,
It’s getting hotter here in Korea, and it finally feels like summer.
This week, the overall reaction to recently revealed features such as vehicles, GPS, camera improvements, and basements has been extremely positive. Many players have described these as some of the most noticeable improvements since Early Access launched, and there is a strong sense that immersion is steadily improving. Thank you all for your support and encouragement. That said, we still have a lot of work ahead of us.
One message continues to appear consistently throughout your feedback: adding new features is less important than making existing systems work together in a way that feels like real life. I completely agree. Going forward, I am placing greater importance not on individual features themselves, but on how naturally they connect with personality, memory, relationships, autonomous behavior, and daily life loops. Improving these areas takes time, but they are critical to the future of the game.
In particular, we received a tremendous amount of feedback regarding the Trait, Relationship, and Memory systems. While players generally feel that the characters look great visually, many believe they still feel too similar to one another and lack distinctive personalities. Players want traits to affect actual gameplay rather than simply existing as descriptions. They want traits to influence behavior, animations, dialogue, emotional reactions, school life, careers, friendships, and romance.
The Memory system is another area where expectations are high. Rather than functioning as a simple record of past events, players hope memories will have lasting effects on relationships, conversations, emotions, and long-term character development.
For future updates, we are not only planning new content but also improvements to how Zois process personality, understand context, and react to the world around them. With the upcoming school update, we are experimenting with more trait-driven behaviors and reactions. We hope you will enjoy watching how different Zois experience school life and continue sharing your observations with us. Your feedback will help shape future content development.
Because of this, the development team is currently reviewing and adjusting our overall roadmap. As many of you have suggested, we are discussing reducing the number of entirely new features. Increasing the depth and interconnectedness of the game while continuously adding major new systems has proven challenging. After the school update, our focus may shift more heavily toward improving existing systems and making them feel connected, believable, and life-like. ^^;
Vehicle-related feedback was one of the largest topics in this week’s report. Players have responded very positively to the improvements in vehicle physics, but many would like vehicles to evolve beyond simple transportation. Suggestions include vehicle damage, repairs, maintenance garages, gas stations, car washes, vehicle ownership systems, customization, taxi-driving careers, and eventually even larger social systems such as insurance and accident handling.
We also identified and fixed issues related to family members riding together in vehicles. Additionally, vehicles can now perform U-turns properly, making travel significantly smoother and reducing the need for teleport-style movement.
GPS and minimaps were welcomed by nearly everyone. Players especially appreciate how much easier navigation has become in larger cities. However, one frequently requested feature is a minimap that rotates based on the player’s direction. Zoom controls, custom waypoints, and support for underground levels are also among the most common requests.
Regarding the building system, players continue to praise the visual quality but often feel limited by the current level of freedom. Requests for freely placing furniture and decorations, expanded city editing tools, additional empty lots, more residential spaces, and larger basement functionality appeared repeatedly. Many players also expressed concerns about limited living space for grown family members who wish to move out and start independent lives.
We have also heard your feedback that cities still feel underutilized. While inZOI contains large cities and populations, we recognize that we are not yet taking full advantage of these resources. To help bring cities to life, we are currently preparing festival systems and city-wide events for future updates. If you have ideas for festivals or local events that would fit specific cities, we would love to hear them and pass them along to the responsible developers.
Many of you also continue to request more business-related content. Features such as hair salons, clothing stores, and other player-owned businesses are among the most popular suggestions. We are actively encouraging the development team to continue exploring these possibilities.
From a gameplay perspective, one recurring criticism is that cities are large but do not yet offer enough meaningful activities. Even when stores and facilities exist, interactions can feel limited and daily activities can become repetitive. Players frequently request expanded life-simulation content such as hospitals, supermarkets, salons, laundromats, school activities, local events, festivals, part-time jobs, farming systems, and production chains.
Within the modding community, the most common concerns are not about mod functionality itself, but about the support process. Many creators find it difficult to track mod review status and feel that official responses can be slow. Suggestions such as expanding the ModKit, supporting script-based mods, and creating private testing groups continue to appear regularly.
As it happens, we are actively preparing for future mod support. If there is enough interest, I would love to experiment with a private testing group involving community members. In fact, I have been working on a very small mod myself. To be honest, this is the first mod I have ever developed, so I am a little nervous. I keep wondering whether I am building something that truly meets your expectations and needs. I hope to share it with you soon and discuss it together.
As always, thank you for your feedback, encouragement, and support. After reading this week’s discussions, my biggest takeaway was this:
“The direction is right. Now give it more depth.”
If I have misunderstood, please let me know in the comments below.
Thank you once again for helping us start every Wednesday with energy, excitement, and motivation.
— kjun
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: May 28, 2026
◽️ Game Version:
Windows PC Steam : 20260527.12759.W
Mac Steam : 20260527.12751.M
Bug Fixes
Gameplay
Improved Hunger need balance
Fixed an intermittent infinite loading issue when entering Build Studio
Fixed an issue where changes to the Road Traffic Density setting in Simulation Options had no noticeable effect on vehicle count
Improved city vehicle simulation errors
Build
\ Fixed an issue where furniture and walls could not be properly deleted in Build Mode under certain steps
Graphics
Fixed an issue where the lobby intermittently appeared completely white under certain option settings
Crashes
Fixed several crash issues
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
Hi everyone.
It's been a while since I first introduced our concept shots for inZOI's school gameplay.
All the feedback you gave us helped us improve this system for a hopefully better introduction.
We have worked quite a bit since then and would like to show you our current status.
I imagine we will continue to make improvements even after its first showcase in June, so please continue to give us feedback in the comments on what looks good and what we can do to make it even better.
Just like last time, we'll have a calming music in the background as we show some footages and screenshots of the school gameplay.
Thank you again for watching today's video, and I hope everyone has a wonderful weekend.
I'll see you all in my reply next week.
-Kjun
P.S. If you're wondering why today's video doesn't have my voiceover, I was about to export the voice file for today's script, but then I realized our subscription for the voice generation tool we use had not been renewed.. and since everyone has left the office for the weekend, I couldn't get help to get our subscription renewed We'll have the voice tool available again next week, and you'll get to hear my voice then. Apologies and thank you for your understanding.
※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone, and happy Wednesday.
This week, we received far more community posts and feedback than usual. The survey responses have finally been organized and shared with the development team as well. Thank you sincerely to everyone who participated — your feedback has been an enormous help to development.
Overall, expectations for the upcoming school update seem very high. We saw many positive reactions toward classroom activities, sports, clubs, graduation ceremonies, and the expansion of child and teen life stages. Many players also mentioned that the game is beginning to feel more like a true life simulation than before. Since schools naturally create opportunities for relationships, stories, and events, a lot of players appear excited about the possibilities this update can bring.
At the same time, one opinion was repeated very consistently throughout the community: simply adding new content is no longer enough. More and more players now seem to care less about “what gets added” and more about “how deeply and naturally the existing systems connect together.”
We read your community feedback every single day, and while developing inZOI, we’ve come to deeply understand how important these natural connections between systems really are.
In addition to the school update, we are also preparing new child traits, inheritance systems, acquired traits, and additional personality traits.
The most frequently mentioned topics were core systems such as personality, autonomy, animations, life stages, and dialogue structure. Many players feel that characters currently behave too similarly, autonomous behaviors become repetitive over time, and personality traits do not meaningfully affect gameplay enough. Because of this, we saw strong support for improving behavioral depth itself, rather than simply increasing the number of animations. Personally, I strongly agree with this feedback as well. We will pay very close attention to this area moving forward.
Regarding the school system specifically, many players expressed that they want more than presentation-focused content. Instead, they hope schools will connect naturally into actual gameplay systems. Examples included exam results influencing grades and future education paths, club activities affecting friendships and reputation, and behavioral issues creating long-term consequences. We also saw requests for school-related playable careers such as teachers or coaches.
Our team is making a major effort to include as many meaningful features as possible into the school update.
Rather than focusing only on scripted presentation, we are preparing systems that can create relationships and storytelling opportunities naturally through gameplay. For example, just as earning good grades in high school may help a character perform better during future job interviews, we want school experiences to have meaningful influence on later stages of life and society as a whole.
We also received a large amount of feedback regarding child and teen growth stages. Many players mentioned that the visual differences between age groups currently feel too small, and that teenagers often appear too similar to adults. Beyond appearance, many players also want more life-stage-specific experiences such as first love, rebellious phases, and emotional growth during adolescence.
For customization, repeated feedback mentioned the lack of variety in face presets, body types, height options, hairstyles, voices, and skin details. One comment we saw frequently was that “it is possible to create a character, but difficult to make them feel truly unique.” We are currently reviewing development plans in this area and hope to greatly expand character customization options so players can create more distinct appearances.
For the UI and dialogue systems, many players felt that while there are many dialogue choices, the conversations often lack contextual depth. Similar conversations repeat regardless of relationships or situations, and players sometimes struggle to understand how their dialogue choices actually affect gameplay. Because of this, many players want conversations to evolve more naturally depending on relationship level, emotional state, personality, and surrounding context.
For child and teen growth, we are preparing systems that will allow younger characters to feel genuinely different from adults through school life, inherited traits, and age-specific lifestyles.
Our internal teams are also heavily researching body customization and height systems. Voice customization is currently in development as well, so please look forward to it.
For relationships and dialogue, we are preparing systems where future conversations can naturally evolve depending on previous dialogue context and interactions.
As always, thank you for continuing to support our development team. inZOI is still a game with many shortcomings, and we are fully aware of that. But thanks to your support, we continue to find reasons to keep building and improving this game.
After the school update, we are gradually shifting our long-term development direction toward improving foundational systems such as character individuality, relationships, growth, autonomy, and overall gameplay depth, rather than focusing primarily on large-scale feature additions.
We’ll return again on Friday with more development updates.
Thank you.
— kjun
Hello everyone,
This week, I’d like to finally begin the long-awaited discussion about inZOI’s console development.
It’s been a long journey getting here, but we’re now ready to share more details about our direction, what we hope to achieve, and most importantly, a much clearer timeline for when you can expect inZOI on PlayStation 5. I’ll start with that first before explaining why we adjusted our previous schedule.
We are currently planning to release inZOI for PlayStation 5 in the first half of 2027.
For the PC version, we released the game in Early Access before it was considered complete. We chose this approach intentionally so we could receive direct feedback from players throughout development, improve the game based on that feedback, and continue repeating that cycle together with the community. That process has been incredibly valuable in helping us build the foundation of inZOI.
Originally, we hoped to follow a similar approach for the console version. However, as we studied the console player base and platform environment more closely, we realized expectations for console games are often quite different. Console players are generally accustomed to receiving a more complete and polished experience from the very beginning, without major setbacks during the process.
After understanding that perspective, we felt we needed to approach the PlayStation version differently, even if it meant changing the way we’ve developed inZOI so far. Because of this, we have been focusing on improving every aspect we can imagine of the unreleased PS5 version as much as possible.
This includes bringing our large, immersive cities full of autonomous Zois to console hardware while carefully optimizing performance for fixed system specifications. We are also redesigning the experience around the DualSense controller rather than keyboard and mouse controls, while considering gameplay on larger TV screens viewed from a greater distance than typical monitors or laptops.
We do not simply want to recreate the PC version one-to-one on console.
We want the experience to feel natural and fully suited for console players. Beyond smooth gameplay, we are also carefully considering screen transitions, UI structures, controls, and many other details that should feel comfortable when playing inZOI on PlayStation 5.
Most importantly, we want players to feel that even with just the base game of inZOI, they already have a complete and satisfying experience.
These are ambitious goals for the PlayStation version of inZOI, and we hope we can meet those expectations when the game releases in the first half of 2027. Because of this development structure, we expect it to be difficult for us to hold large-scale public beta tests for console players, which I know may disappoint some of you. However, because our philosophy of developing alongside player feedback has proven so valuable for inZOI, we still want to involve the community—especially players who primarily play on consoles—in the continued development of the PlayStation version.
We are planning to compile some gameplay videos where we demonstrate how different aspects of inZOI are being adapted for controller gameplay and larger screens. After watching, we hope you’ll share your thoughts on what feels right, what could be improved, and what you believe would create the best possible console experience. Whether through Discord or another suitable platform, we want to gather your feedback this way in the near future.
In the meantime, let me know what you’re most looking forward to when imagining inZOI on PlayStation 5.
Are you hoping for experiences that are unique to console gaming?
Or do you simply want the same experience as PC, playable on PS5?
What matters most to you when playing games on console?
Write down your thoughts in the comments. We’ll be reading your feedback and apply it where we can throughout development. Then, we'll continue this discussion when we share that development video with all of you.
We thank you sincerely for your patience while waiting for the console release of inZOI. We will continue working hard to create an experience that feels meaningful, polished, and truly enjoyable from the perspective of a console player.
I hope everyone has a wonderful weekend, and I’ll see you again in my replies next week.
—Kjun
※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello, this is kjun.
A few days ago, we shared through Discord that the release schedule for the PS5 version of inZOI has been postponed to the first half of 2027. We sincerely wanted to bring the PS5 version to you within this year. However, as we reflected on the development experience of the PC version, which is currently in Early Access, we came to think more deeply about the level of quality inZOI must achieve in a console environment. Through that process, we have taken seriously the fact that there are still many areas we need to improve in order to meet the expectations of our players.
Once again, we sincerely apologize for adjusting the release schedule in order to thoroughly address these areas and properly raise the overall quality of the game. For our console players in particular, we believe the best way to repay your expectations is to ensure that, with a single purchase of the main game, you can fully enjoy a rich and deep gameplay experience. For that reason, we would like to take more time and prepare the PS5 version with greater care and depth.
Despite the disappointing news of the delay, many players have told us that it is better to take a careful approach and improve the quality, rather than rushing out an unfinished version. Many of you have also shown support and encouragement for our transparent communication. Each and every one of your warm messages has been a tremendous source of strength for me and the development team. Thank you sincerely.
Many of you also shared the opinion that, considering the differences in expectations and gameplay experience between console and PC players, it would be better in the long term to release the PS5 version after the PC version has reached a sufficient level of stability and feature completeness. Our development team fully agrees with this view.
In particular, the PS5 version must pass Sony’s strict guidelines and certification process, which means we need to secure a high level of stability and optimization. The team in charge recognizes the importance of this process very seriously and is treating it as a top priority. At the same time, we aim to minimize the update gap between the PC and PS5 versions at the time of the PS5 release, so that console players do not feel left behind.
Ultimately, I believe that the best way to repay the love and interest you have shown us is to reflect the many opinions and improvement requests we discuss here, and to continue developing both the PC and PlayStation versions together.
We are also carefully monitoring each of the feature improvement and addition requests you have shared through Discord. Today, I would like to share some of the actual preparations the development team is currently focusing on for the console version.
To create a gamepad control experience that feels right for inZOI, we are studying strong examples from various global console titles. While the current UI layout is based primarily on keyboard and mouse controls, we are focusing on optimizing the control flow so that menus and UI elements on screen can also be selected and controlled comfortably with a gamepad.
We are also preparing gamepad button customization, including key mapping, to improve user convenience. In addition, for players who prefer keyboard and mouse controls even in a console environment, we plan to support those input options as well.
As shown recently with fishing gameplay that uses DualSense features, we are working to add more content and features that make use of the unique appeal of the console environment. We are also doing our best to optimize the in-game canvas feature, which many players have asked about, so that it can be experienced in a form suitable for the PS5 environment.
In addition, the valuable ideas you have shared regarding family systems, daily routines, graphics, animations, and other areas are being carefully reviewed within the development team. Rather than being bound only by a fixed update plan, we will continue to think more deeply about what kind of fun our players truly want.
The valuable experience and know-how we are gaining through the Early Access period of the PC version are becoming an important asset for us. By building on that experience, we promise to bring you the PS5 version in a more stable, polished, and complete form.
Thank you sincerely to all of our players for continuing to trust and support our communication, and for generously sharing your feedback for the success of inZOI. We will continue building inZOI together with you.
Thank you.
kjun
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: May 15, 2026
◽️ Game Version:
Windows PC Steam : 20260514.12524.W
Mac Steam : 20260514.12520.M
Gameplay Update
Improved the ability to immediately cancel certain interactions mid-action
※ Interactions such as Hack Bank and Take a Bath can now be cancelled immediately while in progress.
Bug Fixes
Gameplay
Fixed an issue where the 'Sit' interaction was not working on certain mod furniture
Crash Fixes
Fixed some crash issues
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
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: May 13, 2026
◽️ Game Version:
Windows PC Steam : 20260512.12483.W
Mac Steam : 20260512.12485.M
Bug Fixes
Gameplay
Fixed an issue where some Zois’ needs would not decrease properly
Fixed issues related to city vehicle simulation errors
Crash Fixes
Fixed some crash and freezing issues
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
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: May 11th, 2026
◽️ Game Version:
Windows PC Steam : 20260511.12456.W
Mac Steam : 20260510.12448.M
Bug Fixes
Gameplay
Fixed an issue where some Zoi NPCs spawned infinitely in certain areas
※ For saves where the issue has already occurred, the infinitely spawned Zoi NPCs will be cleared at 9:00 AM the following day.
Fixed an issue where Zoi's hair in the portrait was displayed incorrectly intermittently
Fixed an issue where the "Enshrine Deceased" interaction did not proceed correctly
Fixed an issue where business actions related to massage did not proceed correctly
Crash Fixes
Fixed some crash issues
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
Hello,
Sorry everyone for the late upload.
As soon as the video was finished, we found out an API error occurred on Discord, but luckily, it didn't last too long, so I'm uploading it now
Though the Brainstorm topic for this week is well explained throughout the video, I want to ask again through text to have you all share how you would utilize some of these fundamental features from the video.
Looking forward to all of your wonderful ideas
I hope everyone has a joyous weekend.
-Kjun
※ For the video, please check it on Discord or the forum.
🔗 Discord: Link
🔗 Forum: Link
Hello everyone.
It feels even more meaningful to be writing to you this week. Over the past few days, many of you shared feedback regarding feature additions, improvements, bug fixes, and the future direction of development. In particular, there has been a lot of excitement surrounding the PS5 version release and multiplayer functionality. We are currently organizing everything internally, and we will share the official PS5 schedule and details this Friday. We will also provide an update on multiplayer development progress in the near future.
At the moment, we are focusing heavily on PS5-exclusive features, improved controller usability, enhanced user convenience, and stronger mod support as important directions for development. We will provide the official schedule on Friday.
Gameplay & Interactions
This week, many of you shared ideas about gameplay improvements. There were strong requests for more autonomous and realistic character behavior, such as reporting crimes to the police, criminal activities, inviting friends over, and performing actions naturally during conversations.
There were also many suggestions regarding attraction and relationship systems, more unique personalities and behaviors, and stronger emotional expression.
We are currently improving Zois so they can react more naturally to the surrounding environment, the world itself, and other Zois.
We are also developing systems where nearby Zois naturally approach you through phone calls, dates, conversations, jealousy, and other relationship-driven interactions.
Many of you also hoped for expanded family interactions, such as children learning various skills like walking, swimming, and playing, as well as walking hand-in-hand with their parents. I think many players are looking forward to seeing Zois freely swimming, and we plan to show this during the summer.
The hand-holding feature is currently being worked on very hard by our internal programmers, and we are preparing to make it usable in more and more situations over time.
There were also suggestions for functional stores such as supermarkets, cafés, and restaurants, along with improvements to dining systems and the addition of buffet systems.
Many players proposed deeper gameplay expansions for various careers, including hair salons, bakeries, delivery services, scientific research, firefighters, modeling, mining industries, and more.
For hair salons in particular, players wanted dynamic systems that include hair washing, coloring, nail art, skincare services, customer reactions, reservation systems, and more detailed interactions.
Are you all enjoying the April job update so far? This time, we unfortunately did not have enough time to improve older jobs alongside the new content, but we will continue updating the many careers that you have consistently requested.
Honestly, we did not expect hair salons to receive this much attention and enthusiasm. We may not be able to prepare it quickly, but we definitely want to add many more interactions in the future. Please wait just a little longer.
There were requests for lighting automation, curtain and blind controls, door and window locking systems, indoor/outdoor lighting adjustments, and more physical environmental changes such as wind, falling leaves, and puddles. We will continue improving environmental physics effects in future updates.
Players also requested improvements allowing all family members to use vehicles, automatic parking systems, in-car music playback, radio features, and expanded transportation interactions.
We are currently improving vehicles, especially focusing on implementing U-turn functionality. Last year, until the very end before release, the lack of U-turns prevented continuous driving experiences and forced players to skip travel midway. This time, we want to properly solve that issue so players can choose whether they want to skip travel or continue driving naturally.
Currently, companions and family members can ride together, but driving functionality still has issues. We will work to normalize and improve this as quickly as possible.
Many of you also reported various bugs. Issues related to eating, AI behavior, disappearing vehicles, and other technical problems were mentioned frequently. We understand the need for a more stable gameplay environment and stronger technical support.
At the moment, there are many stability issues caused by both bugs and mods, and we are considering reducing additional feature development temporarily in order to focus on stability improvements first. If you can wait just a little longer, we will make it happen.
There were many requests for deeper personality and memory systems, more emotional and relationship depth, realistic daily life and social activities, and expanded careers and hobbies.
We are planning to develop a memory system including phobias, and for personality systems and baby traits, we are currently organizing autonomous behaviors and interactions. We are also planning to add various career-related content such as schools and school clubs.
Thank you once again for all your love and support for inZOI this week. We will continue striving to become a development team that always listens to you and searches for the right direction together with the community.
And please remember that we are also working hard to become a better development team that truly loves the game we are creating.
Thank you.
kjun
※ The Mac Steam version of inZOI has been updated with hotfix v0.8.2. (5/4)
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: May 2, 2026
◽️ Game Version:
Windows PC Steam : 20260502.12303.W
Mac Steam : 20260503.12314.M
Bug Fixes
Gameplay
Fixed an issue where Zois appeared brighter in Create a Zoi when graphics settings were set to “Very Low”
Crash Fixes
Fixed a crash that occurred when enabling mods referencing specific assets
Other Issues
\ Adjusted default graphics preset values for Mac
※ 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.
※ You can check the issues we’re currently investigating on the Known Issues Page.
If you encounter any problems while playing, please report them anytime via the inZOI Forums.
As always, you can also share issues through the following channels:
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
About
This page aggregates Steam news feeds, patch notes, and developer announcements for inZOI, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main inZOI statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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