[03.20.26] A Week Before Our Birthday! (Updated)

Hello,
I’m happy to announce that the development team has finally completed the March build today.

Of course, just because the build is complete doesn’t mean the work is finished. We still need to continue fixing bugs.

At the beginning of this year, we committed to completing a total of 32 items from the Fundamentals First (FF) list within the first half of the year, and fortunately, we were able to complete all of them. We’re truly glad we could keep our promise to you. ^^; That said, we’re not sure if we’ll always be able to meet expectations this perfectly going forward.

This March build includes around 60 major features, and we feel that the inZOI team has been working incredibly hard.

We have also made significant overall improvements to the graphics and increased the depth of existing life simulation content. In particular, we enhanced systems like Memory and the News Feed, allowing players to better understand the reasons behind Zoi behavior. Additionally, in celebration of inZOI’s birthday, we’ve added new birthday-related content.

However, looking back, there are still bugs to fix and some content that feels awkward, and memory optimization is not yet fully complete. In April, we plan to proceed with the engine update, further memory optimization, and additional modding support.

Rather than focusing on adding new features, we plan to concentrate more on bug fixes and overall stability improvements.

Since this build includes a large number of features to introduce, it took longer to fit everything into the video, which caused a slight delay in publishing.

We hope you enjoy this week’s update as well.
Thank you, and have a wonderful weekend.

— Kjun

P.S. Here’s the page explaining the Standardized Property Sizes, as I mentioned in the video:


Kjun’s Reply to Your Comments

:psycat_cahaya: :psycat_cahaya: Hello everyone~

As I looked back on the messages from this week, I saw that so many of you shared positive reactions to the update and words of thanks. I am the one who should be thanking you even more. On Friday, I will share a written post with a detailed story and retrospective covering the past year. In particular, I will also go over our remaining development plans after April in detail. I usually write these posts because I do not have a video to share once an update is finished, but Friday will be special. Since it is inZOI’s birthday, I plan to write a much longer post than usual.:heart:

This week, many players expressed their appreciation for the development team’s efforts, and many of you also shared your excitement for new content such as baby customization, improved bath animations, birthday parties, and the movie theater. A lot of you were also thankful that the update video was shared despite being posted very late at night, and many messages encouraged the team to stay healthy and get proper rest. Thank you very much.

Do you know one of the defining traits of Korean people? There are many, but one of the biggest is our “ppalli-ppalli” culture—the habit of doing everything quickly. It seems to have grown out of the ruins after the war, the rapid industrialization we had to catch up with in a short period of time, and the density of city life. “You have to move fast to survive, and fast to win” became almost like a rule of life. Perhaps because of that, over the past year the inZOI team created 930 pieces of furniture, 385 character items, and developed around 60 new features.

But compressed growth also comes with side effects. We still have a lot of content that has not been fully organized, and there are many areas where the overall quality is not where it should be. Still, it is only March, and there is still a lot of this year left. So—we will keep fighting. We will do our best.

Requests for Game System and Feature Improvements

Players asked us to deepen the autonomy and individuality of Zois so that characters behave in ways that better fit their situations and personalities. For example, there were requests for things like a social battery system, behavior changes based on emotions, and personality-based differences in how often characters refuse conversations. Players also emphasized the need for adjustable personality complexity and more natural changes in behavior patterns over time. This is one of the hardest areas for the inZOI team. Recently, we have been trying to improve it by implementing a new evaluation system. The root of the issue is that a huge amount of mental and behavioral data is running inside the simulation at once, which makes it difficult to fully understand every possible outcome. We are planning to build automated testing tools to help improve this area.

Crime and Career System Improvements​:slightly_smiling_face:

There have been many requests for deeper improvements to car theft and the overall crime system. Players want greater freedom in criminal behavior, along with systems that reflect the social consequences of crime, such as damaged relationships or effects on a character’s job. For the career system, players also asked for more realistic job variety, workplace relationships, and promotion requirements. We are continuing to refine crime systems as we work toward adding prisons in the summer. We will keep improving this area by reflecting your feedback.

More Active Social Interactions and Events

Players also said we need more realistic social interaction systems, including conversations and relationship-building between NPCs, more active participation in events such as parties and festivals, clearer differences in behavior between guests and employees, and better restrictions on guest behavior. In particular, players mentioned birthday parties, holiday events, and stronger VIP lounge security in clubs. You also pointed out many environmental and cultural differences that we had not fully considered before. We are currently planning improvements to club VIP systems for around autumn. I am sorry it is taking so long. Our plan is for guards to let celebrities pass through, or to allow access if they are given money.:grinning_face_with_smiling_eyes:

Improvements to Movement and Map Systems

Players asked for route guidance and GPS functions on the minimap, improvements to vehicle parking systems, more realistic NPC driving and parking behavior, and better fast-travel simulation. Many players want an intuitive GTA-style driving and parking experience, and they are also hoping for realistic reactions to vehicle damage and traffic accidents. We will continue strengthening this area. One of the things we are currently planning is a taxi driver job, where players will pick up passengers, drive them to designated locations, and talk with them during the ride.

Animation and Graphics Quality Improvements

There were also many requests this week for more detailed animation improvements, such as soap bubbles and steam during baths, hand gestures during conversations, and more natural interactions with objects. Some players pointed out that certain animations still feel unnatural or too simplified, which hurts immersion. We also received many requests for better outdoor graphics quality and more clothing and hairstyle options. We are collecting all the hairstyle and outfit references you have shared and will move forward with the ones we can develop. Next month, it looks like we may finally be able to deliver high heels and dresses.

Further Development of Business and Economy Systems

Players also asked for stronger systems for staff management, inventory management, and customer interaction in places like shops and restaurants, along with more realistic purchasing behavior. There were also many suggestions for expanding the functionality of new business types such as movie theaters, flower shops, and bakeries, and for adding more real operational elements. We are continuing to update the business system. In particular, we want to make it possible for players to control systems in the same way they decorate environments. For example, if you place a hot dog stand while building, we want a vendor to automatically begin working there. We also have business improvements planned for movie theaters, flower shops, and bakeries. Relationships with employees, restaurants, and related systems are also on the roadmap. In addition, we are preparing new businesses such as clothing stores and hair salons. ^^;

Supernatural Elements and Difficulty Adjustment

Players requested a slider to control the frequency of ghosts and supernatural events, as well as options to turn supernatural content on or off depending on player preference. Some players suggested minimizing these elements or separating them into DLC in order to preserve the game’s realism and immersion. This is something we can handle. The final form may still change, but we are planning to add options in city edit mode that let you control ghost appearance frequency or turn them on and off entirely.

Community and Player Participation

There were also discussions about strengthening communication with the community, including support for fan-made movie creation and sharing, the addition of social media systems, and the formation of early feedback groups that reflect player opinions. There were also ideas for rewards for long-term players, such as special first anniversary items and honorary recognition. We are very grateful for these ideas, and we will move quickly to prepare what we can.

Thank you so much for all of your messages this week. I was especially touched by those of you who told us to finish work and go enjoy a team dinner. The Korean game industry is actually a little different from the way it is often shown in Korean dramas—we do not really do formal drinking gatherings that often. But we do go out together and find good places to eat. I personally cannot drink much at all either. :beer_mug: :sweat_smile:

Thank you again for everything this week. We will safely update the build tomorrow, and I will see you again on Friday. Your passion and valuable feedback always give great strength to both me and the development team.

See you on Friday.

kjun :growing_heart:

32 Likes

It’s crazy to think it’s almost been a year since release day! Time really does fly when you’re having fun.

While I haven’t been actively playing as much as I would like (I’m still waiting for individual facial presets in CAZ before I dive in head first) I’m still so thoroughly impressed with the consistency of these updates. I always wanted this game to do well, and I feel more and more confident with each update that it’s going to be incredible. It’s so refreshing to see developers with clear passion, care and integrity, and it deserves recognition in the industry.

I also really appreciate this update format, and I find myself looking forward to watching the videos every time. It’s a fantastic way of sharing the visuals of what to expect in the upcoming update. And a shout-out to the updates for babies too. I’m not much of a maternal person in real life, but I can’t deny the outfits and the photo mode were so adorable!

Thank you Kjun, and the inZOI team for all the hard work and love you’re putting into this game! :purple_heart:

8 Likes

Could we please but the babies in the high chairs and allow them to be fed. Also can we create a more family interaction. Create lunches for child and teens. Also create a daycare to drop off babies while at work (could be a business) could we also have more interaction with jobs being able to actually work on the football field etc. lastly could we get strollers to walk and run with our babies, plus pets!!! I really enjoy inzoi, with the updates. Definitely better than sims!!

5 Likes

Perhaps I missed the news, and I’d like to know where I can find the 32 projects with Fundamentals First priority. I only found 7 of them in \[12.26.25\] Fundamentals First & 2026 Roadmap (Updated).

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Thank you so much for sharing all the information you have. I really appreciate it.

I’m excited to try the new businesses but I am BEGGING YOU for an option to turn off paranormal activity!! :folded_hands:

I already posted about this in three threads on this forum, and two of the brainstorming threads, but it is far too important to ignore (or split off into yet another thread.)

Because of a ghost haunting my cafe for days on end, I had to give up my business. I just couldn’t take it anymore. It’s not fun when there’s a ghost that ruins your business and there’s nothing at all you can do to get rid of it! I don’t want to play with ghosts haunting in public. I don’t want them at all but am happy for people who want ghost-play.

BUT WHY is there no solution to get rid of ghosts?! We can’t tell them to get out of our game. They don’t clear out on their own even with Best Karma. They clog up the city so some day we won’t be able to play the game, but long before that happens, the paranormal activity gets so annoying and out of hand that a player will abandon their entire save game over it.

When I wrote about the problem last week, I hadn’t yet been forced to give up entirely on running a business because of the persistent ghost. There’s no cheat to destroy all ghosts. I don’t want any of them in my city.

I don’t know if I made that clear enough. But I hate it that a feature I’m not interested in absolutely ruined one that I’m interested in and that was my zoi’s livelihood and life-goal!!!

There’s no life goal to have your business and life ruined by ghosts of people you never knew and there’s nothing you can do but ABANDON IT.

13 Likes

Wow, so many features have been implemented since this amazing game kicked off a year ago, all I can say is thank you from the bottom of my heart and Happy Birthday, inZoi!! Also special thanks for the customizable keyboards :face_holding_back_tears: Take care & God bless :two_hearts:

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I think everything on the roadmap before Q1, Q2, Q3, and Q4 is a part of ‘fundamentals first’. The ones that are numbered 1 - 7 are just the items they were actively working on when the roadmap was released.

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(post deleted by author)

Maybe, thanks for the explanation, I’m looking forward to the new version

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Hello, have you tried the removezoi trick? This is what I found when I searched for it :slight_smile: I hope it can help you for now :):slight_smile:

To remove ghosts in inZOI, you can use the cheat removezoi [Zoi ID] after activating showzoiinfo true to identify the spirit, or adjust the spawn frequency in the game settings. Additionally, it’s possible to manage their presence through the karma system or by interacting with their urns.

[image]YouTube +3

Here are the detailed methods:

  • Using Cheats:
    1. Open the cheat console.
    2. Type showzoiinfo true to display the ID and coordinates above the heads of Zois (including ghosts).
    3. Use the command removezoi [Zoi ID] replacing “[Zoi ID]” with the number corresponding to the ghost to remove it from the lot.
    4. Type showzoiinfo false to hide the information.
  • Game Settings: You can reduce the frequency of ghost appearances to a minimum in the game options menu to prevent them from appearing.
  • Map Interaction: If the ghost is tied to a property, try relocating or removing the household from the map view.
  • Karma System: Ghosts can disappear if they complete tasks to restore their karma and reach the afterlife.
2 Likes

Thank you for the new wood textures, before the selection was dry, and these new wood textures add a lot more versatile, very nice work :+1:

4 Likes

I’ve already tried the removezoi cheat and it doesn’t work. You can only get the ghost zoi ID while it’s visible using the bell and the cheat doesn’t do a thing.

There’s a game setting where I can shut off this stupid ghost stuff?? What’s it called? I want that set to absolutely none ever, but I haven’t seen a thing about paranormal nonsense in the game options or city settings.

I’m not going to move to another business property that doesn’t exist in Cahaya. Did you read my post?

Karma system is not true. NPC ghosts stay in your city forever. I haven’t had any of them leave. After playing 40 days in a save, I have 20% of the population as ghosts, most with best karma, and they’ve been dead for more than three days.

Thank you for trying to help, but I wouldn’t be making a fuss about it if I hadn’t tried every realistic solution. I don’t consider the moving properties a realistic solution (if it was even possible, but it isn’t possible with a business in Cahaya where there are only 2 possible businesses) and certainly NOT one that is ACCEPTABLE in a game like this.

Edit

Please understand that I really am grateful that you searched to try to help me! My frustration isn’t aimed at you but it could come across that way and I don’t mean to.

Here are all the settings available:

And the City Management:

So you can see, there’s nothing about paranormal stuff, or ghosts. We can’t do a thing about ghosts. They just stay in the city forever and will haunt wherever they please, no matter how immersion-breaking it is.

I have no interest in playing my zoi as a ghost, so I thought I wouldn’t have to deal with the paranormal stuff if I didn’t want to.

That’s how good game design is done, I think.

Not that inZOI isn’t a good game. It most definitely is, but there’s a feature that is ruining the game for a lot of players. A feature that makes save games unplayable for immersion reasons and the inevitable inability to have new zois born because there are too many ghosts stuck in your city.

ALL GHOSTS SHOULD LEAVE AFTER 3 DAYS!!

There’s no reason to have ghosts stay longer, other than to annoy the last nerve out of their players who aren’t interested in make-believe stupid hauntings. Like the ghost takes food from the fridge and eats it, they haunt the sink and the vacuum cleaner, scare the customers and keep them from buying much because they’re always stuck gawking at thin air for at least half an hour at a time. Employees also gawk and waste precious time, but I have to pay while they stand around gawking and being unable to function due to a game feature I have absolutely zero interest in. Sometimes the ghosts even “kindly” clean out all the items in my display that was going to be available to customers as soon as the shop opened (I got there early on the first day of the haunting). So there went all the labour from the last two hours of the day before, and an hour while my owner was at the cafe early. I re-loaded and hoped the stupid ghost wasn’t even there, but it was. Thankfully it never touched my display cases again (other than to put their stupid stolen granola into the display case for someone to buy at normal price).

And ghosts invite their unwanted ghost friends. A second ghost joined the first one on the third day of the haunting. By the 5th day, I WAS DONE.

I’d already been posting here and trying every single idea everyone offered. Destroying urns, etc. There were 24 or 27 of those (I can’t remember) stacked up in the funeral home.

This has to be fixed. There’s no way around that.

And a way for players to opt-out completely would be the most appreciated thing by players like myself who have had games ruined by this stupid, unrealistic, immersion-breaking feature. I understand that it’s tied to Korean culture, but I highly doubt any Koreans see this stupid nonsense in their real lives!

10 Likes

I’m 100% with you about the ghosts. I get annoyed everytime I see one because I know that my zoi won’t get anything done as long as its around. One of the business locations I had, zois weren’t leaving and so they were dying in the business and I think you can imagine how things went after that. There absolutely needs to be an option or something where ghosts can be turned off, if not then they most definitely need to do something about the occurrence of them. They’re everywhere (literally) when they shouldn’t be.

6 Likes

Well, you’re right! I haven’t actually had any problems with ghosts at the moment. But honestly, having a switch to enable or disable them would be ideal.

3 Likes