Critical Feedback on March 26 Update – Modular Presets & Numerical Precision

Subject: Critical Feedback on March 26 Update – Modular Presets & Numerical Precision

I want to give feedback on the March 26 update, because I’m honestly disappointed with how the preset-saving system was implemented.

Based on the roadmap and the wording in the patch notes, I think many players expected something different. When it said that players could now “save facial features,” most of us reasonably assumed this would include saving individual sculpted features—a nose, eyes, mouth, jaw—not just broader face presets.

Because of that, it feels like there may have been a misunderstanding between what players expected and what was delivered.

The distinction matters.

In a modern character creator, a strong preset system is modular and non-destructive. Each facial region should function as its own editable unit. If a creator prefers the nose from Version 3 of a character but everything else from Version 7, they should be able to reapply only that saved nose without overwriting the rest of the face, makeup, hair, skin tone, or styling.

Currently, Create a Zoi (CAZ) does not work like that. The system is still too broad. It saves results, not components.

This creates a major workflow issue. If a creator makes changes and later realizes an older eye shape, lip sculpt, or nose was better, there is no way to selectively recover that feature. The only options are reverting entire versions or trying to recreate the feature manually from memory or screenshots.

This would already be frustrating in any creator, but it is significantly worse in inZOI because there are still no precise editing tools such as:

  • visible numerical values

  • labeled parameters

  • exact slider readouts or input

Without numerical precision, recreating a specific feature accurately is nearly impossible.

This is why the current system does not solve one of the biggest workflow problems for creators. It allows saving versions, but it does not allow selective reuse or rollback, which is what creators actually need.

From an industry standpoint, this level of modularity is not new—it is expected.

Systems like Create-a-Sim and Create-a-Style in The Sims series demonstrated this years ago. The Sims 3, in particular, allowed players to save and reuse unlimited color presets across hair, clothing, and accessories, creating a flexible and consistent workflow. That kind of reusable data system is a fundamental quality-of-life feature that inZOI is currently missing.

For a game aiming for high realism, the logic and tools of the creator should match that level of fidelity.

The ideal improvements would be:

  1. Modular facial feature presets:
  • nose

  • eyes

  • mouth

  • jaw

  • chin

  • cheeks

  • brows

  • ears

  • forehead

These should be saved and applied independently, without overwriting other facial data.

  1. Independent recolor and material presets:
  • hairstyles

  • eyebrows

  • eyelashes

  • eye color (iris/pupil control)

  • makeup

  • accessories

  • clothing

  • furniture and materials

This system should allow for a high or unlimited number of saved presets, similar to Create-a-Style.

  1. Numerical precision tools:
  • visible slider values

  • labeled adjustment parameters

  • numerical input fields where possible

  • improved revision/version control

  1. Extended modularity (future consideration):
    This same logic could be extended to build mode, allowing modular saving of materials and object configurations.

I also want to mention timing. Based on the roadmap and current update direction, I’m concerned this feature may not be revisited soon. That’s why I’m leaving this feedback now, hoping it can be incorporated into the April update before focus shifts elsewhere.

Kjun mentioned that fundamentals would be prioritized. I want to emphasize that modular preset saving and numerical precision are fundamental systems. They directly impact workflow, accuracy, iteration, and overall quality of life for creators.

For anyone creating realistic Zois, celebrity Zois, or multiple versions of a character, this is not a minor feature—it is essential.

The current system is a step forward, but it does not yet match what players expected or what modern character creation tools are capable of. I hope this can be improved in the next update.

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Hello @FREEDOM_55, we’ve moved your post to the Wishlist category, as this appears to be a feedback request. Thanks :slightly_smiling_face:

This is a relatively specialized suggestion. Indeed, in character editing, if appearance could provide numerical values for precise positioning and allow viewing the specific numerical content of sliders, it would be very convenient for future character creation.

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Actually, it seems more like a Wishlist post to me. It doesn’t ask any question, but rather expresses a wish and provides some suggestions.

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I got my hopes up reading the latest patch notes. For a moment, I thought we were finally going to get individual facial feature presets. I loaded up the game after the update had finished, only to be disappointed that no such facial features were available.

I’ve been asking for such presets for a while now. It’s stopping me from playing the game, because character creators are my favourite part of simulation games. I can spend hours perfecting characters that I create, it’s something I have always enjoyed, but inZOI’s current system frustrates me.

I’ll choose a face preset, then try my best to edit that preset into something I like, only to realise that it’s not actually that different from the base preset I selected. Perhaps it’s a skill issue, but I’ve always felt like I can’t create unique looking Zoi’s because of this limitation. We can only change the shape of an existing feature within the confines of the push and pull mechanic, and that alone just isn’t working for me.

I’ll use The Sims 4 as an example. By default, The Sims 4 does include facial “archetypes” to choose from, as can be seen in the image below. It’s a good starting point for most players, but the game will allow you to fine tune specific facial features using more preset options.

Here’s an example of the different eye shapes that players can switch between.

When I click on the eye area of the Sim, additional presets pop up on the right side. I’m able to change the entire sculpt of the eye shape without changing anything else on the Sims face. From there, I can use the push and pull mechanic, to further refine the look of the Sims eyes if I want to.

I can also do the same with other areas of the face. Here’s some nose sculpts.

And some mouth sculpts, with lip shape variation. You can see a few different styles of cupids bow, ranging from more pointed and defined, to rounded and curved, as well as more flat and line-like.

And different cheek structures too.

And this isn’t all the available presets either. There’s also presets for the Sim’s forehead, jawline, chin and ears.

I want to clarify to the developers that this is what I mean when I’m asking for individual facial feature presets. Numerical values would also be a nice addition that I certainly wouldn’t say no to. That said, I’d be very content with just the presets honestly.

I understand that different sculpts for each type of facial feature is no easy task, but I believe it’s essential for creativity, especially for those of us who spend a lot of time in character creators.

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