Hello,
With the huge anniversary update now behind us, we are beginning our development for the next update.
Therefore, we don’t have enough resources yet to share in video form with you all.
Instead, I wanted to take this opportunity to have another open-ended discussion.
This wonderful video I’m sharing today was created by one of our Dev Team members.
To create this medieval-themed love story, she used resources that are available on Canvas and created using in-game tools.
While this is great for what she had, she definitely could’ve done more if she had more tools in her arsenal.
That’s what got me thinking about what I wanted to ask you all this week.
I can imagine there’s countless variety of stories that players want to tell and experience themselves with inZOI.
This can be narratives with rising action to climax with a closing but can also be specific gameplay you want to experience.
We try to provide many tools that can help you realize your different goals with this game, but it’s definitely not perfect.
I’m sure there were times when you said, “Man, I wish I could do this,” or “Not being able to do this is really holding me back.”
These are the type of feedback I want to hear from you all this week.
Let me know all the unique stories and gameplays you wanted to create but weren’t able to because of the game’s restrictions.
What would you have wanted it to do at that critical moment? What was missing that could’ve elevated your situation?
What can we add that can help you be totally free to tell your story and realize your gameplay without restrictions?
Depending on what they are, some might be realizable with future mods, but others we can try to directly implement in the game.
Most importantly, knowing what you want to create with inZOI can help me get further synced with your needs.
Let me know what you’re all thinking down in the comments.
I’m excited as always to hear what you have to say.
Grateful as always,
Kjun
Kjun’s Reply to Your Comments
Hello, and happy Wednesday.
I’ve really enjoyed reading all the posts this week—there have been so many great ones. Although we addressed some issues with a hotfix yesterday, I sincerely apologize for the instability and crashes. Because of this, we are trying to reduce development in April and focus primarily on stability.
That said… whenever I read your feedback, I keep finding new things I want to work on. ![]()
Family & Social Interaction Enhancements
Many players have expressed a strong desire for more realistic and expanded family gameplay, including:
- University life
- Expressions of affection within families
- Diverse family relationships
- Childcare and education systems
- Family conflicts and reconciliation
There is also high demand for more detailed everyday activities, such as:
- Children’s play activities
- Kindergarten and after-school systems
- Teen experiences like secret parties
Additionally, players emphasized the importance of autonomous NPC life cycles (marriage, childbirth, careers).
For romance and family systems, requested improvements include:
- Better partner behavior during dates
- More detailed pregnancy and childbirth processes
- Parental leave systems
- Birth centers and related features
At launch, inZOI lacked sufficient content for children and toddlers, and we are actively addressing this. A dedicated planner is continuing development in this area.
We are also working on improving the pregnancy experience:
- Players will be able to visit a hospital (rabbit hole) to take ultrasound photos, check the baby’s health, and find out the baby’s gender
- After learning the baby’s gender, players will also be able to host a gender reveal party
Building & Customization Improvements
The community has raised concerns about limited freedom in Build Mode and requested:
- Free scaling, rotation, and merging of all objects
- Easier placement of curved walls, roofs, and stairs
- More decals for walls and floors
- Fewer restrictions on public/commercial lots
- More interaction and flexibility with doors, curtains, and windows
Additional requested features include:
- Precise object rotation and height adjustment
- Tools for complex structures
- Preset filtering
- Modular furniture
- Adjustable ceiling height
Planned improvements:
- Free placement and scaling via cheats
- Free vertical movement
- Maintain placement state when saving/loading
- Support for Canvas uploads
Some interaction consistency issues (e.g., moving between rooms/lots) will be improved later.
These improvements are planned to roll out progressively through July.
Realistic Career & Job Systems
Players want deeper and more diverse career systems, including:
- Active professions (police, firefighters, doctors, chefs)
- Workplace interactions
- Special careers (K-pop idols, journalists, directors)
- Unique missions, skills, and collaboration systems
- Part-time jobs (cinema, hospital, catering, etc.)
There has been a lot of feedback about the newly added cinema:
- Players want to watch their own videos in-game
- Some want first-person viewing support
We also discussed expanding job variety today and are working toward that goal.
For this month:
- We are preparing jobs based on existing systems
- We are also exploring gameplay using the recently shared character customization system
Now that we understand which jobs players prefer, we will review development approaches.
Storytelling & Cinematic Tools
Players have requested better tools for content creation:
- Camera controls
- Animation control
- Pose creation tools
There is also strong demand for:
- Script tools
- Cinematic director mode
- User-driven storytelling systems
Players want the ability to:
- Create/edit NPC backstories, memories, and personalities
- We originally planned to implement in-game camera controls early on but haven’t completed it yet.
However:
- Some gaps may be addressed through modding
- We are currently developing script mods
If done well, this should significantly improve flexibility.
We believe talented modders will help fill in areas where we fall short.
NPC Autonomy & Personality
Players want NPCs to:
- Act based on personality, values, and preferences
- Develop relationships autonomously
- Support long-term storytelling via memory and reputation systems
Current issues:
- Repetitive behavior
- Lack of individuality
Requested improvements:
- Diverse walking styles, emotions, and dialogue
- AI-driven behavior learning
- Dynamic conversation systems
Zoi behavior is currently driven by needs and schedules, but lacks environmental awareness.
We are exploring a system where:
- Visual, sound, and action stimuli accumulate
- NPCs react naturally (eye contact, greetings, attention, conversation)
The goal is to create a more alive and reactive world.
We plan to introduce this as an experimental feature in May.
Immersion & Realism
Players want:
- Long-term, irreversible consequences
- More realistic physics and environmental interaction
- Features like NPC collisions, weather effects on skin (sun, sweat, humidity), and detailed life cycle systems (pregnancy, childcare, family roles).
We want inZOI to allow unexpected, emergent situations, even if that occasionally introduces complexity or bugs.
Additional Suggestions & Technical Improvements
- University campus systems
- City-specific culture, events, and social behaviors
- DLC/mod support for fantasy elements (magic, vampires, etc.)
- Animals (pets and farm animals)
- Banking systems, illegal jobs, crime systems, police chases
- Vehicle improvements (color customization, personal vehicles for NPCs)
- UI/UX improvements (camera presets, filters, control presets)
- Crash fixes and stability improvements (top priority)
- Photo mode improvements and user-created animations
This week, your feedback has been incredibly motivating. On behalf of the team, thank you for continuing to support us—even though we are still lacking in many ways. inZOI may have had a rough start, but we promise to keep improving every day until full release. We’ll keep pushing forward and will be back on Friday.
Thank you.
— Kjun

