Baby Apocalypse HELP!: Unplayed Households Stuck in Infinite Pregnancy Loop (Game-Breaking)

  • Game Version: PC

  • Platform: Steam Windows

  • Mods: never used

  • Hardware Specifications & Operating System: Windows 11 Pro | AMD Ryzen 7 7700 8-Core Processor (3.80 GHz) | Ram 48.0 GB (47.1 GB usable) | 64-bit operating system, x64-based processor | Storage 2.73 TB

  • Steps to Reproduce: Regular gameplay

  1. Load a save with multiple households.
  2. Play a different household for a period of time.
  3. Return to neighborhood view / switch households.
  4. Observe that multiple unplayed households are pregnant or have spawned new babies.
  5. Repeat household switching → population continues to grow uncontrollably.
  • Please provide the entire save file(s) from the date when the issue occurred.
    :round_pushpin: 20260429-151711.usvx (12.8 MB)

  • Date: May 1, 2026

Details:

Unplayed households continuously enter pregnancy states and spawn babies without player input, rapidly filling households to maximum capacity. This results in unmanageable/unplayable families, blocked gameplay actions, and environmental glitches (cribs spawning outside homes). Please note, my Zoi is displeased.

Severity

Critical / Game-Breaking (progression blocked, save effectively soft-locked)

Description

  • Unplayed families repeatedly become pregnant in a loop.
  • Households reach max capacity primarily due to babies.
  • The game restricts moving households with babies, preventing mitigation.
  • Deleting or relocating babies is not allowed.
  • Additional bug: cribs are spawning outside the house (e.g., on the lawn), indicating placement overflow or routing failure.

Expected Behavior

  • Autonomous pregnancies for unplayed households should be limited or require player input (e.g., in The Sims, unplayed households call and ask if they should try for a baby or switch careers).

  • Option to disable pregnancies in unplayed households.

  • Household size should not exceed player-intended limits.

  • Players should be able to manage or move households even if babies are present (or have a safe fallback).

  • Objects (cribs) should spawn only in valid indoor placements.

  • Players can opt to stop the game from generating families to fill unoccupied lots.

  • Option to delete all unwanted Zoi and their associated memories (I don’t want my Zoi to be plagued with memories of 6 missing/dead babies)

Actual Behavior

  • Continuous pregnancy loop in unplayed households.

  • Excessive baby spawning fills households to capacity and renders families unmanageable/unplayable.

  • Movement/deletion restrictions create a deadlock.

  • Cribs spawn in invalid locations (e.g., outdoors).

Frequency

Consistent / Reproducible (occurs across multiple households over time)

Impact

  • Blocks normal gameplay (cannot move or edit affected households).

  • Causes environment glitches (outdoor crib placement).

  • Risks long-term save corruption due to runaway population.

  • My Zoi’s family, which I separated with the intent to play later, now has FIVE BABIES and is unplayable.

Workarounds Attempted

  • Attempted to move households → blocked due to babies.

  • Attempted to delete babies → not permitted.

  • Switching households or reloading does not resolve the issue.

Attachments

  • Screenshots showing:

    • Multiple households at max capacity with babies

    • Cribs spawning outside

  • Save file (included above)

This issue creates a cascading failure across the entire neighborhood and prevents core gameplay systems (household management, progression) from functioning. Prioritizing a hotfix is recommended.)

(If there are specific settings like autonomy/story progression toggles I should adjust, please note them in this thread)

Umm… I hope this happens to my game as well… I’ve been strugging to make this happen for the longest of time !!
Sucks for players that don’t want a baby boom though, agreed.

:joy: Have you tried playing a household with 6 infants? It’s intense… Try adjusting your population limits in settings. Maybe that’s why so many couples in my town have a breeding fetish :woman_shrugging:. I’m genuinely lost as to why this is happening.

@TrinityTaylor this is exactly the same in my game for all households which I do not play. And I fully agree with you. We have already asked for more control options over the city population but so far does not seem to be popular enough. At least I haven’t seen it on any roadmap…

The only really functioning workaround is still the one which @Samuriko mentioned some months ago in this thread:

This workaround really helps. As I play rotationally I always put the double beds into household inventory before I leave the household to play another one and replace these by single beds. When I come back I just need to delete the single beds and grab the double beds from household inventory to place them back where they belong. Annoying but way less annoying than 6 babies.

That way none of my rotationally played households has ever got pregnant again without me being there and initiating it. The households which are not part of my rotation and where I haven’t deleted the double beds still always get as many babies as possible until the household limit is reached.

Thanks so much for linking that post! I’ll definitely start removing queen beds from unplayed households going forward… crazy that we have to be Neighborhood Bed Inspectors, deleting queen beds from every unplayed household like it’s a public safety hazard :joy:.

Unfortunately, that doesn’t fix the current situation. I split one of my favorite Zois into a solo household (day 3 player, a family of four was chaos). The plan was simple: graduate college (which should have a time limit, btw, so you can graduate as a young adult) get him promoted, and move everyone back in.

The game had other plans.

His parents now have five babies.

:sob: Five. And he already hated the one little sister he had :sob:

At this point, I’m not managing a household; I’m auditing an illegal daycare operation. And there’s no way I’m merging that situation back into my main lot unless I want my game to become a survival simulation.

The queen bed workaround is great, but it’s not scalable. If Inzoi (love you guys) doesn’t fix this, we’d have to manually sweep every autogenerated household and delete beds like we’re preventing a population crisis one mattress at a time. Eventually, we will miss one. The game, as it is now, will not :face_with_peeking_eye:.

Your point is exactly right:

“For rotational play all currently not played families are getting too many kids and messing up the intended gameplay… and there is no option to turn it off.”

That’s the issue.

This save is effectively cooked. The parents are unemployed, the babies are multiplying, and I’m apparently running a city-wide fertility experiment I did not consent to :joy: , but I still love the game. These families are in quarantine until I can delete babies and the memories associated with them… I don’t want their irresponsible ideology to spread :face_with_raised_eyebrow:.

I understand you completely.

I had started a game with 14 of my young couples, one for each house in Bliss Bay. I had to stop it because I didn’t feel like removing and placing beds, but in the end I wasn’t doing much more than going from one family to another to cancel pregnancies with cheats.

As soon as the newborn was born, the Sims would get pregnant again.

I hope they fix this because preparing that game file took me a lot of work.

Fully agree with you @TrinityTaylor the workaround does not help anymore once the mess is done. Knowing this I started doing it right from scratch in all saves which I started since December and that way did not run into the issue anymore for my rotationally played households.

But yes, I am not enjoying myself as Bed Inspector :sweat_smile: and would really appreciate if the game would give us control over this. Why not an option where you can select per household and / or globally in the city if and how many kids the families are allowed to get.

Exactly like @mialuce66 is saying: I also have several households which I play rotationally in Bliss Bay. Only way to play it without the baby apocalypse is to use cheats or be the Bed Inspector.

I’m also struggling with overproduction of babies :laughing: . Recently, it wouldn’t even execute the code to end pregnancy for me and I had to revert to an earlier save. I even wrote a post in the wishlist. For now, I’m left with controlling beds.

Contraception for zoi !!! - Wishlist - inZOI Forums

I’ve had the same problem for a long, long time! One of the Cahaya families even has over eight babies, and I can’t remove them. Even when I move the whole family out to the city map, some of the babies still stay in that house. It’s terrible!

@hd292ggzsx what? Really? You mean the babies then are living alone in the house? This is crazy :sweat_smile:

I have this problem in my game too. There are an awful lot of these children in every family and they don’t grow up(

Same here, those babes wont grow up, cannot remove, cannot delete.

Yes, even the house property is empty, no one live there, no building, the whole family gone, no parents, those babes are still there!

Wow, okay this is becoming ridiculous now, heh.
I hope they fix it.

I’ve been dealing with this since the beginning. I was always making jokes in Discord about how these Zoi’s be humping like rabbits. But like no for real, 85% of the households in Bliss Bay are full of infants. I don’t even want to play as NPC’s because of all the babies they have.