Dear Kjun and developers!
After discussing on the forum, I noticed that some users are interested in the game being not only richer in small everyday details, but also more challenging. For it to present a real challenge to the player. In regular freeplay, I don’t support the idea of excessive complexity that restricts player freedom, but this got me thinking about something.
After searching the forum, I saw that you and your team have already been considering this topic.
You called it “Fate Engine” - [11.14.25] Canvastown and the Fate Engine
It’s also a wonderful idea, but now I’d like to propose something slightly different. Namely – the well-known “custom challenges” mechanic from another simulator series, but conveniently integrated directly into the game itself.
Your website also has this mechanism that randomly generates certain tasks. But imagine how great it would be if the game could adapt to a scenario pre-set by the player!
For example, there’s the famous “Rags to Riches” challenge. Within this challenge, the game could allow placing Zoey on an empty lot with a completely zeroed budget, rather than forcing you to buy property and stash it in your inventory to keep the lot empty. And the player wouldn’t automatically receive social benefits. Additionally, in this mode, it should become impossible to perform actions that contradict the challenge concept. For instance, lottery stalls could become non-functional, certain careers and activities would be unavailable: for example, no income from painting, selling fish and vegetables, no ability to run a private business, etc. – only building an employee career path where you must reach the specific tier set by the challenge (this is just an example, not specifically “Rags to Riches”).
Or “Post-Apocalypse Survival” – where the entire city is constantly maximally dirty, activity types are severely limited, all residents are constantly maximally aggressive, birth rates are restricted, and under these conditions you must manage to achieve the set tasks within a set number of generations…
Madhouse, kindergarten, dynasties with specific requirements for heirs, “Create Your Love” show filming… Countless options have been thought up, and based on them you could allow fine-tuning your own restrictions, creating new custom challenges.
In other words, integration of restrictions directly into gameplay when creating a new game. Currently, the player is forced to constantly check themselves whether they’ve violated any starting conditions, manually calculate income, etc. Within a launched challenge, they can know for certain that everything that’s off-limits is already pre-excluded, and achievements are automatically tallied in statistics, allowing you to transition, for example, to directly controlling the new generation if that’s specified by the conditions (i.e., until certain conditions are met, children in a family cannot be directly controlled, only as NPCs).
All of this would create that very “goal” in the game that some players feel is missing. So they couldn’t cross the street on a red light without receiving a penalty for the violation, couldn’t get married until certain conditions were met, couldn’t… anything that the challenge entails. This would create all the necessary complexity for those who need it, while preserving all the joy of freeplay for those who prefer to play that way.
Yes, within “Fate Engine,” as I see it, you were thinking even more ambitiously, even to the point of completely reworking character behavior. But that would surely require enormous additional work. The proposed ideas, I hope, could be implemented with much less effort, since almost all of it is realized not by adding new mechanics, but conversely – by restricting existing ones. Plus the effort to track statistics on the game’s side to record quest completion.
Despite loving InZOI the way it is right now, I wouldn’t mind going through several different challenges if they were really conveniently integrated into the game.
As always, thank you for your wonderful work!
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