[05.15.26] Update on inZOI for PlayStation 5 (Updated)

Hello everyone,
This week, I’d like to finally begin the long-awaited discussion about inZOI’s console development.

It’s been a long journey getting here, but we’re now ready to share more details about our direction, what we hope to achieve, and most importantly, a much clearer timeline for when you can expect inZOI on PlayStation 5. I’ll start with that first before explaining why we adjusted our previous schedule.

We are currently planning to release inZOI for PlayStation 5 in the first half of 2027.

For the PC version, we released the game in Early Access before it was considered complete. We chose this approach intentionally so we could receive direct feedback from players throughout development, improve the game based on that feedback, and continue repeating that cycle together with the community. That process has been incredibly valuable in helping us build the foundation of inZOI.

Originally, we hoped to follow a similar approach for the console version. However, as we studied the console player base and platform environment more closely, we realized expectations for console games are often quite different. Console players are generally accustomed to receiving a more complete and polished experience from the very beginning, without major setbacks during the process.

After understanding that perspective, we felt we needed to approach the PlayStation version differently, even if it meant changing the way we’ve developed inZOI so far. Because of this, we have been focusing on improving every aspect we can imagine of the unreleased PS5 version as much as possible.

This includes bringing our large, immersive cities full of autonomous Zois to console hardware while carefully optimizing performance for fixed system specifications. We are also redesigning the experience around the DualSense controller rather than keyboard and mouse controls, while considering gameplay on larger TV screens viewed from a greater distance than typical monitors or laptops.

We do not simply want to recreate the PC version one-to-one on console.

We want the experience to feel natural and fully suited for console players. Beyond smooth gameplay, we are also carefully considering screen transitions, UI structures, controls, and many other details that should feel comfortable when playing inZOI on PlayStation 5.

Most importantly, we want players to feel that even with just the base game of inZOI, they already have a complete and satisfying experience.

These are ambitious goals for the PlayStation version of inZOI, and we hope we can meet those expectations when the game releases in the first half of 2027. Because of this development structure, we expect it to be difficult for us to hold large-scale public beta tests for console players, which I know may disappoint some of you. However, because our philosophy of developing alongside player feedback has proven so valuable for inZOI, we still want to involve the community—especially players who primarily play on consoles—in the continued development of the PlayStation version.

We are planning to compile some gameplay videos where we demonstrate how different aspects of inZOI are being adapted for controller gameplay and larger screens. After watching, we hope you’ll share your thoughts on what feels right, what could be improved, and what you believe would create the best possible console experience. Whether through Discord or another suitable platform, we want to gather your feedback this way in the near future.

In the meantime, let me know what you’re most looking forward to when imagining inZOI on PlayStation 5.

  • Are you hoping for experiences that are unique to console gaming?
  • Or do you simply want the same experience as PC, playable on PS5?
  • What matters most to you when playing games on console?

Write down your thoughts in the comments. We’ll be reading your feedback and apply it where we can throughout development. Then, we’ll continue this discussion when we share that development video with all of you.

We thank you sincerely for your patience while waiting for the console release of inZOI. We will continue working hard to create an experience that feels meaningful, polished, and truly enjoyable from the perspective of a console player.

I hope everyone has a wonderful weekend, and I’ll see you again in my replies next week.

—Kjun


Kjun’s Reply to Your Comments

Hello, this is kjun.:kjun_heart:

A few days ago, we shared through Discord that the release schedule for the PS5 version of inZOI has been postponed to the first half of 2027. We sincerely wanted to bring the PS5 version to you within this year. However, as we reflected on the development experience of the PC version, which is currently in Early Access, we came to think more deeply about the level of quality inZOI must achieve in a console environment. Through that process, we have taken seriously the fact that there are still many areas we need to improve in order to meet the expectations of our players.

Once again, we sincerely apologize for adjusting the release schedule in order to thoroughly address these areas and properly raise the overall quality of the game. For our console players in particular, we believe the best way to repay your expectations is to ensure that, with a single purchase of the main game, you can fully enjoy a rich and deep gameplay experience. For that reason, we would like to take more time and prepare the PS5 version with greater care and depth.:man_bowing:

Despite the disappointing news of the delay, many players have told us that it is better to take a careful approach and improve the quality, rather than rushing out an unfinished version. Many of you have also shown support and encouragement for our transparent communication. Each and every one of your warm messages has been a tremendous source of strength for me and the development team. Thank you sincerely.

Many of you also shared the opinion that, considering the differences in expectations and gameplay experience between console and PC players, it would be better in the long term to release the PS5 version after the PC version has reached a sufficient level of stability and feature completeness. Our development team fully agrees with this view.:sweat_smile:
In particular, the PS5 version must pass Sony’s strict guidelines and certification process, which means we need to secure a high level of stability and optimization. The team in charge recognizes the importance of this process very seriously and is treating it as a top priority. At the same time, we aim to minimize the update gap between the PC and PS5 versions at the time of the PS5 release, so that console players do not feel left behind.

Ultimately, I believe that the best way to repay the love and interest you have shown us is to reflect the many opinions and improvement requests we discuss here, and to continue developing both the PC and PlayStation versions together.

We are also carefully monitoring each of the feature improvement and addition requests you have shared through Discord. Today, I would like to share some of the actual preparations the development team is currently focusing on for the console version.

Console-optimized controls and UI/UX improvements

To create a gamepad control experience that feels right for inZOI, we are studying strong examples from various global console titles. While the current UI layout is based primarily on keyboard and mouse controls, we are focusing on optimizing the control flow so that menus and UI elements on screen can also be selected and controlled comfortably with a gamepad.

We are also preparing gamepad button customization, including key mapping, to improve user convenience. In addition, for players who prefer keyboard and mouse controls even in a console environment, we plan to support those input options as well.

Console-exclusive content and feature expansion

As shown recently with fishing gameplay that uses DualSense features, we are working to add more content and features that make use of the unique appeal of the console environment. We are also doing our best to optimize the in-game canvas feature, which many players have asked about, so that it can be experienced in a form suitable for the PS5 environment.

In addition, the valuable ideas you have shared regarding family systems, daily routines, graphics, animations, and other areas are being carefully reviewed within the development team. Rather than being bound only by a fixed update plan, we will continue to think more deeply about what kind of fun our players truly want.

The valuable experience and know-how we are gaining through the Early Access period of the PC version are becoming an important asset for us. By building on that experience, we promise to bring you the PS5 version in a more stable, polished, and complete form.

Thank you sincerely to all of our players for continuing to trust and support our communication, and for generously sharing your feedback for the success of inZOI. We will continue building inZOI together with you.

Thank you.

kjun :growing_heart:

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I’m disappointed by the change in schedule but I understand that you need to do what is best for the long term success of the game. Thank you for letting us know.

Reducing menu use

Menus can be annoying and difficult to navigate when using a controller.

I noticed a feature in another life sim game where you can pin an interaction so that it always appears at the top of the menu.

I think this mechanism could be extended further so that an interaction pinned by the player can be accessed immediately using a single key.

For example, you would click on a chair and highlight the ‘sit and rest’ as the favourite interaction for that object. The next time you come to the chair, you can press the j key to immediately ‘sit and rest’ or you can press the f key to open the menu and select another interaction.

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First, you need to make a full PC version. The PC version is still not very good, yes, of course it’s better now than before, but it’s still very far from ideal. I’m thinking of finalizing the full PC release software first, and then starting working on the PS5 version. You won’t be able to do it until you have the final version on your PC. It will be two different games and twice the work cost.
My suggestion was to leave adding new content to the game for now until you fix the flaws and errors. Because they will not only be on the PC version, but they will also be transferred to the console. We’ll have to fix two versions at once - why?. Moreover, read the forum, there are a lot of error messages, suggestions for improvements to what is available: add new to the old without developing a completely new one. For example: add the topography of Dowon, Blissbay, Cahay - the cities are too flat. Connect game residential areas to the city’s road network, etc. Here, you can recycle the content and bring it to excellent condition for a whole year, and we players will constantly receive something new.

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i’m so excited for the ps5 release! i just wonder how would the “uploading” feature in the laptop gameplay in the ps5 gameplay (i’m not frequent user of playstation) so i’m just curious is there a way, to upload our own clothing motifs, 3D objects (based on our own image files), mp3 files (to use in stereo), youtube links (to project on Cinema screens/billboards) etc.. did you think of that, or is playstation already an upload friendly device?

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I’m afraid most likely not. I’m not a PS5 player myself, but I know that Sony completely prohibits the use of external resources (scripts, sounds, new 3D models). Mods on PS5 can only use resources that are already in the game’s code itself. So no new external textures and music. It’s possible only if the game adds to memory what the player creates themselves using AI. Though, having a connection with CurseForge might help here, so you shouldn’t give up completely.

As for YouTube links - they’ve already abandoned that in the computer version too. They couldn’t reach an agreement with streaming services. So only local files will be played in the game. At least, that’s the situation right now.

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Mods are available for PC not PS5. Console gamers want a lot. :laughing:

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Currently Steam only has controller support for an Xbox controller. If you update it to include PS5 controller support, PS5 players currently using GeForce Now can provide greater feedback regarding controller use.

I like to quote the following sentence: “Most importantly, we want players to feel that even with just the base game of inZOI, they already have a complete and satisfying experience.”

Where can this satisfying gaming experience be found or where will it be found? As has been mentioned so often, please address the bugs that keep coming up and please don’t tie up so many resources elsewhere. The ideas are good, no question. But there’s a constant lack of follow-through, and instead, resources are being allocated elsewhere.

Edit: I’d also like to add that I appreciate your efforts, but I’m afraid that things like bug fixes or a fully developed and well-functioning business system are falling off the radar and being left behind.

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It’s quite disheartening to read that. I’ve often heard players here on the forum say that it feels like information from here is hardly taken into account, and priority is given exclusively to Discord. And in your response, it’s mentioned twice — but not a word about the forum.

Not everyone can post there. What’s more, I think the biggest fans of the game are gathered not where attention is spread across multiple channels, but here on the forum, dedicated exclusively to this game.

Please pay attention to our requests too! :folded_hands: We don’t just report bugs; many players offer very interesting proposals for game mechanics.


And if we’re talking about the console version… Look, there will inevitably be fewer modification possibilities than on PC, no matter how hard you try to close that gap. So for the game to succeed there, it’s CRITICALLY IMPORTANT that the game has great content variety from the start. And that means having cities with very different architecture (and vegetation, climate…). I hope to see not 3, but at least 5 cities at launch. Moreover, two new cities should offer no fewer new materials than the Cahaya release. Only then can we say that console users will have enough variety and won’t suffer from insufficient additional materials.

As for fixing all the bugs — that’s the “basics.” That’s not even worth discussing separately.

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I don’t know about you but many of my suggestions were seen on the forum and added to the game. :laughing:

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The only question here is whether they were added because they saw it on the forum, or simply because someone asked for the same thing in Discord? :wink:

Just Kjun clearly writes about “there”, but doesn’t say a word about “here”. But I’ll be happy if I’m wrong :+1:

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Topics that attract interest are also valued in the forum. My suggestion was taken into consideration. In fact many of my topic suggestions were seen and taken seriously. I gave examples from some topic headings.

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@Carnel @HeinziDerHeld @JoyIsFunner I get great support on Discord lol :laughing:

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