[05.29.26] Still Moving Forward (Updated)

:growing_heart: Hello everyone. :growing_heart:
For some reason, I feel especially happy to see you all today. :smiling_face:

Our team worked incredibly hard again this week. But when I arrived at the office this morning and checked the latest build, I was reminded that there is still so much left to improve. Lately, there are times when I feel overwhelmed and wonder whether the game I’m making is truly heading in the right direction.

Reading through your feedback from the recent survey reinforced something important for me. Our highest priority is to create clear goals for players to pursue, build interactions and situations that feel natural rather than awkward, and ensure that our various systems and content have enough depth and work together organically. Of course, improving stability and reducing awkwardness remain essential challenges as well.

Even so, I think I’m fortunate. I genuinely love making games. This week, there were moments when looking at the build left me feeling exhausted, but then an idea would suddenly come to mind—something that could dramatically improve Zoi’s interactions and conversations—and before I knew it, I’d be completely absorbed in development, forgetting about lunch for a while.

Still, I believe things will work out because all of you are here with us, and because everyone on the team is giving their best.

Working hard doesn’t guarantee that everything will go perfectly. We all have things we cannot do, and we all make mistakes. But as the saying goes, the darkest hour comes before dawn. Who knows? Maybe everything will come together like a movie, and inZOI will become a game loved by even more people around the world.

There is one truth about life that I firmly believe in: life is always changing. Even when things are difficult today, better days can arrive tomorrow.

Today’s post ended up sounding a little like a personal reflection. I suppose I’ve become more comfortable talking with all of you on Discord. I still vividly remember the first day I had to write a post here. I couldn’t even log in properly and had to ask a colleague sitting next to me for help. I also remember trying to reply to every individual comment because I wasn’t sure how to respond, only to be amazed by the sheer number of messages coming in. Over time, that naturally evolved into the format I use today. I guess that, too, is something that changed with time.

Thank you, everyone.

I’ll see you again next week.

Thank you.

kjun :growing_heart:


Kjun’s Reply to Your Comments

:psycat_cahaya: :psycat_cahaya: Hello everyone,:psycat_cahaya: :psycat_cahaya:

It’s getting hotter here in Korea, and it finally feels like summer.

This week, the overall reaction to recently revealed features such as vehicles, GPS, camera improvements, and basements has been extremely positive. Many players have described these as some of the most noticeable improvements since Early Access launched, and there is a strong sense that immersion is steadily improving. Thank you all for your support and encouragement. That said, we still have a lot of work ahead of us. :joy:

One message continues to appear consistently throughout your feedback: adding new features is less important than making existing systems work together in a way that feels like real life. I completely agree. Going forward, I am placing greater importance not on individual features themselves, but on how naturally they connect with personality, memory, relationships, autonomous behavior, and daily life loops. Improving these areas takes time, but they are critical to the future of the game.

In particular, we received a tremendous amount of feedback regarding the Trait, Relationship, and Memory systems. While players generally feel that the characters look great visually, many believe they still feel too similar to one another and lack distinctive personalities. Players want traits to affect actual gameplay rather than simply existing as descriptions. They want traits to influence behavior, animations, dialogue, emotional reactions, school life, careers, friendships, and romance.

The Memory system is another area where expectations are high. Rather than functioning as a simple record of past events, players hope memories will have lasting effects on relationships, conversations, emotions, and long-term character development.:saluting_face:

For future updates, we are not only planning new content but also improvements to how Zois process personality, understand context, and react to the world around them. With the upcoming school update, we are experimenting with more trait-driven behaviors and reactions. We hope you will enjoy watching how different Zois experience school life and continue sharing your observations with us. Your feedback will help shape future content development.

Because of this, the development team is currently reviewing and adjusting our overall roadmap. As many of you have suggested, we are discussing reducing the number of entirely new features. Increasing the depth and interconnectedness of the game while continuously adding major new systems has proven challenging. After the school update, our focus may shift more heavily toward improving existing systems and making them feel connected, believable, and life-like. ^^;

Vehicle-related feedback was one of the largest topics in this week’s report. Players have responded very positively to the improvements in vehicle physics, but many would like vehicles to evolve beyond simple transportation. Suggestions include vehicle damage, repairs, maintenance garages, gas stations, car washes, vehicle ownership systems, customization, taxi-driving careers, and eventually even larger social systems such as insurance and accident handling.

We also identified and fixed issues related to family members riding together in vehicles. Additionally, vehicles can now perform U-turns properly, making travel significantly smoother and reducing the need for teleport-style movement.:smiling_face:

GPS and minimaps were welcomed by nearly everyone. Players especially appreciate how much easier navigation has become in larger cities. However, one frequently requested feature is a minimap that rotates based on the player’s direction. Zoom controls, custom waypoints, and support for underground levels are also among the most common requests.

Regarding the building system, players continue to praise the visual quality but often feel limited by the current level of freedom. Requests for freely placing furniture and decorations, expanded city editing tools, additional empty lots, more residential spaces, and larger basement functionality appeared repeatedly. Many players also expressed concerns about limited living space for grown family members who wish to move out and start independent lives.

We have also heard your feedback that cities still feel underutilized. While inZOI contains large cities and populations, we recognize that we are not yet taking full advantage of these resources. To help bring cities to life, we are currently preparing festival systems and city-wide events for future updates. If you have ideas for festivals or local events that would fit specific cities, we would love to hear them and pass them along to the responsible developers.:folded_hands:

Many of you also continue to request more business-related content. Features such as hair salons, clothing stores, and other player-owned businesses are among the most popular suggestions. We are actively encouraging the development team to continue exploring these possibilities.

From a gameplay perspective, one recurring criticism is that cities are large but do not yet offer enough meaningful activities. Even when stores and facilities exist, interactions can feel limited and daily activities can become repetitive. Players frequently request expanded life-simulation content such as hospitals, supermarkets, salons, laundromats, school activities, local events, festivals, part-time jobs, farming systems, and production chains.

Within the modding community, the most common concerns are not about mod functionality itself, but about the support process. Many creators find it difficult to track mod review status and feel that official responses can be slow. Suggestions such as expanding the ModKit, supporting script-based mods, and creating private testing groups continue to appear regularly.

As it happens, we are actively preparing for future mod support. If there is enough interest, I would love to experiment with a private testing group involving community members. In fact, I have been working on a very small mod myself. To be honest, this is the first mod I have ever developed, so I am a little nervous. I keep wondering whether I am building something that truly meets your expectations and needs. I hope to share it with you soon and discuss it together.

As always, thank you for your feedback, encouragement, and support. After reading this week’s discussions, my biggest takeaway was this:

:beer_mug: “The direction is right. Now give it more depth.”:beer_mug:

If I have misunderstood, please let me know in the comments below.

Thank you once again for helping us start every Wednesday with energy, excitement, and motivation.

— kjun :growing_heart:

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I am so excited to hear that upper floors and roofing will be visible in shoulder view. It’s always bothered me having the sky visible when inside. Thank you!

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that was an easy question

basement built ofc :hammer_and_wrench:

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Thank you for sharing your thoughts with us, Kjun.

Reading messages like this reminds me why so many of us continue to believe in inZOI. The passion, honesty, and dedication of the team are visible in every update. Creating something ambitious is never easy, and the fact that you are constantly reflecting, listening, and striving to improve gives me a lot of confidence in the future of the game.

The progress made during this first year of Early Access has been remarkable, and while there is still work ahead, it’s clear that inZOI is moving in the right direction. Great games are built step by step, and every improvement adds to a stronger foundation.

Thank you and the entire team for your hard work, your transparency, and your willingness to grow alongside the community. We’re excited to see where this journey leads, and we’ll be cheering you on every step of the way​:heart:

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You’re doing great! I’m the happiest person when your messages, thoughts, and updates come out. I really enjoy reading you, what you think about and what you’re working on and creating — it’s such tremendous effort!!! Just know that we’re proud of you and love you! :pink_heart: :blue_heart: :heart:

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Mr. @Kjun I am very pleased that you and your team are working hard on InZoi. Yes, there is still a lot of work to be done. The main thing is that you and your team go in the direction you choose. After watching your video on transport, I would like to draw your attention to this Lots attached to sidewalks , Automatic parking of the car and motorcycle, at the parking place. , Driving to location - optional full drive , [05.22.26] Feedback for Vehicles . If we’re talking about transportation, then these things need to be done, because that’s why personal transportation is useless in the game right now.

I will also add the following to the account of cars:

  1. The car must be “tangible” for the whole family, so that anyone (from adults) in the family can drive this car (1 Car for the whole family). This is best done in The Sims 2.

  2. Give us the opportunity to park vehicles on your property (in the garage). For example, in Blissbay, it is a copy of an American city, and in America (and beyond) cars can be parked inside residential areas on the street, in a garage, in a house.:grin:

  1. There are many classes of motorcycles, but there is only one type in the game, which is cheap or high-speed. Please add this to InZoi - at least for one model.

  2. As an amateur motorcycle racer, I noticed that the physics of the motorcycle is not correct. In reality, the motorcycle turns by tilting - the higher the speed, the greater the tilt (Offset). As well as turns at low speeds (Counter-steering)

  3. It was also great to have a tuning system for vehicles: changing colors, wheels, vinyl, etc. For example, as in Need for speed, Tokyo Xtreme Racer, Ride 6. (Not necessarily, of course, it would be a nice feature)

  4. As another idea, you can add a motorcycle driving skill. Because in real life, driving a motorcycle is a really difficult skill. The better the skill, the better the control of the motorcycle, the better the cornering and braking.

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I wonder how many times people will throw things around by mistake when carrying them

The car physics to me seem really cartoony and poor especially as there is clearly no car damage when hitting things and also the way they fly after hitting it rather then it just stopping them dead at times

Having said that i do appreciate all the effort the team is putting into making this game the best it can be

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Hehe…:grin: :love_you_gesture: Did you do a car dealership as a business in The Sims 2? By the way, Mr. @Kjun, here’s another idea!:upside_down_face:

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This is the basement of my house in Sims 3. Not a car dealership :laughing:

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Looking a lot like GTA online with those exotic cars :+1:

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I would add to this thread that cars shouldn’t disappear when you park them on the street… and the idea that a car could have damage if it got in an accident would also be nice, or give you the option… or that over time they could break down… :smiley:

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First-person view is absolutely awesome! Now we need more beautiful places to walk around so it makes sense and lets you really feel like you’re strolling somewhere out in nature :heart_eyes:

Ceiling display is also a wonderful improvement! :+1:

And against this backdrop, I’d like to draw attention once more to the clear need for an additional wall display view - Новый вид обзора зданий

Believe me, this would greatly enhance the gameplay experience and make it easier to take beautiful screenshots. I’d bet that most people who don’t choose “over-the-shoulder view” or “first-person view” would use exactly this kind of mode when it appears, combining the best of “show all walls” and “completely hide walls”, which either block the view or break immersion :melting_face:

And yes, thank you for your tireless effort to make the game better! We really appreciate and love you all! :sparkling_heart:

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Hey Team! I love everything I’ve seen in the video, even though I didn’t understand much because my English is bad.. haha But I feel proud and lucky about the great team behind Inzoi. As I’ve read in other comments, I also get happy when it’s Friday and you write a new post.

PS: I adore the new GPS feature, but like, a lot, a lot, a lot. It makes it so much easier for car trips or when you feel like walking with a Zoi to your destination. :smiling_face:

Huge hugs!!

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Wow :custom_heart: This is amazing..!! Wall customization is insane - love it..:custom_heart:
So much hard work - THANK YOU so much
:thankyou:

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A post was split to a new topic: [05.30.26] Feedback on vehicle convenience, family ownership, maintenance, and social interactions

Good work, I think. But I’d already be happy if things that worked would work without errors again. Like aging to the next life stage for the townies, the unplayed families in the houses.

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I’m curious how soon modders will make a grenade :joy: :rofl:

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Oh… I think she’ll be released on the same day as Wicked Wilms :grin:

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