[06.12.26] inZOI Update Scheduled for June 18: A Quick Development Update

:sparkling_heart::sparkling_heart:How absolutely amazing that we are actually looking forward to game updates WOW :heart_exclamation:

Kjun, you and the entire inZOI team deserve 5 stars, red carpet treatment, serious kudo’s and a huge pat on the back. :heart_hands::two_hearts: I’m so looking forward to this update and counting the days.

I have no new suggestions and only want to remind you of the Canvas suggestion to give creators an option to allow that their creations can or can’t be shared please. We really need this.

Keep up the excellent work and thank you so much for this awesome game - I’m loving it :heart_hands::two_hearts:

:thankyou: :custom_butterfly: :custom_heart:

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Good evening. Good job! :+1: Honestly, it’s very nice to see that your ideas and the ideas that you support reach the developers and are added to the game. It’s nice to have an understanding of when a lot of things people write to developers for a reason. Very few projects can boast of this. Mr. @Kjun I wish you and your team not to slow down and continue on the right path.:upside_down_face:

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Good day. I watched the review of the upcoming update and I wanted to say – thank you so much for all the work you’ve done​:sparkling_heart: I love everything. I can’t wait to try it all out and explore it myself​:two_hearts:

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Moved to tomorrow!! No big deal, We all love you so much, we’re proud of you and we’re waiting for you!

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I can’t wait for the update

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I said I can’t wait, but I’ll wait one day more, even one weak more if that means all or most of the current existing bugs will get fixed. I still support you (@Kjun), your team and this wonderful game. :heart:

Don’t exaggerate.. :face_with_open_eyes_and_hand_over_mouth:

How do you know that it’s been postponed to tomorrow?

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Thank you! I’ve been watching videos of other players and my sister’s early build gameplay and this new update looks amazing. Can’t wait to get my hands on it tomorrow! Thanks to the whole team for their hard work. Inzoi is truly shaping up to be a great game.

Mornin’

I have read some odd things that some random youtubers receieved this patch way before time

I hope that is not true and if it is then i hope you guys will have a change of heart from now on.

Like most of your community we rather get straight communication from you guys.

Even if we can act like kids every now and then.. it is better

The patch looks great and i am happy to see that you guys are throwing some bug fixes as well

I guess i will look into that when i get back from rehab

I wish you guys a lovely midsummer

Somebody on reddit shared a message from Kjun to the discord channel. I’ll try to find it and post it here…

For anyone looking for news on the update…

Hello Creators,

We’d like to inform you that the update previously scheduled for June 18 has been moved to June 19 due to internal scheduling reasons.

We sincerely apologize for any confusion or inconvenience this may cause, especially for those who were looking forward to the update today.

During our final testing, we identified an issue that needed to be addressed before release. We understand how frustrating last-minute changes can be, and we apologize for the short-notice change.

Any further updates will be shared via a separate announcement.

Thank you for your patience and continued support.

- The inZOI Team

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Kjun’s reply…

Thanks to everyone who took the time to leave feedback. I’ve been reading through your comments one by one. We finally tracked down the build issues and stabilized everything, which is why I’m only now able to write this post. I’m sorry for repeatedly failing to keep my promises and timelines.

First of all, thank you for the positive reactions to the recently revealed features, including the school system, hospital treatment, giving up seats, physics-based fights, baby interactions, phone UI improvements, and various quality-of-life features. As someone helping prepare these updates, it means a lot to see that many of you can feel the game evolving.

As we reviewed all of the recent feedback, one thing became very clear once again: what you want is not simply a collection of new features. The most common message we saw was that the game should feel like a real life simulation where systems are connected to one another, rather than a game with an ever-growing list of isolated mechanics.

Because of that, we have adjusted much of our August update planning and made two priorities our primary goals: stronger connections between existing content and improving overall stability. Even though everyone is busy preparing updates, we held a team-wide meeting today specifically to align around this direction.

We understand that you want the family system, school system, personality system, economy system, relationship system, and autonomous behavior system to influence one another and function as parts of a single living simulation rather than existing independently.

We also saw a tremendous amount of feedback regarding family gameplay and life stages.

Many of you want the progression from newborn to infant and child to feel more natural. You want activities such as feeding, changing diapers, taking first steps, saying first words, and potty training to become meaningful gameplay experiences rather than simple milestones. We also saw many comments emphasizing that family memories, childhood experiences, and evolving parent-child relationships should serve as long-term motivations for play.

Thank you for these thoughtful suggestions. We fully understand the desire to experience a child’s growth directly rather than receiving simple notifications, to become an active participant in caregiving rather than a spectator, and to build stories around relationships and memories rather than numbers alone.

Based on your feedback, we will continue developing systems so that a child’s upbringing, education, and acquired traits become meaningful and clearly visible throughout gameplay.

We also received a great deal of feedback regarding baby behavior. Some players pointed out that babies destroying refrigerators or engaging in highly exaggerated actions feels less immersive than realistic childhood mischief and accidents. We agreed with that feedback and have already fixed the refrigerator-destruction behavior. Thank you for bringing it to our attention.

The response to the school system has been even more positive than we expected.:grinning_face_with_smiling_eyes: At the same time, many players expressed that schools should be more than places where characters simply attend classes. You want them to be spaces where friendships are formed, clubs emerge, rivalries and conflicts develop, and experiences continue to influence life long after graduation.

We saw many requests for deeper connections between student personalities, reputations, teacher characteristics, school events, club activities, higher education, and career paths.

The personality system was another area repeatedly highlighted by the community.:man_bowing:

Many players feel that character personalities currently do not have enough influence on gameplay. Personality traits should not simply be descriptions in a menu; they should shape behavior, relationships, and decision-making.

For example, introverted characters should not approach strangers as easily, loyal characters should not betray relationships so readily, and childhood experiences should have lasting effects on personality development into adulthood.

We strongly agree that schools should function as small societies where personalities, relationships, clubs, conflicts, and life goals naturally intersect, and that personality itself should become a living set of behavioral rules rather than static text.

The recent jealousy reactions related to romantic affairs are one of our first steps in that direction, and we will continue improving how characters express their emotions, thoughts, and personalities over time.

The feedback regarding the economy system was also extremely valuable.

Many of you pointed out that earning and spending money is currently too easy, leaving little room for long-term goals. We agree that rent, living expenses, business management, investments, debt, and even failure should all play meaningful roles in giving weight to life decisions.

The goal is not simply to make the game harder. The goal is to make choices meaningful and allow personal stories to emerge through those choices. We fully understand that direction and will continue expanding the life simulation experience through deeper economic systems.

Similarly, many players expressed that businesses should become more than simple money-making tools. Managing employees, customer satisfaction, reputation, reviews, and marketing should all interact as part of a larger system.

We have also reviewed your suggestions regarding the phone system, AI conversations, voice features, vehicles, group behaviors, graphics options, build mode improvements, and many other topics.

We cannot implement everything at once, but this round of feedback has helped us clearly understand what matters most to you. Moving forward, our focus will not only be on adding new features, but also on ensuring that existing systems connect naturally with one another and create meaningful choices and consequences throughout gameplay.

Thank you, as always, for sharing your thoughts. Your feedback genuinely helps shape our development priorities.

And one final request: if I ever forget to post my Wednesday reply again, please be a little understanding. Unlike in-game characters, real people sometimes have difficult things happening in their lives too.

See you tomorrow. This time, tomorrow’s post has already been written in advance. I should head home. :cat::joy:

— Kjun

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Love this - Thank you Kjun and team :heart_hands::two_hearts:

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