[07.17.26] Rethinking Autonomy: Making ZOI Feel More Alive (Updated)

Today is a public holiday here in Korea. Even so, I wanted to keep my promise and share another development update with you. :grinning_face_with_smiling_eyes: Just kidding—this post was actually written yesterday.

I joked because I sometimes feel that if I let you see how hard we’re working, it might be a little easier to understand why the game is still a work in progress and to keep waiting for us. This week as well, I’d like to share some of the things we’re currently developing.

This month, we’ve been spending a great deal of time fixing bugs and improving existing features. This is now my fourth year developing games in this genre. If someone asked me what the single most important element of a life simulation game is, I would answer without hesitation: the autonomy system that makes ZOI feel like real people living their own lives.

When development first began, we studied The Sims extensively, along with many development materials and presentations about how that genre had evolved. We even consulted experts in robotics. In the end, however, most of what we needed simply didn’t exist, so we had to create it ourselves. Building a system that allows Zoi to think and act independently was easily the most difficult challenge I’ve faced.

Right now, each ZOI scans nearby interaction targets, evaluates them based on needs, traits, personality, preferences, and other factors, calculates a score for every possible action, and then chooses the highest-scoring one. Within roughly a 40-meter radius, the system evaluates a large number of possible interactions, selects the most appropriate target, moves there, and performs the chosen action.

This approach has served us well so far, but recently I’ve become increasingly aware of its limitations. Because of that, we’ve decided to go back to the drawing board and redesign the autonomy system itself.

In the future, I want ZOI to satisfy their immediate needs first, but after that, instead of repeatedly choosing whatever action has the highest numerical score, they should naturally make decisions that reflect who they are. Rather than relying primarily on score-based priorities, we’re moving toward designing behavior through rules that resemble the way people actually make decisions.

For example, an outgoing ZOI should naturally spend more time socializing with others, while a family-oriented Zoi should prefer spending time with their spouse and children. If a couple visits a park together, I don’t want them to immediately wander off in different directions. I want them to walk together, chat with each other, and naturally enjoy spending time as a couple.

Looking back, I think I temporarily lost sight of the fact that this system is the true engine of a life simulation game. Adding new features is certainly important, but I’ve come to realize once again that autonomy should be the foundation that naturally connects every other system together.

As our plans become more concrete, I’ll continue sharing them with you and listening carefully to your thoughts. Your feedback has been an enormous help in shaping the direction of development.

Writing this also reminds me that I’m still showing you a game with many unfinished parts, and I genuinely feel sorry for that. My biggest goal right now is to turn that feeling into meaningful updates as quickly as possible.

Throughout July, improving the autonomy system will be our highest priority. Then, next month, we’ll focus on strengthening the connections between the game’s various content and systems so that they work together more naturally. Step by step, we’ll continue making steady and meaningful progress.

kjun

P.S We also have quite a few channels and categories on our Discord now, so we’re planning to reorganize them to make everything easier to navigate. Of course, none of the existing content will be lost—we’ll be keeping it all. As with our other improvements, we’ll share the proposed changes with you first and ask for your feedback before making any decisions.


Kjun’s Reply to Your Comments

Hello everyone,

Wednesday’s communication time has come around again. It seems like you all enjoyed last week’s candid dev talk, so I’d like to keep it going (please let me know if it’s just me who thinks so :blush:).

I’m really glad you gave such enthusiastic support for the jump shortcut issue we discussed last time. As requested, we’ll offer a shortcut key option, change it to the spacebar, and announce it clearly in the patch notes. We’ll continue to ask for your opinions on Wednesdays before making important changes like this going forward.

Next, we’re working on expanding the family creation feature in the character creation UI, which we mentioned before. Currently, inZOI’s character creation UI requires moving back and forth between several screens to create a family, and setting up family genetics/relationships has also been inconvenient for a while — we’re working to improve this. We’re also preparing to let you add voices, add family members, and change family relationships in-game, as well as select characters at the baby/toddler stage, and capture the final look as a photo. We’ve tried to preserve existing usability as much as possible, but there will be some minor changes as features are added, which we’ll cover in detail in a video.

We’re also continuing work on the meal/cooking system enhancements we previewed recently. Playing inZOI at a relaxed pace, I once again realized how much time meals take up besides sleep. While working on adjusting cooking/meal priorities, we discovered an issue where large-portion food couldn’t be taken directly from the fridge or inventory to eat, so we’re working with the team in charge to fix this inconvenience. We’re also considering adding more lively reactions related to meals — for example, realistic reactions like a fire breaking out if food is left unattended on the stove. Just the cooking/meal features alone might take the person in charge the whole year, but since so many of you brought it up, we’re raising its priority. We’re adding a lot of new dishes too — is there a food you’d really like to see added to inZOI?

We’re also preparing the “spend the night” feature this time. Instead of turning existing friend/romantic relationships into family members or a social event, we’re planning to offer it as a choice within a more natural conversation flow. We had pushed this down in priority since similar features could substitute for it, but with the goal of making your immersion and NPCs feel closer to you, we’re going to build it starting now and use it as a tool to gradually expand relationship narratives. If you have any ideas for immersion-focused systems like this, please feel free to share them.

That’s all for today’s dev communication. We’re deeply grateful to those who continue to show unwavering love for inZOI despite its shortcomings, and inZOI Studio will keep working hard to improve and complete the game to repay that love.

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Dear Kjun ;

Please add ( Off-Topic ) and ( Game-Chat ) categories to the forum. We really need them.

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As autonomy improves, players have less of a role in managing needs. While this is a good improvement, it does become another area in which the player is not truly needed and reinforces the lack of challenge many players have mentioned previously. While I enjoy the sandbox nature of the game, there are currently no mechanisms in-game to support players in setting goals, there are currently no meaningful rewards for achieving goals and no challenges to overcome.

For example, zois do not need the player to survive but they may need the player’s input to achieve their ‘desired life’. However, it’s easy to forget what life the zoi desired. If they desire wealth, they are not any happier when they have that wealth. They are not unsatisfied if they have only enough money to survive. There is currently nothing in the game to motivate the player to achieve their zoi’s ‘desired life’.

Perhaps Inzoi could implement a system similar to the ‘life satisfaction’ meter in the sims 2. The player could see how satisfied the zoi is with their life. Low life satisfaction could result in negative outcomes for the zoi, e.g depression, poorer relationships, etc. This would also add an additional challenge to achieving good karma, with some actions improving life satisfaction but lowering karma. For example, a zoi who desires a life of excitement could gain life satisfaction from stealing cars but this would obviously impact negatively on their karma.

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Dear Kjun,

first off, I wish you and your team a well deserved holiday​:four_leaf_clover:

I have two ideas in mind about what you showed in the video.

First, I always like improvements to the build mode. Later on, I wish it would be implemented to place more “clutter” items on a surface. Being able to put small clutter items closer together would make it feel less polished and tidy, which would make it feel more lived-in and personal. Example picture below:

The second point is about the jumping mechanic, which I already adore.

Maybe the sports skill could influence it. The more fit we are, the higher/further we can jump (obviously still in realistic means) and stumble less. If we spin it even further, there is potential of small Parcours jumps, but that’s just me dreaming.

As last point, I like the polished rework of the autonomy, though I mostly play my own controlled Zoi without any autonomy. It would make family gameplay nicer, but I think there will be a fine line between “realistic autonomy” and “autoplay and the player doesn’t need to do much”. A setting, which allows us to tweak the autonomy might help between “simple autonomy” for needs and basic hobbies and “full autonomy”, like you suddested. That way, people who still want to control most of the family themselves have a way to still do so.

That said, it will be awesome for NPCs and make them feel more natural.

Thank you for your hard work on the game and being in touch with us. Have a nice weekend everyone :four_leaf_clover:

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I’m really interested in Active Mode. I would it to be added :blush: thank you Team!

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It would be nice to have the car deformed and broken in accidents. As well as repair and timely maintenance of the vehicle. Of course, for those who love dollhouses, to be able to turn it off (Although I’m against it)

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Official car brands do not allow this. :slightly_smiling_face: Example ; Would you like to see your car destroyed in games? ( owner of the official car brand )

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Wow!!! all the features shown today were so mesimerising especially the jumping animation and new car feature, hope for more next week thank you, and suggest new features we would like to see eehh…?

. We would all love it if you add a Kicking animation and Busses that move and more animals to make the farms more alive thank you :blush:

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Thank you, as always, for your story! :heart:

I find the subcategories highlighted in build mode very useful! It’s really much better than endless scrolling through lists.

But I wish this same principle were applied to the menu for interactions between sims and objects and between sims themselves. Right now, for example, when sitting down at a computer, we’re forced to scroll through the menu quite a bit if we want to sequentially engage in programming, write a book, and do something else. Seriously, it’s a menu with a large number of items, but you can’t see their contents all at once — you have to constantly scroll the mouse wheel looking for the action you need.

And the same goes for interactions with other sims. The categories — romance, friendship, and so on — we see all at once, but inside each one scrolling starts again. As a result, by the time you scroll to the menu item you need, your sim has already finished their current action in the conversation, and their conversation partner tries to leave, taking advantage of the pause that’s appeared. Or even our own sim with autonomy enabled decides to go somewhere, and we have to cancel their actions. This is extremely inconvenient :folded_hands:

The jump animation is great. Though I don’t really understand its purpose other than actually jumping out of windows :grin:

But at the same time, it seems to me that it would be better if a sim who fell in the pool didn’t change into swimwear, but stayed in the same clothes they were wearing, and then got out soaking wet. That would look much more natural and would show that this was an extraordinary action, not something routine. After all, accidentally falling into a pool is not the same as going there to swim :wink:

Thank you for the game! :smiling_face_with_three_hearts:

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I’m not sure if it’s just my game experiencing bugs, but in my opinion there are still many things that should be improved before adding more new features.

For example, even though there are cheats and mods, I think Zois’ needs should decrease more slowly. They get tired or hungry far too quickly, which makes it difficult to fully enjoy the gameplay.

Another thing I would improve is the action queue. Sometimes I queue a specific action, but my Zoi ends up doing something completely different. Also, managing multiple Zois at the same time doesn’t feel very smooth. In The Sims 2, this system felt much more intuitive and responsive.

I know there are many exciting features planned for the future, but I’d also love to see more realistic interactions. For example, it would be great to be able to go to the beach with an NPC. If I want my Zoi to run away for a romantic getaway with their lover, I should be able to do that. Likewise, I think private messages exchanged with a lover shouldn’t automatically be discovered by the partner. I know cheating isn’t a positive thing, but it is part of real life and adds depth to the gameplay. Right now, you need a mod to make something like this possible.

I also hope to see pets added soon, with the ability to adopt, buy, and take care of them. I’d love to see more dynamic weather and natural disasters as well, such as floods, heavy snowstorms, and other extreme weather events, to make the world feel even more alive.

I’d also improve the careers and business system. It would be amazing to own and manage businesses such as clothing boutiques, beauty salons, cafés, and other types of shops, making careers much more engaging.

I would also love to see a more realistic laundry system. Clothes should actually get dirty over time, and after doing the laundry, we should be able to hang clothes out to dry or use a washer-dryer. Small details like these would make everyday life feel much more immersive.

Another feature I’d really appreciate is smarter household behavior. For example, if one Zoi is cooking while the rest of the family is at home, it would be great if everyone automatically gathered around the table to eat together instead of having to control each character individually.

Finally, one of the features I want the most is an improvement to Build Mode. It would be incredibly useful to place multiple objects on the same table, counter, or other surfaces without having to rely on cheats or mods. This would make decorating and customizing homes much more natural and creative.

I hope these kinds of improvements will be considered before focusing too heavily on adding completely new content, because they would make the overall gameplay much smoother, more immersive, and more enjoyable for everyone.

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Thank you, Kjun, for this update. You are absolutely right – realistic autonomy is what makes a life simulation truly feel alive, and the redesign you described is exactly the foundation everything else should grow from. The honesty about going back to the drawing board rather than patching over limitations is what sets this team apart. The park example says it all: A couple should be a couple, even when nobody is watching.

Since you asked what else could be done with the jumping system, I put together a detailed suggestion in its own thread – one word: Parkour. (It’s more feasible than it sounds, I promise.)

Keep on going, and enjoy the well-deserved holiday! :psycat_smile:

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Hi Kjun and the entire team :psycat_thumbsup:

Thank you for this new update. It’s really exciting to see all the improvements you’re making to the game’s core systems, especially the autonomy system. :psycat_thumbsup:

I really like the jump feature. Here are a few ideas: seeing Zois jump over small obstacles like fences or puddles, dive or jump into swimming pools like in your demonstration, seeing children jump on beds or have fun in playgrounds, and having different jump animations depending on a Zoi’s age, fitness level, or athletic abilities.

I also think it would be fun if Zois could safely jump down from small heights, such as curbs, low walls, or stairs, jump to reach or touch objects that are slightly higher up, and even have friendly jumping competitions with their friends or with children. And of course, the ragdoll system could create some hilarious moments when a jump goes wrong or when a Zoi attempts a jump that’s just a little too ambitious.

I also think reorganizing the Discord server is a great idea. The community has grown a lot, and it will make it much easier for everyone to find information, suggestions, and discussions. I also like that you’re asking the community for feedback before making any changes. :psycat_thumbsup:

Thank you to you and the entire team. :custom_heart:

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Hi Kjun thanks for another update. I am excited to see the new jump feature. Things that could make that more fun would be being able to jump and climb fences, trees, and walls and being able to jump off a pier into the ocean or lake and even a fountain for mischievous zois lol. I hope you have a good holiday :growing_heart: maybe in the future share the holidays with us. As someone for the US I love hearing about different places and things going on in the world.

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OK, you can break unofficial ones. The main thing is mechanics, and then the moderators will do everything.:grin:

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Fully agree. And the pool too. Circular menu interaction circles are absolutely a MUST HAVE, I understand that the authors wanted to create a unique UI, but it’s better to take what’s been proven over time and improve it. Well, the menu navigation — you can get used to that, but the fact that the UI gets cropped by its own canvas and monitor screen — that’s just… (well, you know). I even suggest redesigning the dialog system, or rather shortening it. Why do we need so many dialog choices — they don’t carry any meaningful gameplay weight anyway? It’s the same conversation that you don’t understand, just sometimes the animation changes a bit — THAT’S IT. For example: what’s the difference between choosing to talk about the weather and choosing to talk about school? — ANSWER: NONE!

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Rather than that jumping and falling over i would prefer to see you work on something like when zoi’s go into a pool or the ocean you can click it and have them swim round for a while . and make some of the actions like dancing and singing last longer

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I think these are templates for the future, when the character becomes more developed. Otherwise, you could reduce all conversation options that don’t lead to specific actions to something like “speak friendly” or “speak angrily”, but that would be boring. So we shouldn’t remove them, but making the interface more convenient would definitely be nice. Otherwise you have to keep pausing the game while you’re searching for something. Like, I sat down at the computer to do homework, and while I was looking for the right option (not all players will immediately find a menu item like “write a report about osmosis in plants”), Zoe already decided to go into another room and take a nap on the couch or do some cooking.

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(post deleted by author)

Well, you don’t have to cut everything down in the dialogues, but you can definitely throw out half of it (nothing will change from that). As for setting things up for the future, well, it’s like this: there’s unlikely to be such a huge difference without understanding the context, so you can remove half of it for now, and then if needed — add it back little by little.

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