I’m really happy with this October mini update, even more so than with some of the previous updates. And I want to say this without criticizing just for the sake of criticizing, but for the first time, I genuinely feel like there has been a real attention to detail, and I absolutely love it.
In the past, some additions have sometimes felt like features added simply for the sake of adding something, without necessarily thinking deeply enough about how players actually play the game, develop their own stories, and spend hours building different lives for their Zois.
For example, the hand-holding interaction has always felt quite unfinished to me. The Zois simply extend their hands, but their hands don’t actually connect naturally. It feels like an interaction that was implemented without enough attention to the details that make it believable.
Another example is the positive and negative reactions Zois express when performing actions they love or dislike. I really like the idea behind this feature, but when playing for several hours, it can become frustrating when the same reaction is triggered every single time a Zoi performs that action.
For instance, when gardening, my Zoi would express how much she loved gardening after finishing planting in each plot, before moving on to the next one. When you’re planting several plots in a row, this quickly becomes repetitive. I eventually had to install a mod to disable these reactions altogether.
Experiences like these made me wonder whether some features were being tested over longer gameplay sessions before being released, and whether the team was considering how they would feel after hours of playing rather than just during a short test.
But with this October update, I feel like things are moving in a direction I really appreciate.
Being able to set the relationship status between a Zoi and each member of their family directly in CAS is such a useful addition. It makes creating pre-existing stories and families so much easier, without having to manually establish every relationship after creating the characters.
The ability to control which Zois are allowed through specific doors also opens up new gameplay possibilities. For example, we can start creating apartment buildings with different households and neighbours, even if we still need separate bank accounts for individual Zois to make this kind of gameplay work fully. These seemingly small additions can make a huge difference in the kinds of stories we can create.
I also really appreciated seeing the changes made to characters who already have homes. And one little detail genuinely surprised me: I noticed that my Zoi greeted someone differently, and then realised it was because she knew that person better. I found that incredibly realistic! It’s exactly the kind of detail that makes the world feel alive, as though the characters have their own lives, relationships and history.
And this is precisely the direction I’d love to see in future updates.
I’d love to see more NPCs spontaneously swimming in the sea, surfing or going out on boats without the player having to initiate everything. I want to feel that the world exists beyond my own actions, that NPCs behave in ways that make sense, as though they have their own thoughts, routines and decisions.
I also really hope that the wish and desire system will be revisited in the future. It feels like the number of desires has been reduced for many players, and I think this is an important aspect of gameplay that deserves more attention.
Some players really enjoy letting their Zois’ desires guide their gameplay, whether it’s wanting to visit a specific place, talk to a particular person, or engage in a certain activity. Sometimes, we enjoy letting the game guide us rather than deciding everything ourselves. Allowing our Zois’ desires to influence what happens can make our gameplay feel more spontaneous, lead to unexpected situations, and make each playthrough feel genuinely different.
I think this is especially important because not every player wants to control every aspect of their Zois’ lives. Sometimes, we want to let them take the lead and see where their desires take us. It can make our stories feel more organic and less predictable, almost as if we’re discovering the story alongside our characters rather than writing every single step ourselves.
I would really love for the team to take this into consideration, because for some players, the desire system is not just a small extra feature. It’s an essential part of how they enjoy and experience the game.
I also loved the new everyday objects added to Build Mode, such as shampoo bottles, soap and combs. These might seem like small additions, but they make such a difference when creating realistic bathrooms, bedrooms and other lived-in spaces. They’re the little details that help us build homes that feel genuinely inhabited rather than simply decorated.
The only downside I’ve noticed in this update is the change to the skill icons displayed above our Zois’ heads. They no longer allow us to easily see when a Zoi is making progress in a skill or how much their skill level is increasing, without having to look down at the skill bar at the bottom of the screen. I find this less intuitive than before, which is a shame, because being able to see this progress directly above our Zois made it much easier to follow their development while playing. I hope this could be reconsidered in a future update.
Ultimately, I think what makes this update so special to me is that it feels like these additions are not just features, but thoughtful improvements to the way we experience the game. They give us more freedom to create stories, make our Zois feel more believable, and make the world feel more alive.
I really hope this attention to detail continues in future updates, because these are exactly the kinds of improvements that make me want to spend hours playing inZOI and discovering new possibilities.
Thank you to the team for this update! 