[10.30.26] Build Mode Update

Hello everyone, we’re back again this Friday. Autumn has arrived here in Korea, and just like in inZOI, the leaves on the trees are beginning to change color.

First, I’d like to sincerely thank you for the tremendous excitement and positive feedback you shared after the October 23 release of “Brainstorm with Kjun: Celebrity Update,” featuring auditions, choreography, concerts, and the new city of Evermont. We also carefully reviewed the concerns and suggestions you shared alongside that excitement, and today I’d like to go over some of the key issues we gathered this week and the improvements we’re considering for the future.

For the Celebrity Update, we are considering a variety of career paths beyond idols, including actors, models, and bands, as well as a progression system that allows Zois to grow from performing on the streets to appearing on major stages. We also want to improve replay value by connecting performance mistakes and audience reactions to skill levels, increasing audience diversity and participation, and tying these experiences more closely to each Zoi’s personality and everyday life.

Core features such as Bubbly (SNS) will not be locked behind DLC.

We are also actively considering redesigning Dowon’s school buses to better reflect Korean school buses and separating vehicle designs according to each region.

First, in the next update, we will address duplicate saving and loading of identical textures on Canvas, certain crashes, and portrait display issues. We will also add an On/Off option for the camera spotlight.

We are currently working on several appearance and environment-related bugs as well, including Young Adult female outfits other than Formal not being saved, eyelash manipulation issues, floating nails and gaps between shoes and feet, the tongue clipping through the face during facial capture, flickering lights, and trees intruding into the lot at 3140 Green Way Street.

We are also fixing issues that you helped us identify, such as Zois getting stuck in vehicles, bait, seeds, and gifts being discarded without permission, and incorrect hand positioning during weddings.

We are also looking into products disappearing when restocking display stands, differences in character limits between Canvas Web and the in-game Canvas, and restrictions related to the Getbabywith cheat.

We are taking very seriously your requests to strengthen the fundamentals rather than focusing only on flashy new features.

We want to make personalities and traits more visible through behavior by adding more distinctive reactions, while also giving NPCs greater initiative—for example, allowing them to be the ones who ask someone on a date, confess their feelings, or propose.

I especially loved this piece of feedback. We do need more interactions, but it made me realize that it may be even more effective to make better use of the interactions we already have—for example, having Zois come home and do their homework on their own, or propose on their own. It was excellent advice.

After hearing this suggestion, I also thought it would be great if Zois could visit their friends’ homes on their own.

I wish I could give something to the people who share such great ideas with us. Hahaha. For now, please accept my gratitude instead.

We also plan to improve animations for eating, phone calls, business payments, and coffee preparation, as well as issues where hands do not properly make contact with objects or objects appear to teleport. These are things that can be addressed using systems such as IK that already exist in the game, but we simply haven’t taken proper care of them. We will make sure to improve them.

We also want to extend the duration of interactions while allowing players to cancel them at any time, or resume them after a Zoi has taken care of an urgent need.

[continued]

We are also discussing officially incorporating several quality-of-life features seen in mods, such as prioritizing leftover food, allowing Zois to watch TV together without requiring a group, removing loading when switching between family members, and improvements related to speakers, automatic lighting, family saving, and vehicle despawning.

Thank you for enjoying the recent script mods as well. I have a special affection for mods, and I truly believe that one day the game and mods will come together as one.

For the Cartoon Filter, rather than simply restoring the previous UI as a selectable option, we are looking into ways to let you adjust the filter according to your preferences. We will continue addressing other areas that still need improvement one by one.

Lastly, regarding the DLC price, the November patch, and the schedule for the next major update that many of you have asked about, we will provide clear information soon once our internal discussions are complete.

As always, thank you for all of your valuable feedback.

Thank you, everyone. Have a wonderful weekend.

Kjun

18 Likes

Hi, Thank you so much for the update. I love seeing more options in build mode. I was wondering if we will ever have round roofs? I love victorian homes with the round room but currently cannot figure out how to add a roof. I was really wishing to build one for my witch I created to play with the Magic Mods. Thank you for all that you do!

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Thank you so much :psycat_sad:

I really can’t wait to see the future of Inzoi! I’m so excited!:psycat_blush:

I always loved how the game had some aspects that reflect Korea.. like zoi bowing for an example.. I noticed recently bowing is back to the game and now reading that the team is playing to make some details of Dowon reflect Korea makes so happy! To me it was always the details that made Inzoi have it’s own ID and i’m happy it is back and will be enhanced too :custom_heart: :custom_heart:

“having Zois come home and do their homework on their own, or propose on their own” + “it would be great if Zois could visit their friends’ homes on their own.” Yess please! Both are really areas that will add to the game relationships and gameplay more value :psycat_sad: "I wish I could give something to the people who share such great ideas with us" You gave us Inzoi :psycat_sad: :custom_heart:

Free replacement is a game changer! it’s beyond perfect and change the whole build mode experience! I couldn’t pick favorite feature in the video everything looks just fantastic :custom_heart: :psycat_sad:

Thank you so much for your hard work and for brining us Inzoi :custom_heart:

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I really enjoyed this week’s brainstorm! It’s always nice seeing how Kjun and the team continue improving inZOI. Thank you, Kjun and the entire team, as always, for sharing these updates with us! :heart:

It was nice seeing the new additions and improvements coming to Build Mode, especially for players who enjoy building. I’m sure they’ll be happy to see more tools and possibilities being added. Although building isn’t everyone’s main interest, it’s still great to see the game expanding in different areas.

Since this week’s brainstorm focused on Build Mode, perhaps we could also get a video showcasing the reworked shaders and lighting in the game? I’d especially love to see improvements to reflections, shadows, wet surfaces and overall lighting. It would be exciting to see how these changes are making the world feel more realistic and immersive! :cloud_with_rain::sparkles:

:light_bulb: Suggestion: Smarter Object Usage and Queuing System

I also had an idea regarding how Zois interact with objects. Instead of having NPCs and player-controlled Zois form a queue whenever several of them want to use the same object, what if the game prioritised whoever is closest to it? For example, if multiple Zois want to use a coffee machine, computer or other shared object, the Zoi who is nearest could get priority and use it first, rather than everyone having to wait for the person who requested it earlier. This could make interactions feel more natural, reduce unnecessary waiting and improve the overall flow of everyday activities.

I also feel that inZOI’s world can sometimes feel empty and too quiet, especially when many NPCs aren’t doing much around their surroundings. I’d love to see more memorable landmarks and beautiful natural locations that give Zois more reasons to explore. Imagine being able to climb hills and mountains, enjoy scenic viewpoints, take realistic family photos, go on picnics, have outdoor adventures and discover hidden spots together. It would be wonderful to have more activities that bring families and friends outdoors while making the world feel more lively, interactive and memorable. I think these kinds of experiences could add so much more life to inZOI beyond simply visiting buildings and neighbourhoods. :herb::national_park::camera_with_flash:

I also hope Evermont will have its own distinctive landscape and world structure rather than feeling too similar to Bliss Bay. Instead of mostly flat surroundings, I’d love to see beautiful hills, mountains, cliffs, scenic coastal viewpoints and other memorable landmarks that give the city its own identity. Places that Zois can actually lexplore, climb and enjoy together would make Evermont feel much more unique and full of life, rather than flat and soulless. :national_park::herb::camera_with_flash:

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Thank you so much.

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I really love that vision! And if there’s one community-made mod I’d love to see considered for official integration, it’s Dreami – Enriched Texting and Calling, which I discovered on Nexus Mods. I mentioned it in a previous brainstorm, but I genuinely believe it deserves much more attention.

Dreami uses AI to generate context-aware text conversations between Zois, taking into account their personalities, relationships, locations, activities, circumstances, and even memories of previous conversations. Each Zoi responds differently, even when discussing the same subject. They can remember past exchanges, adapt their responses to their personal circumstances, make excuses, or even lie to hide a relationship. For example, a Zoi can use their profession or something discussed in an earlier conversation to come up with a believable excuse. These details make every character feel genuinely individual.

Honestly, even SmartZoi feels quite limited in comparison. Dreami takes AI-driven social interactions to another level.

What makes this so revolutionary for a life simulation game is that it completely changes how we perceive NPCs. They stop feeling like characters who simply react to the player’s actions and start feeling like individuals with their own voices, memories, personalities, and social lives. They become active participants in our stories rather than mere spectators in our gameplay.

This creates unexpected situations, unpredictable interactions, and countless possibilities that make every playthrough feel different. It gives us a reason to keep playing and discovering new stories without constantly falling into the same repetitive gameplay loops.

I want to make it absolutely clear that I have no personal connection whatsoever with Dreami’s creator. I don’t know them at all. I’m recommending this mod purely as a player because I’ve experienced firsthand how radically it can transform and enrich our gameplay.

Please consider this mod for official integration. I genuinely encourage the developers to try it themselves. I believe this could be a game-changing addition to inZOI and potentially to life simulation games as a whole!

Thank you ! :pink_heart:

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This sounds amazing! Honestly, if InZOI had built‑in AI for talking to other characters, the game would reach a whole new level.

The only reason I don’t use third‑party mods is that I’m worried: if I run into any bugs, I won’t be able to tell whether it’s a bug in the game itself or something caused by the mod. Since I like reporting issues on the forum (not that I’m super excited to do it, but still :laughing: ) and helping spot different bugs, I’m afraid mods might get in the way—or I might end up submitting a false bug report because of them.

But if this feature—the one the mod offers—was built right into the game and supported by the developers, that’d be a completely different story. It’d be incredible! Even now, you can spend days on end in InZOI crafting all sorts of stories, but with a feature like that, you could basically live in InZOI :sweat_smile:

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Exactly! And that’s precisely why Dreami is a mod I would genuinely love to see officially integrated into inZOI.

I’ve been using it, and it has completely changed the way I experience the game. My playthroughs have become so much more enjoyable, and I actually find myself playing inZOI even more because of it.

What makes it so special is how it changes the way you perceive the Zois around your character. They genuinely feel like individuals with their own personalities, memories and ways of expressing themselves. You actually feel like you’re having real conversations with them rather than simply interacting with NPCs.

The mod adds so much depth to social interactions that sometimes I’d rather keep chatting with other Zois through Dreami than even use the game’s official texting system!

I completely agree that mods should remain optional, and that’s exactly why I believe Dreami deserves official integration into the game. It’s one of those mods that, once you’ve experienced what it brings to the game, honestly makes you wonder how you ever played without it. It adds so much to the overall experience that going back to playing without it feels like losing something essential.

This is honestly the first time I’ve ever recommended a mod so strongly, and that’s for a reason. I genuinely believe it could take inZOI’s social interactions, immersion and storytelling to an entirely new level.

**I really hope the developers give Dreami a try!

To me, Dreami isn’t just another mod; it’s a fundamental feature that I genuinely believe deserves a place in inZOI.**

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This sounds wonderful - Thank you so much for this update :custom_heart: :psycat_cahaya:
SOME SUGGESTIONS FOR BUILD MODE:
:sparkles:please allow us to select a whole room of half walls so that we can change the height off all the half walls at the same time Please this would be so helpful as we can only change one half wall at a time. ( Room select tool to include changing half wall heights )

:sparkles:It would be amazing if the sunlight could sunlight through the glass wall/floor (without having to add a window) Sunlight is not sunlighting - glass walls/platforms/floors

I’m so happy to read this:
:growing_heart:We are also actively considering redesigning Dowon’s school buses to better reflect Korean school buses and separating vehicle designs according to each region.
:growing_heart:First, in the next update, we will address duplicate saving and loading of identical textures on Canvas, certain crashes, and portrait display issues. We will also add an On/Off option for the camera spotlight.
:growing_heart:We are also discussing officially incorporating several quality-of-life features seen in mods, such as prioritizing leftover food, allowing Zois to watch TV together without requiring a group, removing loading when switching between family members, and improvements related to speakers, automatic lighting, family saving, and vehicle despawning.
:growing_heart:We are also looking into products disappearing when restocking display stands, differences in character limits between Canvas Web and the in-game Canvas, and restrictions related to the Getbabywith cheat.

Thank you so much for all this hard work and for the amazing improvements every week :rose::heart_hands::two_hearts:

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Hi! You’re lucky that your leaves are just starting to turn yellow! Up here in northern Russia, the wind is already tearing the last ones off the trees. And I really wish there was more warmth and coziness…

I really liked the new features where you can see all the floors of a building before entering it. It’s much more realistic than having the structure “cut off” all the time. Having to remove sims from focus and switch to the highest floors just to display the exterior realistically was always quite tedious. Please now think about more convenient display of walls INSIDE rooms as well — I won’t spam with links, I’ve tried to push this idea many times already, but I still hope it will be implemented someday :smiling_face:

What a wonderful idea for grouping objects into a single conglomerate! It should really simplify remodeling in the house! I hope this will also solve the problem with placing large paintings created by our sims on walls — they haven’t been able to be raised higher than 2 divisions from the floor for about six months now.

Free rotation is also excellent.

Fixes for duplicate identical textures, portrait display issues, camera spotlight adjustment, eliminating the throwing out of gifts and collection items — superb! Special thanks for the intention to improve food animation! When visiting a restaurant, at least, this seems absolutely necessary!

I really hope we can get the ability to expand the lot to release! It looks very promising! Maybe in the future this problem can be solved by reworking the fundamental city system itself? Make the entire map available for free placement of plots of any shapes and sizes. Something like arranging furniture in a room. I understand that right now it’s done differently. Perhaps due to strict routing of car routes, but in perspective, maybe this could be implemented more freely?

I’m reminded here of the old game Settlers 3 (later parts too, probably, but I didn’t play those), where the player placed buildings and the settlers themselves found routes between them. Where they walked frequently, the grass got trampled and paths formed, which everyone else then tried to use. When a building was demolished, the path to it could become overgrown with grass again if residents stopped using it.

I understand that these are completely different genres and implementation mechanics, but just because such an ancient game handled routing on computers of that era, it can be implemented in our reality too. Yes, it might really require a complete rethinking of the entire city organization logic, but it would be great if you at least kept such a possibility in mind for the future.

Thank you for today’s presentation! I see nothing wrong with the fact that the entire video was devoted only to improvements to the build mode. On the contrary, it’s even pleasant, because the game already has plenty of features, and I’d like to see them all work well before moving on.

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I may be mistaken but wasnt Inzoi supposed to be free after buying it until after it came out of early access . So is the Celebrity DLC going to cost us money

Still no mention of being able to change the Surname or even all names of a zoi you may marry or just want to change the name of

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You’re right to bring this up. If I remember correctly, KRAFTON explicitly stated when inZOI entered Early Access that all DLC and updates would be free until the official full release.

That’s why Kjun’s wording about “DLC pricing” in this week’s letter is a little confusing. Does he mean DLC pricing after the official release, or is there something changing regarding the original promise?

I think it would be good to get some clarification, because players were originally told that DLC released during Early Access would be free. Hopefully, that commitment hasn’t changed!

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@Robert, @Kara, maybe this just means the game’s early access exit is scheduled for the very near future? They’ll release the full version - and then there will be DLC for it.

Although (that’s how it seems to me) it’s more likely that this DLC will become paid in the future. They’re just going to settle the pricing question now, announce it - and give warning that there’s very little time left before release, and anyone who doesn’t buy the game in the next few weeks while it’s still in early access will be forced to purchase both Evermont and Cahaya for an additional fee after release.

The “Lavender” DLC, or whatever it’ll be called, should definitely already be paid for everyone, as far as I understand the roadmap. But that would be after release for sure, and we can’t even guess at the timing yet. Though it would certainly be nice to get it for free, I’m not arguing :grin:

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There are still way too many bugs for the game to leave Early Access in less than two months.

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Agreed. But we don’t know the publisher’s plans. Maybe it’s demanding shorter timelines to get the release out by Christmas. That’s business… :man_tipping_hand:

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I think that would actually be a bad strategic decision.

Players are currently quite tolerant of bugs precisely because the game is in Early Access. We understand that the game is still being developed. But if it leaves Early Access before the bugs are fixed and the fundamental features are in place, players will be much less forgiving. Once the Early Access label is gone, that explanation will no longer be there. Even those of us who love inZOI will become much more critical in our reviews and feedback. Rushing the release could do more harm than good.

Of course, I’m referring to the possibility of leaving Early Access early simply to release the DLC.

As for the DLC, I absolutely believe that developers deserve to be paid for their work. However, that doesn’t mean previously made promises should be ignored. When I purchased the game, it was stated that updates and DLC released before the official launch would be free. If that was the commitment made to players, it should be respected.

My disappointment wouldn’t come from having to pay for a DLC, but from feeling that KRAFTON had misled me when I purchased the game. That’s a very different thing.

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Yes, @Kara, I completely share that position. The game isn’t ready for release, in my view.

Then again, all my reasoning is just speculation. Let’s wait for the official information, and hope it makes us happy! :+1:

@Kjun, I just noticed a glitch right at the end of your video. Look at the character in the background visiting the café together with your avatar. The entire back of his body keeps disappearing and reappearing because of the intersection with the chair back.

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@Kjun
Hi Kjun, thank you again for continuing to listen to the community and for v0.11.2 hotfix. Could I please ask for two things: more stability in how the game renders our Zois, and greater transparency about what changes with each update or hotfix?

Since the v0.11 update, I’ve once again experienced changes to how saved Zois appear (especially hair and skin colors, and sometimes facial appearance)even when I haven’t edited them. Similar issues have recurred over several months, which I’ve documented and reported repeatedly without receiving a response. At times, their appearance also seems to change between announced updates, though I don’t know why. Some players I’ve spoken with experience similar issues; others don’t. I tested v0.11.2 today, but the issue remains.

As a player and creator, this is genuinely discouraging. We spend time creating Zois and become attached to them, only to log in and find they no longer look the same. For creators, hours or even days of work can be undermined by unexpected rendering changes. It becomes difficult to reliably evaluate, preserve, or publish our creations, and previously shared Zois may no longer match their original appearance or Canvas previews. Without knowing whether these changes are temporary, adjusting our characters risks introducing further inconsistencies if the rendering is later corrected. This undermines confidence in our saved and downloaded Zois, making CAZ and gameplay difficult to enjoy. For those affected, the disruption can last weeks.

In an upcoming hotfix, could the team please address the recurring hair, skin, and character-rendering inconsistencies across different display setups? I’d also really appreciate more complete patch notes that disclose changes affecting shaders, lighting, character appearance, and other player-facing systems—not just the main fixes. If visual adjustments can happen between official patches, could those be explained too? This would help both players and the team trace when problems began.

Kjun, I would be incredibly grateful if you could bring this recurring issue directly to the attention of the appropriate development team and help make it a priority. I’m sincerely hoping it can be addressed in the next hotfix. If that’s not possible, could someone from the team at least acknowledge the issue, confirm whether it’s under investigation, and provide an estimated timeframe when available? Even that reassurance would mean a great deal.

For reference, I’ve documented the problem extensively in both my Bug Report and Technical Help threads, including screenshots, previous occurrences, hardware information, and troubleshooting. Please see my latest October 29 comments in both threads, where I confirm that the issue remains unresolved after today’s v0.11.2 hotfix despite further testing.

I understand inZOI is still in development, and I appreciate the work being done. I’m not asking for perfection, just a stable, predictable experience and clear communication when things change. Thank you for hearing me out :mending_heart:

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There are people who have been playing The Sims 4 for over five years, and I’m deliberately being very conservative with that estimate, who still have to deal with bugs practically every single week.

My point is that no game will ever be perfect, and I certainly don’t expect inZOI to be an exception. However, in my opinion, it makes no sense to start introducing paid content when the game is still missing so many fundamental features.

We’re talking about pets, weather systems, apartments, better Zoi autonomy, clearer and more natural interactions and animations, more customization options in character creation, a much wider variety of furniture, decorations, and objects in general, and so much more.

I’m not expecting everything to be added overnight, nor do I expect the developers to fix every single issue before introducing new content. However, I strongly believe that the priority should be expanding and improving the base game, which is still lacking far too many essential features.

Paid content can certainly come later, but first, I think it would be fair to give players a more complete experience, especially considering how many important features still need to be developed.

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