Hello everyone, and happy Friday.
This week, once again, we gathered and reviewed the feedback and bug reports you shared with us. At this rate, once the December update is finished, I feel like we may need to stop developing new things for a while and focus entirely on fixing bugs and awkward parts of the game. We have collected your valuable feedback and reported issues and shared them with the development team.
We are currently looking into a number of issues, including the Dedicated trait not working properly, Smart Zoi repeatedly having the same thoughts and behaviors, drag-and-drop functionality, and changes to the appearance of saved characters. Development of the drag-and-drop feature is nearly complete, so it looks like we should be able to include it in an update. It is difficult to give you a definite timeline for the other fixes yet, but once fixes are confirmed, we will share them through the patch notes.
We have also reviewed requests for improved search, sorting, and filtering of downloaded lots, partial painting of walls and floors, curved walls, and improvements to object placement.
I would also like to clarify our DLC policy. DLC released during Early Access will be free, and any DLC you download during Early Access will remain available to you after the game’s full release. New DLC released after the full launch may be sold as paid content. Pricing is still being discussed internally, and we will share more information once it has been decided.
We are currently working toward releasing the next update in December.
I also want to express how sorry I feel that the inZOI team always seems to have such short development schedules, which sometimes results in updates that leave us wishing we could have done more. Schedule and quality often go hand in hand, and sometimes I reflect on whether we should update more slowly so that we can deliver a higher level of polish. We will share the schedule and contents of the update as soon as they are finalized.
We are also continuing to improve character animations and NPC autonomy, and we plan to expand the range of career choices in the Celebrity Update. Thank you as well for your many suggestions regarding personality expression, relationships and memories, family interactions, making cities feel more lively, and many other areas.
We are also discussing with the relevant teams whether some of the quality-of-life features created by modders could be officially incorporated into the game. It has been really exciting to see so many different mods being released since the script mod update. I am truly grateful to all of our mod creators.
There is currently no confirmed schedule for the Classic UI, height adjustment, or the ability to enter a city directly when starting a new game. However, we are planning to begin development on entering a city directly when starting a new game, and Bubbly is currently in development.
We have recorded the questions and requests you sent us, and we will share more information once our plans are finalized.
It is already getting cold here in Korea. I walk about an hour and twenty minutes to work every day. Maybe it is because I am getting older, but commuting like this is becoming a little more difficult as the weather gets colder.
Please take care of your health, everyone.
Kjun
Kjun’s Reply to Your Comments
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Hello everyone, this is Kjun.
Thank you once again for sharing so much feedback this week. I’ve read through every one of the more than 245 comments since our last post.
Some of you said you’d like a Zoi’s mood to change based on what happens to their loved ones. Others described a teenager being brought home by the police while the parents just kept chatting as if nothing had happened. Specific moments like these really helped us see more clearly what we’ve been missing.
1. How Zois and Those Around Them React
The feedback we received most often was that Zois don’t react to what happens in their families or around them. Kids walk around happily after their parents divorce, and a vendor doesn’t even turn their head when a commotion breaks out right next to them.
We’re discussing with the development team how to make major events leave a lasting mark on the moods, memories, and relationships of the Zois close to them. For an upcoming update, we’re preparing a system where witnessing events such as infidelity will trigger reactions from the people around them, and as word spreads, each person will react in their own way.
2. Emotion-Based Walk Styles and Facial Expressions
Thank you for welcoming the new walk styles so warmly. That said, many of you mentioned that the sad and angry walks look exaggerated and a bit out of place in public. We’ve passed along your suggestion that relaxed, drooping hands and a lowered head would feel more natural.
As for facial expressions, we’ll refine them with particular attention to eye movement, the irises, and blinking, just as you suggested.
3. Create a Zoi (CAZ)
Many of you pointed out how inconvenient it is that hair color resets every time you change hairstyles. We’ll raise this with the team in charge.
We’ve also noted all of your requests for partial heterochromia and independent controls for each eye, multiple layers for custom graphics, a tattoo category, and editing individual facial features.
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4. Bug Reports
We’ve shared the following reports with the development team:
Zois cancel their current action when you switch to another Zoi (including reports that it still happens with mods disabled)
Zois won’t clean or do laundry when Smart Zoi is enabled
Homes get dirty too quickly
Reports that the pajama-changing behavior seems to work in reverse
Customers at market stands haggling and then leaving without buying
We’ll let you know through the patch notes once fixes are confirmed.
5. Drag and Drop
You shared great ideas such as handing items to other Zois, dragging items to the trash, and moving items between the fridge and inventory. I’ll pass these examples along to the developer in charge.
6. CanvasTown
Thank you for all the feedback after the alpha playtest and the streams. One of you shared that you didn’t think you’d enjoy multiplayer but changed your mind after playing. That gave our whole team a big boost.
Suggestions: proximity voice chat, creating multiple characters, an option to opt out of romance, and restrictions on using Zois created by other players
Bug: furniture disappearing after exiting Build Mode
Mini-games: we read both the view that they should tie into the life simulation and the view that they’re a fun way to take a break.
We’ll keep working hard to make both inZOI and CanvasTown games you love and remember.
7. Other Questions
We also received questions about the PS5 version and mod support, jail, and progress on the gap between sidewalks and lots. We’ll share more once these are decided.
We also take seriously your requests to strengthen the bigger foundations before the smaller details, and to stay true to the vision we first showed you.
Thank you so much for your support, and even for worrying about my health on my commute. I’ll be back on Friday.
Kjun
Bonus Question
There’s currently an issue where, when a player queues an interaction, any interactions the Zoi had already started through Autonomy get canceled. We’re looking into changing this.
Originally, we wanted to prioritize player commands rather than letting interactions pile up indiscriminately. However, some of you have found this inconvenient, so we’re reviewing a fix. Should we offer this as an option, or remove it entirely? Please share your thoughts, and we’ll do our best to reflect them!









