A heartfelt request to KJUN: Please protect INZOI’s core vision (Singleplayer First & Fully Decoupled Multiplayer Later)

Written with the help of AI due to my reading and writing disability and ADHD

Dear KJUN and the INZOI Team,

I would like to share a very important request regarding the future of INZOI.
This message comes from deep respect for your creativity, direction, and the unique identity you are building.


:glowing_star: INZOI’s Core Vision Should Be Protected

INZOI has been presented as a deep, personal, emotional and atmospheric single-player experience.
This is what makes the game so special, and it is the reason why so many players, including myself, are excited for its future.

This vision is built on:

  • Full immersion without interruptions

  • Calm, emotional storytelling at the player’s own pace

  • A strong, artistic identity

  • A world crafted specifically for one player

These strengths would risk being weakened if development shifts too early toward multiplayer features.

Please fight for your core vision and stay true to what defines INZOI.


:pushpin: Request 1: A Clear, Structured Roadmap

Many players would greatly appreciate a roadmap that shows:

  • Planned Early Access features

  • Priority systems

  • How INZOI will develop step by step

  • Confirmation that the focus remains on singleplayer

A roadmap would provide transparency and strengthen trust within the community.


:pushpin: Request 2: More Details on Core Gameplay Elements

It would be incredibly helpful to see a deeper explanation of the main systems behind INZOI:

  • Life simulation

  • AI behaviors and character depth

  • Emotional world and atmosphere

  • Creativity and interaction systems

  • Long-term progression

Clear communication about these systems would help the community understand how strong the foundation is.


:pushpin: Request 3: About Multiplayer (Very Important)

If multiplayer is ever considered in the future, I respectfully ask:

**Please develop multiplayer ONLY at the very end of Early Access —

fully separated, completely decoupled, and entirely independent from the singleplayer game.**

This means:

  • No shared balancing

  • No shared systems

  • No shared development pipeline

  • No influence on singleplayer mechanics

  • No changes to atmosphere or core design

  • No slowdown of singleplayer development

A multiplayer mode should exist as its own standalone project, only after the singleplayer is fully complete, polished, and stable.


:speech_balloon: Final Thoughts

I truly believe INZOI has the potential to become something unforgettable — something that stands out from every other life simulation.

I used AI to help me write this message because I have a reading and writing disability and ADHD, but I wanted to express my thoughts as clearly as possible.

Many players, including myself, fully support your original vision:
INZOI should remain a focused, immersive single-player experience.

Thank you, KJUN, for your passion, your creativity, and your courage to build something truly unique.

11 Likes

i have 3 ideas for multiplayer:

  1. co-op where you can invite your friend into your world and you play normally but with a second person (you both control characters)
  2. a dedicated city on the earth globe at the beginning (where you pick your town to move in), but which is a multiplayer-only thing , where you can meet with other random people and make friends, but its less a life sim then and more like a game lobby to hangout
  3. shareable lots, say you build a club (or whatever kind of building) on a lot and then you can click on “open” which allows other players to join the lot and visit your club (similar to when you open your gates in animal crossing new horizons and players can temporarily visit your island)

these things are all optional

3 Likes

These versions of multiplayer sound really good.

Thanks @Grimlock for putting that together. These are the things that I’ve been wanting as well. I’ve had “conversations” online with people about this.

My main concerns with multiplayer are:

  1. Developing multiplayer takes resources away from general game development, progress, bug fixes, etc.
  2. Multiplayer becomes a free-for-all all, like Second Life

There’s a reason for EA dropping multiplayer for the sims.

But I second everything that @Grimlock said above.

4 Likes

I completely agree with you!
I personally don’t like the multiplayer option at all. I don’t enjoy playing anything with other people. I like being able to do what I want, without interference from other players, and creating my world to my liking.
It seems like lately they’ve been tending to change the initial planning for the game… I don’t think that’s interesting. The initial idea for the game is fantastic! It’s no wonder there was so much anticipation for the game even before early access. I think what they mainly need to do is just deepen, detail, and polish the initial idea.
Of course, it’s very important to know and incorporate player feedback, but very carefully so as not to stray from the initial path and not lose the essence.
Actually, I’ve felt that they’re considering some opinions that aren’t really from the majority. I think they need to find a method to better and more concretely compute player feedback, especially regarding major decisions and changes.
Furthermore, I believe that as many existing things as possible and things to be implemented should be customizable, adjustable, or able to be turned on/off.
I think the key to a good life simulation game is depth, immersiveness, diversity, flexibility, editability… In order to allow each player to create a world to their liking.

1 Like