[10.10.25] Length of day update, AI Build, and more

Hello everyone,

We’re excited to share the second video showcasing our development process.

In the first one, everyone talked so much that I’m not sure if there’s anything left to say this time. :grinning_face_with_smiling_eyes:
But the purpose of our meetings isn’t always to reach a conclusion — what matters most is listening to each other. When we don’t speak, misunderstandings pile up; conversation, just like now, is what keeps us connected.

There were a few minor simulation errors, but Zoi can now live a day more like a real person. We’ve adjusted the default length of a day to 48 minutes (you can still change it back to 96 minutes if you prefer — it works the same). Since walking takes quite a bit of time, teleportation is now available as an option.

As for AI Building, it often produces results different from the prompts, and since it’s based on an SLM AI, improvement seems difficult — so we’re considering pausing its development.
Do you think we still need it as a basic starting tool for building?
We’ve also made a few small improvements to the building convenience features. :sweat_smile:

The Temperament system has been refined to better reflect individual personality traits, and we’ve added a new Trait system that allows for more unique character creation. The Expectation UI might be emphasizing time a little too much, so please take a look and share your thoughts.

We’ve improved various customization elements, such as outfits and dressing systems, to enhance the user experience.
However, updates for a while may focus more on improving existing systems rather than adding new ones.

That’s why we’re introducing seasonal content — including Halloween costumes, accessories, and Jack-o’-lanterns — hoping you’ll enjoy them! :jack_o_lantern:

The Halloween outfits will only appear until December, after which they’ll disappear for the season. But once the calendar system arrives in December, they can make a comeback. :laughing:

We hope you enjoy this episode as well — and please share your thoughts in the comments! :folded_hands:

- K.jun


:psycat_cahaya: Many people shared great feedback again this week.
It’s not easy to organize and respond to everything, but writing this post makes me happy because your opinions give us great inspiration for development.
I’ve summarized the feedback on inZOI by major topics, grouping similar opinions together and focusing on those that were mentioned multiple times.

Also, starting this Friday, when we upload our development videos, I’ll include more details about the development intentions behind each feature, as many of you requested.

Detailed Analysis of Major Feedback

1. AI Building Feature

This was the most heated topic, with strong opinions on both sides.
Some players want us to continue developing it, while others think we should stop and focus elsewhere. Many also suggested keeping the feature but lowering its priority.
Thank you all for sharing your thoughts.

Some said the feature helps players who aren’t skilled at building or simply want to focus on gameplay rather than architecture, saving them valuable time.
Since our development budget is limited, we’ll keep the feature but reduce its cost and scope.
I didn’t expect so much discussion, and I’ll decide soon—after discussing it with the dev team tomorrow—whether it will be included in this build.

Other requested improvements for the building system include a color picker (eyedropper) tool, wall moldings, and object resizing.
We’ll keep improving these usability tools.

2. Gameplay & Interaction

Multitasking

Many users want deeper family/group activities and the ability to multitask (e.g., eating while talking).
We’re developing multitasking features such as talking while eating or drinking while doing another activity.
We plan to update this by December, and we’ll share a test video soon.

Animation

There were many requests for smoother, more realistic animations for actions like eating, talking, and running.
We’re aware this is a major issue—especially since inZOI’s graphics are so realistic that rough animations stand out even more.
We’ll keep refining them continuously.

Group & Family Activities

Many asked for group interactions like holding hands, following, or piggybacking.
We’re developing a group activity system, allowing multiple ZOIs to move together or perform the same interactions in sequence.
This should make dates and family outings feel more natural.

We’ll also add baby-related interactions, such as carrying or holding infants and stroller use, starting this December.

Need System

Some mentioned the hygiene need decreases too slowly and feels unrealistic. We’ll review and adjust it if needed.
There was also a request for an option to toggle needs entirely—but that would break the game’s core design.
Still, I understand the desire to do so sometimes, so I’ll consider adding a cheat or item (like NyangDonut) to toggle it off.

3. Characters & Customization

Items & Appearance

Players requested higher heels (3–4 inches and up), more stylish and varied shoes, and more male hairstyles.
These are great ideas—we’ll reflect them where possible.
After reviewing, I realized we really do have too few shoe options. :joy:

We might add new accessory categories (like bags), though wearing multiple accessories at once is difficult due to high development cost. TT

Character Saving & Creation

Many asked for a preset save feature that stores an entire character (appearance, personality, skills, etc.) and allows sharing.
We agree this is essential—it’s already under review and will be added as soon as possible.

We also received requests for more flexible face customization and a genetics system for family creation.
It’ll take time, but the team is continuously improving this area.

4. World & Convenience Features

Movement & Exploration

Many players want auto-driving, allowing owned vehicles to travel automatically to destinations.
Others suggested showing actual driving instead of teleportation for better immersion.

Vehicle AI has been in development for about 1.5 years, but issues like pathfinding errors, U-turns, and traffic jams remain difficult.
Managing large numbers of cars in a live simulation causes many complications, so the current version is limited.
We’ll continue R&D to improve this over time.

Content & Systems

The calendar and thief systems received very positive feedback.
Seasonal events like Halloween won’t be time-limited anymore—once the calendar launches in December, you’ll be able to access all seasonal content permanently.

5. Game Identity

Many players expressed their wish for inZOI to be more than a “Sims clone”, emphasizing its own depth and realism.
Thank you so much for this encouragement.

While we value your feedback, the inZOI team also adheres to its own development philosophy—for example:

Using AI to make ZOIs behave and communicate more like humans.

Building systems that empower players to create diverse user-generated content.

Some of these systems already show real potential, and we can’t wait to share them soon.

Although most of the team is focused on improving existing features, two dedicated teams are developing new systems.
Even if we fail, we’ll keep pursuing bold ideas to create truly unique fun experiences.

6. Technical Issues & Build Mode

Optimization

We’re heavily investing in optimization so players with both high-end and low-end PCs can enjoy the game.
We’ve found improvements through shader optimization, and we’re focusing on enabling play even on devices without Nanite support.
We’re also improving memory optimization and crowd rendering—making spaces feel lively while keeping performance stable.
We’ll make sure ZOIs never feel lonely. :joy:

7. Other Key Feedback

Many asked to continue playing with old save files after updates instead of starting over each time.
We sincerely apologize—technical constraints have sometimes prevented backward compatibility.
We’ll do our best to minimize this issue in future updates.

There were also requests to let inactive NPCs autonomously marry, have children, and work, with an option to toggle this behavior.

Opinions were split on adding wheelchairs and crutches—some support more diversity, others worry about resource allocation.

Some players want deeper personality systems based on psychological models like the Enneagram, beyond simple traits.

And finally, several players strongly requested restoring the deleted “secret fart” interaction because it added humor and realism.
We’ll bring it back immediately! :joy::joy:

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