[12.05.25] Besides everything, I’d like to note that the USP is in safe hands!
nearly there, just a bit to go ![]()
We’ve FINALLY started development on the minimap. / Vehicle parking—being able to actually park your car, own multiple cars, choose them, transfer them, and gift them. This time, we will do our best to get parking into the update.
We’ll also quickly work on: restoring the lost Apocalypse Mode / … while keeping current visuals for others. / distance culling – we’ll try adding improvements in this build.
I’ll add this for the forum: what usually upsets me isn’t that some features won’t be included in the release build, rather that something might be lost or left out – the very things that made people love this game as a standalone project. Whether it’s initial philosophy, the realistic detailed graphics, the seamless open world with freedom of driving and parking, CatEye / the sleek airy HUD, the flexibility of the “Manage City” settings along with the Karma system, rumors, trends, public safety and health.
As mentioned in the interview for Gamerant, Mar 16, Inverse, May 23, 2025:
When creating Inzoi, I looked to Stoicism for guidance on what message I wanted to convey through the game.
A: This full community simulation allows for the natural occurrence of various events – including rumors, trends, and illnesses – influencing social interactions and relationships. As these events unfold and create a ripple effect, they shape a dynamic, unpredictable narrative and ensure that each playthrough offers new storylines and evolving relationships for a richer simulation experience.
I understand that players’ PCs couldn’t handle a full city simulation, but I believe there are ways to create a simplified illusion of a living community and to bring back some lost features.
A: While inZOI is built around our realistic life simulation, providing a wide range of choices and a high degree of flexibility is equally important. Life simulation games appeal to a diverse player base, each with unique playstyles and preferences. To ensure a truly customizable and creative experience, we’ve integrated various options that allow players to shape their stories as desired.
For example, players can freely adjust the state of the city through the “Manage City” feature. This allows them to control various elements that influence the simulation to their desired level, such as city cleanliness, fire occurrence rates, public safety, population size, the number of vehicles, etc. Depending on how these factors are adjusted, the city’s environment can undergo either dramatic or subtle changes, giving players control over both the difficulty and overall setting of the game.
Perhaps Apocalypse Mode will turn out to be not just a decorative setting, but one of the options through which karma, conversation/emotions, health and safety, fires and cleanliness across the entire city could be changed? And likewise Utopia Mode, with settings in the opposite direction?
Thank you for taking the time to read this post. With great love and gratitude to Kjun and to the most community‑friendly Team ![]()