[12.19.25] Feedback about December update features

But none of these are visible at all. There was so much feedback, and I don’t understand why these were removed from the December update.

  1. Where is the option for separate hairstyles and makeup for each clothing category for Zois?

  2. The distance culling feature was supposed to be improved, but on the contrary, it looks worse in the December update. When I look into the distance, the streets feel empty and lifeless—there are no cars and no Zois. Where is this update?

  3. There has been no proper explanation about Canvastown. Where is it?

  4. Also, in-room temperature was supposed to be added to the game, but this is not there either.

!!! Once again, many things seem to have been abandoned in the December update. I feel disappointed. I’m sorry, Kjun… This didn’t turn out well :pensive_face:

I will write again;

:sparkles:I would like to share a concern about the current distance culling system (where Zois and vehicles disappear at long distances).

This feature seriously breaks immersion.
When nearby areas feel alive but everything disappears when looking into the distance, the world feels empty and artificial.

For an open-world life simulation, empty streets and disappearing Zois and vehicles are completely against the core concept of a living world.
Although I understand this was added for performance reasons, the trade-off feels wrong, as immersion and realism are heavily sacrificed.

Many players—especially those with higher-end PCs—would prefer a world that remains alive at all distances.
At the very least, an option to disable or adjust distance culling would allow players to choose between performance and immersion.

inZOI’s greatest strength is its promise of a wide, free, and immersive open world, and I hope this vision can be preserved.I hope you see my message. @Kjun

Best Regards,

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And what became of the ‘Top Development Priority’ Borderless City Travel and the small independent spaces?

Kjun teased us with this small christmas space already back in August at the meetup and even though I’m not a fan of instances and loading screens, I’d been so eagerly waiting for it :sob:

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I don’t disagree with the people above, but to offer some slightly more positive feedback: the expanded crime and court system looks genuinely cool. I was watching a funny preview video last night where a Zoi was in jail awaiting trial: he ate some spoiled food and ended up having to use the bathroom constantly, then challenged a very large fellow prisoner to a fight and got smacked so hard he spun around :grinning_face_with_smiling_eyes: Eventually he was taken for trial and it was was kind of hilarious (mainly because it wasn’t fully translated for the preview build), but also surprisingly in-depth: the character had to hire and consult a lawyer beforehand, then answer a series of questions from the prosecutor and choose the right responses to sway the jury. I’m sure it’ll still need a lot of work and bug-fixing, but kudos to the devs for trying something so ambitious.

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The first point is in the patch notes. Regarding the third point, we were promised to be told about a new type of city in December, and they did tell us, plus I think they collected additional feedback about the cities, and in the new video they showed that they were working on it.

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I agree with you, but of course I want to see the update first, rather than make a verdict, but it seems like everything that is added now will be closed next year, as well as the main mechanics (I hope so) And the next 2 additional years. The only problem is probably the distance, but it looked different for different bloggers.

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Ah, where did we learn about two additional years?

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There’s no info, it was only discussed between us. With so many undercooked core systems still needing refinement, they definitely need a couple of years. And that’s not even counting the features from this update that require fixing (as well as Island Getaway and Karma/Ghosts), beyond the unfinished/delayed basics, like calendar and events, lifespan settings and appearance/growth adjustments, full multitasking, and related complex systems like strollers, NPC family groups and recognition, the memory system, and much more.

As theboynub said, family gameplay also requires significant improvements, although its updates are a small fraction compared to hybrid/additional systems.

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The problem is that small cities, despite their limited concept, were planned as interacting with one another, that is, at the prototype stage they were most likely considered as specific districts of a larger city, into which the same residents with the same relationships were pooled. Canvastown, however, is currently a town, completely isolated from the main cities.

At least with the current… oh right, City Travel, I forgot… where each city is a separate save instance similar to Sims 3, but definitely not “interacting with one another.” In short, the deeper you go… are you sure this actually matches the original Move Cities / Small Cities concept?

I like this concept more if we consider that in the future they can be connected and personalized, but I still hope that after the launch they will have more detailed customization in different styles in development, as you suggested in the discord, but I think they will go the route of the first launch of the city and then collecting feedback

Visual connection alone isn’t enough, a fully implemented district‑based / world partition system is needed for them to work together, with proper pooling of Zoi’s copy, similar to how it works in Sims 4 between neighbourhoods. But this system has to be built in from the start.

In this part, all neighborhoods exist as part of one shared array within the save, and all their states, Sims, etc. are inseparable. And as cities they are only stitched on the map screen, in reality, only neighbourhoods exist.

So those who ask for saving connections / relationships between cities, that’s doubtful as well… as you understand, against all this the “funny scenes” in court are a super superficial layer compared to the whole core of the game and the issues that arise.

I got the impression they were considering linking Canvas Towns together or with the main cities, but it’s all up in the air at the moment.

They are definitely going to need every bit of that additional 1yr+ before release, and I think we should brace ourselves for some of the originally-announced features - the Bubbly social network, for example - being pushed out even further than that. Kjun mentioned that development will shift towards completing and improving current features in the New Year, rather than adding new ones, and I think that’s the right approach. I’m hugely impressed by how much content they’ve managed to squeeze into the base game, especially compared with other life simulators, but now it’s time to start focussing on improving the core systems in preparation for the v1 release.

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Unfortunately, that’s their problem. They wanted to replace their own earlier unique systems with others that weren’t mentioned in interviews, or the roadmap, or even two months ago, on top – fine, but not at the cost of delays to core systems.

Judging by the number of versions: 0.6 March, 0.7 June, 0.8 August, 0.9 October, 1.0 December.

I think we’ll need to have a lot, a lot of patience :slightly_smiling_face:

As I’ve already said, this is the first time I’m buying a game in EA. I thought game development would proceed differently, in the sense that I believed the foundations were already all there and it was just a matter of adding things, not reviewing them globally.

I can’t make comparisons with other games, but I ask those who are more experienced: perhaps the EA was released too early?

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Such a launch timeline for early access is acceptable, if there’s a clear pipeline, roadmap, and final goal, plus a strict request filter. Otherwise, the project might be better off staying in indefinite beta, since the final outcome and possible issues aren’t clear. And that’s valid too, some games remain in beta for years and still release full content, even a 5+ years later (Rust – 5, Escape from Tarkov – 8 years, etc.)

I don’t see anything wrong with beta, and devs usually don’t either, as it partly shifts responsibility for bugs. For players, it makes little difference, whether there’s an EA tag or not, they’re unlikely to sue.

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Kjun mentioned that the Inzoi team have never made this type of game before, and reading between the lines, I think that’s exactly the problem - they massively underestimated how hard some of those original promises would be to implement. YMMV on this of course, but I don’t personally consider a social-media system or a ‘time-rewind’ feature as core elements of a life simulator - they’re ‘nice to have’ at best, however cool and unique they would be. And I don’t think Kjun does either, which is probably why they seem to have been de-prioritised recently. The challenge now is to implement the systems most players are asking for, like playable schools and businesses, while preserving as much as possible of the unique stuff from their original concept.

As for whether the game was released too early: it depends what the devs’ goal was for the original release, in terms of feedback from players. I’ve played Early Access games in various stages, from barely-functional prototypes to others that were virtually a release candidate. I think this one was intended to be somewhere in the middle, and that’s where it landed. However, since the original roadmap was scrapped, I think the devs realised they have a lot more work to do to make the game actually fun - as opposed to just playable - than they had anticipated at first.

Well, it’s hard to say. Life management sims like The Sims are being released in Early Access for the first time, and that’s the trend. It’s a complex genre, and they don’t really dabble in it. I think it’s very different from a shooter, a different genre. But I’m no expert here; I think the InZOI team was faced with a lot of factors, ranging from pressure to their own experience and collecting feedback, both correct and incorrect. But the more time they have, the better they’ll probably handle it. I’d start to worry after 1.0, and when I see the final product, they’re following The Sims 3’s content path, offering as much content as possible in each category. All that’s left is to wrap things up and refine the mechanics, which will be revealed in version 1.0. I’m sure it won’t be a perfect life simulator, it will have both pros and cons, possibly outweighing the cons. I’m most hoping for the closure of the main mechanics, the return of one thing, and the exit from early access in 2 years, closing the thread for collecting feedback and discussion.

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I don’t remember this from the very first surveys, no matter what… There were 5 city/Zoi‑related points that made it to the top:

  1. More places in the city to visit for dates and leisure (restaurants, patios, fully functioning shops with shopping carts, etc.), plus a lively seamless city – festivals, beach parties, surfing, moving buses, bicycles, subway, delivery, ice‑cream trucks, fire trucks, ambulances etc.
  2. More interactions between Zois in the family and in the community – joint walks with NPCs, observing neighbors and their houses, city-wide news and gossips, extracurricular school activities; Zoi criminals.
  3. Groups – family couples, walks with children / strollers (were the #1 request ever), elderly couples, joggers, surfers, commuters.
  4. Multitasking.
  5. Multiplayer.
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