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inZOINewsThe inZOI Team’s Top Development Priorities (Updated)
Community

The inZOI Team’s Top Development Priorities (Updated)

inZOI · published 10 Jul 2026, 15:38 UTC

All newsPlayers around this dateRead on Steam

Hello everyone, and happy Friday!

Today, I would like to share a summary of the issues that we believe the development team should prioritize, based on the feedback you have shared with us so far. While we may not be able to resolve everything immediately, we wanted to explain which areas we currently consider most important and continue the conversation with all of you.

We have identified three major areas that require the most improvement:

  1. Improving overall game stability, resolving bugs, and refining the simulation

  2. Creating more natural connections between the family, school, personality, economy, and relationship systems

  3. Adding greater depth to newborn, toddler, and child development, as well as family gameplay

Our first priority is to connect the game’s systems more naturally so that Zois can live and behave in a more lifelike way.

We are currently expanding the systems in the following directions. Please take a look, and continue sharing your thoughts and suggestions with us—they will be extremely helpful to the development team.

  • Academic performance will affect employment opportunities, promotions, business performance, and other aspects of a Zoi’s life.

  • Poor family relationships may negatively affect a Zoi’s grades at school or lead to major workplace decisions, such as resigning from a job.

  • A Zoi’s traits will be reflected in the frequency of their actions and daily routines, such as exercising or reading.

  • Workplace performance, business results, and financial circumstances will vary depending on how well a Zoi’s career, abilities, and personality align.

  • Traits and experiences developed during early childhood will continue to influence a Zoi throughout adolescence and adulthood.

  • Experiences involving food or accidents during childhood may remain as preferences, aversions, or phobias later in life.

  • Significant emotions and events will be recorded in greater detail through a Zoi’s memories and life history, helping players understand the reasons behind their behavior.

  • Important moments will be viewable through the News Feed UI, and players will be able to take and save their own photos of those moments.

By connecting these systems more naturally, we hope to portray each Zoi’s life in greater depth, shaped by their unique experiences, personality, and relationships.

Game Stability and Bug Fixes

We addressed many issues this week as well. We sincerely appreciate everyone who continues to support inZOI despite the areas where the game still falls short. Your support motivates us to keep working toward a better experience.

We are currently addressing the following issues as part of our ongoing build stabilization efforts:

  • A crash that may occur when loading a save file during gameplay

  • An infinite loading issue when switching between family members in a six-person household

  • A crash that may occur during death by old age

  • An issue where a child Zoi may suddenly be marked as having graduated from high school after aging up

  • An issue where a Zoi’s enrolled high school may change during the save and load process

  • An issue where room detection may fail depending on the direction in which walls are built, causing floors to be deleted

  • An issue where parts of existing walls may disappear after moving connected rooms

  • An issue where a Zoi’s hunger need may not be satisfied even while they are at home

  • An issue where a graduation ceremony may be unable to continue because the teacher does not appear etc.

It was a pleasure to hear your many thoughts and suggestions again this week. We carefully review all the feedback you send us, and it continues to serve as an important guide as we work to make inZOI better.

Have a wonderful weekend, everyone.

Thank you.

kjun

※ For the video, please check it on Discord or the forum.

🔗 Discord: Link

🔗 Forum: Link


Kjun’s Reply to Your Comments

Hello, everyone.

Starting this Wednesday, we'd like to reach out to you in a slightly different way than before. We want to share more details about the things we're currently working on individually, and to talk through some of the questions we've been wrestling with together with you. The reason we haven't communicated this way until now was our concern that we might cause you worry during a period when important directions were shifting. But we've come to feel it would be better to strengthen our communication with you, so we've decided to try a new approach.

There's quite a lot to cover regarding this update, so today we've picked out the parts that were especially difficult for us to handle, along with the parts we think you'll particularly enjoy, to talk about first.

The first thing we'd like to mention is the 'Cahaya' region. We're planning to improve this previously empty area in the next update. It was originally built around a travel concept, but at the time it overlapped with other schedules, so we ended up wrapping it up in a hurry without being able to devote enough time to it—something we regretted. This time, we want to take our time and fill in, one by one, the parts we couldn't complete back then.

Beyond the region, several improvements are also being made on the character side. We're refining the autonomous behavior feature so that characters' personalities and emotions are reflected more naturally, and we're working with our team to address the shortcomings we've found along the way. We've also made changes to how facial expressions are handled. Previously, only a single expression—defined by the main emotion or interaction—was used, but now we're improving it so that expressions reflect the situation. For example, even if the main emotion is 'joy,' a character who feels bored while watching TV will make an expression to match.

When it comes to character movement, we also have some new news. Looking back, in the early days we never expected that 'inZOI' would get a jump feature—but we're now developing exactly that. That said, we're still deciding whether to make the spacebar the jump key or keep it as the family-switch key as before, so we'd love to hear your thoughts.

As an extension of this effort to expand interactions, we can't leave out 'Active Mode,' which was introduced earlier through a streamer's video. Given all the interest you've shown, we're putting it together so we can show it to you as soon as possible. That said, given the nature of a life simulation game, we're still weighing whether it's appropriate to include the somewhat violent interactions between characters seen in that video.

As you can see, we're developing and preparing a variety of things this week as well, and we'll continue to actively incorporate your feedback to make an even better game. Today in Korea is what's called 'Chobok', a day when people eat nourishing food to get through the heat. We hope you'll take good care of your health and beat the heat too. Please look forward to the next 'inZOI' update as well.

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