[p]Hello. I’m posting a little earlier than usual today. [/p][p][/p][p]This week is a long holiday period in Korea, so there isn’t much to show in a video. Instead, I’d like to share what will be updated next week.[/p][p][/p]
Next Week Hotfix
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- [p]Reduced the frequency of natural disasters and adjusted disaster compensation.,[/p]
- [p]Fixed an issue where Zoi would continuously walk into walls or objects and get stuck.,[/p]
- [p]Fixed an issue where “Refill Fruit Drink” would not restock the display when the business was closed.,[/p]
- [p]Fixed an issue in CAZ where some character Zoi presets could not be saved.,[/p]
- [p]Fixed an issue where underwear was exposed when worn with certain outfits.,[/p]
- [p]Fixed an issue where the cushion in the Hanok Studio background appeared abnormally thick in Customize mode.,[/p]
- [p]Fixed an issue where certain areas of the rattan drawer cabinet could not be customized in Build mode.,[/p]
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Improvements Decided and Currently in Development
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- [p]Improving an issue where infant needs and interactions were not processed correctly.,[/p]
- [p]Adding a user option to adjust rotation/movement and zoom-out speed.,[/p]
- [p]Lights will automatically turn off when everyone is asleep.,[/p]
- [p]Improving the issue where conversations would prioritize sitting if chairs/benches were nearby.,[/p]
- [p]Adding the ability to save makeup and hairstyle per outfit situation.,[/p]
- [p]Adding an option to lock outfits by situation.,[/p]
- [p]Graphic improvements for high-end users and fixing awkward distant vehicle movement.,[/p]
- [p]An emotion system to better show feelings/relationships between two Zoi.,[/p]
- [p]More variety in bed/sleeping motions.,[/p]
[p][/p][p]We are continuously reviewing all the feedback you send us, and it truly helps a lot. I honestly believe that without your feedback, inZOI would not have developed this far.[/p][p][/p][p]This genre is complex—fixing one thing can sometimes break another. Since it functions similarly to a tool, there are countless possible interactions. For example, adjusting a single window frame can cause unexpected issues depending on its position and surrounding objects. [/p][p][/p][p]That’s why we chose to keep refining the game based on your reports and suggestions.[/p][p][/p][p]Please enjoy this week’s video as well.[/p][p]Thank you. [/p][p][/p][p]kjun[/p][p][/p][p]🔗 Discord:
Link [/p][p]🔗 Forum:
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Kjun’s Reply to Your Comments
[p][/p][p]Hello, it’s Wednesday. As always, before I head home, I wanted to read through your posts and write some replies. Once again this week, I saw so many thoughtful and meaningful suggestions. Thank you. I’m finishing work later than usual today, so I may not be able to respond to everything in depth. I hope you understand. Still, I’ll do my best.[/p][p][/p]
Improvements to Zois’ Behavior and Autonomy
[p][/p][p]Many of you mentioned that Zois’ autonomy is currently too limited and that they need more diverse reactions and behaviors depending on their individual personalities and situations. For example, when a Zoi behaves in a threatening way, police NPCs should properly intervene, and interactions between Zois should feel more varied and natural. We acknowledge that this area still needs significant improvement.[/p][p][/p][p]We will continue working to make personalities more distinct and ensure that reactions vary accordingly. In addition, there was a structural limitation in the game that prevented police NPCs from reacting immediately to threatening behavior. This issue will be improved in the April update.[/p][p][/p][p]To explain further: the root cause was a fundamental system limitation where reaction animations could not play until the currently ongoing motion was fully completed. We have been addressing this core issue and are planning to include the fix in the April update.[/p][p][/p][p]There were also many requests for more differentiated behaviors based on emotions and personality traits. Players want a system where Zois show “unique behaviors,” meaning that even in the same situation, different Zois respond differently. For example, emotions such as fear, anger, and joy should be expressed through varied gestures and facial expressions, and nearby Zois should react differently as well—creating a kind of “social ripple effect.”[/p][p][/p][p]We recognize that this is currently an area where inZOI is lacking, and we are actively improving it. Due to resource limitations, we may not be able to apply this level of detail to every action. However, at least for important situations, we will implement behavior differentiation based on emotion and personality.[/p][p][/p]
Personality and Memory System
[p][/p][p]Many of you feel that the current personality system is too limited and abstract, and that it should evolve into a deeper, multi-layered system where players can directly shape personalities.[/p][p][/p][p]There were suggestions to reference psychological models such as MBTI or the Enneagram to introduce dynamic and evolving personality traits. You also expressed a desire for a memory system, where Zois’ experiences influence their behavior and emotions over time.[/p][p][/p][p]Personality traits should be clearly connected to emotional responses and actions, and personalities should change flexibly depending on growth and stressful situations.[/p][p][/p][p]While memories do not permanently affect Zois in every case, recent memories between Zois do influence the context of their conversations. For example, if a Zoi recently had a negative romantic experience with another Zoi, they are more likely to choose negative romantic dialogue options. On the other hand, if they had a positive memory, they are more likely to select positive interactions.[/p][p][/p][p]In addition, some events that a Zoi personally experiences may remain as trauma and restrict certain behaviors. [/p][p][/p]
Animation and Graphics Improvements
[p][/p][p]Many of you pointed out that Zois’ animations sometimes feel unnatural, particularly hand movements, facial expressions during conversations, walking speed and posture, and emotional expression. There were also requests for improvements to camera controls, vehicle driving animations, and additional animations for phone usage to enhance immersion.[/p][p][/p][p]We are currently improving high-end graphics processing while also optimizing visuals so that lower-spec systems can achieve better graphical quality. We will update this as soon as possible.[/p][p][/p][p]In particular, there have been many comments about issues with facial expressions and emotional delivery during conversations. We plan to conduct a thorough review and inspection of these animations.[/p][p][/p]
Life Cycle and Job Systems
[p][/p][p]There were requests to expand life stages—such as babies, toddlers, and teenagers—with more unique clothing, behaviors, and furniture animations. For example: swaddling blankets for babies, toddler high chairs, toddler clothing, and hairstyles.[/p][p][/p][p]Toddler customization is being gradually expanded. We have already developed the ability to change toddler outfits. We are currently working on features such as seating toddlers in chairs and bathing them.[/p][p][/p][p]For the job system, there were proposals to add new occupations such as supermarket cashiers, police officers, criminals, garbage collectors, and groundskeepers. There were also suggestions to expand job-specific features—for example, fingerprint collection, arrests, and vehicle inspections for police roles.[/p][p][/p][p]We also received feedback about expanding crime-related content, introducing mini-games, adding tool and equipment systems, and implementing crime reporting and punishment systems.[/p][p][/p][p]In daily life, players requested more detailed and varied animations for actions such as cleaning, cooking, sleeping postures, bathing, and changing clothes. We are continuously developing more motion variety. Some of you even provided very detailed reference materials—I may have to run straight to the motion capture studio! [/p][p][/p]
Interface and Gameplay Improvements
[p][/p][p]There were many requests for UI/UX improvements, including automatic lighting, phone call and text message animations, a mini-map, schedule management, and clearer displays of relationships and emotional states.[/p][p][/p][p]We are currently developing a system that allows players to choose between the previous UI and the current one. The mini-map, phone calls, and text message controls will be included in the next update. [/p][p][/p][p]Automatic lighting turned out to be simpler to implement than expected, but we encountered performance issues. If used frequently, it can slow down the game. We are currently discussing whether to implement it while accepting some performance impact, or to invest more R&D time to create a lighter solution.[/p][p][/p][p]There were also suggestions to assign wardrobes and drawers to individual Zois, allow clothing purchases and outfit changes in stores, and introduce an online shopping system. This is currently in development and will likely be included in the April update. [/p][p][/p]
Social and Environmental Elements
[p][/p][p]There were requests to make NPCs and Zois behave more naturally throughout the city, including adjusting crowd density, differentiating congestion levels by public location, and adding animals and natural elements.[/p][p][/p][p]Suggestions included implementing crime reporting systems, news systems, and social reputation mechanics such as fame and fear meters.[/p][p][/p][p]There were also ideas to enhance psychological realism, such as school counseling systems, mental health and therapy systems, and reflecting identity struggles during adolescence.[/p][p][/p][p]There has been active discussion comparing inZOI with The Sims series, along with strong requests for inZOI to build its own unique and deeply layered systems.[/p][p][/p][p]One particularly memorable suggestion this week was adding an “obituary news” feature to the game. Although inZOI still has many areas to improve, reading ideas like this makes me feel hopeful that, step by step, we may truly build a world that once existed only in imagination.[/p][p][/p][p]Thank you again for sharing so many thoughtful suggestions about improving and expanding the overall systems of inZOI this week.[/p][p][/p][p]Your ideas are inspiring and moving, and sometimes I wonder if my development pace is too slow compared to the passion you all show. Still, I will continue doing my best.[/p][p][/p][p]See you again on Friday.[/p][p]Thank you. [/p][p][/p][p]kjun[/p]