inZOI

inZOI The Ultimate Celebrity Life (Updated)

Version
The Ultimate Celebrity Life (Updated)
Version Date
April 30, 2026
Links

Patch Notes

The Ultimate Celebrity Life (Updated)

[p]Hello,[/p][p]I hope everyone is enjoying the new April update. While I was worried about many of our shortcomings, I was also happy to see that many of you liked the new features and improvements we were able to make this month.[/p][p][/p][p]We like reading your feedback to make post-update improvements in later patches, but sometimes, we like to collect your thoughts in advance on topics that are far from being released because we can use that insight to use our development time much more wisely.[/p][p][/p][p]So for this week, rather than showing you a bunch of new features right after an update, I want to use this week's Brainstorm session to do as the series name would imply, and the topic I want to talk about is something that's planned for at least half a year later.[/p][p][/p][p]It's our celebrity system.[/p][p][/p][p]What does it mean to be a celebrity and to live a life after reaching that status? What features from inZOI that are currently available but also have yet to be added can we incorporate that can help you get that ultimate experience? Let me know down in the comments.[/p][p][/p][p]Obviously, we won't be able to create everything that's listed on this thread, but I still want you to share whatever comes to your mind when you think of this topic, even if it might not be replicable in-game.[/p][p][/p][p]Seeing where your imagination runs off to when you imagine these ideas helps us set some general directions but also depict important details that we can translate into our game, based on what possible within our infrastructure.[/p][p][/p][p]I believe doing this can create an end result that, while not exactly in the form you may have imagined, still gives you that feeling that familiarly aligns with what you were hoping to feel with this content.[/p][p][/p][p]As we are off for Labor Day tomorrow here in Korea, I want to leave you all with this post way earlier than you're probably used to. I guess since I'm posting this at midnight, it still counts as a Friday post [/p][p][/p][p]I hope everyone has a wonderful weekend, and I'll see you all in my reply next week![/p][p][/p][p]-Kjun

※ For the video, please check it on Discord or the forum.[/p][p]🔗 Discord: Link[/p][p]🔗 Forum: Link[/p][p][/p]
Kjun’s Reply to Your Comments
[p][/p][p]Hello, everyone.[/p][p] [/p][p]Yesterday in Korea was Children’s Day, which gave us a long holiday weekend. I was able to take a real break for the first time in a while. Even so, many of you posted so many thoughtful messages, and I spent a very enjoyable time reading through them.[/p][p][/p][p]This week, because of my question, many players shared a wide range of suggestions and ideas about the in-game celebrity system. You gave us many diverse opinions about the life of celebrities, fame, social influence, fandoms, scandals, career progression, and entertainment-related careers.[/p][p][/p][p]Since this week’s posts were about systems that have not yet been developed, the development team will carefully read through them and do our best to reflect them. For that reason, this week’s reply will be shorter than usual, and I would also like to include an apology.[/p][p][/p][p]Many of you said that the celebrity system should not simply be a fame value, but a complex system that includes fandoms, scandals, image management, and social influence. The development team strongly agrees with this direction, and we would like to shape future development around this idea.[/p][p][/p][p]There were also many opinions that fame should be obtainable through many different paths, such as becoming an entertainer, singer, actor, model, influencer, athlete, writer, scientist, or even a criminal. Many of you also suggested that fame should be managed across different levels, such as local, industry-specific, and global recognition.[/p][p][/p][p]From the initial planning stage, fame was intended to be a system connected to many other types of content, so I believe it can also be naturally connected to celebrity-related content.[/p][p][/p][p]I also found it very interesting that, as fame increases, elements such as fans, paparazzi, interviews, advertising contracts, fan meetings, VIP access, luxury housing, and bodyguards could become available, while negative events such as rumors, toxic fans, invasions of privacy, stress, and burnout could also occur. In particular, the ideas about paparazzi following celebrities were especially intriguing.[/p][p][/p][p]Some of you also suggested that fans could be divided into categories such as casual fans, devoted fans, and obsessive fans, and that fan clubs, fan events, social media activity, and conflicts between rival fandoms could create social drama. I think these are truly excellent ideas. Thank you.[/p][p][/p][p]There were also suggestions that fame could be partially inherited by children or lead to family scandals, and that players should be able to adjust the intensity of the fame system or disable it if they wish. I think this is also a wonderful idea. I believe inZOI should have this kind of depth and connection between content systems.[/p][p][/p][p]That will be all for today’s reply. I would now like to offer a sincere apology to everyone.[/p][p][/p][p]This month, we focused on stabilization and optimization, but while carrying out several updates, we made a serious mistake. It seems I am still inexperienced with this genre. As a player, I have experienced these issues many times, yet strangely, I still made mistakes during development.[/p][p][/p][p]When you visit a restaurant as a customer, you immediately notice if the food arrives late, if the seasoning is off, or if the plate is cold. But once I stepped into the kitchen myself, I realized that I was the one making those very mistakes.[/p][p][/p][p]To improve the game’s stability and performance, we upgraded the engine version from 5.4 to 5.6. However, compatibility issues with existing mods caused many crashes, resulting in significant inconvenience during gameplay. We still have not resolved every issue, but we are continuing to work hard on fixes.[/p][p][/p][p]I feel especially sorry because we are currently working hard on script mods, yet we ended up creating these errors. We failed to properly check this before releasing the build, and that caused a great deal of inconvenience. More specifically, the biggest issues were errors in the loading priority settings for mod packages and conflicts with older mod packages.[/p][p][/p][p]I deeply apologize for failing to fully ensure compatibility during this update. The development team is currently devoting all available effort to resolving these stabilization issues, and we will do our best to provide a stable environment as quickly as possible.[/p][p][/p][p]Taking this incident as a turning point, we are rechecking every part of our preparations for script mods. Going forward, we will handle script mods and their operation with greater care and caution.[/p][p][/p][p]Even with these shortcomings, I sincerely thank all of you for continuing to leave us your thoughts and feedback. I will see you again on Friday.[/p][p][/p][p]Ah… I took a break, so I do not have anything to show you on Friday… What should I do? Haha. [/p][p][/p][p]kjun[/p]