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Steam announcementView the game on SifterSeptember 18, 2026

On to Another Update (Updated)

Hello everyone, and happy Friday.

Autumn has already arrived here in Korea. The weather is becoming cooler, and the skies are beginning to feel higher and clearer. Today, I’m writing once again to share some materials prepared by the inZOI development team.

Recently, the areas the inZOI development team has been focusing on the most are autonomy and conversations. As I mentioned before, we are working to make Zois behave in more natural and human-like ways. Personally, one of my biggest regrets from the September update was that we were unable to include the autonomy editing features we had been working on. As I previously explained through our posts and materials, when Zois enter a business, we want customers to have their own places while employees use chairs and tools intended specifically for staff.

We are improving the conversation system in the same direction. Conversations are also an important part of Zoi autonomy, but until now, the system has not sufficiently considered the relationship between the Zois or their emotional states. As a result, conversations that felt somewhat awkward or inappropriate for the situation could sometimes be selected. There was, of course, a reason the system was designed this way. Creating conversations that account for every relationship, emotion, and situation requires a very large amount of dialogue content. Because of this, many of our conversations have been presented in a relatively abstract way. However, we found that this approach alone still made it difficult for conversations to feel truly natural.

For the October mini update, we are improving the system so that it can select more appropriate conversations by considering factors such as the relationship between the Zois, the emotional state of both Zois, and their current situation. However, as we developed this further, we encountered another issue: the more strictly the system selects conversations appropriate to each situation, the smaller the pool of suitable dialogue becomes, causing the same conversations to repeat more frequently. To address this, we are currently increasing both the variety and overall amount of conversation content.

I believe autonomy is one of the core systems that makes Zois feel like living beings. Through these improvements, we hope Zois will better understand their surroundings and circumstances, naturally continue actions that fit their purpose, and ultimately allow you to live alongside Zois who feel more like real people. The inZOI development team will continue working to improve the quality of autonomy.

I hope you enjoy the materials prepared by the development team today, and I wish you all a wonderful weekend.

-Kjun

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

🔗 Discord: Link

🔗 Forum: Link

Kjun’s Reply to Your Comments

Hello, this is Kjun, PD of inZOI.

There was a lot I wanted to share, but the full post exceeded Discord's character limit, so I've summarized it a bit here. Thank you for your understanding.

Chuseok, a major holiday in Korea, begins this week, and our team has been working hard on the October update right up until today. Let's kick off today's BrainStorm!

We've talked a lot about TapTap and multiplayer lately, but today I'll focus on the main game. Our passion for main game updates hasn't changed, and we always welcome your feedback on both the main game and multiplayer.

October Update: Improved Starting Families

We're improving the families living in each city, refining their relationships, backstories, careers, and appearances so that NPCs are fun to discover not just for their looks, but for their stories too.

Prison Content Rescheduled

We know many of you love crime and Active Mode, but prison content will be pushed back, as there are systems we need to overhaul first. Here's why.

New Direction: Expanding Through New Cities

inZOI has three large cities: Dowon, Bliss Bay, and Cahaya. A life sim needs harmony between people and spaces to deliver autonomy and diversity, but as we expanded our promised content, we found it very difficult to fit new concepts into the existing cities. Going forward, new spaces will mainly come in the form of new cities.

This doesn't mean we're stopping updates to existing cities. For example, building a prison for every city would mean fitting it into each city's theme without breaking it. A superstar hub like Hollywood would be nice everywhere too, but given our time and resources, we'd rather focus our efforts than spread them thin across every city.

From "City Immigration" to "City Travel"

We plan to remove City Immigration and replace it with City Travel. Zois will be able to freely join parties and schedules with Zois from any city and move between cities more easily.

City Immigration was added with last August's Cahaya DLC to let families move for its travel concept, but its complexity caused many errors. The September patch lifted many of these constraints, and this change will let us bring you more cities, countryside areas, and diverse themed levels.

Once City Immigration is removed, duplicate homes owned through it will be sold when you travel, you'll receive the proceeds, and the homes will be saved as presets. We plan to later add an official feature for owning multiple homes as assets.

For example, an actor Zoi living in Dowon could travel to the city with the film set to go to work.

New City Content & Lot Editing

You may wonder if new city content can only be enjoyed in that city. Each new city is designed to fully capture its content's atmosphere, and through City Travel, we're exploring ways for Zois from any city to enjoy a wide range of content. We're keeping various options open on how best to deliver each type.

We're also looking into ways to place content-specific spaces in the city of your choice, such as editing commercial or dedicated lots. The scope may vary depending on the content, but we'll work to expand customization as much as possible. Please share your thoughts on this too!

Closing

I know this may be a bit confusing, but these decisions came after a lot of careful thought about inZOI's future. Please take a look and let us know what you think. We'll review your feedback carefully before making final decisions.

Thank you.

Kjun

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.