inZOI
InZOI: Addressing Issues & Enhancing Gameplay
Hello InZOI community and developers,
Welcome to the Improving InZOI discussion thread. This thread is dedicated to constructive dialogue on making InZOI better by focusing on two key areas: resolving current gameplay issues and exploring new gameplay features. Whether you've encountered a bug or have a great idea for a new game mechanic, this is the place to share it. Our goal is to work together—players and developers—to enhance the gameplay experience for everyone.

Addressing Current Issues (Bugs, Performance, Balance)

If you've noticed any bugs, technical glitches, performance problems, or gameplay imbalances, let's discuss them here. Please be specific about what you encountered (for example, a particular action not working, a performance drop in certain areas, or an in-game system that feels unbalanced). By identifying these issues clearly, we can help the development team prioritize fixes and improvements. Feel free to suggest possible solutions or workarounds as well. For instance, if the economy feels too easy or a skill progression seems unrewarding, mention how you'd adjust it for better balance. The more details and examples we provide, the easier it will be for developers to understand and address the problem.

Proposing New Features & Systems

Have ideas for new features or systems that could make InZOI even more engaging? Share them! This is the space to brainstorm gameplay additions and enhancements. Think about what new content or mechanics would enrich the game. Perhaps you want to see deeper social interactions, additional career paths, or more build mode tools (like pools or advanced customization). Others might envision entirely new systems, such as a family tree feature or improved AI behaviors to make the world feel more alive. Creativity is encouraged — no idea is too big or too small. When suggesting a feature, try to explain how it would work and why it would improve the gameplay. The developers have a roadmap with planned updates (like mod support and more content), but community suggestions can inspire even more improvements. Let's imagine the possibilities and discuss them together.

Collaboration and Discussion Etiquette

This thread is open to both players and developers, and we welcome participation from the InZOI dev team. Developers, if you're reading, we’d love to hear your insights or clarifications on what’s being discussed. For all participants, let's keep the conversation respectful, on-topic, and constructive. Here are a few guidelines to help:

  1. Be respectful: Critique ideas, not people. Everyone here shares the common goal of improving the game.
  2. Stay constructive: If you point out a problem, try to also suggest a solution or a way to improve. Likewise, when supporting someone’s suggestion, explain what you like about it or how it could be refined.
  3. Be specific: Whether reporting an issue or proposing an idea, give as much detail as possible. (E.g., “NPCs sometimes get stuck on stairs when pathfinding” or “Add a planning mode in build mode to preview changes before spending currency.”)
  4. Prioritize clarity: If you're describing a complex idea or bug, break it down into steps or list items so others can follow easily.









By following these guidelines, we can ensure this discussion remains productive and helpful. Thank you for contributing your experiences and creativity. Together, we can help InZOI reach its full potential and create a game that we all love to play.

Happy discussing!
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Showing 16-30 of 36 comments
I`d also wish to have the possibility to get a child back that was taken from a youth welfare office. My Zoi married a single father, but by moving together the child was gone. Later on I found a message, his child had been picked up by the youth welfare service... He has the necessary maturity now, I promise!
There must be consequences to crash your car. The car must be damaged and be repaired or renewed, the police must contact the Zoi, wether in person or with a letter or message to pay a fine... at least.
I'm someone who has physical limitations due to disability. Would love it if inzoi, like so many games, lets the user change what controls are used, specifically for moving the camera. I'm used to using ASWD keys to move the camera and that worked well for me, but that's "walk/drive" in Inzoi. I have used Q and E before for rotate in games, and that worked. Something that would let me move the camera as needed. But again, it'll be great to have it as set your own keys as using a trackpad use is hard.

Perhaps even an option to have manual walk off as well as drive so that you can just use the WASD for camera.
PSCURNICK Apr 19 @ 11:05pm 
Currently can't load save files as I have an " & " in my windows username, only game I have this problem with and had to create an additional profile just to play this game properly.
Caly Apr 20 @ 1:12am 
More clothes, especially for the little girls, they only have unisex clothes for now.

The possibility to turn off binary gender from the game.

I had a bug that prevented me from cooking from the stove and the fridge and to fix it i had to sold and buy furniture, the same furniture at the exact same place, it wasn't a path problem but more likeley linked to an object property.
Last edited by Caly; Apr 20 @ 1:12am
How about adding the Infant life stage between Newborn and toddler like in the sims 4 and better camera control like the sims 4.
TWO ZOIS IN A HOUSE CAN'T BOTH HAVE JOBS IF THOSE JOBS ARE RABBIT HOLES

The Situation: I have a household with two adult zois and one child. The first zoi has a job as a Software Dev, which is a rabbit hole. His wife has a job as a Lawyer, which is also a rabbit hole. Their jobs start at the same time on the same days. The game will only allow one of them to go to work.

What Happens: In order to go to work, all zois will use the taxi cab. When work-time arrives, the first zoi to reach the taxi will get inside and "go to work." The second zoi to reach the cab will stop outside the cab, then autonomously cancel the "Go to work" action from their queue. No matter how many times you tell them to go to work, they will just continue to stand outside the cab and cancel the "go to work" action.

The Issue: It appears to me that, when a zoi enters the taxi to "go to work," they actually just sit inside the taxi all day (this is evidenced by the fact that passing zois will stop next to the cab and react to the "at work" zoi's karma level). The game seems to consider the taxi as "occupied" and therefore will not let a second zoi inside. Since a taxi is currently the only way for a zoi to travel to a rabbit hole job, this means only one zoi from the household may go to work.

Failed Workaround: After the first zoi entered the taxi that is parked in front of their house, I had the second zoi get on the bus and travel to a location on the opposite side of the map. I thought perhaps he could use a different taxi at a different location. When he arrived, I gave him the command to go to work. He walked up to the new taxi, then stopped and canceled the "go to work" action from his queue. He did this no matter how many times I re-commanded him to go to work. Despite it being a "different taxi" on the complete opposite side of the map, it was still being treated as occupied and therefore unusable.

The Bigger Issue: It appears that the game treats all taxis on the map as one taxi with a single slot inside for a zoi who is "at work." Therefore, no matter which taxi you send a zoi to, if there is already an "at work" zoi inside ANY taxi, it will not let a second zoi also get into a taxi so they can "go to work." This means that, for any zoi household, only one zoi can have a job that is a rabbit hole bc there's no way for a second zoi to travel to their job if the taxi is already occupied.

Obviously, this is an issue that severely limits gameplay and story-telling. All adult zois in a household should be able to "go to work," regardless of whether or not their jobs are rabbit holes. Ideally, the taxi shouldn't be used as a single-space holding cell for "at work" zois, should be usable by multiple zois, and there should be alternative methods for going to work, such as taking the bus or using zoi-owned vehicles.

E.g. The head of my current household owns a car. When it's time to go to work, the game doesn't allow him to use that car to go to work (I assume bc it's a rabbit hole and therefore doesn't have a physical location on the map for the car to travel to). The game instead forces him to take a taxi to work (which makes no gameplay sense if he owns a car).

Possible Quick Solutions Until It Can Be Fixed For Real:
1) The Taxi Vanishes: When a zoi gets into a taxi to "go to work," have the taxi drive away (or disappear) and replace it with a new, empty taxi so that another zoi can also go to work. Store the "at-work" zoi somewhere else other than inside the taxi.
2) The Taxi Is A Clown-Car: If having the taxi disappear or drive away is an issue at the moment for some reason, just add more slots to the taxi so that multiple zois can enter and "go to work" at the same time. Since the player can't see inside the taxi anyway, there's no reason you couldn't store many zois inside a single taxi (if that's what you need to do).
3) Many Ladders To The Same Roof: Allow zois to go to work using buses or their own car. This can operate just like the taxi does, if the lack of a physical location for rabbit hole jobs is an issue. They walk up to the bus or their car, disappear to "inside it," and are then "at work."
4) Exit, Stage Left: If using the zoi-owned car to go to work is complicated by the fact that players can actively drive it, you could add "exits" to the edges of the map. Players could drive their car to the "exit" and disappear "to work" as if they drove to some location just outside of town. This presents its own issues, obvs, such as you'd have to then hide the car and snap the camera back to the house (or another zoi), but it would add to the immersion of driving.
5) And Like That - *poof* - He's Gone: Worst case scenario, a temporary solution until you develop a more robust system for going to work would be to simply have the zoi walk out to the street and then disappear. Whether they remain invisible and without collision in the street bc you need to keep them on the map to track actions or you actually remove them from the map temporarily to a hidden holding area while they're "at work," at least there wouldn't be a limitation on how many of them can go to work.
Last edited by channeljohn; Apr 20 @ 6:35am
Xautos Apr 20 @ 6:10am 
Originally posted by VenomousFiligree:
Good luck on getting "constructive dialogue" on this forum, see how long it takes to devolve into a pro vs anti LGBT vitriolic cesspit.

i'll post a second response after this in regards to the point in hand, but this post by itself is already contrary to what the OP asked for. If it should be moderated, i expect your post and this post get taken with it.

focus on the thread, not the nonsense.
Hello,

I'm experiencing an issue with my family tree where some family members were mistakenly changed to "roommates." When I try to update their relationship status (e.g., husband, wife, children), I receive a pop-up message that says:
"CANNOT CHANGE PREVIOUSLY SET FAMILY RELATIONSHIPS."

The friendship my Zoi had just vanished like they never knew each other.
Is there a way to fix this and correctly assign family roles without having to start the entire tree over from scratch?
Xautos Apr 20 @ 6:28am 
I'd like to have a secondary and tertiary everyday outfit. the second everyday outfit is added by default and retroactively to all zoi's. But basically the purpose being is when the washing machine gets a proper purpose and the every day clothes are otherwise unavailable because they are being cleaned, your zoi's can switch into a secondary everyday outfit.

the tertiary outfit can be brought from the meow store for a set amount of meow coins. though you can't see the third everyday outfit in CAZ before this, once you purchased it the third outfit is available in CAZ. i'm mostly thinking of the situation where for example if you are playing out a computer gamer zoi living in a basement and has less than good hygiene habits, they can move on to the third outfit once the other two are otherwise unavailable.

i'd also like to see a cosplay outfit that can be unlocked from the meow store for a set amount of meow coins, again it can't be seen or accessed from CAZ before it's purchased, but once it is purchased, it will allow your zoi to take part in special events and convention events or even street parties like a carnival. For those zoi's that don't have the outfit unlocked the autonomy turns your zoi's into spectators or don't show up at all. but if the outfit is unlocked, the autonomy can enter your zoi into events and can take part. Just imagine the different conventions they could take part in.

More vehicle options, including smaller two seater sports cars to minivans for more than 4 zoi's and ability to park vehicles on the lot in designated parking spaces. if the situation comes where you can own more than one car in the household one day, the additional options would prove useful, especially with a dedicated garage.

If there should be a dedicated garage to park vehicles, i hope a new skill in mechanical skill is created, this can allow your zoi to repair things like cars, sinks, old fashioned stoves and fridges. besides this is electrical skill, which allows you to repair modern car systems, modern stoves and fridges, as well as removing the chance for the zoi to electrocute themselves attempting repairs on electrical devices and improving the speed which they do make repairs.

I'm hoping when your zoi goes to college or university and learn more advanced electrical-mechanical subjects, they can unlock the ability to upgrade their equipment at home when they pass, to effectively increase the capability of a range of devices at home and reduce the chances of something breaking down, possibly even creating new components from an electrical or standard workbench to replace the standard components in an electrical or mechanical device to completely eliminate the object going up in flames when the device needs to be repaired again.
Last edited by Xautos; Apr 20 @ 6:30am
Dopeh Apr 20 @ 6:40am 
mentioned before but a bit more specific:

opt out and/or disable karma system/auto confirm good and bad karma without need to change game mode or move to a different screen. (a pop-up in game or on in-game phone would also be acceptable if it has the option to confirm and let me get on with my life :p )

i don't like being taken out of game to repetitively press a bunch of scold/ compliment buttons also i dont need any approval, why would my zois need my aproval....like bad karma is the end of you , reality disagrees, as the expression goes "only the good die young" , anyways pressing 2 different buttons time on time again really does my head in after a while.....if it must be in there it should be hassle-free . (in my opinion)
Last edited by Dopeh; Apr 20 @ 6:45am
1. Better optimisation. I want the city not to load while I'm walking.
2. Possibility to park the car yourself wherever you want, also the ability to choose where to go specifically, rather than choosing places on the map, honking while firstperson mode, working speedometer, fuel gauge, etc. I think they already have a good implementation in PUBG, so they could use ideas from there.
3. Clothing store, furniture store, and so on.
4. Airport, the possibility of traveling through it to another city. Also a gas station, coffee shops, bakeries, restaurants, I would like to see a lot of shops so the concurrention between them is visible.
5. Slow down the needs.
6. Popup window that there will be a loading screen if I switch to a character in another location.
7. Guns, at least the possibility of using them specifically for work
8. More clothes and character customization, voice, height, I think that's not all that the developers are doing yet.
9. I would like to see not just lonely NPCs on the street, but groups of people, for example other households, students, whoever it could be.
10. They can use mechanics from GTA5, I think there is a lot of things that would be good to see here.
Last edited by 革命的; Apr 20 @ 7:26am
channeljohn Apr 20 @ 7:34am 
A FEW SMALL THINGS:

The Dust Is Oppressive: I know you've heard it a lot, but things get dusty WAY too quickly. Even with the slider in Manage City set to the slowest accumulation of dirt and zois not wearing shoes in the house, I usually have to hire a $500 housecleaner at least twice a day (sometimes more) AND still have my own zois vacuum several more times a day on top of that. It's not fun. Ideally, hiring a housecleaner once a day should be enough to keep the house spotless. After all, that's the whole point of hiring a housecleaner; so you don't have to do it yourself. The gameplay loop is that you grind to get money so you can afford the convenience of your zois not having to do their own cleaning. Speaking as a fellow game designer, this is what we call an organically arising quest.

Let Me Lounge! Currently, when zois wake up or finish working out or pretty much any other activity that requires an outfit other than their daily wear, they immediately auto-change into their daily wear. Even if, for instance, they're just waking up to feed the crying baby or use the bathroom, the second they stand up from the bed, they auto-change out of their pajamas. When my zois wake up, I'd love for them to stay in their pajamas until *I* tell them to change or until they begin an activity that requires another outfit. When they finish working out, I'd like them to stay in their workout clothes until *I* tell them to change or send them to the shower or something. It adds to the RP. The game forcing them to change immediately feels weird and intrusive on my immersion. If I want to RP my zoi relaxing and lounging around the house, cooking pancakes, and watching TV in their pajamas on a lazy weekend morning, I shouldn't have to fight the game to make that happen,

Turn Lights On/Off By Room: Currently, I can either turn lights on or off one at a time, or I can turn every light in the house on/off simultaneously. I'd like to be able to turn on/off all lights in a single room at once without affecting the rest of the house. The easiest solution would be to simply add another command to the light context menu that is "Turn on/off this room." The more immersive solution would be to add a lightswitch object that turns on/off lights in the room where the switch is located. Either way would be great. The current options are severely limiting and feel clunky.

Auto Lights Would Also Be Great: In addition to being able to control lights at the room level, it would be nice to be able to set lights to automatically turn on when entering a room and turn off when leaving a room. Turning lights on and off is not fun gameplay. It's just busywork that adds nothing to the player's experience but an extra obstacle in the way of doing the parts that are fun.

Let Them Cook: At the moment, there are extremely limited options for cooking group meals. It would be nice if every meal could be cooked either as a single serving or multiple servings so that a zoi can cook something other than pizza or fried chicken for their family and/or friends.

Stop Throwing My Food Away: When a zoi finishes eating a meal, they immediately clean up the empty dish. That's great. However, when a zoi finishes eating their serving of a group meal, they immediately clean up their empty dish AND the remaining portions of food on the serving dish. As a result, any family member or friend who hasn't gotten their serving of a group meal before the first zoi finishes their meal doesn't get to eat bc the first zoi throws all the food away.

Stop Throwing My Food Away, Part 2: If a housecleaner is in the house when a zoi serves a meal -- either a single meal or a group meal -- the housecleaner will pretty much always make a beeline straight to the freshly-cooked food and throw it away before the household zois get to eat. It's frustrating. Ideally, a housecleaner will only throw away food that has spoiled and clean up empty dishes, and will ignore food that is still edible.

Chill Out: Speaking of food, I'd like to be able to store food in the refrigerator. It would be nice to be able to cook a bunch of food at once and then store it to be eaten later so my zois can meal-prep and have lots of food on-hand for their family to eat whenever.

Group Activities: Currently, there are almost no ways for zois to interact with each other when on dates or taking part in any event. If they go to the cafe, e.g., they just wander around and do their own separate things, sit at different tables, etc. If they go to the amusement park, any zoi you're not controlling just stands around and does nothing. It makes dates with non-household zois and group outings feel like nothing is happening. I'd like to be able to, e.g., order drinks for the group, eat food together, go on rides together, etc. It would also be nice if NPC zois paid attention to what table active zois sit at and prefer to sit at the same table rather than just picking a random one. And once a table is chosen, they should always return to that table for the rest of the event, rather than getting up and choosing a new random one each time.

Multi-tasking: A glaring limitation in the current gameplay is the inability for zois to talk or interact in any way while eating, watching TV, or doing literally anything else. It would add SO MUCH to the enjoyment and RP if zois could sit down to eat or have coffee at the cafe (or whatever) and chat with each other as they ate and drank. Same with watching TV. Right now, it feels like a bunch of people living completely separate lives in a shared space and that takes away from the storytelling, enjoyment, and illusion of the zois having family and friends.

Family Members Can't Have Their Own Friends Visit: When trying to visit an NPC zoi (Hazel Collins) that my active zoi had met, I went to her house. When I got there, it turned out that I couldn't go inside the house because, by default, all the doors of her house are locked and permission to open the door is set to "People I Know." I thought, "No problem, Hazel knows me," and I rang the doorbell. However, even once Hazel opened the door, I couldn't enter the home bc the game considers the door locks to belong to Hazel's husband. Since my zoi was not someone *he* knew, I wasn't allowed to enter the house. This is obviously crazy and made it feel like Hazel's husband was controlling and abusive, locking her in the house and not letting her have any friends unless he vetted them first.

Family Members Can't Let Service Workers Into The House Either: To test this further, I switched to Hazel and had her call a repairman to fix her broken sinks and fridge. When he arrived, she couldn't let him in bc her husband didn't know him either, so the repairman just left without fixing anything. To change the permissions for the doors, I switched over to Hazel's husband but he was at an event elsewhere on the map and couldn't change the door permissions from there. In the end, I had to make Hazel's husband go home, change the door permissions, and then send him back to his event. Only then was I able to switch back to my zoi and "visit my good friend Hazel" like I'd intended. It was a mess that killed all immersion. Ideally, anybody in the household should be able to lock, unlock, and open the doors in their own house, and service workers should always be able to enter.

A COUPLE OF BUGS:

Vertical Distance Not Being Calculated In Pathing To Nearest?: My current zois have 3 dressers in their upstairs bedroom. A regular dresser, a wardrobe, and a rack of clothes. When it's time for them to go to bed and they need to change into their pajamas, they will ALWAYS leave the bedroom, walk downstairs, and go to the dresser that's in the dining room to change into their pajamas. The dining room is directly below their bedroom, so this makes me suspect that the game is looking vertically as well as horizontally when searching for the nearest dresser but isn't calculating the vertical distance into the overall distance when deciding which is closest. As a result, it thinks the downstairs dresser is closer to the zoi's position when it actually is MUCH farther away.

Pranking The Baby: If an adult hands a formula bottle to a toddler and the toddler drinks it, the toddler's hunger meter fills up. This is as expected. If, however, a toddler asks an adult for food, the adult gives the toddler a formula bottle, the toddler drinks it, and the toddler's hunger meter DOES NOT fill up. This is obviously not as expected. Whether the adult initiates the feeding or the toddler initiates it, the formula bottle should always fill the toddler's hunger meter.

Those Are The Breaks: Whenever my active zoi has visited NPC zois from his friends list, literally every sink, shower, and appliance in their house is broken. All of them. In every house I visit. And I have the durability slider set to where things are supposed to be durable. Either way, sliders aside, it would probably be better if you simply didn't track appliance durability of non-active households. There's no reason to have stuff break in households the player isn't currently playing. Plus, tbh, not tracking the durability of every single NPC household might save you some cycles you could spend elsewhere in your code. It would make way more sense to only track dust, durability, etc. in the active household. Then, if the player switches to a new household, start tracking that one instead.

Locked In: Currently, if an NPC zoi is inside of a shop when the shop closes for the night, they are stuck inside of it and will not leave. As an example, my zoi went on a date to the amusement park with a zoi he'd met. Partway through the date, the NPC zoi went into a shop to use the bathroom. While she was in the bathroom, the shop closed for the night. She spent the rest of the date standing inside the shop, just outside the bathroom stall. My zoi was unable to go in to interact with her bc he couldn't go through the locked shop doors. And the NPC zoi just stood next to the bathroom inside the locked shop until the date event ended. Only then did she run out, run past my zoi (ignoring my attempts to talk to her with the "This zoi is busy" message), get on the bus, and go home. The date was a disaster.
Last edited by channeljohn; Apr 20 @ 8:04am
Angel Apr 20 @ 7:44am 
I like The Sims more over rules. The Sims have no rules.
Starwing Apr 20 @ 8:19am 
About the karma system, I say, "keep it, obviously!" It's a core part of the game, and people who don't like that should play other life simulation games that are available.

I like that karma and spiritual concepts are in the game!

My gameplay issue is with spouses created in CAZ. I was very disappointed when I made a husband and wife, and when the game started, they had no relationship with one another. They were effectively strangers. They should be at Friend level and have at least some family relationship already developed. It's not realistic for the married couple to have no relationship at all.

It's not what I expected and it was disappointing. It also means that any couples I add to the city to be "custom NPCs" are more likely than not to end up having a bad relationship unless I pick their traits perfectly.
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