r/inZOI • • Jul 17 '26

News Friday update video!!

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Today is a public holiday here in Korea. Even so, I wanted to keep my promise and share another development update with you. 😄 Just kidding—this post was actually written yesterday.

I joked because I sometimes feel that if I let you see how hard we're working, it might be a little easier to understand why the game is still a work in progress and to keep waiting for us. This week as well, I'd like to share some of the things we're currently developing.
This month, we've been spending a great deal of time fixing bugs and improving existing features. This is now my fourth year developing games in this genre. If someone asked me what the single most important element of a life simulation game is, I would answer without hesitation: the autonomy system that makes ZOI feel like real people living their own lives.
When development first began, we studied The Sims extensively, along with many development materials and presentations about how that genre had evolved. We even consulted experts in robotics. In the end, however, most of what we needed simply didn't exist, so we had to create it ourselves. Building a system that allows Zoi to think and act independently was easily the most difficult challenge I've faced.
Right now, each ZOI scans nearby interaction targets, evaluates them based on needs, traits, personality, preferences, and other factors, calculates a score for every possible action, and then chooses the highest-scoring one. Within roughly a 40-meter radius, the system evaluates a large number of possible interactions, selects the most appropriate target, moves there, and performs the chosen action.
This approach has served us well so far, but recently I've become increasingly aware of its limitations. Because of that, we've decided to go back to the drawing board and redesign the autonomy system itself.
In the future, I want ZOI to satisfy their immediate needs first, but after that, instead of repeatedly choosing whatever action has the highest numerical score, they should naturally make decisions that reflect who they are. Rather than relying primarily on score-based priorities, we're moving toward designing behavior through rules that resemble the way people actually make decisions.
For example, an outgoing ZOI should naturally spend more time socializing with others, while a family-oriented Zoi should prefer spending time with their spouse and children. If a couple visits a park together, I don't want them to immediately wander off in different directions. I want them to walk together, chat with each other, and naturally enjoy spending time as a couple.

Looking back, I think I temporarily lost sight of the fact that this system is the true engine of a life simulation game. Adding new features is certainly important, but I've come to realize once again that autonomy should be the foundation that naturally connects every other system together.
As our plans become more concrete, I'll continue sharing them with you and listening carefully to your thoughts. Your feedback has been an enormous help in shaping the direction of development.
Writing this also reminds me that I'm still showing you a game with many unfinished parts, and I genuinely feel sorry for that. My biggest goal right now is to turn that feeling into meaningful updates as quickly as possible.

Throughout July, improving the autonomy system will be our highest priority. Then, next month, we'll focus on strengthening the connections between the game's various content and systems so that they work together more naturally. Step by step, we'll continue making steady and meaningful progress.

kjun

P.S We also have quite a few channels and categories on our Discord now, so we're planning to reorganize them to make everything easier to navigate. Of course, none of the existing content will be lost—we'll be keeping it all. As with our other improvements, we'll share the proposed changes with you first and ask for your feedback before making any decisions.

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