inzoi game verified
inZOI
A Krafton life sim in early access since March 2025 in which the player oversees autonomous Zois with eight needs in dense cities, with optional on-device language model prompts and generative tools for patterns and objects.
parts
17 mechanics, as inZOI does themcore · 2
Generative content on demand
Text prompts generate patterns and images for outfits, props, and furniture; 2D images become 3D in-game objects; uploaded video becomes character motion.
Needs decay
Eight needs (hunger, hygiene, bathroom, fun, social, energy, sleep, recognition) decay and drive Zois' free-will choices.
supporting · 15
Agent skills
Building placement
Build mode places walls, roofs, stairs, fences, and gates; city edit changes streets, properties, and weather.
Career ladder
Careers include active jobs.
Contagion
The developers list disease, alongside rumors and trends, among the outcomes that spread through Zois' autonomous interactions.
Content sharing
Canvas is the in-game platform for sharing characters, homes, and stories.
Direct avatar control
Players can switch from point-and-click orders to direct control of a Zoi or a vehicle.
Gossip propagation
Autonomous interactions generate rumors that spread among Zois.
Lifecycle and aging
Zois age and die.
Natural-language interaction
An on-device small language model lets the player type prompts that influence a Zoi's thoughts and actions.
Off-screen life progression
City-wide free will keeps Zois across the city living autonomously while the player directs one household, producing rumors, trends, and disease; the fidelity of the update for distant Zois is not documented.
Pause and speed control
Personality traits
Personality and life experience shape each Zoi's actions and relationships.
Relationship values
Romance and family
Utility action selection
core loop
create Zois and build homes -> Zois act on needs and personality -> player directs actions or prompts thoughts -> jobs, relationships, rumors, and illness move through the city -> edit the city and generate new items -> share on Canvas
design notes
inZOI casts the player as an intern at AR Company who manages a city of virtual people and its karma system. It pairs a Sims-style needs model (hunger, hygiene, bathroom, fun, social, energy, sleep, recognition) with city-scale free will that the developers say produces rumors, trends, and disease, plus optional direct control of a Zoi or vehicle. Generative models sit mainly in the creation layer: text prompts generate patterns and images for clothing and furniture, 2D images convert to 3D props, and an on-device small language model lets typed prompts steer a Zoi's thoughts and actions. City-wide progression of unplayed Zois is the offscreen-life-progression mechanic; karma has no mechanic id.
appears in
the paper, 4 sections · 7 chapters · 4 episodesWhat AI shipped
on screen at 2:22 places, objects, and motion, 3:05 characters that talk, 5:56 what writes into the simulation, 7:15 how it was received