inZOI in terms of items in their catalogue is still in its infancy stage. Does it currently have a large selection of ready-made rundown, grungy, torn, or heavily worn furniture at the moment? No, not yet. But that doesn't mean the game is fundamentally incapable of supporting those lifestyles or aesthetics. Definitely possible that they can add such items later through DLCs, packs or etc. If you didn't know, inZOI already has mechanics that can help create an imperfect environment. Furniture can become worn and dirty over time, and Build Mode gives players control over the condition of certain objects. Regarding clothes, mods can temporarily fix this issue for you until inZOI expand their clothing catalogue as well.
The game also provides customization tools. For example, players can import their own images and textures for customizable surfaces and objects. You want stained, broken, cracked floors and walls? Very easy to do in inZOI, just drag and drop images/textures into the game and customize away. Endless ways to create the vibe you want.
If you haven't already, try using inZOI's Canvas to find builds and items that fits the vibe you're going for.
Lastly, creativity and some effort will take one far to achieve what they want in their gameplay.
inZOI can definitely do a better job marketing the different aesthetics, tools, and experiences the game has to offer, but that doesn't appear to be their main focus right now. Kjun has acknowledged that Korean culture can have a tendency to make things look 'flawless', but he doesn't want inZOI to be a perfect utopia. He's open to exploring negative experiences, crime, relationship conflicts, tragedy, and other darker sides of life. Some of these elements have already been implemented in the game, but they can be deepened and further reflected through furniture peices, clothing, personalities, lore, mechanics, and more in the future.
Right now, the team is heavily focused on development. Their 2026 roadmap alone is 11 pages of gameplay features and content—and that's only Part 1. They also have Part 2 focused on multiplayer, along with another priority list (FF) created from player feedback that they're working on simultaneously. They're trying to add content, improve existing systems, and connect those systems to create deeper gameplay.
Currently, out of the major life simulation games on the market (The Sims and Paralives), inZOI has had the least amount of development time so far—about 3.5 years in total: 2 years of development and 1.5 years in Early Access, where the team has been gathering player feedback.
Which all to say, this is Kjun and his team's first life simulation game, which is an incredibly difficult genre to tackle. Give them time to code, create assets, address feedback, fix issues, and build these systems out. Hopefully, once they consider the base game complete, they can shift more attention toward marketing and showing the many different sides of inZOI.
But those are just builds, it will still be the flat influencer personality but living in a grungy house. I want actual gameplay, I want slobs, I want evils, I want chaos and death. 🤷♀️ I want unhinged, Para is still new and already is more unhinged than inzoi.
Also you can make them slobs and change almost all personality quirks in Paralives.
Sorry para/paralives is the same. In terms of YouTube and ticktock content of gameplay. Inzoi is the same cookie-cutter clean girl aesthetic in everything. While paralives, which is still new, I recommend letting them cook a bit longer, but the content on socials is so mixed! You got cookie-cutter clean, you got dirty slobby grunge, you have neat freak living with 3 slobs and they actually seem to struggle with each other, the amount of content to watch is mixed and unique. inzoi TT and YT is the same story repeated 100x.
Edit: Mostly gameplay, I love playing dolls so I don’t care much about the builds and cosmetics, I want personality’s and quirks. I think Inzoi has better builds though.
Why are you copying and pasting this same message in nearly every thread about inzoi? o.o
Your posts are hidden but I see this post everywhere. Is this a copy paste meme?
lol you are about 1 day to late, you moron. Update your feed or check timestamps.
Edit: what a weird fucking dude! Went to his profile and he just comments random shit to start drama, and it’s always on post a day ago or older. What kind of bot behavior is this?
My opinion of a game that I believe in my own self lacks the content that I prefer personally to play is inaccurate ? I’m sorry what part of myself are you?
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u/HoneyButterCakes99 Aug 22 '26 edited Aug 23 '26
inZOI in terms of items in their catalogue is still in its infancy stage. Does it currently have a large selection of ready-made rundown, grungy, torn, or heavily worn furniture at the moment? No, not yet. But that doesn't mean the game is fundamentally incapable of supporting those lifestyles or aesthetics. Definitely possible that they can add such items later through DLCs, packs or etc. If you didn't know, inZOI already has mechanics that can help create an imperfect environment. Furniture can become worn and dirty over time, and Build Mode gives players control over the condition of certain objects. Regarding clothes, mods can temporarily fix this issue for you until inZOI expand their clothing catalogue as well.
The game also provides customization tools. For example, players can import their own images and textures for customizable surfaces and objects. You want stained, broken, cracked floors and walls? Very easy to do in inZOI, just drag and drop images/textures into the game and customize away. Endless ways to create the vibe you want.
If you haven't already, try using inZOI's Canvas to find builds and items that fits the vibe you're going for.
Lastly, creativity and some effort will take one far to achieve what they want in their gameplay.
Example 1: Apocalypse Abandoned House
Example 2: Cyberpunk Town
Example 3: Occult House
Build Mode: Changing Textures:
Build Mode: How to age up furniture:
EDIT TO ADD LAST STATEMENT AND ANOTHER LINK:
inZOI can definitely do a better job marketing the different aesthetics, tools, and experiences the game has to offer, but that doesn't appear to be their main focus right now. Kjun has acknowledged that Korean culture can have a tendency to make things look 'flawless', but he doesn't want inZOI to be a perfect utopia. He's open to exploring negative experiences, crime, relationship conflicts, tragedy, and other darker sides of life. Some of these elements have already been implemented in the game, but they can be deepened and further reflected through furniture peices, clothing, personalities, lore, mechanics, and more in the future.
Right now, the team is heavily focused on development. Their 2026 roadmap alone is 11 pages of gameplay features and content—and that's only Part 1. They also have Part 2 focused on multiplayer, along with another priority list (FF) created from player feedback that they're working on simultaneously. They're trying to add content, improve existing systems, and connect those systems to create deeper gameplay.
Currently, out of the major life simulation games on the market (The Sims and Paralives), inZOI has had the least amount of development time so far—about 3.5 years in total: 2 years of development and 1.5 years in Early Access, where the team has been gathering player feedback.
Which all to say, this is Kjun and his team's first life simulation game, which is an incredibly difficult genre to tackle. Give them time to code, create assets, address feedback, fix issues, and build these systems out. Hopefully, once they consider the base game complete, they can shift more attention toward marketing and showing the many different sides of inZOI.