InZOI's latest developer diary dropped today with a focus on build mode, previewing a batch of experimental features that may arrive alongside the December Celebrity DLC update. Several of the showcased tools are still under consideration, and the development team is actively asking for player feedback before committing to a final feature list.
The diary follows last week's major reveal of the Celebrity DLC, which introduced auditions, group formation, choreography, concerts, and the new city of Evermont. With that headline out of the way, this week's update zeroes in on how players construct and customize spaces.
Kjun responds to celebrity update feedback
Before getting to the build tools, InZOI Director and Producer Kjun published a follow-up message addressing community reactions to the Celebrity DLC reveal. A few key takeaways from that response:
Fame in InZOI will extend beyond the idol archetype. Kjun acknowledged that players want actors, models, influencers, solo artists, rock bands, and jazz singers represented, and confirmed that Friday's video was specifically a preview of the artist career path. Other activities will be shared in a future update.
The team agrees that becoming famous should not be too easy. Ideas floated by the community, like starting small in bars and cafes, skill-based performance quality, crowd reactions to bad shows, and rumors and rivalries affecting the story, all align with the studio's direction. Kjun promised more detail on what a celebrity Zoi's daily life actually looks like.
On the new city of Evermont, Kjun noted feedback that the area looks too flat and too similar to Bliss Bay, and said the team will also work on crowd variety in ages, outfits, and reactions.
Perhaps most importantly, Kjun reiterated a commitment that the base game should be enjoyable on its own, with DLC adding depth rather than gating core features. He also echoed a community sentiment: depth of animations and simulation should come before new features. Longer-lasting interactions are planned, with the ability to cancel at any time and auto-resume after interruptions like hunger or bathroom breaks.
A hotfix is also in the works to address duplicate Canvas textures, a missing on/off option for the camera-aligned spotlight, incorrect portrait displays, and several crash issues.
Build mode features on the table
The developer diary itself showcased a range of build mode improvements, though the team was transparent that not all of them are locked in. Here is what was shown:
Object override placement allows players to place objects by overriding existing build structures, removing some of the game's built-in placement restrictions.
Expanded free placement lets you resize, distort, and move objects with far more freedom than the current system allows. This extends to wall textures as well. When a wall is taller than a texture covers, the texture can now be stretched up to the wall's cutoff point.
Structure-attached objects like fences, gates, and wall-mounted items will stay connected to their parent structure. If you change the height of a wall or move it, attached objects follow along.
Joined furniture movement groups adjacent furniture so it can be moved as a single unit. This works across different item types, not just identical pieces, so you can arrange a full seating area and reposition the whole thing at once.
Land patches are an early concept that would let players add new patches of terrain inside Build Studio. The developers noted they are still figuring out how this would translate to actual gameplay outside the editor.
Micro rotations give finer control over object angles, and rotation key responsiveness has been improved.
Price-based sorting has been added to build mode filters, so you can now organize items by cost.
Quality of life and simulation fixes
Outside the experimental build tools, the diary covered several concrete improvements:
Pool animations have been reworked for Zois entering and exiting pools via curved walls. Restaurant employees will no longer clean a table while Zois are still dining at it. Upper floors of multi-story buildings are now visible until the played Zoi walks through the door into that level, improving spatial awareness.
Property management gets a few welcome additions: owners can set permissions for individual Zois, business properties support batch permission settings across multiple objects, a search bar now appears on the map for finding specific locations and lots, and you can edit a property's name, thumbnail, and description.
Not everything here is shipping
The developers were unusually open about the speculative nature of some features in this diary. The land patches tool, for example, is explicitly described as an early concept with no confirmed path to the live game. Other additions, like the expanded free placement and joined furniture, are further along but still subject to change based on community feedback.
If you want to weigh in, the InZOI team is monitoring feedback across their official Forum, Discord, Reddit, and YouTube. Given that the PS5 version of InZOI has been pushed to the first half of 2027, the PC community's input on these build tools carries extra weight right now.
The full developer diary breakdown is available at Sims Community.
