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Kjun's Letter: May Update Delayed to Mid-June, ModKit Details Clarified

· 3 min read

Kjun's Letter: update schedule change and ModKit notice

Lead developer Kjun has published a new letter with two headline items: the update originally planned for the end of May — modding system included — has slipped to mid-June, and the team wants to correct some misconceptions about what the ModKit actually is.

The May update is now a June update

The team apologised to players waiting on the May update and said the delay came down to quality: there were still areas that needed improvement, and they chose to prioritise getting it right over hitting the original date. Everything bundled into that update, including the modding system, moves with it.

Mods won't be CurseForge-only

The clarification most likely to matter to modders: inZOI supports two ways of getting mods in, not just the built-in CurseForge integration.

  • Upload a mod to CurseForge and install it through the in-game Mod Browser.
  • Or save the mod locally and drop it into the Documents\inZOI\Mods folder to use it manually.

Kjun framed the ModKit as a tool for making mod creation easier and sharing more flexible, rather than a walled distribution channel.

What the June ModKit will include

  • A tool to edit or replace graphics for set outfits and furniture.
  • Developer-accessible JSON files for customising game settings and logic.
  • Sample projects demonstrating how to build clothing, hairstyles, furniture, and interactions.
  • A CAZ Wizard aimed at beginners, specifically for set-outfit modding.

Data-based modding will work for outfit types beyond sets, but because that's structurally more complex, the team is preparing a separate tutorial for it. Notably, scripting will not be available at the initial ModKit launch — that work is still ongoing.

Zois are getting more expressive

The June update also targets emotional expression. The April update's work on emotional stability introduced side effects, leaving some Zois frozen or failing to show emotion through facial expressions and behaviour — that's being fixed.

Beyond the fix, the team is adding emotion-based conversations and reactions, so identical actions play out differently depending on a Zoi's mood. Kjun's example: a sad Zoi might go and cry in the bathroom. Certain interactions become more or less likely depending on mood, and even eating can vary based on emotions or needs. The stated long-term goal is Zois that develop distinct personalities over time.

How feedback gets prioritised

Kjun also outlined how the team handles player input: feedback and bug reports from Discord, Steam, and customer support are reviewed daily, then prioritised by how often an issue comes up and how much impact it has — for bugs, whether players can resolve it themselves and how badly it breaks immersion.

Read the full letter: Official inZOI Website