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How Emotions & Moods System Works in inZOI

Emotions are a core mechanic in inZOI, reflecting your Zoi's mental state and influencing their behavior, interactions, and skill development. Understanding how this system works is key to managing your Zois' lives effectively and creating compelling stories. Similar to "Moods" in other life simulation games, emotions in inZOI add depth and realism to the gameplay.

How Emotions Work

Reflecting a Zoi's Feelings

Emotions represent how a Zoi feels in response to their circumstances, needs, interactions, and personality. The game features 17 Core Emotions, each with unique effects. These emotions add layers to your Zoi's personality and reactions.

Emotional Intensity

Most core emotions aren't static; they can change in intensity based on ongoing factors. For example, a Zoi might start feeling Annoyed, which could escalate to Angry, and then potentially Enraged if the source of frustration persists or intensifies. According to the developers, considering these variations brings the total number of emotional states to over 40.

Multiple Emotions and Active Mood

Zois can experience multiple emotions simultaneously. For instance, a Zoi might feel both Uncomfortable due to low needs and Amused from watching TV. However, only the most intense emotion at any given moment determines the Zoi's primary "active" mood and its associated effects.

The Emotion Gauge

You can monitor your Zoi's current emotional state using the Emotion Gauge (also referred to as the Emotion Graph in some sources) located in the bottom UI panel, typically near the Needs display. This gauge uses colored dots to represent active emotions. Hovering over the gauge often reveals the specific factors contributing to the current emotional state.

What Influences Emotions?

A Zoi's emotional state is influenced by a multitude of factors:

  • Needs: Failing to meet basic needs like Hunger, Sleep, Hygiene, or Fun will often make a Zoi Uncomfortable or Bored. Low energy makes them Lethargic.
  • Traits: A Zoi's Traits significantly impact their emotional responses. Certain traits make Zois prone to specific emotions (e.g., an Adventurer frequently feels Excited, while an Authoritarian frequently feels Annoyed).
  • Values: Actions that align with or conflict with a Zoi's core Values can trigger strong emotional reactions.
  • Preferences: Engaging in activities a Zoi likes or dislikes impacts their mood. Liked activities often lead to positive emotions like Tranquil or Amused, while disliked activities can cause Boredom or Annoyance.
  • Interactions & Relationships: Social interactions are major emotional triggers. Positive interactions boost mood (e.g., feeling Aflutter during romance), while negative ones (like arguments or rejection) cause distress (e.g., Annoyed, Sad, Embarrassed). Witnessing infidelity can trigger Jealousy in married Zois.
  • Events & Environment: Life events (marriage, birth, death, getting arrested, fires), random occurrences, completing goals, sickness, and even the weather can influence emotions.
  • Urges: Fulfilling a Zoi's short-term Urges often provides a temporary mood boost, like feeling Tranquil or Concentrated.

Effects of Emotions

Emotions aren't just flavour; they have tangible effects on gameplay:

  • Behavior & Interactions: A Zoi's current emotion shapes their autonomous behavior and unlocks specific interaction options. An Annoyed Zoi might argue, while an Aflutter Zoi might flirt more readily.
  • Skill Development: Emotions impact the rate at which Zois learn Skills. For example:
    • Concentrated: Boosts Fitness and Critical Thinking.
    • Confident: Boosts Charm.
    • Amused: Boosts Performance.
    • Annoyed: Hinders Housework and Instrument skills.
    • Embarrassed: Hinders Charm and Programming skills.
    • Uncomfortable: Hinders Housework skill.
  • Needs Decay: Certain emotions can affect how quickly needs deplete. For instance, being Annoyed makes the Fun need decrease faster, while being Worried can impact the Bathroom need.
  • Extreme Consequences: While less common in the current build, extreme negative emotions could potentially have severe consequences (early playtests mentioned death from anger).

List of Core Emotions

inZOI features 17 core emotions that Zois can experience:

EmotionDescriptionNotable Effects (Examples)
AflutterHeart-racing excitement, often romantic.Unlocks romantic conversations.
AmusedJoyful and cheerful state.Improves Performance skill gain.
AnnoyedDispleasure from unfavorable situations.Hinders Instrument/Housework skill gain; Fun decays faster.
BoredState of disinterest and lack of stimulation.Hinders Critical Thinking skill gain.
ConcentratedComplete focus and immersion.Improves Fitness/Critical Thinking skill gain.
ConfidentBelieving in one's own abilities.Improves Charm skill gain; Unlocks confident interactions.
CuriousInterest in new and intriguing things.Improves Art/Coffee Craft skill gain.
EmbarrassedDisorientation from awkward or unexpected situations.Hinders Charm/Programming skill gain; Recognition decays faster.
ExcitedAnticipation for something interesting.Improves Cooking skill gain.
LethargicLacking motivation or strength.Hinders Rhetoric skill gain.
NervousAnxiety and tension causing restlessness.Hinders Performance skill gain; Energy decays faster.
SadMental anguish and pain.Hinders Fitness skill gain.
SurprisedSudden response to unexpected events.Hinders Critical Thinking skill gain.
TranquilState of comfort and mental ease.Improves Gardening skill gain.
UncomfortablePhysical or mental discomfort, often from low needs or sickness.Hinders Housework skill gain.
WorriedPressure from anxieties and uncertainties.Hinders Art skill gain; Bathroom need decays faster.

(Note: This list is based on available information from Early Access and guides; effects may evolve.)

Managing Emotions

While emotions make Zois feel more alive, managing negative emotions is important for their well-being and productivity.

  • Address the Cause: The most effective way is to identify and resolve the source – fulfill unmet needs, stop disliked activities, mend relationships, or use a First Aid Kit for sickness.
  • Positive Interactions: Engage in activities the Zoi enjoys or have positive social interactions.
  • Fulfill Urges: Completing Urges often grants positive moodlets like Tranquil or Concentrated.
  • Meow Store Donuts: Certain donuts purchased with Meow Coins can instantly alter mood (e.g., Calm-It Donut resets emotions, Upbeat Donut removes negative ones).

By understanding the intricate system of emotions and moods in inZOI, you can better guide your Zois, react to their states, and ultimately create richer, more believable life stories.