On September 12, 2026, the 2026 TapTap Play Festival was held at Hall A of the West Bund Art Center in Shanghai. Kim Hyung-jun (Kjun), producer of the Korean life simulation game "inZOI," attended with his assistant Lee Seung-min, accepting joint interviews from ChuLe, UCG, and IGN China. The interview covered core topics such as the game's major system overhaul over the past year, AI NPC interaction design, reflections on the Early Access model, plans for the official and console versions, and Mod support strategies. Producer Kim Hyung-jun shared in-depth insights into "inZOI"'s creative approach and iteration direction in深耕 the life simulation genre.
Players queueing to enter the TapTap Play Festival venue
As one of the most anticipated overseas titles at this TapTap Play Festival, the "inZOI" offline demo area has maintained high popularity since the event began. Its detailed and realistic character expressions, high-freedom life simulation gameplay, and vibrant AI interactions have attracted large crowds of players. This marks the first time producer Kim Hyung-jun has visited mainland China with the latest multiplayer-capable version since the game entered Early Access over a year ago, directly facing frontline feedback.
Players queueing to try out "inZOI" at the TapTap Play Festival booth
The following is the content of this interview:
Q&A
ChuLe: I noticed on your official website that the game underwent a major system overhaul in the past year. Could you introduce the key iterations showcased in this demo?
Kim Hyung-jun: There are two key points.
First, regarding Multiplay content: observation-related elements are crucial for life simulation games.
Second, we previously interacted with users online. Given the rapid development of AI technology, we can integrate it into daily life, allowing characters to live and form connections together.
These two points are the key features we wanted to highlight in today's version.
IGN China: Kjun mentioned in other versions that this update seems to have little on the surface but involves 'redoing the foundation.' If you were to explain 'whether this update is worth it' with a change players can immediately feel upon entering the game, could you give an example?
Kim Hyung-jun: I'd like to explain it from this perspective: I highly recommend focusing on the multiplayer aspect. This way, players will feel that this update is worthwhile. Due to AI NPCs and major content updates, the experience we have on-site today differs from the final release across all platforms, which will take some time. Therefore, multiplayer is what I recommend most.
Additionally, I want to recommend another feature. While life is ordinary, there are still highlight moments. We launched the 'Canvas Town' feature to allow players to record their important moments while playing life simulation games. To use a somewhat inappropriate analogy, if someone confesses their love to me, I can record that moment using Canvas Town. Life is ordinary, but it still has its highlights.
UCG: Since the Early Access version has been live for over a year, looking back, do you think the decision to choose the Early Access model was correct? Would it have been better to delay the launch to polish the product further?
Kim Hyung-jun: I am very familiar with this question; it's an excellent one. Journalists in different countries often ask me this. My answer is that I do not regret it. This game has brought me huge surprises, primarily because it is incredibly difficult. With 30 years of experience in the gaming industry, this is the first time I've encountered such a challenging project. Many users provided positive feedback at the signing session today, so I still do not regret launching the Early Access version. I believe this version was released at the right time.
Also, during the signing session today, a player who had deeply engaged with our Early Access version raised a very detailed issue, pointing out a white line in the visuals that affected immersion and asking if we could fix it. This shows that while Early Access isn't perfect, it allows for completion and feedback. Users understand and accept this, allowing us to improve the game together.
"inZOI" booth at the TapTap Play Festival
IGN China: In the September 3rd update, instead of adding new content, you focused on fixing Zoi's daily funny behaviors, such as 'not sleeping at night,' 'sitting randomly on chairs,' and 'not driving cars properly.' Which of these did your internal testing team prefer? Which did they find funnier?
Kim Hyung-jun: This behavior is referred to as 'free action' within the game. Solving this issue was quite challenging, and our team invested significant effort to ensure game stability. If the actions were too perfect, Zoi would appear mechanical and boring. If they were too random, Zoi would seem foolish. Our team's consensus was to keep it within a certain ratio: not so mechanical as to be boring, but not so silly as to lose the sense of being alive.
ChuLe: Deepening "the depth of life simulation" has always been the development team's goal. However, this concept is quite abstract. Could the producer elaborate on what exactly "deepening the depth of life simulation" means?
Kim Hyung-jun: I admit that our goal of 'deepening the depth of life simulation' is a rather abstract concept. Compared to other games, such as battle royales where the goal is to be the last one standing, or games with clear levels to survive and reach, our concept is indeed somewhat abstract.
I had some initial concerns. As I shared on stage today, our game allows players to experience things they cannot do in real life. For example, someone who is introverted ('I') in real life but wants to be extroverted ('E') can become very 'E' in the game world, experiencing things they desired but couldn't achieve in reality.
The game itself allows users to do things in a virtual world that they cannot do in reality. Players gain courage in this imaginary game world, which serves as a kind of rehearsal for real life.
Actually, many people misunderstand me. They think I handle sharing sessions with ease, but that's not the case. Standing on stage just now, I felt like my soul had left my body. I always get very nervous when facing journalists. Of course, I feel much more at ease within the game. In a way, the game gives me courage in real life.
Players queueing to try out "inZOI" at the TapTap Play Festival booth
UCG: Can you reveal the current progress of the console version?
Kim Hyung-jun: Development is basically complete, and we are currently optimizing. We plan to release it around the first half of next year or slightly earlier. It should launch around the same time as the official version of "inZOI" and will be a game that does not disappoint.
We still want to refine its features further, so unlike "inZOI," we don't have an early access version.
ChuLe: You mentioned AI-based NPCs earlier, and I chatted with them during the demo. Beyond what we saw, are there any underlying functions, particularly regarding NPC interactions?
Kim Hyung-jun: The AI NPCs actually brought me huge surprises. In the game, many of Zoi's activities and actions are preset. However, with the introduction of AI, they behave more like humans, reading the situation and calculating their next move. For example, if two men are pursuing a woman and one falls asleep, the other might calculate, 'My competitor is asleep; this is my chance to confess,' and seize the opportunity to express himself. Such content gave me quite a shock, but also a pleasant surprise.
Another thing that left a deep impression on me was borrowing money from AI. No one lent me any; in the end, it was the daughter inside the game who lent it to me. These were unplanned actions that occurred beyond our expectations. Because they were calculated by the AI, these actions seemed quite logical.
IGN China: You just mentioned the upcoming official release next year. Could you clarify the differences between the current version and today's build? What content needs to be completed, and do you have a vision for what the official version will look like?
Kim Hyung-jun: Rather than focusing on the differences between Early Access and the official version, I'd like to share that we have been continuously updating since the Early Access launch a year ago, adding features like swimming, building houses, and farming. Next year's official version will consolidate all these updates, including expanding clothing options to hundreds of sets. Essentially, it transforms from an imperfect version into a highly complete one. We also addressed issues in the Early Access version that felt unnatural to players, resolving them in the official release.
ChuLe: I noticed that Mod support is included in the 2026 roadmap. Isn't it a bit early to focus energy on Mod support during the Early Access phase? What was the team's consideration? Will this effectively boost current player activity?
Kim Hyung-jun: Implementing Mods in the Early Access version was a decision I regretted. Although I mentioned earlier that introducing Mods at this stage was a regrettable choice because it split my focus, and it was my first time dealing with Mod content. However, Mods have brought something different to our game. For example, a player recently sent us a wedding dress creation made possible only through Mods. At that moment, I felt that Mods were quite useful.
To sum up in one sentence: although I regretted it and it was difficult, the results turned out quite well.
Furthermore, players utilizing Mod features has actually enhanced the game's playability. For instance, a basketball feature recently appeared. Currently, playing basketball in Zoi's world is relatively simple, but with Mod enhancements, it can become a competitive sport with scoring. Therefore, I believe Mods can strengthen the game's presence.
Why do I still feel the results were good after completion? Because I communicate with players every week. They share Mod-created content with me, totaling around 400 items. If our production team had to create all that, it would be an impossible workload. However, by working with players using Mods, we can continuously improve "inZOI." I think this is a very positive outcome.
So, although I initially expressed regret about launching the Early Access version, my formal answer today is that I do not regret it.
UCG: Since you mentioned the differences between the official and Early Access versions, will there be any unexpected surprises or hidden features when the official version launches?
Kim Hyung-jun: There are surprise contents. Because they are surprises, I cannot reveal them today. But I can tell you there are two of them.
There are surprises—two surprises. That's all I'll say for now.
We already mentioned one feature on the TapTap Play Festival stage: the ability to raise cats. This is one of the surprises. Many players have requested this feature, which we hadn't fulfilled until now. We decided to include it in the official version to meet player demands.
Live footage of gameplay at the "inZOI" booth during the TapTap Play Festival
IGN China: Coming to Shanghai for the TapTap Play Festival and meeting mainland Chinese players offline, what is the question you most want to ask Chinese players?
Kim Hyung-jun: Whether in China, Korea, or other East Asian countries, competitive games seem to dominate. However, seeing the great response on-site today gave me courage and strength. I want to ask: what kind of content would you like to see in "inZOI"? This is a frequent topic of discussion within my team. They often ask me what content, features, or designs players would enjoy.
I revealed multiplayer-related content on-site today. There's actually a small story behind this: a Chinese influencer emailed me, saying, 'For the sake of Chinese players, please include a multiplayer mode.' So, I decided to implement multiplayer.
What kind of content would you like? Please tell me what you enjoy. That's roughly the idea.
Players trying out new "inZOI" content at the TapTap Play Festival
ChuLe: You mentioned earlier that "inZOI" is difficult to develop. We've also been thinking about this, as the life simulation genre is indeed challenging. For years, "The Sims" has dominated this category, making it hard for other games to stand out. As someone working in this genre, you must have studied it extensively. What have you learned from "The Sims"?
Kim Hyung-jun: First, I think "The Sims" is a very bold game because it has consistently developed and researched for twenty years, which is impressive. The Sims team even visited our company and gave a great presentation. What we want to learn from is that "The Sims" includes humorous and funny content. "inZOI" leans more towards realism. Once a game becomes too realistic, players may feedback that certain aspects feel awkward.
Recently, a developer from The Sims said in an interview that "inZOI" lacks humor. I have interacted with the journalist who interviewed The Sims, and I found it interesting when they shared this with me.
Before developing "inZOI," I already admired The Sims' development team. After creating "inZOI," my admiration grew even stronger. Consistently developing and researching for twenty years is no simple feat. That's the feeling I have.
UCG: Did you encounter any interesting experiences or memorable moments during this visit to the TapTap Play Festival?
Kim Hyung-jun: First, I was most surprised by a player who communicated with me entirely in Korean. He spoke so well that I momentarily suspected he might be of the same nationality as me.
The second memorable impression was a player pointing out a visual issue and urging us to fix it quickly.
But what moved me the most was that many players and friends on-site told me during the signing session, 'Keep making this game, keep updating it, keep persisting.' These words deeply touched me.
I previously thought that life simulation games like "inZOI" were not as mainstream in Asia. However, after receiving so much feedback and encouragement at the TapTap Play Festival today, my perspective has shifted. I will return to Korea filled with emotion and surprise.
IGN China: Regarding the in-game economic system, if the balance gets too low, the system provides welfare funds. However, in The Sims, running out of money leads to debt, eviction, bankruptcy, etc. In "inZOI," money is automatically added when funds are low. Is this because you didn't want to implement the subsequent systems, or do you feel that this automatic funding system is more humane?
Kim Hyung-jun: It won't keep giving you money indefinitely. You can receive welfare assistance three times. After the third time, you will also be evicted from your house. It's similar to The Sims. If your balance is still insufficient after receiving welfare three times, you will be kicked out. This is part of an update we plan to release later. Our current version doesn't yet support living outdoors like a beggar after eviction, but the update will add this feature. Additionally, the amount of welfare assistance will be reduced in the updated version.
Last week, we also developed a borrowing money feature, allowing actions like borrowing or begging, which feels very realistic.
From iterative improvements during Early Access to the deep integration of AI technology, from exploring the Mod co-creation ecosystem to steadily advancing the console version, "inZOI" continues to explore the possibilities of the life simulation genre with its realistic life texture and player-driven development approach. The enthusiastic feedback from players during this China tour has injected more confidence into the development team. With the official release and console versions rolling out, this heartwarming life simulation title will bring more surprises to players worldwide!
"inZOI" Producer Kim Hyung-jun poses for a photo with players at the TapTap Play Festival main stage

