by Savannah May 03,2025
inZOI, the new life simulation game from Krafton, has shattered records by selling 1 million copies within just one week of its Early Access launch on Steam. This marks the fastest sales milestone for any game published by the South Korean giant. Launched on March 28, inZOI quickly captured the gaming community's attention, not just for its gameplay but also due to an unintended bug allowing players to harm children in-game, which was promptly patched by Krafton.
Despite this initial controversy, inZOI has earned a 'very positive' user review rating on Steam. It also achieved a peak of 175,000 concurrent viewers on Twitch, securing the third spot in the Games category. Remarkably, it soared to the top of Steam's Global Top Sellers List by revenue just 40 minutes after its release. The in-game user-generated content platform, Canvas, was equally successful, with over 1.2 million participants and more than 470,000 pieces of content uploaded on launch day.
IGN's Early Access review of inZOI scored it a 6/10, noting that while the game is visually impressive and ambitious, it lacks the depth needed at this stage. Nevertheless, inZOI's success underscores Krafton's effective pre-launch promotion and community engagement, which have fostered trust and momentum leading up to the release. The inZOI global showcase and demo build were particularly instrumental in generating high interest.
Krafton's CEO, CH Kim, expressed gratitude and excitement about presenting inZOI to a global audience through Early Access, emphasizing the company's commitment to ongoing communication with players and nurturing inZOI as a long-term franchise IP.
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Looking ahead, Krafton plans to roll out future updates that will include new content, mod support, and new cities. All updates and DLC will be free until the game's full release. In response to player feedback, Krafton has committed to applying quick fixes through hotfixes throughout April. The company acknowledges the scale of inZOI's global community as a "next-level experience" and admits to navigating some trial and error in optimizing communication with players.
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