inZOI has achieved a major milestone, selling over 1 million copies within its first week of release, according to developer and publisher Krafton. This marks the fastest sales achievement in the history of games published by the South Korean gaming giant.
Launched on PC via Steam as an Early Access title on March 28, inZOI quickly drew attention as players discovered unintended mechanics—most notably, the ability to run over and kill children. Krafton swiftly responded, calling it an "unintended bug" and releasing a patch to address the issue.
Despite this controversy, inZOI maintains a ‘very positive’ user review rating on Steam. The game also experienced a peak of 175,000 concurrent viewers on Twitch, securing the third spot in the Games category. Within just 40 minutes of launch, it climbed to the top of Steam’s Global Top Sellers List by revenue.
The game's built-in UGC (user-generated content) platform, Canvas, saw impressive engagement numbers on day one, with more than 1.2 million participants and over 470,000 pieces of content uploaded.
IGN’s inZOI Early Access review awarded the game a 6/10, stating: “inZOI is a visually striking life simulator with plenty of ambition, but not enough depth as of its Early Access launch.”Krafton credits its pre-launch marketing efforts and active community communication for building trust and momentum ahead of release. The inZOI global showcase and demo build were particularly effective at generating interest and driving early player engagement.
CEO CH Kim expressed enthusiasm about the game’s reception, saying: “We are grateful and excited to present inZOI to players around the world through Early Access. We will continue to actively communicate with players and foster inZOI as Krafton’s long-term franchise IP.”
inZOI's Best and Most Cursed Creations
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Looking ahead, Krafton plans to roll out new content updates, including mod support and additional cities. All future updates and DLC will be offered for free until the game reaches full release.
In a recent message to players, Krafton confirmed that hotfixes would be implemented rapidly throughout April to address reported issues, acknowledging some growing pains due to the scale of the game’s global audience. The company described the level of community engagement as “a next-level experience,” while admitting it’s still “going through some trial and error in finding the optimal means of communication.”