inZOI, the latest life simulation game from Krafton, has stormed the market by selling an impressive 1 million copies within its first week. This marks the fastest sales milestone ever achieved by a game published by the South Korean gaming giant.
Launched in Early Access on Steam for PC on March 28, inZOI quickly captured the gaming community's attention. However, it faced initial controversy when players discovered an unintended feature allowing them to harm children in-game. Krafton swiftly addressed the issue, labeling it a bug and promptly patching it out.
Despite this early hiccup, inZOI has maintained a 'very positive' user review rating on Steam. It also achieved significant visibility, peaking at 175,000 concurrent viewers on Twitch and ranking third in the Games category. Remarkably, it soared to the top of Steam's Global Top Sellers List based on sales revenue just 40 minutes after its release.
The game's integrated platform, Canvas, which facilitates user-generated content (UGC), saw a staggering 1.2 million participants on launch day, with over 470,000 pieces of content uploaded.
IGN's review of the Early Access version scored it a 6/10, praising its visual appeal and ambition but noting a lack of depth at launch. Krafton attributes inZOI's success to its pre-launch promotional efforts and active communication with the gaming community, which helped build trust and momentum. The global showcase and demo build were particularly effective in generating interest.
CEO CH Kim expressed gratitude and excitement about introducing inZOI to a global audience through Early Access, emphasizing Krafton's commitment to ongoing communication and development to establish inZOI as a long-term franchise IP.
inZOI's Best and Most Cursed Creations
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Looking ahead, Krafton plans to enhance inZOI with future updates that will include 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 challenges of managing a global community of this scale, admitting to some trial and error in optimizing communication strategies.