Krafton has announced that inZOI sold one million copies within its first week of release. This marks the fastest sales milestone ever achieved for a game published by the South Korean corporation.
The Sims competitor from Krafton launched on PC via Steam in Early Access on March 28. It quickly gained attention after players discovered a mechanic allowing them to run over and kill children—a feature Krafton later described as an "unintended bug" and promptly removed with a patch.
Despite this initial controversy, inZOI holds a 'Very Positive' user review rating on Steam. It peaked at 175,000 concurrent viewers on Twitch, ranking third in the Games category. The game also climbed to the number one spot on Steam's Global Top Sellers list by revenue just 40 minutes after launch.
Meanwhile, Canvas, inZOI's in-game platform for sharing user-generated content, saw over 1.2 million participants and more than 470,000 content uploads on its launch day.
IGN's Early Access review of inZOI awarded it a 6 out of 10. Our review stated: "inZOI is a visually striking life simulator with plenty of ambition, but it lacks sufficient depth in its current Early Access state."
Clearly, inZOI is proving to be a commercial success for Krafton. The publisher highlighted its pre-launch marketing efforts and community communication as key factors in building trust and momentum. Krafton added that the global showcase and demo build "particularly attracted high interest."
CEO CH Kim commented: "We are grateful and excited to present inZOI to players worldwide through Early Access. We will continue actively communicating with players and developing inZOI as a long-term franchise IP for Krafton."
inZOI's Best and Most Cursed Creations


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Regarding future plans, Krafton stated that upcoming updates will introduce new content, including mod support and additional cities. All updates and DLC will be provided for free until the game's full release.
In a recent message to players, Krafton said it will "quickly" address reported issues with hotfixes throughout April. This follows some player complaints about the game's current state. Krafton acknowledged that managing inZOI's global community is "a next-level experience for us," admitting the team is "going through some trial and error in finding the optimal means of communication."