Beyond the Fundamentals 2026 Roadmap_Part2 (Updated)

Fri, January 2, 2026

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Beyond the Fundamentals 2026 Roadmap_Part2 (Updated)

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Fri, January 2, 2026

Last Friday, I posted “12.26.25 Fundamentals First & 2026 Roadmap_Part 1” (quietly edited to Part 1). Posting still makes me nervous, so mistakes tend to happen.

Today, I’ll share the development direction and timeline for three key workstreams we couldn’t fully explain before. These are actively being validated for technical feasibility and market response.

The Beyond the Fundamentals 2026 Roadmap is driven by a dedicated internal team alongside the core development team. This expands capabilities without reducing focus on ongoing core improvements. Active R&D areas include Modding, Multiplayer, AI NPCs, and Canvastown (+ Fate Engine). Timelines and scope may change based on progress and testing outcomes.

Your feedback is welcome as it will help guide future development. I feel 2026 will bring many exciting improvements, making inZOI more complete and mature. Start the year with hope.

Kjun

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MOD Roadmap 2026

Development Direction:
- Unreal Engine modding can be complex; we’re developing a wizard-style tool for accessibility alongside script-based modding.
- Script modding is delayed due to deep integration needs; we aim to deliver as quickly and safely as possible.

Schedule:
- **January 2026**
- ModKit: JSON-based asset handling to prevent mismatches
- inZOI: In-game integrated mod management
- **March 2026**
- ModKit: Expand CAZ Wizard for accessory, motion, face modding (MetaHuman guide included)
- Project management improvements (search, asset merging)
- Sound Wizard improvements
- Graphics asset mods installable during gameplay
- **June 2026**
- ModKit: Vehicle modding, Unreal Engine 5.6 migration, content template modding (R&D)
- inZOI: CLO platform integration (R&D)
- Shared R&D: PS5 and Mac mod support (subject to policy/partnership)
- **October 2026**
- ModKit R&D: Multiplayer-linked modding, AI wizard for data modding
- **December 2026**
- ModKit: Lua script modding support

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Canvastown Roadmap 2026

Development Direction:
- Capture interesting situations for players to experience via Fate Engine.
- Preserve emergent simulation value while letting players save/share “good runs.”
- Designed to be small, smooth, and customizable, making everything near the home part of playable space.

Schedule:
- **March 2026**: Integrate Fate Engine and Canvastown
- **May 2026**: Expand Fate Engine to other cities; add Canvastown canvas update/download
- **June 2026**: Release Canvastown #1 (40 lots, small village)
- **October 2026**: Release Canvastown #2 (50 lots, calm rural countryside)

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inZOI-online Roadmap 2026

Development Direction:
- Online features validated through internal/external testing.
- Focused on new audience definition, ensuring smooth integration with the base game.

Schedule:
- **January 2026**
- Create account-linked personal character (“Zoi”)
- Save/resume hosted sessions
- **February 2026**
- Online Main, Plaza, Lobby/Waiting Room pages
- Online channels, chat rooms
- Update “My Zoi” feature
- **March 2026**
- Freely decorate houses, allow others to visit and play
- **June 2026**
- Room host tools, official inZOI mod multiplayer support
- **October 2026**
- Large-scale multiplayer with dedicated servers, hundreds-to-thousands concurrent players

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Kjun’s Reply to Your Comments

- Multiplayer is separate; core team remains focused on fundamentals.
- Top 2026 priority: make existing features smoother, more complete, higher quality.
- Story & family systems: per-family story toggles, adjustable intensity, birthdays with manual management planned before first anniversary.
- Skill & autonomy: improved HUD, achievements, meta-tracking of milestones, autonomy control toggles (expanded in stages).
- Multiplayer: optional, won’t reduce single-player resources; features like voice chat, permissions, and blocking under consideration.
- Modding: script modding delayed to December 2026; focus on usability and guidance for ModKit.
- Everyday life/NPCs: stronger autonomous behavior, realistic family routines, city alive through diverse events; pillow fights in bed being worked on.
- Other: building and elevator improvements, cooperative cooking, city editing, social tags, transportation systems.

The team is committed to strengthening core systems, expanding modding support, and building a realistic, immersive life simulation with care and energy.

See you again on Friday.
Kjun

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