Loading...
2026 Roadmap
May 24, 2026 at 09:38 PM
Revised PS5 launch from H1 2026 to H1 2027 (May 15 dev diary); added May 24 High School Preview confirmation for June 2026 update
The 2026 Roadmap was officially revealed by inZOI Studio in two parts. Part 1, shared on December 26, 2025, covers the quarterly content updates that form the core of the game's Early Access development. Part 2, revealed on January 2, 2026, focuses on three experimental initiatives: modding tool expansion, the new Canvastown world, and online multiplayer. A separate team handles Part 2 content so it does not pull resources from core game development.
Director Hyungjun "Kjun" Kim has emphasized that all timelines are subject to change based on development progress, testing results, and community feedback. The studio follows a "Fundamentals First" approach, meaning core gameplay polish takes priority over ambitious new features. By mid-March 2026, the team confirmed that all 32 items on the Fundamentals First checklist for the first half of the year had been completed, with approximately 60 major features folded into the March 2026 Update (v0.7.0) alone. By the time the anniversary update shipped, 55 Fundamentals First items had been completed in total, progressing faster than the studio originally anticipated.
The studio aims for seven to eight major updates throughout 2026. Each update goes through internal testing, a community beta period (when applicable), and gradual rollout. Weekly developer diaries published through the official forums and social media keep players informed of what is planned, in progress, and in testing. In a special letter published alongside the anniversary update, Kjun announced that starting in April 2026, the team would slow down the pace of new feature releases to focus on bug fixes, content refinement, optimization, and overall quality improvements.
Between January and March 2026, the development team shipped several hotfixes and one major content update. The following table tracks which Q1 roadmap features have been delivered as of the March 2026 Update (v0.7.0, released March 26, 2026) and which remain in development.

Feature | Status | Notes |
|---|---|---|
Delivered (v0.7.0) | Added as a courier job in the March 2026 anniversary update | |
Delivered (v0.7.0) | Flower shop business with six farmable flowers, bouquets, and flower baskets | |
Delivered (v0.7.0) | Zois form and recall memories of significant events | |
Delivered (v0.7.0) | Draggable minimap showing Zois, family members, and property icons with filters | |
Calendar and Birthdays | Delivered (v0.7.0) | Birthday tracking with milestones and recurring holidays |
Delivered (v0.7.0) | In-game news feed tracking neighborhood events and Zoi activities | |
Delivered (v0.7.0) | Zois can eat while walking, hold conversations while carrying food, and react to nearby interactions | |
Delivered (v0.7.0) | New business type with four movie genres and popcorn machines | |
Vehicle Improvements | Delivered (v0.7.0) | Bicycles, public parking lots, family parking spaces, and vehicle theft mechanics |
Baby Improvements | Delivered (v0.7.0) | Customizable baby appearances, adjusted needs, teething progression, and new baby interactions |
Delayed to April 2026 | Beta branch available since March 5; full rollout postponed for stabilization | |
Not yet delivered | Zois holding multiple jobs with interviews and performance evaluations | |
Not yet delivered | Law enforcement career with patrol cars and real-time criminal searches | |
Beauty and Salon Career | Not yet delivered | Active salon gameplay and appearance customization career |
Competitive System | Not yet delivered | Rivalry mechanics where interactions determine winners and losers |
Not yet delivered | Public reputation based on local community perception | |
Not yet delivered | European-style architecture, furniture, and outfits | |
Hanok Architecture | Not yet delivered | Traditional Korean hanok building style and Hanbok outfits |
The following patches were released during Q1 2026. Each one addressed bugs, added small content, or laid groundwork for the larger anniversary update.
Version | Date | Highlights |
|---|---|---|
v0.5.3 | January 9, 2026 | Hotfix addressing gameplay stability issues and minor bug fixes |
v0.5.4 | January 15, 2026 | Added the Drink Dispenser for mixed beverages; fixed food portioning, trials, vehicle, UI, and arrest-related bugs |
v0.6.0 | February 12, 2026 | Mini update with Lunar New Year content, new outfits and accessories, Build Mode assets, and core stability improvements |
v0.6.1 | February 24, 2026 | Hotfix with Hanok presets for Aram Estate and Junghwa Parkville, Fundamentals First improvements, Lunar New Year event refinements, Horse Mask giveaway, pathfinding fixes, weather damage compensation rebalance, and clothing rendering corrections |
v0.7.0 | March 26, 2026 | Anniversary update with approximately 60 major features, 1,300+ new items, minimap, multitasking, Memory system, News Feed, Freelance Delivery career, Florist career, Movie Theater business, baby improvements, vehicle overhaul, and seasons |
One of the most significant technical changes planned for Q1 2026 was the migration from Unreal Engine 5.4 to 5.6. The migration was deferred from March to April and ultimately shipped in v0.8.0 on April 29, 2026. The upgrade targets improved rendering performance, better memory management, and enhanced stability across all platforms. On March 5, 2026, KRAFTON opened a public beta branch on Steam so players could preview the engine upgrade. The beta was Steam-only, did not support mods, and allowed players to opt out at any time. Save files remained compatible between the 5.4 and 5.6 branches.
Although the full engine rollout was originally scheduled for the March 26 anniversary update, KRAFTON confirmed on March 13 that remaining stabilization tasks required more time. The UE 5.6 upgrade was postponed to an April 2026 patch. The studio noted that the transition itself was successful and that the April release would bring the performance gains to the entire player base.
The quarterly roadmap was first published on December 26, 2025, and subsequently updated on March 27, 2026 alongside the anniversary celebrations. Kjun noted that the scope of planned content becomes intentionally lighter toward the second half of the year. This reflects the studio's decision to dedicate more resources to Fundamentals First improvements rather than expanding content endlessly. The following sections reflect the updated version of the roadmap.
The first quarter focuses on career expansion, social systems, and creative features. The major technical change is the migration from Unreal Engine 5.4 to 5.6, which went through a public beta on Steam starting March 5 before the full rollout was postponed to April 2026.
Feature | Category | Details |
|---|---|---|
Careers | Zois can hold multiple jobs simultaneously with interviews, remote work, and performance evaluations | |
Beauty and Salon Career | Careers | New active career path with salon gameplay and appearance customization |
Careers | Law enforcement career with patrol cars and real-time criminal searches | |
Careers | Flower shop career with seed purchasing, planting on fertile soil, and bouquet creation | |
Careers | Freelance job where clients place delivery orders for the Zoi to fulfill | |
Competitive System | Social | Interactions determine winners and losers, with rivalry mechanics for shared goals |
Social | Zois build public reputation based on local community perception | |
Flower Farming | Activities | Full flower farming with arrangement crafting, bouquet making, and fragrance |
Features | Zois form and recall memories of significant events, including trauma | |
Navigation | Early-version minimap for navigating Dowon, Bliss Bay, and Cahaya | |
Calendar System | Features | Birthday tracking with recurring holiday support |
Building | New European-style architecture, furniture, and outfits | |
Hanok Architecture | Building | Traditional Korean hanok building style and Hanbok outfits |
Engine Upgrade | Technical | Migration from Unreal Engine 5.4 to 5.6 for performance and stability (delayed from March to April 2026) |
The second quarter opens with a deliberate shift toward stability and optimization. April's primary goal is full-scale bug fixing, memory leak patching, and expanded graphics settings for lower-spec hardware. The Unreal Engine 5.6 migration that was delayed from March will roll out to all players during the April patch. Alongside the technical polish, Q2 introduces several high-profile content additions across two main themes: Jobs and Freelancing in April, and High School Life in May.
By late April 2026 the original Q2 plan above had shifted in delivery. The April content drop labelled Jobs and Freelancing did not ship as a single major update during the month. Instead, April delivered three small hotfixes (v0.7.3, v0.7.4, and v0.7.5) focused on autonomous behaviour edge cases, crash stability, and Lumen ray-tracing tuning on lower-end hardware. No major new features arrived during the month.
On April 24, 2026, Director Hyungjun "Kjun" Kim sent a community letter clarifying that May would also not be a major content release. The team's priority through April and May is stabilisation and strengthening foundational systems before the next large content drop. Several features previously associated with the April update were named explicitly as being prepared but not ready, including the Hair Stylist career, the Clothing Store career, the first-person camera perspective, MetaHuman preset import for character creation, and multi-selection for Build Mode.
In the same period, Kjun also confirmed that the team is now openly targeting an early 2027 window for the full 1.0 release, with the PS5 version treated as a parallel priority rather than a fixed H1 2026 launch. See PlayStation 5 Version for the platform-specific timeline.
Shipped: April hotfixes v0.7.3, v0.7.4, v0.7.5; one-day post-anniversary save-file fix v0.7.1; shoulder-view camera restoration v0.7.2.
Deferred from April: Multi-Job System, Freelance career expansion, Hair Stylist career, Clothing Store career, weekly income for player-created content, expanded retirement and pension systems.
Deferred beyond May: High School Life on-site experience, Schools feature, additional career variety, MetaHuman preset import, first-person camera mode.
Still tracking on schedule: Unreal Engine 5.6 full rollout (originally postponed from March to April; current status awaits the next major patch).
The Fundamentals First initiative continued through the April hotfix cycle. The 55-item completion count reported at the March 28 anniversary has continued to grow during April's stabilisation work, although KRAFTON has not released a refreshed total since the anniversary letter.
The April update centers on two pillars. First, the career system receives a major expansion. The multi-job system allows Zois to hold more than one job at a time, complete with interviews, promotions, collaborative tasks, vacations, remote work options, and a retirement and pension system. A new freelance system adds side work such as package delivery that Zois can pursue alongside their main employment. The revenue model for player-created content shifts from one-time payments to a weekly income structure, making creative businesses more sustainable.
Second, the update focuses heavily on stability. Kjun confirmed that the team would slow down new feature releases and instead prioritize addressing bugs, refining content that was introduced quickly during Q1, resolving system memory leaks, and improving overall quality. Expanded graphics settings are also planned to give players with lower-spec hardware more control over visual fidelity and performance.
May brings the highly anticipated High School Life update, transforming the existing rabbit-hole school system into an on-site experience. Teen Zois will attend classes, take exams, participate in prom, and go through graduation ceremonies. The update introduces unique classmates with their own personalities and school-specific social interactions, giving teen gameplay a depth comparable to the adult career tracks.

Feature | Category | Details |
|---|---|---|
Careers | Multiple simultaneous jobs with interviews, promotions, remote work, vacations, retirement, and pensions | |
Freelance System | Careers | Side work including package delivery; weekly income for created content replaces one-time payments |
Careers | Writing, game development, photography, and blogging as formal freelance career paths | |
Taxi Driver | Careers | New transportation career option |
Elderly Careers | Careers | Career paths designed specifically for elderly Zois |
High School Life | Education | On-site school experience with classes, exams, prom, graduation, and unique classmates |
Prison Properties | Properties | Full prison facilities including yard, library, workshop, cafeteria, shower, and visitation room |
K-Pop Content | Activities | Idol styling, stage outfits, dance motions, and superstar performance events |
Voice Customization | Features | Expanded voice options for character creation |
Reward System | Gameplay | Ranks, tiers, and goal-based progression rewards |
Themed Environments | Building | Neon slums, fantasy themes, and diverse lot designs |
UE 5.6 Full Rollout | Technical | Complete migration from UE 5.4 to 5.6 for all players |
Stability and Optimization | Technical | Memory leak fixes, expanded graphics settings, and bug-focused development cycle |
The third quarter introduces travel mechanics, social events, and expanded vehicle systems. As with the second half of the year overall, Q3 has a lighter content scope than the first two quarters because the studio is dedicating more development time to Fundamentals First improvements behind the scenes.
July adds the ability for Zois to travel between cities through an immigration and travel system. Players will be able to move their households across Dowon, Bliss Bay, and Cahaya, with the Cahaya resort receiving enhanced content and additional activities. The prison system also launches in July, introducing full prison facilities with a yard, library, workshop for laundry and sewing, a lounge, cafeteria, shower area, and visitation room. Family tree and cross-city connection fixes accompany the travel system to ensure household continuity.
September brings city-wide festivals and user-created holidays into the calendar system. Players can design their own recurring celebrations and participate in community events. Vehicle interactions receive a significant expansion, adding repair shops, car washes, in-car audio systems, conversations while driving, and the ability to call taxis. The taxi driver career also becomes available, tying into the new vehicle interaction framework.
Feature | Category | Details |
|---|---|---|
Gameplay | ||
Cahaya Resort Expansion | World | Enhanced resort content and activities |
Properties | Full prison facilities with yard, library, workshop, cafeteria, showers, and visitation room | |
Careers | Expanded part-time job availability, including roles for teenagers | |
City Festivals | Events | Community-wide festival events and user-created holidays |
Vehicle Interactions | Gameplay | Repairs, car washes, audio systems, in-car conversations, and taxi calling |
Event Memory and Diary | Features | Detailed event tracking with diary entries tied to memories |
Building | Experimental support for curved walls in windows, walls, and pools | |
Value System | Gameplay | Enhanced value system with deeper personality integration |
The fourth quarter rounds out the year with social system depth, building expansions, and terrain editing tools. The scope is intentionally the lightest of any quarter, as the bulk of the team's effort shifts toward Fundamentals First improvements and preparing the game for its eventual 1.0 release.
October introduces a reworked karma tracking system that follows changes in a Zoi's karma throughout their entire life. The karma report feature receives improvements including a summary view, letting players see at a glance how their Zoi's moral decisions have accumulated over time. This ties into the existing personality system, creating more meaningful consequences for player choices.
December closes out the year with a celebrity and social media system. Zois can build fame through performances, social media posts, and public appearances. The update introduces influencer mechanics, a reputation-based fame ladder, and interactions tied to celebrity status. Players will be able to guide their Zois toward becoming public figures, with new gameplay around managing fame, dealing with fans, and leveraging social platforms.
Feature | Category | Details |
|---|---|---|
Karma System | Gameplay | Lifetime karma tracking with improved reports and summary features |
Building | Full basement construction support | |
Building | Terrain editing feature launch for custom landscapes | |
Building | Interior and exterior wall decoration expansion | |
Fame and Celebrity System | Social | Celebrity mechanics, influencer gameplay, social media, performances, and reputation |
Part 2 of the roadmap was revealed on January 2, 2026 through the "Beyond the Fundamentals" developer post by Kjun. It covers three major initiatives handled by a dedicated internal team, separate from core game development. All three are in active R&D, meaning timelines and scope may shift based on testing and community feedback.

The modding roadmap outlines a progression from improved asset tools toward full scripting support by year's end. The goal is to make modding accessible to creators of all skill levels while eventually supporting Lua-based gameplay modifications. In October 2025, KRAFTON announced that the scripting language for mods would change from Blueprint to Lua. The team explained that, following an internal review, Lua was chosen because it is more feature-complete, user-friendly, and better documented for long-term expandability. This decision pushed all script modding features into 2026, but the studio believes the trade-off will result in a stronger modding ecosystem.
Beyond scripting, the modding team is developing wizard-style GUI tools to help users who are unfamiliar with the Unreal Engine approach modding more easily. These wizards will cover character appearance (CAZ), sound replacement, vehicle modification, and eventually data-driven modding assisted by AI. The studio is also exploring a dedicated GUI for cheat functions, HTML-based interfaces for mod creation, and creator support programs. Dedicated Discord support channels with staff assistance are planned to help the modding community grow.
Month | Milestone | Details |
|---|---|---|
January | ModKit Improvements | JSON-based asset handling replaces older formats; in-game mod management system added to the base game |
March | CAZ Wizard Expansion | Expanded CAZ Wizard supports accessories, motions, and facial modifications; improved project management with search and asset merging; Sound Wizard upgrades for partial audio replacements; runtime installation of graphics asset mods during gameplay |
June | Vehicle Modding | Vehicle modding support launches; migration to Unreal Engine 5.6 begins; content template modding tested (farming as first example); CLO platform integration under testing; PS5 and Mac mod support in research |
October | AI and Multiplayer Mods | Multiplayer-linked modding tested; AI-assisted data modding wizard in development |
December | Lua Scripting | Lua script modding support launches, enabling full gameplay modifications and complex custom behaviors |
The Canvastown roadmap outlines a phased rollout for the new compact world, designed for lower-spec hardware and built on the Fate Engine. Canvastown also is the anchor world for inZOI Online. First announced on November 14, 2025 in a Brainstorm with Kjun forum post, Canvastown is built on the philosophy of "shared narratives." Players can capture specific life scenarios and invite others to experience those exact moments. The Fate Engine generates procedural scenarios that give the compact world a sense of emergent storytelling, even on machines that cannot run the full Dowon, Bliss Bay, or Cahaya maps.
The Fate Engine is not limited to Canvastown. Starting in May 2026, its functionality will expand to cover Dowon, Bliss Bay, and Cahaya as well, allowing the procedural scenario system to generate emergent stories across all worlds. Canvas update and download features will also launch in May, letting players share their Canvastown creations with the community.
Month | Milestone | Details |
|---|---|---|
March | Fate Engine Integration | Fate Engine and Canvastown systems connected; core scenario generation tested |
May | Fate Engine Expansion | Fate Engine functionality expanded to Dowon, Bliss Bay, and Cahaya; Canvas update and download features added for Canvastown |
June | Canvastown #1 Release | Boutique village with approximately 40 customizable lots |
October | Canvastown #2 Expansion | Pastoral rural expansion with roughly 50 lots and a serene countryside aesthetic |
The online multiplayer roadmap describes a phased approach to multiplayer, starting with account systems and building toward large-scale dedicated servers. The team has called this "a new direction for the genre" and treats all dates as aspirational. Throughout 2026, the developers plan to actively discuss multiplayer features with the community to shape the direction of inZOI Online.
The long-term vision is ambitious: by October 2026, the studio aims to support hundreds to thousands of concurrent players on dedicated servers, allowing them to explore major cities, meet other players, and engage in social interaction at scale. This would effectively move the game from a shared-session model toward something closer to an MMO life simulator. The studio has been careful to note that multiplayer is handled by a separate team so that it does not slow down single-player content development.
Month | Milestone | Details |
|---|---|---|
January | Account Foundation | Account-linked personal Zoi creation; save-and-resume for hosted sessions |
February | Web Lobby | Web-based main menu, plaza, and lobby; new online chat channels and chat rooms; updated My Zoi feature for online use |
March | Personal Housing | Personal house customization saved to account; other users can enter homes and play together |
June | Host Tools and Mods | Hosts can adjust game rules and manage participants; official inZOI mods usable in multiplayer sessions |
October | Large-Scale Servers | Dedicated servers supporting hundreds to thousands of concurrent players; exploration of major cities, meeting other players, and social interaction at scale |
In August 2025, KRAFTON officially announced that inZOI would launch on PlayStation 5 in the first half of 2026 (this date was officially revised on May 15, 2026 to the first half of 2027). The PS5 version will be fully optimized for console controls and performance, bringing the same core gameplay experience available on PC. An Xbox Series X|S release is also under consideration, though no timeline has been confirmed.
The modding roadmap includes a June 2026 milestone for PS5 mod support research, though the studio has noted that mod availability on console may be restricted or delayed depending on platform policy and partnership considerations. A specific PS5 launch date has not been announced as of March 2026, but the H1 2026 window was the official target until May 15, 2026, when producer Hyungjun "Kjun" Kim's dev diary revised the PS5 launch to the first half of 2027.
The March 2026 Update (v0.7.0), released on March 26, 2026, marked the one-year anniversary of inZOI's Early Access launch. It represents the single largest content drop in the game's history, with approximately 60 major features and over 1,300 new items.
Two of the most notable additions are the Memory system and the News Feed. The Memory system allows Zois to form, store, and recall memories of significant life events (including traumatic ones), making their behavior feel more reactive and personal. The News Feed surfaces neighborhood events and Zoi activities in a scrollable timeline, giving players a window into the broader community around their household.
Other highlights include the minimap (draggable, filterable. This shows family members and property icons), a new multitasking system (eating while walking, reacting to nearby interactions), the Freelance Delivery courier career, an expanded Florist career with six farmable flowers and bouquet crafting, a Movie Theater business type with four genres and popcorn machines, improved baby Zois (customizable appearance, teething progression, adjusted needs), bicycles as a vehicle type, public and family parking lots, vehicle theft mechanics, seasonal weather, and keyboard customization.
KRAFTON has structured the 2026 roadmap around a principle they call "Fundamentals First." Rather than chasing flashy new features, the team prioritizes family story progression, birthday systems, autonomy controls, and NPC behavioral improvements as the foundation. New content like Canvastown and multiplayer run on separate tracks so they do not slow down these core improvements.
The Fundamentals First checklist is a massive list of improvements spanning more than a dozen categories: Family and Relationships, Zoi Behavior and Autonomy, UI/UX/HUD, Interactions and Social Systems, Economy/Shopping/Jobs, Transportation and Travel, Animation and Presentation, World/Environment, CAZ (Character Appearance), Build Mode, Systems and Progression, Crime and Trial, and Children/School/Education. Director Kjun compiled the list by reviewing feedback from multiple online communities and Discord servers, and has publicly acknowledged that not every item may be technically feasible within 2026.
The checklist was divided into two halves. The first half (32 items) was completed by mid-March 2026, with the anniversary update serving as the delivery vehicle. After the March release, the total count of completed Fundamentals First items reached 55, progressing faster than the studio originally anticipated thanks to strong community support and feedback. KRAFTON stated that the team would then shift focus toward stability and technical polish before beginning work on the second-half items.
The second half of the list emphasizes building system expansions (basements, terrain editing, curved walls), deeper social mechanics, and ongoing quality-of-life improvements. Kjun has stated that the share of development resources dedicated to Fundamentals First will increase as the year moves into its second half, which is why the quarterly roadmap becomes intentionally lighter in Q3 and Q4. The studio views this trade-off as essential to preparing the game for its eventual 1.0 release.
In addition to the major checklist, Kjun identified seven high-priority polish items that were already in active development at the time of the roadmap reveal: umbrella left-hand positioning for better multitasking, door lock visual cleanup, mission interaction icon display, vehicle collision deceleration, TV channel-change reactions, group side-by-side walking with dialogue, and custom keybinding support. These represented what the director called "the most painful gaps" in the moment-to-moment gameplay experience.
The 2026 roadmap received a broadly positive reception from the inZOI community, with players praising the transparency of the quarterly breakdown and the separation of core improvements from experimental R&D projects. The Fundamentals First approach was welcomed as a sign that KRAFTON was listening to player feedback about prioritizing polish over feature creep.
Multiplayer plans drew the most divided reaction. Some players were excited about the prospect of large-scale servers and co-op housing, while others voiced concerns on the official forums that multiplayer development might divert resources from single-player content. KRAFTON addressed this by repeatedly emphasizing that a dedicated, separate team handles Part 2 initiatives.
The delay of the UE 5.6 upgrade from March to April was met with mild disappointment but general understanding, particularly after KRAFTON opened the beta branch so players could preview the performance improvements early. The completion of all 32 first-half Fundamentals First items by mid-March was seen as a strong signal that the studio was delivering on its promises. The subsequent announcement of 55 total completed items at the anniversary further reinforced community confidence in the development pace.
As of May 15, 2026, the live build is v0.8.5 and the Q2 content drop schedule has shifted. Director Hyungjun "Kjun" Kim's May 9 dev message confirmed that the High School expansion previewed in April (full classrooms, gym, cafeteria, band room, art room, prom, non-height-changing high heels) did not ship in v0.8.x and is not the next major content drop. The next major update is now scheduled for June 2026 and headlines foundational PlayStation 5 features rather than Schools.
Confirmed June 2026 targets, all subject to change: DualSense microphone-based birthday candle blowing, a fishing mini-game leveraging adaptive-trigger feedback, a customizable ring menu shared by PC and console, video streaming from local files with adjustable audio and camera angles (direct streaming from media companies remains unavailable due to licensing), and enhanced physics including water-spill slip and improved ragdoll responses. Producer Kjun framed these as foundational systems rather than feature additions, designed as building blocks for future content.
Between May 4 and May 15, four hotfixes shipped: v0.8.2 (May 2), v0.8.3 (May 11), v0.8.4 (May 13), and v0.8.5 (May 15). v0.8.3 fixed an infinite NPC spawning bug that had been accumulating extra Zois in saves since v0.8.0, paired with a scheduled save-file cleanup on May 12 at 9:00 AM. v0.8.4 followed two days later with needs-decay and city vehicle simulation fixes. v0.8.5 arrived on May 15, restoring the ability to immediately cancel mid-action interactions such as Hack Bank and Take a Bath, and fixing a Build Mode regression where the Sit interaction failed on certain modded furniture. Full hotfix details live on the May 2026 Update page.
The full High School content drop, the first-person view, and the MetaHuman import workflow previewed in April remain in development. The 1.0 launch target of early 2027 and the PS5 launch alignment with 1.0 are unchanged from the April 17 community letter.
Producer Hyungjun "Kjun" Kim's May 24, 2026 development diary added the High School system back into the June 2026 update lineup alongside the foundational PlayStation 5 features previewed on May 9. The June 2026 update is now confirmed as a dual-headline release: the foundational systems (DualSense interactions, ring menu, local video streaming, enhanced ragdoll physics, expanded Look At system) AND the active High School experience that replaces the v0.8.x rabbit-hole school.
Academic activities: classroom interactions across subjects, presentation skills affecting grades and projects, art class (students can be mocked for poor work), science lab classes with experiments, a cafeteria lunch system
Sports and extracurriculars: cheerleading with skill progression, American football on a dedicated field, soccer, arcade games
School events: prom with decorated auditorium, graduation with stage-walking, diploma acceptance, handshakes, speeches, sports games and competitions
Create-a-Zoi assets: cheerleading, football, and soccer uniforms; graduation caps and gowns; crime masks; new tights and stockings
Social features: new couch interactions (chatting, cuddling, showing items), new phone calls, chance card pop-ups, new social outings
Auditorium transformations whose decorations change based on event type (sports, prom, graduation)
Kjun's diary emphasized that community feedback would continue to drive refinements after the High School launch. The original April 12 preview (full classrooms, gym, cafeteria, band room, art room, prom, non-height-changing high heels) is largely reflected in the May 24 update preview, plus the addition of cheerleading and football progression systems.
Kjun's May 15, 2026 development diary officially revised the PlayStation 5 launch from the previous H1 2026 target to the first half of 2027. The team explained the console version is not a one-to-one port: the interface is being redesigned around the DualSense controller (on-screen controls, radial menus), the UI is being tuned for television screens viewed at greater distance, screen transitions are being reworked, and performance is being optimized for the PS5's fixed hardware while preserving the large open cities and autonomous Zois. Unlike the PC's Early Access model, the team intends to deliver a polished and complete experience from day one without a large-scale public beta. Gameplay demonstration videos will be released to gather community feedback before launch.