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How emotions work
Every Zoi has an internal point score for each emotion. As events happen around them, specific emotion scores rise. The emotion with the highest score at any given moment becomes the active emotion, which is the one displayed in the UI and the one that affects gameplay. Zois can feel multiple emotions at once, but only the strongest one counts as "active."
The Emotion gauge appears at the bottom of the UI, under the Needs panel, as a row of colored dots. Each dot is an emotion. When a dot is colored, that emotion is active. Hover over the gauge to see which specific factors are driving the current emotional state.
Intensity
Most emotions escalate through intensity tiers. A mildly Annoyed Zoi can become Angry, then Enraged. A Sad Zoi can sink into Miserable. Counting all intensity variants, there are over 40 emotional states in the game, though the base set is 17 distinct emotions. The stronger the trigger, the faster an emotion intensifies.

Positive emotions
Aflutter
Excitement and a racing heart, usually from romantic situations. Triggered by romantic conversations, dates, and physical affection. Unlocks special romantic dialogue options that are unavailable in other emotional states.
Amused
Joy and cheer from entertainment. Triggered by watching TV, receiving gifts, playing games, and funny conversations. The Performance skill improves faster while Amused.
Concentrated
Complete focus and immersion. Triggered by fulfilling Urges, completing homework, and engaging in skill-building activities. Fitness and Critical Thinking skills improve faster in this state. Entertainers have shortened Concentration periods.
Confident
Self-assurance from accomplishments. Triggered by homework completion, successful test preparation, and career milestones. Charm skill improves faster. Unlocks special conversation options. Go-Getters feel Confident frequently; Volunteers experience shorter Confident periods.
Content
Wholesome cheerfulness from a generally good day. This is the baseline positive emotion when nothing specific is driving a stronger feeling. No particular skill boost, but it prevents negative emotion effects.
Curious
Interest in something new or unusual. Triggered by unusual occurrences (like catching a rare fish), encountering unfamiliar objects, and research activities. Art and Coffee Craft skills improve faster. Explorers feel Curious frequently.
Excited
Anticipation about an upcoming event or new activity. Triggered by trying new things and doing liked activities. Cooking skill improves faster. Unlocks certain conversation topics. Socialites feel Excited frequently.

Moved
Deeply touched by an emotional event. Triggered by witnessing heartfelt moments between other Zois, receiving sincere compliments, or experiencing life milestones.
Sentimental
A reflective, nostalgic mood. Triggered by memories of past events and emotional conversations. Instrument and Media Production skills improve faster. Visionaries experience extended Sentimentality.
Tranquil
Peace of mind and calm. Triggered by fulfilling Urges, meditation, yoga, and recovering from illness. Gardening skill improves faster. Collaborators feel Tranquil frequently; Dreamers experience extended Tranquility.
Negative emotions
Annoyed
Displeasure from an unfavorable situation. Triggered by negative interactions, unpleasant events, and failed conversations. Instrument and Housework skills are harder to improve. The Fun gauge drops faster. Intensifies into Angry, then Enraged. Sustained extreme anger is a possible cause of death.
Bored
Total disinterest. Triggered by repetitive actions (cleaning, repairs), disliked activities, and a low Fun need. Critical Thinking skill is harder to improve. Sentinels experience shorter Boredom periods.
Embarrassed
Disorientation from something unexpected, like someone walking in during a private moment or having a Bathroom accident. Charm and Programming skills are harder to improve. The Recognition gauge drops faster. Repeated intense embarrassment is a possible cause of death.
Lethargic
No motivation or strength. Triggered by low Energy. Rhetoric skill is harder to improve. Socialites experience extended Lethargy.

Nervous
Anxiety and restlessness. Triggered by negative conversations, situations that conflict with a Zoi's values, and stressful events. Performance skill is harder to improve. The Energy gauge drops faster. Perfectionists feel Nervous frequently; Go-Getters experience extended Nervousness.
Sad
Mental pain from negative events. Triggered by bad conversations, family conflicts, loss, and loneliness. Fitness skill is harder to improve. Unlocks certain melancholic conversation options. Charmers experience prolonged Sadness. Intensifies into Miserable. Visionaries feel Sad frequently.
Surprised
Critical Thinking skill is harder to improve. Triggered by sudden, unexpected events. Perfectionists experience shortened Surprise.
Uncomfortable
Physical or mental unease. Triggered by low Needs (especially Hunger, Sleep, and Bathroom) and embarrassing situations. Housework skill is harder to improve. Individualists feel Uncomfortable frequently. Intensifies into Displeased. Social Activists experience extended Discomfort.
Worried
Pressure from anxieties. Triggered by low funds, family members in distress, and negative conversations. Art skill is harder to improve. The Bathroom gauge drops faster. Sentinels feel Worried frequently; Collaborators experience extended Worry.
Neutral states
Normal: The default state when no emotion is active. No skill effects.
Asleep: The rest state while sleeping. Cannot be triggered or manipulated.
Emotion spread
Nearby Zois' emotions can spread. If a Zoi is surrounded by happy, Amused characters, their own mood shifts positive. If they are near someone who is Annoyed or Sad, that can drag them down too. Traits and personal values filter how susceptible a Zoi is to emotional contagion.