inZOI
SandboxSimulation0 Modsopenmods.json · supportedGameId: "inzoi" or 117
KRAFTON's hyper-realistic life sim, built for Unreal Engine 5 modding from the start.
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More about inZOI
What inZOI is
inZOI is a life-simulation game from KRAFTON, the Korean publisher best known for PUBG. It's the most visually ambitious entry the genre has seen: built on Unreal Engine 5, it renders near-photorealistic characters and cities, and leans hard on systems-driven simulation rather than the stylised cartoon look of its obvious rival. You create "Zois" (the inZOI equivalent of Sims), drop them into a detailed city, and manage their lives, careers, and relationships.
It entered Steam Early Access in March 2025 and has been on a steady update cadence since. KRAFTON has treated creation tools and mod support as a headline feature rather than an afterthought, which is a meaningful difference from the genre incumbent.
Why modding works the way it does
Because inZOI runs on Unreal Engine 5, its modding model follows UE conventions rather than the bespoke formats of older life-sims. Two layers matter:
- Pak-file mods: most community content ships as Unreal
.pakfiles. These cover custom clothing, objects, textures, and similar content additions. They install into a specific mods folder (covered in the getting-started guide). - The official ModKit: KRAFTON ships an Unreal-Engine-based ModKit so creators can build, package, and distribute content with first-party tooling rather than reverse-engineering the game. This is the sanctioned path, and it's where serious content creation is heading.
A standout feature is the CAZ ("Create A Zoi") character system and its modding hooks. KRAFTON has progressively expanded what creators can touch there, including accessories, animation and motion content, and facial modification. KRAFTON has also signalled Lua scripting support on the ModKit roadmap, which would open behavioural modding beyond pure cosmetic content.
What you'll find on OpenMods
The bulk of inZOI's community content lives on Nexus Mods, which is the de-facto hub for cosmetic and content mods, with in-game CurseForge browsing expanding as another channel. OpenMods skews toward GitHub-published projects, so what surfaces here trends toward the developer-facing end: tooling, utilities, and code-oriented mods rather than the thousands of clothing and CAS-style packs that live on Nexus.
If you're after custom Zois, outfits, and build objects, Nexus is your first stop. If you're building or looking for the technical scaffolding around inZOI modding, that's the corner OpenMods is positioned for, and this catalogue will grow as those projects get published openly.
Practical notes for modders
- It's Early Access on a moving engine: KRAFTON began migrating inZOI from Unreal Engine 5.4 to 5.6 in early 2026. Engine migrations of this kind force mod creators to rebuild content. If a mod stops loading after a big patch, an engine bump is a prime suspect.
- You need to enable modding first: a community "Mod Enabler" utility has been the standard way to switch modding on before
.pakmods load. Check its current status before assuming a fresh install is mod-ready. - Pak mods go in a specific folder: there's an exact path inside the game install for
.pakmods. Putting files anywhere else does nothing. The guide spells it out. - Back up before each major update: between Early Access patches and the engine migration, expect breakage. Keep copies of your mods and saves so a bad update doesn't cost you hours.