Krafton's latest release, inZOI, has achieved a remarkable milestone by selling 1 million copies within just one week, marking the fastest sales record for any game published by the South Korean giant. Launched on PC via Steam in Early Access on March 28, inZOI quickly captured the gaming community's attention, though not without controversy. Players discovered an unintended feature allowing them to run over and kill children, which Krafton promptly addressed and patched as a bug.
Despite this initial hiccup, inZOI has garnered a 'very positive' user review rating on Steam. The game also saw a peak of 175,000 concurrent viewers on Twitch, securing the third spot in the Games category. Remarkably, inZOI surged to the top of Steam’s Global Top Sellers List by sales revenue a mere 40 minutes post-launch.
In addition to the game's success, inZOI's in-game user-generated content (UGC) platform, Canvas, saw an impressive engagement with over 1.2 million participants and more than 470,000 pieces of content uploaded on its launch day.
IGN’s Early Access review of inZOI scored it a 6/10, commending its visual appeal and ambition but noting a lack of depth at its launch stage. Krafton attributes inZOI's success to its proactive promotion and engagement with the community, particularly through the inZOI global showcase and demo build, which significantly piqued interest.
CEO CH Kim expressed gratitude and excitement about presenting inZOI globally through Early Access, emphasizing Krafton's commitment to ongoing communication with players and nurturing inZOI as a long-term franchise IP.
inZOI's Best and Most Cursed Creations
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Looking ahead, Krafton plans to enhance inZOI with future updates that will include mod support and new cities, all to be offered for free until the game's full release. Amid player feedback and reported issues, Krafton has committed to implementing quick fixes through hotfixes throughout April. The company acknowledges the scale of inZOI’s global community as a "next-level experience," and is navigating through some trial and error to optimize its communication strategies.