Krafton's latest venture, inZOI, has stormed the gaming market by selling 1 million copies in just one week, setting a new record for the fastest sales milestone ever achieved by the South Korean publisher. Launched on PC via Steam in Early Access on March 28, inZOI quickly became a sensation, not least due to a controversial bug allowing players to run over children, which Krafton swiftly addressed and fixed as an "unintended bug."
Despite this early hiccup, inZOI has garnered a 'very positive' user review rating on Steam and achieved a peak of 175,000 concurrent viewers on Twitch, securing the third spot in the Games category. The game also soared to the top of Steam’s Global Top Sellers List, reaching number one just 40 minutes after its release, showcasing its immediate impact on the gaming community.
The in-game user-generated content (UGC) platform, Canvas, associated with inZOI, saw over 1.2 million participants on launch day and had over 470,000 pieces of content uploaded, highlighting the game's strong engagement and creative potential.
IGN's Early Access review of inZOI gave it a 6/10, noting that while the game is visually impressive and ambitious, it lacks the depth needed at its Early Access stage. Despite this, inZOI's performance underscores Krafton's successful pre-launch promotion and community engagement strategies. The company emphasized the significant interest generated by the inZOI global showcase and demo build.
CEO CH Kim expressed gratitude and excitement about presenting inZOI to a global audience and reiterated Krafton's commitment to continuous communication with players, aiming to establish 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 new content, including mod support and new cities, all of which will be available for free until the game's full release. In response to player feedback and reported issues, Krafton committed to applying quick fixes through hotfixes during April. The company acknowledges the challenges in managing inZOI's vast global community, describing it as a "next-level experience" and admitting to undergoing "some trial and error" in finding the best communication methods.