Krafton's latest venture, inZOI, has achieved a remarkable feat by selling 1 million copies in just one week, setting a new record for the fastest sales milestone for any game published by the South Korean giant. Launched in Early Access on Steam for PC on March 28, inZOI quickly captured the attention of gamers worldwide, despite an initial controversy where players found they could harm children in-game. Krafton promptly addressed this as an "unintended bug" and released a patch to fix it.
Despite this early hiccup, inZOI has garnered a 'very positive' user review rating on Steam. It also saw an impressive peak of 175,000 concurrent viewers on Twitch, securing the third spot in the Games category. Remarkably, inZOI soared to the top of Steam's Global Top Sellers List within just 40 minutes of its release.
The game's in-game user-generated content (UGC) platform, Canvas, saw over 1.2 million participants on its launch day, with more than 470,000 pieces of content uploaded, showcasing the community's enthusiasm and creativity.
IGN's Early Access review of inZOI gave it a 6/10, praising its visual appeal and ambition but noting a lack of depth at the time of its launch. Krafton credits its successful pre-launch promotion and active community engagement for building trust and momentum leading up to the release. The inZOI global showcase and demo build were particularly noted for attracting significant interest.
CEO CH Kim expressed gratitude and excitement about introducing inZOI to a global audience through Early Access, emphasizing the company's commitment to ongoing communication with players and nurturing inZOI as a long-term franchise IP.
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Looking ahead, Krafton has promised future updates that will introduce new content, including mod support and new cities, with all updates and DLC being offered for free until the game's full release. In response to player feedback, Krafton has committed to swiftly applying fixes for reported issues through hotfixes throughout April. The company acknowledges the scale of inZOI's global community as a "next-level experience," and is navigating some "trial and error" in finding the most effective communication methods.
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