inZOI Steps Into Early Access With a Global Welcome



On March 28, KRAFTON, Inc. opened the doors to inZOI, its ambitious life simulation game, on Steam Early Access. Within seven days, more than one million copies had been sold—a milestone that reflects both the scale of anticipation and the depth of connection players already feel toward this evolving world.
At Setimedia, we worked alongside KRAFTON to ensure this moment landed with the energy and clarity it deserved. The result was a launch week shaped not just by numbers, but by an unmistakable sense of community arrival.
From showcase to shared experience
Momentum started building well before release. The inZOI Global Showcase on March 19 drew over 450,000 viewers worldwide, introducing players to the game’s character creation, building tools, and AI-assisted creative features. In the days that followed, we helped orchestrate a hands-on period between March 20–28, where global players could experiment with the Character Studio and Build Studio. These previews didn’t just explain inZOI—they let the audience start living in it.
Our role was to coordinate across regions so that each beat felt timely and relevant, whether through local influencer content in Turkey and the MENA region, targeted press briefings, or localized campaign assets. That layered approach made the game’s message travel without losing its personality.
The launch week pulse
By launch morning, inZOI was already sitting at the top of Steam’s Global Wishlist rankings and holding fifth place in Twitch’s game category rankings. Coverage was wide-ranging, from formal reviews to creator-led streams where first impressions unfolded in real time. The tone was consistently curious, often enthusiastic, and almost always creative—players quickly began sharing their own designs, mods-in-progress, and screenshots.
In Turkey and MENA, a region-specific Early Access price of $24.99 made entry more accessible. With thirteen supported languages at release and visible progress tracking for localization in-game, KRAFTON signaled that this was a launch built to grow inclusively.
Framing the story behind the game
We wanted to make sure the human side of inZOI was part of the coverage, so we worked with inZOI Studio CEO and Director Hyungjun “Kjun” Kim to bring his own words to the forefront. His description of raising the game “like a child” and his hope for it to grow through “love and understanding” became a thread that many media outlets picked up, giving the game’s debut a personal texture.
Rather than overwhelming audiences with announcements, we spaced out updates about upcoming features—like new cities, mod support, and ongoing creative tool expansion—so each could stand on its own. That pacing helped keep the conversation fresh beyond launch day.
The Early Access release is just the opening chapter for inZOI. With KRAFTON’s commitment to community-driven updates and our continued support in communications and coordination, the road ahead will be shaped by both developer vision and player imagination.
To everyone who streamed, wrote, built, translated, and played: this launch belongs to you as much as to the studio that made it. And the best part is, the story is only getting started.