inZOI Sells 1 Million Copies in Week, Krafton Eyes Long-Term Franchise

Author : Sarah May 17,2025

inZOI, the new life simulation game from Krafton, has achieved a remarkable feat by selling 1 million copies in just one week, setting a record as the fastest-selling game ever published by the South Korean giant. Launched in Early Access on Steam for PC on March 28, inZOI quickly captured the gaming community's attention, though not without some controversy. Early players discovered a glitch allowing them to harm children in-game, which Krafton promptly addressed as an "unintended bug" and patched out.

Despite this early 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, placing it third in the Games category, and it soared to the top of Steam's Global Top Sellers List within just 40 minutes of its release.

The in-game user-generated content platform, Canvas, played a significant role in inZOI's success, attracting over 1.2 million participants on launch day and seeing over 470,000 pieces of content uploaded.

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 launch. Krafton credited its pre-launch promotion and community engagement for building trust and momentum leading up to the release. The global showcase and demo build were particularly effective in generating interest, according to the company.

CEO CH Kim expressed gratitude for the global reception and emphasized Krafton's commitment to ongoing communication with players to develop inZOI into a long-term franchise IP.

inZOI's Best and Most Cursed Creations

34 ImagesKrafton has promised future updates that will introduce new content, including mod support and new cities, with all updates and DLC being free until the game's full release. In response to player feedback, Krafton has committed to swiftly applying fixes for reported issues through hotfixes during April. The company acknowledges the challenges of managing a global community at this scale, describing it as a "next-level experience" and admitting to some "trial and error" in finding the best ways to communicate with players.