InZOI: A Two-Part Look at the New Life Simulation Game, Focusing on Avatar Customization

You might remember that I said I had had a hard drive crash on my Windows desktop PC in May of 2025, which (among other things) put my Valve Index PCVR headset out of commission until recently. Well, another casualty of that hard drive crash was some software which I had installed a week or so earlier, a life simulation game called InZOI, by a South Korean video game company called KRAFTON. Think of the Sims, but with some truly breathtaking graphics and avatar customization tools (as you’ll see).

I wanted to share my experience with you, even though I would not classify InZOI as a metaverse platform, because I think I can see a vision where some of the features of this life simulation game could potentially lend themselves towards a next-generation metaverse.

So, I had started writing a blogpost about my initial experiences with InZOI in April 2025, but it wasn’t until yesterday (Sunday, August 30th, 2026) that I finally got around to reinstalling the client software on my hard drive.

First, I’m going to share with you the original text I wrote in April 2025 (plus screen captures), then I’m going to finally finish the post I had started 16 months ago, showing you the avatar customization features (which is what had intrigued me enough to purchase and install the software in the first place). Finally, I’m going to wrap this up by explaining why I don’t like InZOI, and why I’m probably not going to be playing it (or talking about it on my blog) very much.

Still with me? Okay, let’s dive in.


Part One (Originally Written April 2025)

As a librarian, it’s hard not to like a game with an opening sequence set in a library!
The graphics in inZOI are pretty impressive! Here, my avatar wanders around the beach in Bliss Bay.
My ZOI avatar catches some virtual rays on the beach in Bliss Bay, The lighting is among the best I have seen in any virtual world, but you will need a good graphics card to see it in the best way!

I first heard about InZOI last year, via some excited chatter among the Second Life user community who were creating some amazingly lifelike avatars using a time-limited test period of the new game’s much-vaunted character creator module. Here’s a half-hour YouTube video giving you a rundown of how it worked as of late 2024:

Well, after a second demo period earlier this year, InZOI finally became available for purchase via the Early Release program on Steam two weeks ago, and since my Windows desktop computer met all the recommended hardware requirements, I decided to buy it now. The game is still in beta, with a limited feature set, and it’s buggy in places, but I was especially curious to put the character creator software to the test, to see what kind of avatars I could create, and I also wanted to wander around and explore the worlds which were already available.


Now, before we get started, I want to make it clear that I am not really into life simulation games per se. You might not know this, but there is already a vibrant subculture within Second Life, where avatars purchase, use, and follow life simulation systems sold under various brand names (e.g. MyStory), which mean that your avatar feels thirsty, hungry, dirty, tired, the need to go to the bathroom, etc. And, of course, the entire line of Sims life simulation games have been quite popular since their first release back in 2000 (predating Second Life by three years).

I want to point out that there is a key difference between a metaverse platform like Second Life or Sansar (we’ll get back to Sansar in a minute) and a life simulation game like the Sims or InZOI. In a metaverse, you usually can join for free and then pay as you go, shopping for avatar customization items like skins, hair, and clothing. In a life simulation game, you pay up-front for the game, which includes a broad range of built-in avatar customization options to get you started. (Of course, both types of virtual world usually offer an in-world marketplace, where players buy and sell user-created content with each other.)

Avatars in InZOI are called ZOIs, and you can create not only yourself, but also a entire family of characters that you can interact with.


Part Two (Written August 2026)

Okay, today I want to focus on the avatar customization features in InZOI, which I found to be rather impressive. I will assume that, in the intervening 16 months, that a few bug fixes and updates have added a bit more polish to these avatar (erm, ZOI) customization features.

You create and customize your ZOI using the Character Studio, which allows you to start by selecting a preset (the round buttons on the right hand side of the screen), and other characteristics such as age (on the left side of the screen):

You have your choice of six different ages to choose from.

You can also pan, zoom, and rotate your ZOI to get a better look at him:

I noticed some interesting parallels between 2025/2026-era InZOI and 2017/2018-era Sansar (a social VR platform which you can still visit today). To my mind, at least, Sansar walked so InZOI could run. Here’s what the facial customization features in Sansar look like:

THIS IS SANSAR, NOT INZOI! Sansar screen shot: direct face manipulation

Sansar allows you to select the entire head, or just specific sections of the head/face, and then use the mouse to push and pull (translate, rotate, and scale) areas to completely customize the head of your avatar. Here’s a short video of what the face/head customization features look like (and, as I said, if you’re interested, you can download and install Sansar yourself and play around with it; you can run the client software without a VR headset, on your Windows desktop PC).

THIS IS SANSAR, NOT INZOI! Sansar’s head/face customization tools in action.

Now, compare Sansar’s tools with how InZOI has approached the problem: instead of giving you the translate, rotate, and scale options, you simply click on the white dots and drag on parts of the head and face to adjust them. (Also note the much higher level of detail in the avatar, erm, ZOI. We’ve come a long way from 2017, baby!!)

Head and facial adjustments in InZOI’s Character Studio

And, there are a similar set of drag-and-drop features and some sliders to customize your ZOI’s body shape (Sadly, the plug was essentially pulled on Sansar before the next planned step, a similar sort of body modification, could be coded.)

A look at the body customization options in InZOI’s Character Studio

Now, imagine a metaverse platform with InZOI’s level of avatar customization. Can you see the vision? (C’mon, work with me, people!! 😉)


To wrap up, I am going to talk a bit about why I am not a fan of life simulation games like the Sims and InZOI. A key difference between a life simulation game such as InZOI, and a metaverse platform like Sansar or Second Life, is that in the former, everybody else you encounter is an NPC; there are no other real players steering ZOIs in your game! InZOI is a solitary pursuit, whereas true metaverse platforms like Second Life can be a highly social experience if you wish it to be.

Another thing I dislike about life simulation games like InZOI is that they are, by definition, games, with all the built-in limitations that games possess. Yes, you can design and build your dream house and furnish it—but only in carefully-controlled and corralled, predefined cities (you have three to choose from in InZOI at present, although I expect they will expand this over time). You do not have the blank, three-dimensional creative canvas which a true metaverse platform offers you, to be wild and crazy and build whatever you can dream of.

Many years ago, I played the Sims for something like a week, quickly got bored, and quit. I much prefer using Second Life for my creative expression, and as a temporary escape from nasty, painful, chaotic real life. The very last thing I wanted in any game was to constantly be checking various on-screen meters and gauges to see if my avatar needed cheering up, to go sleep in a virtual bed, or to run to a virtual toilet!

Yesterday, I took my new avatar (erm, ZOI) out of her house. As she was walking down the street, while I was still getting comfortable with the WASD navigation controls, she kept bumping into NPCs who were also walking by her on the sidewalk. And, of course, as programmed NPCs, some would stop and glare at her. The whole excursion landed up making me so anxious that my ZOI scurried back to the safety of her home! And frankly, it also depressed me to think that, here I was, avoiding some real-life responsibilities while basically watching my ZOI pretty much run through her day on auto-pilot. (And yes, the irony that I also essentially do this in Second Life and VRChat and other metaverse platforms is not lost on me, at all.)

I spent less than an hour in my resintalled copy of InZOI before I decided to quit. I’m in no hurry to go back. Truly, the only things I found interesting about InZOI were the avatar customization features (maybe because they reminded me of Sansar’s).

So, yeah, despite InZOI’s many shiny new features, I’m still not a fan of life simulation games. I still want the freedom of that blank creative 3D canvas which a true metaverse platform offers me, and I also want the inherently social aspect of virtual worlds and social VR/AR—to know that most of the other avatars I encounter have real-life people behind them! (And yes, I am aware that there can be bots and NPCs in spaces like Second Life and Sansar, too. That does not negate my argument that metaverse platforms are inherently designed to be social spaces.)

UPDATED JAN. 20th, 2026 WITH EXTRA COMMENTARY: Metaverse Bombshell: NETFLIX Acquires Ready Player Me—What Does This Mean for Metaverse Platforms Using Ready Player Me Avatars?

I somehow missed a major piece of news that dropped last Friday, which will definitely impact a lot of existing metaverse platforms (including big names like VRChat). On Dec. 19th, 2025, Sarah Perez wrote, in an article on the tech news website TechCrunch:

After shifting its gaming strategy to focus more on games played on the TV, Netflix announced it’s acquiring Ready Player Me, an avatar-creation platform based in Estonia. The streamer said Friday it plans to use the startup’s development tools and infrastructure to build avatars that will allow Netflix subscribers to carry their personas and fandom across different games.

Terms of the deal were not disclosed. Ready Player Me had raised $72 million in venture backing from investors, including a16z, Endeavor, Konvoy Ventures, Plural, and various angels, including the co-founders of companies like Roblox, Twitch, and King Games.

Netflix told TechCrunch the startup’s team of around 20 people will be joining the company. Of the four founders Rainer Selvet, Haver Järveoja, Kaspar Tiri, and Timmu Tõke, only CTO Rainer Selvet is moving to Netflix. It doesn’t have an estimate of how long it will be until avatars launch. Nor does it detail which games or types of games will be first to get avatars.

Following the acquisition, Ready Player Me will be winding down its services on January 31, 2026, including its online avatar creation tool, PlayerZero.

Scott Hayden, in an article written for The Road to VR website, adds:

“Our vision has always been to enable avatars and identities to travel across many games and virtual worlds,” Ready Player Me CEO Timmu Tõke said. “We’ve been on an independent path to make that vision a reality for a long time. I’m now very excited for the Ready Player Me team to join Netflix to scale our tech and expertise to a global audience and contribute to the exciting vision Netflix has for gaming.”

Avatar creation using Ready Player Me in the metaverse platform Spatial

Additionally, Ready Player Me announced its taking avatar creation services offline starting January 31st, 2026.

And, indeed, when I head over to the Ready Player Me website, the banner across the top of my screen declares:

Thank you for the chance to build together with you. Our services will become unavailable starting January 31, 2026. Please reach out to devs@readyplayer.me for any questions.

I pity the poor person on the receiving end of all those emails, because there are countless metaverse platforms which have relied on Ready Player Me as their avatar creation component, rather than try to build their own avatar design system in-house. All of these platforms now have a little over a month to come up with a replacement for the services provided up until now by Ready Player Me, which is shutting down on January 31st, 2026!

Ready Player Me’s avatar creation tools, which have been used by many virtual worlds and social VR platforms, will be shutting down on January 30th, 2026.
Among the tools affected by the NETFLIX acquisition of Ready Player Me are the Avatar Creator SDK, and the newer PlayerZero SDK, which allowed for users to create and sell avatar modifications and updates.

Ready Player Me has been the go-to solution for both gaming and metaverse companies for outsourcing much of its avatar creation process. Among those companies is VRChat. Scott Hayden opines:

Netflix hasn’t intimated it’s getting into XR gaming yet, so it’s pretty safe to say the Ready Player Me acquisition and subsequent shutdown is more or less a blow to one specific group of people: namely, VRChat users.

VRChat beginners looking to make their own avatars over the years were almost always pointed to Ready Player Me, with the platform even allowing users to upload a personal photo and generate a cartoony persona that was easy to mix-and-match with a variety of parts.

And while they weren’t always the most original avatars out there, it’s difficult to argue with the platform’s ease of use, as the web-based tool basically got you a (mostly) unique avatar that was not only cross-platform, but also already rigged for VRChat.

I’m not too worried on the impact to VRChat; as Scott goes on to write in his article, there are alternatives, albeit ones requiring a bit more technical know-how on the part of the user. VRChat also has a thriving third-party avatar creation and sale ecosystem, including a very popular series of Virtual Market avatar shopping events). VRChat will be fine. But it’s the smaller metaverse platforms like Spatial.io, which wholly rely on Ready Player Me’s services, that are now going to have to scramble to find and implement a replacement in very little time.

NETFLIX’s acquisition of Ready Player Me reminds me, at first glance, of when the fledgling metaverse platform Cloud Party (which I have written about on my blog before) was acquired by Yahoo! back in early 2014, over a decade ago. The entire small company (only 3-4 people) was “acquihired” by Yahoo!, and they shut down the Cloud party platform (with a truly memorable sendoff, as they shut down the servers, that made me emotional; this link is from a former Blogger.com blog I used to write about Cloud Party, which is still up!). The staff were absorbed into Yahoo! to work on Yahoo! projects, and God only knows what happened to them, or the projects they were hired to work on. (And, of course, Yahoo! is a shadow of its former self; does anybody still use it?)

It is very clear from this news that NETFLIX has big plans for its gaming service, and they “acquihired” the staff (and assets) of Ready Player Me, in order to use them for some future project. Their gain (for whatever project they are working on) is the loss of the hundreds of virtual worlds, games, and social VR/AR platforms which relied on Ready Player Me.

The fallout from all this is going to be fascinating to watch.

UPDATE Dec. 23rd, 2025: Another thing that came to mind after I posted this blogpost is this: metaverse-building companies who choose to outsource aspects of their services to other companies like Ready Player Me, have to be prepared for the possibility that that other company could be bought out, change the terms of their service, or even shut down. While it might be more time and money consuming to build something like an avatar system in-house, at least it’s under your control, and you don’t run the risk of having the rug pulled from under you.


Thank you to my metaverse friend Carlos Austin for the heads-up on this news.

UPDATE Jan. 20th, 2026: Today I came across an article on LinkedIn by Terry Proto for the group with the lengthy title, Reality Innovators Network for Spatial Computing, Metaverse, AI & XR – Virtual, Augmented Reality (whew, that’s a mouthful!):

8,000 developers. 6 weeks. One lesson. Netflix bought Ready Player Me, and January 31st is the deadline to replace avatar infrastructure for a lot of companies.

This isn’t the first time we’ve seen this. Altspace. 8th Wall. The pattern repeats.

The lesson? Interoperable ≠ open.

RPM worked everywhere. But it was still owned by one company. One acquisition later, and thousands of production systems are scrambling.

That’s the difference between building on convenience vs. building on ownership.

I just wrote a new article on why the spatial internet can’t be built on rented land. Have a look here: https://lnkd.in/etu3xpiF

(Note: I don’t know if you actually have to have a LinkedIn account to read this article.)

In the linked article from the above quote, Terry goes to give a very good summary of why relying on a third-party solution (even one that is interoperable), is still not as good as having open standards.

He writes:

Netflix acquired Ready Player Me on Dec 19 and 8,000 developers have until January 31st to rip out and replace their avatar infrastructure.

That’s six weeks.

Six weeks to rebuild identity systems that many teams integrated as foundational layers, not optional features. For some developers, RPM wasn’t just powering avatars. It was powering user accounts, social presence, cross-platform persistence, and the entire notion that their users could carry an identity across virtual worlds.

As Jose Antonio Tejedor Garcia of Virtway put it: “Trust built over years is breaking in weeks.”

As I write this, that six-week window has narrowed to (checks calendar) just twelve days. And, as Terry has stated, many of the 6,000 developers who used Ready Player Me, used it for a lot more than just avatar appearance. He goes on to add what I was trying to get at in my original blogpost, but does it much more concisely:

ack in June 2023, I wrote about “life after Altspace”, exploring which platforms could fill the void when Microsoft shut down one of the oldest social VR spaces. Altspace launched in 2015, got acquired by Microsoft in 2017 and closed in March 2023. The community scrambled to find new homes.

Sound familiar?

But back then, I was asking the wrong question. Finding alternative platforms doesn’t solve the underlying problem. It just kicks the can down the road until the next acquisition, the next pivot, the next “strategic realignment.”

The real question is: why do we keep building critical infrastructure on top of proprietary platforms?

I am not going to quote it all, but I do strongly recommend you read the entire article here (even if I very strongly disagree with any potential solution which requires blockchain, cryptocurrencies or NFTs, all of which by now are tainted beyond redemption by numerous scandals, scams, and rugpulls). And I will watch with keen interest as the deadline of January 31st, 2026 comes and goes.

Ignite 2021: Microsoft Is Adding Avatars to Microsoft Teams

Have you joined the RyanSchultz.com Discord yet? You’re invited to be a part of the first ever cross-worlds discussion group, with over 600 people participating from every social VR platform and virtual world! We discuss, debate and argue about the ever-evolving metaverse, its avatars, and all the companies building it. Come join us! More details here.


Hard on the heels of Facebook (now Meta) and their Connect 2021 event comes today’s Microsoft Ignite 2021, where Microsoft shows off some of the technology they’re working on. And, of course, give their own spin on the metaverse!

Microsoft CEO Satya Nadella presents the company’s metaverse solutions

Here’s a seven-minute clip from Ignite of Microsoft CEO Satya Nadella talking about his vision for the metaverse:

Tom Warren of tech news website The Verge reports:

Microsoft is entering the race to build a metaverse inside Teams, just days after Facebook rebranded to Meta in a push to build virtual spaces for both consumers and businesses. Microsoft is bringing Mesh, a collaborative platform for virtual experiences, directly into Microsoft Teams next year. It’s part of a big effort to combine the company’s mixed reality and HoloLens work with meetings and video calls that anyone can participate in thanks to animated avatars.

With today’s announcement, Microsoft and Meta seem to be on a collision course to compete heavily in the metaverse, particularly for the future of work.

An example of a 3D avatar within Microsoft Teams (image source: Microsoft, from TheVerge)

And—if you’re having a bad hair day—hey, no worries!

Microsoft Teams will get new 3D avatars in a push toward a metaverse environment, and you won’t need to put a VR headset on to use them. These avatars can literally represent you both in 2D and 3D meetings, so you can choose to have an animated version of yourself if you’re not feeling like turning your webcam on.

Bloomberg reports that this new feature will be released next year:

If you’re worried the metaverse will be all fun and games, fear not: Microsoft Corp. is taking its own stab at the idea, and it will have PowerPoint and Excel.

The company is adapting its signature software products to create a more corporate version of the metaverse — a concept promoted by Facebook co-founder Mark Zuckerberg that promises to let users live, work and play within interconnected virtual worlds.

The first offering, a version of Microsoft’s Teams chat and conferencing program that features digital avatars, is in testing now and will be available in the first half of 2022. Customers will be able to share Office files and features, like PowerPoint decks, in the virtual world.

It would appear Microsoft’s avatars (like those in Meta’s Horizon Worlds and Horizon Workrooms) will lack legs (image source: Microsoft, via Bloomberg)

Of course, most people already know that Microsoft acquired the social VR platform AltspaceVR in 2017 (which, by the way, is still absolutely killing it with live events programming!). Altspace is being used for a variety of purposes, including higher education (for example, teaching a psychology course at Mount Royal University).

AltspaceVR (image source: VRFocus)

It looks like we will see more integration between established business software such as Microsoft Teams with concepts from the metaverse, including avatars, over the next twelve months. The era of avatarism appears to be in full swing!


Thanks to Rainwolf for the heads up!

Alter Ego, A New Fox/CTV Singing Competition Television Show Where the Contestants are Avatars: Further Proof that the Era of Avatarism is Upon Us

Have you joined the RyanSchultz.com Discord yet? You’re invited to be a part of the first ever cross-worlds discussion group, with over 550 people participating from every social VR platform and virtual world! We discuss, debate and argue about the ever-evolving metaverse, its avatars, and all the companies building it. Come join us! More details here.


I don’t usually watch singing competition TV shows, but a new one has definitely got my attention! It’s called Alter Ego, and the Fox show (which will appear on CTV here in Canada) has a twist: instead of appearing on stage as themselves, they will be represented by their avatar, which they will drive while wearing a full motion-capture suit from backstage during their performances!

Yes, these are the same motion-capture suits which were used by the members of ABBA to create “ABBAtars”, presenting themselves as they were in 1979 in a future series of concerts to be held in London, England. In that blogpost, I argued that the era of avatarism (i.e. the freedom to choose the form in which you are seen by others) had truly arrived. And the Alter Ego TV show is further proof that the age of avatarism is indeed upon us!

The Fox 5 TV station in Altanta interviewed one of the contestants appearing in the first episode of Alter Ego:

Rolling Stone reporter Samantha Hissong wrote:

I was skeptical, a few weeks ago, as I approached the doors to a taping of Alter Ego, Fox’s new singing competition with a high-tech twist, but it felt the same as entering any old sound stage — at least for the first minute or so. On Alter Ego, which premieres this Wednesday night (September 22nd), the contestants don’t perform on stage, but rather behind a curtain whilst donning motion-capturing suits that control their own highly fantastical, augmented-reality avatars.

In typical music-TV fashion, the winner will get a cash prize ($100,000), as well as mentorship opportunities from celebrity judges: willi.i.am, Grimes, Alanis Morissette, and Nick Lachey. But the judges, along with host Rocsi Diaz and in-person audiences, watch the performances on eye-level monitors placed strategically around the room — so as to appear as if they’re looking centerstage. Moreover, the judges won’t learn the true identity of the winner until they’ve already won.

To film, Alter Ego relies on 14 cameras, eight of which use advanced camera-tracking technologies. “It’s not something that’s done in post,” creative producer Michael Zinman — who previously partnered with Fox on The Masked Singer — tells Rolling Stone on the still-empty studio floor. Above our heads, thousands of Infrared Reflective (IR) markers — one-inch-by-one-inch silver squares that, essentially, create a map for these cameras — twinkle like a mini galaxy.

The smart cameras then communicate with Unreal Engine, a video-game design software, to render the avatars in real time. (A company called Silver Spoon, which was responsible for creating virtual crowds for Major League Baseball in 2020, designed the 3D models in advance with creative input from the contestants. An augmented reality company called Lulu helped with the stage-plotting.)

Avatar data — things like eye color, height, and special effects — motion-capture data, lighting data, and camera data all meet in a hub of servers next to the mini stage behind the actual stage. “Then, if it all goes right, it spits it out and you see the composite,” Zinman explains. As the host, Diaz is the only one who really has to act, as she’s tasked with standing “next to” the avatars when they’re critiqued at the end of their performances: “You have to go back to your five-year-old self, play pretend, and talk with your imaginary friend,” she says. “It’s actually a lot of fun.”

Alter Ego contestant Dasharra Bridges and her avatar, Queen Dynamite (source: Rolling Stone)

The first episode of the show dropped yesterday, so you might want to check it out on your streaming service or cable TV! I know I’ll be watching every episode 🙂