inZoi’s Concurrency Plummets—But Krafton Says “Chill, It’s a Single-Player Game”
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inZoi’s Concurrency Plummets—But Krafton Says “Chill, It’s a Single-Player Game”

Steam charts say inZoi is ghosting, but Krafton says it’s thriving—so who’s right?

When inZoi dropped, it was pitched as the stylish, next-gen answer to The Sims—with jaw-dropping visuals, AI-driven life simulation, and enough Instagram-filter aesthetic to make your Sim selfies go viral. And at first? It popped off.

With an all-time peak of 87,377 concurrent Steam players and 1 million sales in just a week, Krafton was already sipping champagne and declaring it their fastest-selling title ever.

But flash forward to now? The vibe’s more funeral than fiesta.


📉 From Boom to Bust: The Steam Chart Slide

Here’s how fast the air leaked out of the party balloon:

  • April 2: ~30,000 concurrent players
  • Mid-April: Slid below 10,000
  • Late April: Hovering around 5,000
  • June 10: Down to 832 active players

Even The Sims 3, a game that launched when Obama was still president, is currently beating inZoi on Steam concurrency.

It’s the gaming equivalent of dropping the hottest album, then performing to an empty food court by week three.


💬 Krafton: “That’s Fine, Actually.”

Krafton isn’t sweating the numbers—at least not publicly. Their argument? This is a single-player life sim, not a live-service shooter.

In their words, “sales are a better indicator” of how inZoi is doing. And if we’re going by that metric, things look decent:

  • 1 million units sold in a week
  • Topped Steam’s Global Top Sellers list 40 minutes after launch
  • Players averaged 3.1 hours of gameplay on launch day
  • Daily Active Users (DAU) peaked near 270,000

So yes, people showed up. But then they… left. Fast.


🤔 Why the Drop-Off?

Let’s not sugarcoat it: this isn’t just the usual post-launch dip.

Yes, single-player games always lose steam (pun intended) after launch. But this was more of a vertical nosedive than a gentle slope. Players cited:

  • Buggy AI and weird character behavior
  • Lack of meaningful life simulation mechanics
  • Superficial customization with not enough depth
  • Features missing or still being teased for “later updates”

Even Reddit threads defending the game admit:

“Love the potential, but right now it’s a pretty slideshow-y life simulator with zero consequences.”

Ouch.


🛠 Krafton’s “We Got This” Plan

To their credit, Krafton isn’t ghosting. They’ve acknowledged community feedback and announced:

  • Monthly roadmap updates
  • More transparent communication
  • Public testing of upcoming features
  • Faster delivery on requested systems like better job mechanics, deeper relationships, and less… bot-like NPCs

In short: they’re trying to turn the game from TikTok filter to actual life sim.


🎮 The Sims Comparison: Fair or Flawed?

It’s natural to pit inZoi against The Sims. That’s the battlefield Krafton chose.

But even The Sims 4 took years, mountains of DLC, and multiple free-to-play pivots to reach sustainability.

So expecting inZoi to dethrone it in Early Access, without DLCs or a decade of modding, might’ve been setting the bar a little high. This is more “open beta energy” than fully-formed simulation juggernaut.


🧠 Final Take – Numbers Lie, but Not Always

Is Krafton right to downplay Steam concurrents?

Kinda. For single-player games, sales matter more than live player count. That’s fair.

But when your player base disappears faster than EA’s promises on Twitter, you’ve got to ask: did the hype outpace the content?

inZoi can still make a comeback. The bones are solid. The visuals are 🔥. But they’ll need consistent updates, real depth, and a few viral moments to recapture attention.


📢 Over to You:

Have you played inZoi? Did you bounce out after a few hours? Or are you in it for the long haul, Sims-style?

Drop your take below—and if you’re still playing, maybe send Krafton a love letter. They could probably use it right now.

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