The long-awaited inZOI ModKit is officially launching in the mid-June 2025, and it’s a major milestone for creators and modding fans alike. Whether you’re a casual player looking to personalize your world or a 3D artist ready to dive deep into asset creation, the ModKit promises exciting new possibilities.
With the ModKit now delayed and more details shared, let’s take a closer look at the roadmap, features, and what the CurseForge integration really means for creators. You can read the full update letter from Kjun on Steam here.
🔧 What’s Coming with the ModKit?
Here’s what we know from the official inZOI team:
đź§© Key Features in the Mid-June Update
Downloadable inZOI Assets
Blender & Maya Plugins
Unreal Engine Project Support
CurseForge Integration (optional to use)
    Mods can be packaged and uploaded directly to CurseForge, which will be accessible from within the inZOI game itself.
The devs have outlined a steady rollout of additional features:
▶️ September 2025
Character features like hair and faces
Build elements like doors, fences, windows
Custom interactions (voice, rewards, dialogue)
▶️ December 2025
Most outfits become moddable
Editing of interaction scripts and localization tools
This roadmap shows real ambition, and inZOI clearly wants to foster a strong, creator-driven modding community.
On May 24, 2025, inZOI creative director Kjun released an official update addressing the status of the ModKit and how community feedback is shaping its development. Most importantly, the update clarifies that CurseForge will not be a required platform for mods, a point many creators had been seeking clarity on.
Originally scheduled for late May, the first version of the ModKit has now been delayed to mid-June, with the development team citing a commitment to quality and usability. While disappointing, this delay comes with something positive: direct communication about how modding will work.
According to Kjun, the ModKit will support two methods for using mods:
Uploading to CurseForge as an option, where players can browse and install mods through the in-game Mod Browser.
Manual installation, by saving mods locally and placing them in the Documents\inZOI\Mods folder.
This officially confirms what many in the community were hoping for, that modding will remain open, and creators won’t be locked into a single platform like other games, such as Hogwarts Legacy.
While the clarification is welcome, the concerns raised by creators were never baseless. The original language surrounding CurseForge’s integration was vague, and comparisons to games like Hogwarts Legacy (which later disabled external mods entirely) made many concerned for where the modding community is headed before it has a chance to even blossom.
Speaking up early was essential in getting answers.
This isn’t just about NSFW content or monetization, it’s about creative freedom and whether creators are allowed to control where and how they share their work.
Creators have every right to be cautious about platforms that profit from user-generated content without giving back fairly, especially when those platforms have also faced political controversy and censorship issues in the past.
With the ModKit delayed but clarified, this is a good time for creators to prepare:
Plan to host your content wherever you’re comfortable, CurseForge, Nexus, Patreon, Ko-fi, or your own site, community sprouted websites.
Use the delay to organize projects, connect with other modders, and keep an eye on how inZOI’s terms evolve.
Based on how Kjun’s letter was phrased, especially the references to “misconceptions” and the team “clarifying based on your feedback,” it strongly suggests that the community response played a role in both the delay and a broader reassessment of how the ModKit is being introduced.Â
While the official reason is to prioritize quality, the timing and wording imply that the backlash over CurseForge integration may have forced the team to rethink their rollout strategy, messaging, and technical implementation before moving forward.Â
Celebrate this win! Because it was community feedback that made the difference. InZOI modding isn’t locked down like Hogwarts Legacy. And now, with clearer tools and multiple sharing options on the way, the future can be shaped by creators, not just platforms.Â
While concerns were valid and necessary, it’s also important to recognize when a studio listens. The inZOI team, and Kjun in particular, took the time to address the concerns, clarify the direction, and show a willingness to adapt based on community feedback.Â
For that they deserve the roses🌹
That kind of responsiveness isn’t always common in game development, and it deserves acknowledgment. Here’s hoping the ModKit continues to grow into a tool that empowers creators, not limits them, and that this sets the tone for a transparent and collaborative future.