Opening
The first time I opened the character editor, I spent three hours. Not because the options were complicated, but because there were too many—from iris textures to clavicle curvature, every slider was saying "you can be more meticulous." When I exited the editor and looked at that face, it really did look like a real person. Then I sent her to work, watched her sit in an office for eight hours, come home after work to eat instant noodles and sleep. The next day, repeat. I realized this game gave me a perfect puppet, but forgot to give her a life worth living.

Visual Presentation | 9.0/10
Grafika: 9/10This is what life simulation games should look like in 2025.
In the city overview, the glass curtain walls of every building are reflecting light, palm tree shadows move with time, and you can see the shimmering waves on the horizon as the Ferris wheel completes a rotation. It's not that "stunning from afar, blurry up close" fake refinement—when I zoom the camera down to street level, the wrinkles on pedestrians' clothes, water stains on coffee cups, and wear marks on bench armrests are all there. This game has surpassed The Sims 4 by a generation in visual density.
The character customization system is the most insane I've ever seen. Facial feature adjustment has 137 sliders, body editing can be precise down to calf muscle definition, and the clothing system supports layered outfits and material replacement. You can create a character that perfectly replicates a real person, or make a face that doesn't exist in reality at all—this level of freedom isn't "character creation," it's "sculpting."
But this refinement comes at a cost. My 3070Ti only gets 40fps running 1080p high settings, and with ray tracing enabled it drops straight to 25fps. The optimization is a disaster, and this is still an early version—will future content updates continue to drive up system requirements? No idea. Right now, people who can run this game smoothly probably have a GPU budget more expensive than the game itself.


Gameplay Depth | 4.0/10
Rozgrywka: 4/10The building system is the only part of this game that's somewhat playable.
Walls can be freely adjusted for thickness and material, roofs support multi-layer stacking, and terrain editing integrates features that usually require mods. I spent six hours building a seaside villa, designing everything from the foundation to the pool myself. The process was genuinely satisfying—until I discovered the roof snapping logic was broken, stairs would misalign when adjusting wall heights, and the undo function often failed. There's a lot you can do, but everything feels slightly off.
Then comes the long stretch of boredom.
Your Zoi wakes up, eats, goes to work, comes home, and sleeps every day. Work is a progress bar, socializing is an option menu, and entertainment activities are just "watch TV" or "use phone." There's no skill progression system, no career advancement path, no depth to relationships—all interactions remain superficial. I had two Zois fall in love, and after their relationship value hit 100, that was it. No proposal option, no wedding system, not even a "move in together" feature—you have to do it manually.
This game gives you an elaborate sandbox but forgot to put toys in it.


Narrative and Emotion | 3.0/10
Fabuła: 3/10Zoi's world is an empty shell.
The city is beautiful, but every NPC is like a walking corpse. They walk around the streets, occasionally stop to chat for a bit, then continue walking. No backstory, no personality differences, no life trajectory—every character you create is essentially the same person, just with a different face and outfit.
Even worse is the game's understanding of "life." Zoi's needs are only four: hunger, fatigue, hygiene, and social. The ways to satisfy them are always eating, sleeping, bathing, and chatting. No hobbies, no dreams, no life goals. I tried to make a Zoi "pursue a music dream"—she could buy a guitar, she could perform on the street, but this behavior had no impact on her life whatsoever. She wouldn't meet new friends because of it, wouldn't find a better job because of it, and there wasn't even a "music skill" that existed.
This isn't life simulation, it's consumerist performance art. The only meaning of your Zoi's existence is to buy things, decorate the house, and then continue buying things.


Content and Potential | 5.5/10
Zawartość: 5.5/10This is a half-finished product, and the developers aren't hiding that fact.
The game has a built-in community sharing platform called Canvas, where you can upload your own characters, buildings, and clothing designs. The daily challenge system regularly updates themes to encourage player creativity. The idea is right—The Sims has survived for twenty years thanks to its mod community. But the problem is, the game hasn't even finished its basic gameplay yet, and they're already expecting players to fill the gaps with UGC?
The career system only has five jobs, and they're all just "work for eight hours" progress bars. No pets, no seasonal changes, no holiday events. The city management interface is full of numerical sliders, but adjusting them has almost no impact on the gameplay experience. The promised "dynamic city ecosystem" is currently just a concept.
The developers say they'll continuously update content going forward. Maybe in a year this game will become what it looks like in the trailer. But right now? You're paying full release price for beta content.

































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