My Favorite inZOI Gameplay Mods So Far: Magic, Police, Crime and More
I take a first-person tour through the inZOI community mods that impressed me most so far, from Age of Magic and patrol work to organized crime, mature themes and violence gameplay.

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Needs verificationThese are community-made gameplay mods using the mod-kit tools currently available for inZOI, not official game features. I am already impressed by what they can do before official script-mod support—expected sometime in October, according to the video—and I wanted to share the ones that stood out to me most.
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Quick answer: These are community-made gameplay mods using the mod-kit tools currently available for inZOI, not official game features. I am already impressed by what they can do before official script-mod support—expected sometime in October, according to the video—and I wanted to share the ones that stood out to me most.
Script mods may be a couple of weeks away, but that has not stopped the community from making some genuinely amazing things with the tools we have now. I went into this wanting to show off a few of my favorite gameplay mods so far, and I have links for everything in the original video description if you want to check them out yourself.
This is not me saying every feature is finished, universally compatible, or officially supported. It is a first-person showcase of what I tried, what surprised me, and the kinds of stories these mods are already letting me play.
Age of Magic Is the Big Game Changer for Witchcraft Saves
First up is Age of Magic, a huge magic mod that brings spellcasting, potions, and two new skills—spellcasting and alchemy—into the game. I can level those skills to unlock more spells and potions as I progress, which makes it feel like a real system rather than a couple of one-off interactions.
One of my favorite early spells is Charm. I believe it unlocks after level two, and casting it on a Zoi gives a huge friendship boost. That is only the early stuff, though. At higher levels, I can do much bigger things, including changing the weather; there is even a spell for killing other Zois.

The potion side has grown a lot too. The mod recently seemed to double the available potion count, and throwable potions were added—basically the closest comparison is Minecraft splash potions. I mostly interact with Age of Magic through the spell tome, which I think I open by clicking my Zoi. The UI was surprisingly well done in my opinion: it is resizable, lets me change themes, shows higher-level spells, bloodline information when I add it, and even includes a demonology tab.
The themes are not just cosmetic. They are tied to four paths my witch can choose for a limited time, each granting access to particular spells. Once I commit to one, I am locked in until its timer resets, so I have to think about what will actually be useful that day. The newer potion shop is another fun addition: I can run a business selling potions rather than only crafting them for myself.
What really sells me is the roleplay potential. I can build a family tree, make my own backstory and lore, and lean into a witchcraft-focused save. There is also an optional demon add-on, with demons positioned as witches' sworn enemies. That creates two opposing occult factions, special interactions, and the option to become a demon myself. It has been a major game changer if I want more magic or occult gameplay in inZOI, and I love that the creators keep expanding what is already one of the biggest mods available.
Protect and Serve Finally Gets Me Out of the Desk Chair
Protect and Serve is a very new playable police-career mod. I was skeptical at first because its creator, Zoyworks, seemed to come out of nowhere with a stream of ambitious-looking mods. After I downloaded it, scanned it for viruses, and actually tried it, though, I was confident it was legitimate—and I have been having a ton of fun with it.
The career requires Bliss Bay. My shift starts at the police station, but the important part is that I am also out on patrol around the city. The new UI impressed me immediately: it is clean, tracks a lot of stats, and lets me patrol different areas and call for backup when the situation calls for it.
The honor system is especially cool; it reminds me of Red Dead. I can take the bad-cop route and intimidate citizens, or I can do the job properly and focus on keeping people safe. The mod also includes a new ambition and two police-focused desired lives, so it supports an entire cop-centered playthrough rather than only a shift activity.
The patrol calls are why this one works for me. I can get dispatched to a noise complaint or told to patrol a particular part of town, and it feels like I am receiving real calls throughout the day. It breaks up the monotony of sitting in the station, since I spend most of my time out in the city instead of stuck at a desk. I started skeptical; after playing it, I definitely recommend it.
Organized Crime Surprised Me More Than I Expected
Zoyworks' Organized Crime mod has bonus functionality when I pair it with Protect and Serve. Where the previous mod lets me play a police officer, this one lets me become a gang leader and build an organization from scratch. I can recruit other Zois, send them on jobs, run rackets, and plan heists.
I start by clicking my Zoi and creating an organization. From there, I can make it as detailed or as minimal as I want. Recruiting is easier when I already have a friendship or at least some kind of relationship with the Zoi I want to bring in. New recruits begin with entry-level jobs; as their skills improve, better-paying work opens up.
I was pleasantly surprised by the loyalty choices after someone comes back from a job. If a member makes money, I can let them keep it, split it with them, or take it all for myself—and those choices affect loyalty. I was not expecting that kind of detail at all, and it is a great idea.
There are caveats. The heist section did not seem fully implemented in my testing: after the timer finished, I was able to choose the result, from making no money to making a lot. That leaves me unsure whether heists are fully working yet, so I need to test them more before treating them as complete.
Racketeering is another option. I can approach businesses and pressure owners into paying the gang for protection, with the outcome depending on skills and dialogue choices. My first attempt failed outright, which was honestly a useful reminder that it is not automatic. When it succeeds, businesses can pay passive income. The mod also introduces racketeering, crew leadership, and intimidation skills, plus a new ambition, two desired lives, a characteristic, and four aptitudes. If I keep enough crew members busy with jobs, it can become a way for my Zoi to make money without a normal job. Overall, both of the Zoyworks mods have been a lot of fun for me.
The Flip-Phone Mods Are Best Treated as Mature Storytelling Tools
Next is Mortimer's Milk's drug-themed mod. It is an older mod, but I had only discovered it a couple of days before recording. It adds cigarettes, cigars, and cannabis-themed items for a Zoi, with most interaction centered on a black flip phone on screen.
The phone is the ordering and claim interface. Cigarettes and cigars can be bought and used in-game, while the cannabis-themed interactions require the relevant in-game items. For me, the main appeal is storytelling: it gives a particular character concept a dedicated prop and set of interactions instead of making it feel like a generic menu.
At the time I played it, actions such as grinding, using a lighter, and smoking were silent, so I would like to see sound effects added later. It is still nice to have the mod as an option this early in the game's modding scene, but official script support is not in place yet, so there are clear limits to what current community mods can do. This is fictional game content, not an official inZOI mechanic or real-world guidance.
The Violence Mod Is a Promising, Unfinished Foundation
Mortimer's Milk also made one of the first, if not the first, violence mods for inZOI. It adds a pistol and a knife for use against other Zois, acquired through the same flip phone's Amazon app and claimed through that app after delivery.
I can trigger attack interactions through a Zoi's violence menu after speaking with them, or I can use active control. I got a kick out of the animation when my Zoi carried the pistol—who does bro think he is, James Bond? In my testing, the pistol was extremely powerful, while the knife could behave differently depending on how I used it.
I also want to be clear about the limits of my testing. As far as I could tell, the mod did not add a separate murder crime; I saw assault consequences instead. Public crimes were said to make police response more likely, and every time I tested a killing, police showed up. I have not tested a secluded area or a household with no witnesses, so I cannot say whether the behavior is the same there. Treat that as my experience with this mod version, not a full specification of the game's crime system.
I have been having a blast with the mod as a crime-gameplay foundation, but it still feels like a foundation. More weapons, stronger visual effects, and more polish would be great future additions. The opportunities feel pretty endless.
I Cannot Wait to See What Comes After Official Script Support
Every mod here is a community creation using the tools currently available, not evidence that any of these systems are official inZOI features. The video discussed script mods as expected sometime in October, but it did not establish a guaranteed date. With that caveat in mind, these mods have already been game changers for me.
I honestly cannot stop thinking about what creators will do once official script-modding support finally arrives. I have even started downloading custom content from Canvas, which I had never done before. If you know any hidden gems or mods I missed, please share them in the comments—I have definitely got the itch to download more amazing mods. I have done enough yapping for one list, so I hope you enjoy it and have a blessed rest of your day.