The Players Alliance HQ Is Planning an EA Raid on May 11th in Protest of the EA Buyout in Redwood City, California.
The backlash against the leveraged buyout of Electronic Arts continues, with a new protest movement organised by Players Alliance HQ now calling on cosplayers and gamers to “raid” the Electronic Arts headquarters in opposition to the proposed Saudi-backed takeover deal. Dubbed the “EA Raid”, the campaign follows the criticism of the reported $55 billion acquisition effort involving Saudi Arabia’s Public Investment Fund, among other investment groups. Attendants will arrive outside EA’s headquarters in Redwood City, California, and unravel a 50ft scroll with over 70,000 signatures from the recent petition.
The Players Alliance is raiding EA’s HQ in Redwood City, California
On May 11th, the Players Alliance will rally gamers from across the country to raid the HQ in spectacular fashion. We’ll be delivering our 70,000 petition signatures, yes, but we’ll do it in a way that they can’t ignore.
We’re fighting to block the $55 billion by the Saudi monarchy and private equity consortium led by Jared Kushner. We’ve already recruited help from Congress — hosting a Twitch stream with Rep. Maxwell Frost. This already caught EA’s attention, so now’s the time to bring more heat.
We want to get as many Bay Area gamers to join us as possible. The action will be in the morning, Can you join us?
Fill out the form and an organizer will be in touch.
The protest will be taking place on May 11th 2026, at the Electronic Arts Headquarters in Redwood City, California. The protest will begin at 11 AM with the unravelling of a 50ft scroll featuring the signatures from the recent buyout petition. The petition was recently promoted in a livestream by Lilsimsie, who was joined by US Representative Maxwell Frost, in which discussions were held about the potential impacts of the buyout. You can register your interest below:
What Concerns Are Held by Players About the EA Buyout?
A comment we often receive, and you may have seen across social media, is “why should we care?” The reported buyout would see Electronic Arts come under new ownership, with a majority held by Saudi Arabia’s Public Investment Fund (PIF), the sovereign fund of the Gulf nation. Alongside the PIF, the buyers also include Affinity Partners, headed by Jared Kushner, the son-in-law of President Donald Trump, and Silver Lake. A buyout of this size would see EA go under several major changes, such as more aggressive monetisation to clear any debts, mass employee layoffs, wage suppression, and further expansion of AI tools that replace human jobs.
The background of the new owners should also give players pause for concern. The PIF is the personal investment fund of the Saudi Arabian crown, the same government known for extreme censorship, complicity in war and genocide, and human rights abuses. Saudi Arabia ranks 4th in the Global Slavery Index’s estimation of the number of people in modern slavery.
Have you pledged support for the EA Buyout petition yet? Let us know in the comments below, and stay tuned to Sims Community for all the latest on the EA Buyout.
After the drop of the April 29th update, that seemed to initially be the May update, we have finally heard word from the InZOI team about the next InZOI Update! Hyungjun ‘Kjun’ Kim, Producer and Director of InZOI, shared a new development diary that is based around foundational systems. Meaning, these features may not seem groundbreaking or incredibly expansive right now, but they will be the base for many new features added later and can expand so much of what InZOI’s game is currently capable of.
Next InZOI Update Coming June 2026!
○ As stated in Kjun’s Development Diary, the next update will be coming in June 2026! It was also noted that the features introduced or worked on this week are more foundational, intending for them to be basic systems to be expanded upon for later updates and features.
○ Work towards establishing items you can use to stream video directly from the local files on your PC. It was noted that due to licensing and other issues, direct streaming from media companies would not be possible. You can also change the audio, video/audio speed, and angling of the video.
○ This feature will also likely include playing music from your local files directly to speakers in-game.
○ A ring menu feature is in development for the console version of InZOI, but is also now being adapted to the PC version. Will allow customization so you can choose what is present.
○ There are plans to implement features that use the Playstation 5 DualSense controllers, like a mini-game/feature to “Blow out” birthday candles in-game by blowing into the controller.
○ Another DualSense feature being worked on that may be added is a fishing minigame.
○ They are working on adding more cause and effect events, or connections, to items and actions in game. The examples provided are..
○ Spilling water on the ground and another Zoi walking over it, causing them to slip.
○ Spilling water on a PC, causing your friend who is using it or repairing it to be electrocuted.
○ Spilling water or hitting a computer with a frying pan, causing it to break.
○ Adjustments are also being made to the ragdoll physics depending on the situations in which they are triggered.
○ These adjustments seem to be specifically to make the ragdolling more sensitive, reactive, and dramatic. This includes Zois being ragdolled and falling off of platforms or roofs, and also Zois ragdolling and hitting other objects, like walls or furniture.
○ Working on expanding the “Look At” system in the game. Some ways this will be implemented is to allow your Zoi to follow your cursor in Create-A-Zoi, as well as to adjust the systems required to allow Zois to walk while holding hands.
05.08.26 Expanding on Foundations
Hello,
Sorry everyone for the late upload.
As soon as the video was finished, we found out an API error occurred on Discord, but luckily, it didn’t last too long, so I’m uploading it now
Though the Brainstorm topic for this week is well explained throughout the video, I want to ask again through text to have you all share how you would utilize some of these fundamental features from the video. Looking forward to all of your wonderful ideas
I hope everyone has a joyous weekend.
-Kjun
What features expected in the next InZOI Update in June are you most excited to see expanded upon? Do you have any ideas for how these features could be used that wasn’t touched on? Comment and brainstorm below!
Make sure to keep up with The Sims Community as we keep you up to date on all things InZOI and the life simulation genre! Make sure check in with InZOI and their official website as well for more detailed info and socials!
The streets just got a whole lot more stylish in The Sims 4. Suppose you’re looking to build a closet that is modern, expressive, and just a tad effortless. Sims 4 Streetwear CC is where the real fun begins. From casual, comfy looks to colorful, bold, statement pieces, this style brings that everyday “Off Duty Model” vibe straight into your CAS.
In this post, we’re heading straight into some of the best CAS CC picks to create the ultimate street vibe for your Sims. Whether you’re looking for clean, minimal outfits or grunge- and skate-inspired combos, these CC finds will have your Sims looking and feeling fresh!
Sims 4 Streetwear CC: 44 CAS Pieces For Crisp, Stunning Outfits
Jazmyn Top by ali
Your Sim will be laid-back but styled up in this Sims 4 Streetwear CC top by ali! Jazmyn Top is a simple, tight-fitting crop top available in 12 swatches. Paired with the matching sweatpants – mentioned below, would create a cute, everyday style for a streetwear vibe!
Tees Ribbed Shirt With Open Sides by MissValentine142
This ribbed, CC top by MissValentine142 is most certainly a downtown, inspired essential! This top, available in 24 swatches, features a cropped, short-sleeve T-shirt with open sides pulled together in a braid.
Hood up, mood set! PARE – Boyfriend Hoodie by VentaStudio is a full-body outfit that has its hood up and features small fabric wrinkles, available in 10 swatches!
Sweatpants in streetwear are part of the everyday chill uniform! These CC bottoms by ali are a pair of loose-fitting, low-waist sweatpants – perfect for the streets, and the matching bottoms to the top listed above by ali. Available in 12 swatches for feminine-frame Sims, aged teen through elder.
Stacked layers mean stacked style. Toxic Jeans by jellymoo are a pair of baggy, denim jeans with stripes at the sides of the legs for feminine-frame sims – available in 16 amazing swatches.
Relaxed fit, but real attitude – Lace Casual Pants by ZNsims is a pair of loose-fitting, sweatpants for feminine-frame Sims that feature bow graphics, words, and lace graphics at the sides of the legs. Undeniably stunning!
Crop Tee & Plaid Skirt by trapstyleree provides effortless street energy with its cropped, short tee, available in 10 swatches – paired with the layered, denim skirt, with green, plaid frills that hang in the front and back, make for the cutest, streetwear look!
Zaha Outfit by ValenttinaMuniz is a denim, Sims 4 Streetwear CC outfit that is fitted, faded, and flawless! Included are a baggy pair of denim jeans with a belt and a denim tank top fitted with a zipper – available in 10 cool swatches.
Another denim CC outfit packed with attitude! Joy Top is a one-shouldered, fitted tank with a cut out at the sternum, while Jordyn Pants are a pair of loose-fitted jeans with underwear detail at the top – available in multiple swatches each!
Everything your Sim needs to run the streets in comfort and style! KARLEY Collection by ali contains 2 tops, a bralette, and a fitted, cropped, long-sleeved T-shirt. There are also 4 CC bottoms included, such as a pair of sweatpants, leggings, biker shorts, and loose athletic shorts – all available in 15 swatches.
Streetwear but with a kick of color! This sleeveless, CC dress by Daph’s features bright, comic graphics and small cut-outs at the front of the hips. Available in 6 eye-catching swatches!
Your Sim will be giving off main-Sim-energy with this beautiful CC dress by VentaStudio! A short, ¾ sleeved dress, with a jersey theme and accents at the front and back. Show off your style in 5 lively swatches!
Layers upon layers of street style! Layered T-shirt III by Gorilla Gorilla Gorilla is a CC top for masculine-frame Sims that features a long-sleeved, baggy undershirt, with a graphic T on top in 50 swatches. Paired with baggy jeans makes a streetwear staple!
Corduroy Sweater Detailed Streetwear Jacket by rvn2seven
For a softer, cozy but definitely still streetwear vibe – Corduroy Sweater Detailed Streetwear Jacket by rvn2seven features an undershirt, with a detailed sweater on top, paired with a textured vest or long-sleeved jacket – available in 20 amazing swatches! Walk the streets in comfort and look amazing doing so.
Urban Streetwear Sleeveless Graphic Tee & Headphone by heatherthirteen
This Sims 4 Streetwear CC top by heatherthirteen may be laid-back, but it will certainly level up your Sim’s streetwear look! A short-sleeved T with rolled sleeves in 20 swatches is paired with matching headphones to complete the look. A must-have for your masculine-frame Sim’s streetwear CC closet!
Functional meets fashionable in Artsy Hoodie Shirt by McLayneSims! This hoodie features a loose neckline with a more fitted look in 5 swatches. No matter what kind of street vibe your Sim may hold, this hoodie will be sure to elevate your look.
Built for chill days, these CC sweatpants by couquette feature a loose fit with a textured detail in 8 swatches. The perfect CC bottoms to pair with an oversized hoodie or T for a relaxed street vibe.
Looking for a more laid-back but put-together set for your masculine-frame Sims? Bad Dream Outfit Set by RONA_SIMS features a pair of loose-fitting sweatpants, with a plain undershirt, and a zipped hoodie with either the hood up or down. This amazing set comes in 10 different swatches of black, grey, and white. Handsomely simple but with a bad boy, street edge.
Cristoffer Set by ali offers an effortless urban edge – included is a CC sweatshirt with a plain undershirt, paired with loose-fitting gym shorts sweats with drawstrings. Mix and match with accessories to create your ultimate streetwear vibe!
Worn-in street chaos with Deadnite Set For Men by WisteriaSims. This CC set includes a graphic hoodie, loose-fitting sweatpants with graphics, and a facemask with different mouth motifs – available in 17 swatches for masculine-frame Sims aged teen through elder. The perfect grunge attire for your edgier, street vibing Sims.
Track jackets are the perfect old-school, streetwear drip! trapstyleree has us all covered with their awesome CC, unisex top! Blue Jackets come in 2 different versions, a Louis Vuitton style for feminine-frame Sims, and a Martine Rose style for the masculine-frame Sims. A must-have for every Sim’s streetwear style closet!
An absolutely adorable, streetwear CC style jacket for your feminine-frame child Sims! This cute jacket by Garfiel features a two-toned jacket with patches, a cropped shirt with the word “Darling,” and a city skyline motif. To finish off this outfit, Garfiel has also included a pair of denim ombre shorts with a belt buckle. A bold, fashionable look that gives off colorful street vibes.
Girl’s Streetwear Style V-Neck Sports Jersey Shirt by heatherthirteen
The perfect athletic-inspired streetwear for children – this CC top by heatherthirteen is a short-sleeved, athletic jersey with wrinkled, breathable fabric, with contrast stripes, and is available in 20 swatches!
Little fits, but big energy! Printed Running Jacket Boys by McLayneSims features long sleeves, a quarter zipper, and a pocket at the front in 6 cool swatches.
Your Sim will be play-ready street style in the Maverick Hoodie by ali! This zip-up hoodie has a plain undershirt underneath and has a baggy fit – available in 18 swatches for both masculine and feminine-frame children aged Sims.
The matching bottom to the top above! Maverick Sweatpants by ali helps complete the relaxed, kid-friendly, street wear look in the same 18 lovely swatches.
Clean chains make bold statements in streetwear vibes! This choker chain necklace by Bobur3 features a double chain in 2 different styles for feminine-frame Sims in 4 colors.
Necklace Chain With Pearl Pendant & Heart Set by Bobur3
For a more low-key luxury vibe, this chain by Bobur3 features a delicate chain with 3 heart motifs, and a subtle pearl pendant in 4 colors for feminine-frame Sims.
Spiky Snapback Hat by BokchoiJo will be an everyday street topper for your Sims. A black snapback-style hat, adorned with spikes to create an edgy, modern street vibe.
Fresh kick energy! Enigma Sneakers by Trillyke is a unisex, chunky, platform sneaker available in 30 swatches. The perfect finishing touch for any streetwear outfit!
SNKRS v2 by Madlen are classic street kicks with a skater vibe that come in 4 different versions with multiple swatches each. Mix and match to create the ultimate street vibe for your Sims.
These CC shoes by Mermalade will have your Sims going from minimal to maximum flex! These high-top sneakers for masculine-frame Sims come in 40 swatches and are wearable for Sim’s aged teen through elder.
Artemis Hairstyle V1 + Hair Accessory by LeahLillith
Grunge updo chaos! This CC hairstyle by LeahLillith features a double bun, with face-framing bangs, 2 braids that fall from the buns, and an optional bow hair accessory – available in multiple styles and swatches. The ultimate hair for any modern, edgy, streetwear look.
Wendy Hair by Peachibunni is a CC hairstyle that gives off elegant, modern, edgy street vibes with its flat bangs, face-framing, cascading hair off to the sides, and the back is pulled into a gorgeous updo. Bring a little sophistication to your streetwear look!
A natural braided charm – Manon Hair by aharris00britney features 2 cascading curls with woven braids available in 28 swatches and is hat compatible. Whether you’re going for a more modern or casual street vibe, this CC hairdo will have your Sim strutting in style!
Streetwear is all about mixing comfort with style, so don’t be afraid to layer pieces, experiment with accessories, and really make each Sim look their own. Hopefully, this list gave you a bit of inspiration for your Sim’s next style, and if you enjoyed this, please be sure to check out all of our other amazing CC finds!
The history of Brand Collab exclusive offers repeats with The Sims 4 Lady Bridgerton Kits!
The announcement of new Lady Bridgerton Kits releasing May 14th, 2026 also came packed with a reveal of The Sims 4 Masquerade Ball Bundle offer. Which is an exclusive combination of both a Deal cut and Reward incentive for purchasing the Bundle in time.
Take a look into the contents of this Bundle offer and its limited availability:
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The Sims 4 Masquerade Ball Bundle Offer
EA and Netflix are partnering up to bring you three extra items from the imaginative universe of Bridgerton into The Sims 4. You get a Bundle of Joy Bassinet, The Bridgerton House Gazebo and The Bridgerton House Piano if you purchase the Bundle for 10USD until August 14th, 2026.
This all comes with a strategic price deal cut of two The Sims 4 Bridgerton Kits releasing May 14th, along with the Bundle deal. These Kits will be priced $6.99USD individually after the Ball Bundle offer expires in August, meaning that you have three months to invest into EA’s portfolio and get a price cut.
Full release information below:
Official Release Info on The Bundle
For the hosts most intent on distinction, the Masquerade Ball Bundle offers the complete experience: uniting The Sims 4 Lady Bridgerton’s Masquerade Ball Fashion Kit and The Sims 4 Lady Bridgerton’s Masquerade Ballroom Kit alongside three exclusive items inspired by moments from the Ton.
The Bridgerton House Gazebo, for clandestine encounters worthy of Benedict and Sophie
The Bridgerton House Piano, for tender declarations that might stir even Francesca…
And for those with dreams of a growing household, a Bundle of Joy Bassinet, like one you may see for Penelope and Colin
Such indulgences, however, are as fleeting as the season itself. Lady Bridgerton’s Masquerade Ball Bundle offer concludes on August 14, 2026, so one would be wise to make haste!
The Sims 4 Lady Bridgerton’s Masquerade Ball Bundle will be available May 14, 2026 through August 14, 2026 on PC via EA app, Mac via Origin, Epic Games Store and Steam, PlayStation 5, PlayStation 4, Xbox Series X|S and Xbox One systems. The Sims 4 Lady Bridgerton’s Masquerade Ball FashionKit and The Sims 4 Lady Bridgerton’s Masquerade BallroomKit are available to purchase separately for $6.99 each. The Sims 4 Lady Bridgerton’s Masquerade Ball Bundle retails for $9.99. Offer ends August 14, 2026.
Both The Sims 4 Bridgerton Kits will release seperately on May 14th for 7 bucks. The Masquerade Ball Bundle offer will expire on August 14th, 2026 at 10AM PT across platforms.
Do you like how these new Kit collaborations are being packed together? Let us know what you think in the comments down below and stay tuned for more The Sims 4 Kits updates!
It’s been revealed in today’s announcement of The Sims 4 Lady Bridgerton Kits that there will be a new Sims 4 Login Event titled Lady Bridgerton Masquerade Ball.
This Netflix TV show is introducing its contents for free in The Sims 4 Base Game through a Login Event. Which is subcategory of Sims 4 Live Events, seperate from Quest Events that take place on occasion.
This upcoming Sims 4 Login Event delivers 22+ new items across Create A Sim and Build Mode, along with the new “Heart on Your Sleeve” Trait.
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Lady Bridgerton Masquerade Ball
For this event you won’t need much effort compared to Quest Events. Simply log in on marked specific times in The Sims 4 Login Event social calendar to claim your reward!
For example, on May 12th you’ll unlock 4 items to claim. 3 items to claim in the following week on May 19th and so on! More rules regarding general The Sims 4 Login Event functionality is explained below:
Earn rewards through Login Events
When you launch the game, select the EventsTab in the Main Menu to bring up the Events Screen and claim your first reward.
Login Events run for several weeks. You’ll need to log in multiple times throughout the Event to unlock all rewards. Each Login Event may run for different periods of time, so the amount of times you’ll need to log in will vary from Event to Event. You can claim different rewards each week.
Once you’ve claimed the rewards for that week, you’ll need to come back the following week to claim more.
Earn rewards through Login Events
When you launch the game, select the EventsTab in the Main Menu to bring up the Events Screen and claim your first reward.
Login Events run for several weeks. You’ll need to log in multiple times throughout the Event to unlock all rewards. Each Login Event may run for different periods of time, so the amount of times you’ll need to log in will vary from Event to Event.
You can claim different rewards each week. Once you’ve claimed the rewards for that week, you’ll need to come back the following week to claim more.
Here’s the official press information about the upcoming login event:
The Sims 4 Login Event: Official Blog Info
From May 12 through July 7, 2026, a free multi-week login event shall unfold, inviting players to return to discover a host of limited-time rewards: 22+ items spanning Create a Sim, Build/Buy items, and even a new Trait.
Pray you do not miss a single moment. Society notices everything.
The Social Calendar*
May 12 marks the beginning of the masquerade festivities, with a limited-time login event.
On May 19, the game is afoot! Ton shall gather to revel in the latest trends.
Then, by May 26, it is time to prepare for the evening, as the season’s finery comes fully into view.
June 2nd, host the event of the season, meet all the most eligible of the ton, and make sure you wear your heart on your sleeve.
*For the two weeks that follow, players shall have the opportunity to see the event through to its end.
Additional Screens
As we await additional information and this Sims 4 Login Event to begin, we have some extra screenshots of how the items look like ingame from the Kits announcement.
Will you be participating in the upcoming Sims 4 Login Event in theme with the upcoming paid Bridgerton collaboration? Let us know in the comments down below and stay tuned to The Sims 4 Live Events updates to find out the 1st week rewards early next week!
You’ve heard of 5 dollar power outlets, now get ready for single pieces of hairstyle that cost more than 2 bucks!
The Sims 4 Marketplace keeps pushing the limits of whats really possible…and morally right. Today’s Marketplace release is a Sims 4 Maker Pack by SixamCC, who also brought you two-parter Build Sets and two-parter Sets for Power Outlets in Europe and North America.
The latest release from this creator is peculiar – considering it’s the first ever Hairstyle release. Ever! We’ve never had Hairstyle releases in Kits before, and now they’re debuting for the first time on The Sims 4 Marketplace.
If you’re interested in contributing to the trend of paying 2+ dollars (200 Moola) on single individual Hairstyle releases (with a few accessories here and there) then be our guest and get this single piece of Hairstyle right now!!!
All jokes aside, it’s unclear why The Sims Team is testing the waters for new Hairstyles through the most absurd ways. Still, it feels at this point that Makers are also starting to contribute to this new era of releases.
See the features for The Sims 4 Seline Hairstyle Maker Pack by SixamCC down below:
The Sims 4 Seline Hairstyle Maker Pack by SixamCC
Price: 200 Moola
The Seline Hairstyle brings soft, cascading waves and an effortlessly chic silhouette to your Sim’s look: captivating and full of charm. What makes it versatile are the two included clip variants: a glamorous crystal branch clip for formal events and elegant occasions, and sweet butterfly clips for a whimsical, playful vibe. Style her for a dreamy a night out, a garden party, a glamorous gala, or a casual afternoon that still turns heads.
Whether you’re dressing up a sophisticated Sim or a free-spirited one, Seline has a look for her. Add it to your collection today! By SixamCC.
Maker Pack Features
SOFT WAVES WITH BUTTERFLY CLIP DETAIL
A closer look at the butterfly clips, showing how they add a playful decorative touch.
HAIRSTYLE WITH CRYSTAL BRANCH CLIP
A closer look at the crystal branch clip, adding a refined touch that works well for more styled and formal looks.
CLEAN SILHOUETTE
A clean version of the hairstyle. Soft waves with natural volume create a simple and polished look that works easily with any outfit.
COMPLETE COLOR SWATCH SET
Includes 24 Maxis Match color swatches with a mix of natural and dyed tones, making it easy to match different styles and preferences.
Maker Pack Items
Are you interested in purchasing individual single Hairstyle pieces on The Sims 4 Marketplace for two dollars and more? Let us know what you think in the comments down below and stay tuned on Sims Community for general Sims Franchise updates!
EA reveals two The Sims 4 Lady Bridgerton Kits – coming May 14th!
As speculated in the leaks found ingame, there’s a new collaboration coming your way in a form of Kits. The Sims Team and Electronic Arts have just revealed the two Sims 4 Lady Bridgerton Kits, coming to The Sims 4 next week on May 14th!
Along with the reveal is also a first look at the upcoming Sims 4 Masquerade Ball Live Event, starting May 12th in The Sims 4 Base Game!
Take a look at the first photos, official blog information and more reveals coming your way about the upcoming Sims 4 Bridgerton Kits collaboration:
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First Photos
Official Blog Post
The Sims Team revealed in the official blog post that The Sims 4 Lady Bridgerton Kits will cost $6.99USD each, or a price equivalent to your local currency. You can also get the exclusive The Sims 4 Lady Bridgerton’s Masquerade Ball Bundle for $9.99USD, or a price equivalent to your local currency.
Also granting you access to these three exclusive items ingame, including a new Piano, a Gazebo and a Baby Bassinet.
You have until August 14th, 2026 to claim the Kits Bundle offer and get them for a discount in pair.
It has come to this author’s attention that a most intriguing affair is soon to unfold: one promising fashionable spectacle and no small measure of decadent décor.
For the first time, in partnership with Netflix and Shondaland, the world of The Sims 4 is abuzz with the elegance, glamour and anticipation for Lady Bridgerton’s grand social season. And what, dear reader, is a season without a proper ball?
The festivities begin on May 12, 2026, with a free limited-time login event filled with rewards fit for the season.
Then, on May 14, the celebration continues with The Sims 4 Lady Bridgerton’s Masquerade BallroomKit, The Sims 4 Lady Bridgerton’s Masquerade Ball FashionKit, and The Masquerade Ball Bundle, complete with both Kits and three exclusive bonus items for those who desire it all.
Kits Trailer
For A Masquerade Ball to Rival Them All
For the hosts most intent on distinction, the Masquerade Ball Bundle offers the complete experience: uniting The Sims 4 Lady Bridgerton’s Masquerade Ball FashionKit and The Sims 4 Lady Bridgerton’sMasquerade BallroomKit alongside three exclusive items inspired by moments from the Ton.
The Bridgerton House Gazebo, for clandestine encounters worthy of Benedict and Sophie
The Bridgerton House Piano, for tender declarations that might stir even Francesca…
And for those with dreams of a growing household, a Bundle of Joy Bassinet, like one you may see for Penelope and Colin
Such indulgences, however, are as fleeting as the season itself. Lady Bridgerton’s Masquerade Ball Bundle offer concludes on August 14, 2026, so one would be wise to make haste!
A Most Fashionable Affair
One cannot attend a masquerade without the proper attire, for appearances are everything.
With the Masquerade Ball FashionKit, one may don suave tailcoats, dazzling gowns, and accessories worthy of the season’s most talked about affair: from Sophie’s Lady in Silver dress, paired with shoes and mask, to Benedict’s effortlessly styled look that is sure to invite intrigue. Adorn oneself further with Lady Bridgerton’s opulent mask and tiara, or command the room in Queen Charlotte’s striking Celestial Wig and gown. These ensembles are plucked straight from the grandest ballrooms of the ton themselves.
Whether one seeks admiration, or incites envy, rest assured: heads will turn, and whispers will follow.
Of course, fashion alone does not make the evening.
With Lady Bridgerton’s Masquerade BallroomKit, one may construct a perfect setting befitting the social event of the season. Picture glittering crystal chandeliers, opulent florals, and a dance floor upon which every glance, and every step, carries meaning.
From marble fireplaces to lavish banquet tables, the stage is set for romance… or ruin.
The Invitation Extends Further Still…
And what is a season without anticipation?
From May 12 through July 7, 2026, a free multi-week login event shall unfold, inviting players to return to discover a host of limited-time rewards: 22+ items spanning Create a Sim, Build/Buy items, and even a new Trait.
Pray you do not miss a single moment. Society notices everything.
The Social Calendar*
May 12 marks the beginning of the masquerade festivities, with a limited-time login event.
On May 19, the game is afoot! Ton shall gather to revel in the latest trends.
Then, by May 26, it is time to prepare for the evening, as the season’s finery comes fully into view.
June 2nd, host the event of the season, meet all the most eligible of the ton, and make sure you wear your heart on your sleeve.
*For the two weeks that follow, players shall have the opportunity to see the event through to its end.
So, tell me dear reader,
Will you design a ballroom to rival the great houses of the ton?
Will you arrive in a disguise that conceals, or reveals, your truest intentions?
Or will you simply observe from the sidelines… as others make history?
I, for one, shall be watching most closely.
Vooz Trelby,
Simzee Mindyof The Sims Team
The Sims 4 Lady Bridgerton’s Masquerade Ball Bundle will be available May 14, 2026 through August 14, 2026 on PC via EA app, Mac® via Origin, Epic Games Store and Steam®, PlayStation®5, PlayStation®4, Xbox Series X|S and Xbox One systems. The Sims 4 Lady Bridgerton’s Masquerade Ball FashionKit and The Sims 4 Lady Bridgerton’s Masquerade BallroomKit are available to purchase separately for $6.99 each. The Sims 4 Lady Bridgerton’s Masquerade Ball Bundle retails for $9.99. Offer ends August 14, 2026.
Additional Trailer Screens
What do you think about the latest reveal of The Sims 4 Lady Bridgerton Kits from The Sims Team? Let us know your thoughts in the comments down below, and cast your vote in our simple poll included below:
One major complaint of The Sims 4, primarily, is that some players who have played previous entries find it to be too easy, predictable, etc. Sims are harder to kill, harder to neglect, and tend to have a happier disposition depending on traits and other factors. It doesn’t feel like there is enough drama or consequences, even in some systems added with expansion packs that are intended to do so, like Royalty & Legacy’s Scandal System, or Life & Deaths Bucket List/Unfinished Business system. Also, you can control so many factors of their lives, that it feels closer to the idea of a dollhouse simulator than a life simulator for many players.
A well-known feature of The Sims 3, the first mainline The Sims series entry to feature a personality traits system, was that how happy your sim was upon aging up would influence your choices as a player. Sims who were raised well and happy in their life stage would get positive traits, or you would have full control to pick their next trait. If a sim grew up unhappy, neglected, or just negatively in general, they would randomly inherit a “negative” trait. These would include traits like “Evil”, “Slob”, “Grumpy”, etc.
With The Sims 4, the other mainline entry that has a personality traits system, you can always choose a Sim’s traits upon aging up. You can opt to randomize them, as well, but you are still largely in control. The only negative to sims growing up unhappy, neglected, or unfulfilled is a random age-related trait (Like Unhappy Infant), or missing out on possible bonus traits that could influence their life later. It feels less like a punishment, and more like a slap on the wrist for being downright neglectful.
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A Sims 4 Aging Mod With Sims 3 Aging Up Mechanics?
Bestie tyjokr has made a mod bringing a mechanic that takes after The Sims 3's age up system, where poor upbringing can result in you not being allowed to pick traits yourself! Can make for some interesting gameplay! pic.twitter.com/KDX1K2Tqo8
Community member and modder Lunar_Britney posted on X recently, sharing a new mod currently in early access that may be the answer to the complaints of these exact players!
Modder tyjokr, someone who always enjoyed the variety that came from this Sims 3 feature, decided that it doesn’t have to be this way. Now in Beta testing, the “TS3 Age Up” mod by tyjokr will now take into account your sims experiences to indicate whether you get to pick a trait or not.
The System Itself
To start off, there was a change in the mod during beta testing where infant traits are now entirely random. This means that when you decide to age up a newborn from their bassinet to infancy, what trait they receive is uncontrollable, as there isn’t much to do outside of basic care for newborns and they do not inherit traits based on this experience.
It varies by age stage and effects every age differently, because of the way the aging system works. Only two ages have reward traits related to their upbringing, which are Infant and Toddler. Infants can receive Unhappy Infant, Happy Infant, and Top-Notch Infant based on their needs, milestones, relationships, and mood at time of aging up.
Infants who age to toddlerhood with low caregiver relationships, low needs, or tons of bad buffs will have the Unhappy Infant trait. On the other hand, toddlers aging into children can receive the Top-Notch Toddler trait or the Happy Toddler trait based on their skill levels. Since toddler skills range from 3 to 5 levels, Happy Toddler is given with all skills at 3 or higher, and Top-Notch Toddler is given with all skills maxed out.
After these stages, the most vital aspect of whether or not you will get to choose a trait, or what traits your sim can get, is their grades. Per tyjokr’s Patreon mod page…
Tyjokr’s TS3 Age Up Mod
Now when your Sim ages up, the game may choose their new trait for you. Like TS3, whether you get to pick the trait or not depends on how well your Sim performed in their previous life stage.
Infant → Toddler
Outcome is based on the reward trait your infant receives.
Top-Notch Infant: You choose the trait
Requires all motives to be in excellent condition on age up
Happy Infant: Random trait, negative traits excluded
Requires all motives to be in good condition on age up
Unhappy Infant: Fully random trait
Requires all motives to be in poor condition on age up
Toddler → Child
Outcome is based on the reward trait your toddler receives.
Top-Notch Toddler: You choose the trait
Sim must have four toddler skills at level 5 when becoming a child.
Happy Toddler: Random trait assigned, negative traits excluded
Sim must have four toddler skills at level 3 when becoming a child.
No reward trait: Random trait assigned
Child → Teen & Teen → Young Adult
Outcome is based on your child or teen’s performance at school.
A grade: You choose the trait
B grade: Random trait assigned, negative traits excluded
C grade or not enrolled: Random trait assigned
D or F grade: Random negative trait assigned
Newborn → Infant
Outcome is now always randomized.
In-Game
Infancy to Toddlerhood
the little test subjects in question
To test this mod out, I created a couple and cheated two pregnancies for a total of four newborns. Throughout their growing up, I adjusted their needs, skills, milestones, grades, and more to account for all the possible outcomes at each age stage.
Growing into infancy, the traits were all randomized, but somehow three out of four of the babies were Wiggly, with a single one being Calm. After that, milestones, care, and needs were a huge part of how they grew up. This meant that each child needed to grow up entirely differently to be able to show the full range of the mod itself.
To test this mod, my sims were truly terrible parents. They did not care for nor love their children equally, they neglected certain kids, etc. Just downright awful. Because of this, each infant had a different experience going into toddlerhood.
Suzanne was doted upon. Her parents had her in their arms all the time, played with her, kept her needs topped up, and had insanely high relationships and attachments to her. Upon aging up, she had multiple happy moodlets about the affection they give, milestones she achieved, and her needs being fully. Since she received the Top-Notch Infant trait, I was able to pick her trait upon aging up. I ended up randomly rolling the Independent trait.
Bethany, her sister, also received adequate care, but not as much as Suzanne did. She was happy, cared for, and hit some milestones, but she did not have tons of attention nor did she receive all the doting upon that her sister did. Upon aging into toddlerhood, she inherited the Happy Infant trait, and therefore, she rolled a “positive” random trait that I could not choose. She was a Silly Toddler.
Lastly, Jolene and Jayden were kind of just.. ignored. They didn’t get taken away, but their needs were not great upon aging up, their milestones varied between being completed or completely disregarded, and they had highly neutral or even low positive relationships with their parents. Due to this, Jolene grew up with the Wild trait, and Jayden rolled the Clingy trait, which are two of the more “negative” toddler traits.
Toddlerhood to Childhood
Since the outcome of a Sims toddler years is determined based on their skill levels upon aging up, it depended on the teaching, experiences, and overall learning your toddler received. Age them up too soon with not much experience? You don’t get to pick the trait and there is a chance of any trait available to children being rolled.
More significantly? This is where your sim begins to develop the traits that they will have for the rest of their lives. Since infancy and toddlerhood have their own traits, it is almost not as much of an issue as it is in the later years, where the result of their toddler experience will possibly change their entire personality and dictate it for in-game years to come.
Once again, Suzanne had the textbook perfect experience. Her needs were kept up with, and she was taught everything. With maxed out skills and being happy and healthy, her trait could be picked and there were no random consequences. Suzanne gained the Cheerful trait. However, Bethany also had a good experience this time around. Bethany gained the Perfectionist trait.
Jolene and Jayden, again, were forgotten. Jayden was able to get skills to three, which earned him the Happy Toddler trait. His randomized trait upon aging to a child was Recycle Disciple, which I wouldn’t say is really negative or positive. However, Jolene didn’t really level any skills. Since she did not receive a reward trait, all skills were possible, and she rolled the Evil trait.
Childhood to Teen
Grades are everything for this mod now, with Children and Teenagers being much more independent than the younger life stages. While aspirations also seem to be a big part, those already give reward and bonus traits upon completion. Your ability to pick traits once a sim ages to a teen is based on how good of a student they were, and how much you or your sims fostered their education.
This time around, Bethany was able to do the best in school. She was an A student, had all her marks, and performed incredibly well. This meant I was able to choose her trait, and she rolled the Bookworm trait upon aging to a teen.
Suzanne and Jolene were middle of the road. With them being B and C students respectively, they weren’t shining stars, but they weren’t flunking out of class either. Their traits were random, but not inherently terrible. Suzanne being a B student meant that she got a random trait but negative traits were excluded, meaning she gained the Horse Lover trait. Jolene being a C student meant that she got a random trait as well, but all traits were up for grabs, and she rolled the Overachiever trait.
The poor, poor, Recycle Disciple Jayden did not in fact do well in school, ending his childhood as a D student. D and F grades are treated the same with this mod, so either way, it wasn’t a great outcome. Upon aging to a teen, he rolled the Gloomy trait.
Teen to Young Adulthood
Once again, the importance of grades is vital if you want to be able to pick your sims traits. The range and grading in the mod are the same. To recap, A Students will have a pickable trait, B Students will have a random positive trait, C Students can roll any random trait, and D or F Students will have a random negative trait.
Bethany hit her marks and ended high school with an A grade, giving me the ability to pick her trait. Her final trait was the Idealist trait. Suzanne was a B student, and rolled the trait Green Fiend. Jolene was a C student, and rolled the Mystical trait. Lastly, Jayden ended high school with an F grade, and he rolled the Evil trait as a result.
The End Results
I tested this mod in a new save to get a clean slate and see how it goes, and I know I am keeping it in at this point. I am family and legacy-style player, and I am someone who deeply enjoys my game when everything is not entirely under my control. Having Sims who grow and develop as they age without me guiding every single thing is so much fun, and it gives them more personality and more permanency when I play, as I adjust their lives to accommodate new and unexpected traits.
The four children that grew up are interesting and varied, and once they were young adults, I got a very clear idea for how to style them based on those traits that I might not have picked if I had a choice in the matter. Even as someone who randomizes traits generally upon aging up in my normal gameplay, I cannot say I haven’t hit the randomize button a few times because I didn’t really like the trait it gave me. Having no choice, somehow, made it way more fun!
This mod is currently in an Early Access/Beta Testing Period, and will be released to the public soon. Although a specific date is not yet listed, modder Tyjokr did note in the comments that it will likely be released this coming weekend as there were no prominent issues, and it gives them time to account for custom traits players requested.
Do you like mods that give more of a challenge, or take away some of the in-game options? Is there something from past games you would love to see brought to Sims 4, either officially or through mods? Comment below and let us know!
Keep an eye out for more mod guides, overviews, and deep dives from us at The Sims Community!
Living the Dream brought upgrades to many of the previous Tomodachi Life’s features, especially when it comes to making Miis. LTD introduced more hairstyles, the ability to mix and match bangs and styles, highlights (and the ability to have colored hair without the need for hair color spray!), elf ears, and just in general more choices.
But if you still aren’t satisfied with what’s provided, you also have the new face paint mechanic to make custom Mii details. Face paint mode is like the Palette House for Mii making. And while you can use it to add “normal” touches like better freckles and bangs, additional facial features and makeup, or earrings, you can also use it to make creatures of your wildest imagination. Animals, fictional characters, even animated objects — if you can think of it, you can probably find a way to create it in Living the Dream.
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Non-Face Paint Custom Mii Details
If drawing isn’t your thing, you can still be clever with your customization even without painting. Using the tools on the right sidebar to rotate features and move them up, down, closer together, and further apart will give you more custom features. You can use blush as eyeshadow, eyelids as eyelashes, hair as ears, or you can manipulate the existing facial lines to make custom eyes or give dimension to a Mii’s face. However, these tricks can only take you so far. If you’re really looking to get into custom Mii details, face paint mode is the way to go.
Face paint mode is neither easy nor self-explanatory, and will take a decent bit of trial and error to get where you want to go. Pro mode is going to be a must. As is using at least your fingers, if not a stylus, because painting with the joysticks is a challenge to say the least.
Then, you need to adjust your settings depending on what your goal is. If you’re trying to create bangs or make an entire face to go on top of your Mii’s face, you’re going to want to click on the little face icon below the face camera on the left and click “Paint on top.” Otherwise, your paint will hide behind existing features. That said, depending on what your design is, you may want to make the Mii have no features so you can paint everything yourself.
To make your designs look textured or not flat, shading is unfortunately a must. There are a few ways to do this. First, use the color range to make lighter or darker shades of your base color. You can also use the “bright” or “dark” features under the paint tool, which simply means that when you put your base color on top of your base color, it will be lighter or darker (you can click it over and over to get it as light or dark as you want). Depending on what you’re shading, the outline tool may also work to at least get you started with shading.
Just How Creative Can You Get With Face Paint?
Your imagination and your artistry skills are pretty much the only limits to what you can create. You can do everything from making your Miis more realistic or more cutesy to creating characters from your favorite TV shows, movies, books, or video games (how meta!) to turning animals and objects into Miis. If you’re looking for inspiration for what to create, or ways to get better at face paint mode, hop onto your socials because people are posting their custom Miis and how they made them. There’s also a website, Tomodachi Plaza, where people are sharing all their Mii creations. Just keep in mind that while people are sharing images of them, you can’t download other people’s Mii designs.
While face paint mode opens up your customization options, it has its limitations. Features drawn by you will not be 3D. If you take a gander at your face-painted Miis from any angle other than the front, you’ll see that the paint hovers in front of their face. You could say it’s a small price to pay for creativity.
The painted features are also stagnant, so if you’re making custom mouths or other features that regularly animate, keep in mind that you lose that feature with the paint. It may look a little funky when your Mii’s mouth doesn’t move, or they blink and the paint doesn’t go with their eyes. There are ways to make certain things work, like for lips, you can paint the lips behind the mouth so that your Mii’s mouth still moves.
As well, stamps and shapes tend to get distorted when making them bigger or smaller. It’s not as if they’re unusable, but it’s certainly something to keep in mind.
The learning curve can be a little steep when you first start using face paint (speaking from personal experience). There are a lot of little tools, tricks, and features in pro mode to get used to. But the more you play around with it, the easier it gets. Turn to the internet for inspiration or, if you’d rather not see all the incredible creations people are making, just mess around in face paint mode for yourself.
EA continues promoting The Sims 4 Kits and Brands with the latest Bridgerton Kit!
From releasing two brand collaboration Kits with animated series SpongeBob to revealing The Sims 4 Bridgerton Kits inspired by a live action Netflix TV show. Electronic Arts is continuing its trend of partnering with brands through The Sims 4 Kits with the latest Bridgerton Kits collaboration.
Let’s see what you can expect today on May 7th, 2026:
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First Teaser
The first teasers for The Sims 4 Bridgerton Kits seems to have started all the way back in February 25th, 2026. When The Sims Team posted a photo of a Sim character resembling the one from Bridgerton, with the caption“the tea is HOT”.
Nothing more was shared about the potential Kits collaboration – until today.
I guess you could say that EA and The Sims wanted to keep this as a surprise, as new Sims 4 Kits titles started appearing in The Sims 4 after which EA wrote this statement acknowledging the leaks:
Kettle is on. Tea is served tomorrow at 10 am PT
What made The Sims make a premature teaser for an announcement? Well it’s all because of a premature leak in their own game, of course!
It was also hinted from a recent Sims promotional video that The Sims 4 will continue to deliver “Collaborations and Partnerships”. They probably meant more things like this I guess!
The Sims 4 Bridgerton Kits Leak
Two Sims 4 Bridgerton Kits started appearing in the Base Game’s pack filters just a few hours ago. There are two Kits listed, including:
The Sims 4 Lady Bridgerton’s Masquerade Ball Fashion Kit
The Sims 4 Lady Bridgerton’s Masquerade Ballroom Kit
Huge thanks to our authors OwlWolf and Karlazos for capturing these screens!
The SpongeBob collaboration also got seperated into two seperate Kits – one CAS + Build Kit titled SpongeBob Kid’s Room and another being a full Build Kit titled SpongeBob’s House Kit. These two Sims 4 Kits now cost 7USD – or 700 Moola in The Sims 4 Marketplace.
If you’re getting the upcoming Sims 4 Bridgerton Kits collaboration through EA App / Steam for PC / Mac then you’ll be able to purchase the Kits using real money currency. If you play The Sims 4 on Xbox and Playstation your only options are buying Moola first and spending approximately 1000 Moola on the full Bundle.
If we were to look at the pricing structure and release features of the previous Sims 4 Brand Kit collaboration with SpongeBob, we can expect this Bridgerton Collaboration to go down the similar route with:
A Bundle of Two Sims 4 Kits Priced for 10USD together
3 Exclusive Objects as part of Bundle Offer that expires in 2-3 months
Brand Kits that cost 7USD each after promotion because EA possibly wants to turn around 70% of comission into 100% by making players pay for brand loyalty fees
A Sims 4 Live Event that follows the theme of a Brand Kits Release
Biggest surprise here? The Kit information is no longer stored locally in the game files, which is how we got some of the leaks before. Since The Sims 4 Marketplace update which allows players to download Kits in-game and play right away, the Kits meta information is now pulled from online servers too.
Now, about the official reveal:
Countdown to The Sims 4 Bridgerton Kits Reveal
This combination of a Sims 4 Build and Sims 4 CAS Kit will get its full trailer reveal and features blog shown today on May 7th, 2026. To make sure you don’t miss out on anything shown today we added a handy countdown below that counts exact time to the premiere of these Sims 4 Bridgerton Kits.
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Countdown to The Sims 4 Bridgerton Kits Reveal
The new Sims 4 Bridgerton Kits could release along with the new Sims 4 Patch coming May 12th, 2026. As mentioned above, a new Sims 4 Live Event could also be coming along with the paid double release next week. We’ll know for certain after today’s reveal!
Are you interested in knowing more about the new Bridgerton collaboration with The Sims 4? Share your thoughts in the comments below and stay tuned on Sims Community for more Sims 4 Kits Brand Collabs!
In case you weren’t able to tune in for it, The Sims Team and The Sims Q&A Team hosted an early look Livestream of the upcoming Sims 4 Update coming May 12th, 2026. This livestream was just under an hour long, and primarily focused on some key points of player frustration that are supposed to be fixed with this update, and have been named on the laundry list of 150+ bug fixes released by the team recently.
While the livestream wasn’t a deep dive or heavily detailed, we were able to gather looks at the new assets being added and the long-time requested fixes that players have been hoping to see for months or years, depending on the actual fix.
The Sims 4 Update for May 2026: Early Look Developer Livestream
The livestream is with The Sims team members Carlos, Morgan, and Alex. They had a pre-created test family of the three of them, as well as an alien infant who the livestream chat voted to name Eggward.
It was noted that they will be going through lots of fixes, but not everything. The primary focuses were the updates to Create-A-Sim to add base layers, infant bug fixes, and autonomy changes and tuning. The team did this playtesting with all packs installed.
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Create-A-Sim
Base layers were showcased. In CAS -> Accessories, there is now a Base Layer category. There will be 8 options for adult sims. The adult sim options include one turtleneck, one t-shirt, two tank tops, a binder, a sports bra, and a strapless bra.
There are four options for children, two being tank tops and two being long sleeved shirts.
Toddlers get two base layers, a long sleeved shirt and a simple t-shirt.
Base layers function similarly to tights, but for the upper body. Since jackets are just tops, like other shirts already in the game, base layers will go underneath but tops cannot be combined or layered on top of each other. They also show through transparent clothing items, giving a pop of color underneath.
Build Mode
Not much is being added in build mode, but a new infant playmat is being added as a free update. It will come with 9 total swatches; The types of swatches include a patched pattern, beveled shapes, and sheep patterns.
Live Mode & Overall Autonomy Fixes
Referencing the laundry list, the developers did describe the five largest community-voted bug fixes that will be implemented in the upcoming update.
Black Photo Fixes
Infant Interaction Issues
No secret witness sentiment for engaged sims witnessing woohoo.
Can’t place item error for new and old saves.
Sims stuck with a scandal, fixed in new and old saves.
Sims will now no longer autonomously get water. This was due to a hidden thirst motive, which has been removed. They are requesting more feedback and would like, in the future, to turn it back on, but they felt it was best to turn it off now to avoid gameplay interruptions.
If a sim is woken up by a loud noise, like a radio or television, they are supposed to wake up and turn it off if they are tired.
Sims will autonomously dance much less, even more after the March update lowered it as well. They are limited to autonomous dancing once a day.
Sims will no longer pass out due to energy failure if they’ve just gotten into bed, per Morgan.
Infant and Caregiver Gameplay Changes
Fixes to pick up/put down, caregivers freezing, etc. Should overall “play better”.
Things were fixed to allow adult sims to have lives outside of caregiving.
Milestones are now easier and take less time to attain.
Care interactions are now moved to the front of the pie menu, making them easier to find when looking through interactions.
Changing and infant’s diaper is now a third of the time it used to take.
Feeding an infant also takes a third of the time it used to take.
Mess from bottles and diapers will now be autonomously cleaned up by sims after caring for infants.
It is noted that sims will put them on the ground way less than they used to, now preferring playmats, cribs, etc.
Future updates to fix issues with autonomy surrounding food, drinking, and dining.
User Interface and Player Settings
If “Check Infant” is the first interaction in queue, it can now be canceled by the player. They are still working on it being cancelable if it is further back in the queue.
More clear notifications for noises waking infants up, like from televisions, radios, etc. These notifications are true notifications, but they also come in the form of buffs and a small pop-up over the infants head.
Pie menus no longer show the actions to bathe infants or change their diapers if they are sleeping.
A Disable Caregiver Autonomy for Infants setting, meaning that all care interactions must be manually done. There is a warning attached since this means that you must be taking care of infants and forcing sims to do so. Sims will continue to socially interact with the infant, but will not feed, change, bathe, carry, etc.
Backup saves have now been changed. Next to the delete button, the “Recover Save” button will now have more backups. It originally had five, but would overwrite often whenever players hit “Save”. Save files will now have backups as old as one month.
Viewers of the livestream voted that the biggest changes to their gameplay this will bring is the fixes to autonomy and the infant interaction fixes. What fixes are you excited for? What are you hoping to see fixed next? Let us know, and we at The Sims Community will keep you up to date on everything about and coming from The Sims 4 and other life simulation games!
We’re thankful for them…but another trailer before an official livestream?
The Sims Team has released a brand new trailer for The Sims 4 Fixes coming with the upcoming Sims 4 Update on May 12th. The only small issue we have with this is that there’s too much promotional material happening already. This is the second trailer being released right after the first one yesterday, along with a blog post, Discord Dev Q&A and in the next hour – an Offical Livestream.
All dedicated to the new Sims 4 Fixes!
If you can’t get enough of what’s being put out there, check out the latest Sims 4 Fixes trailer for improvements coming May 12th:
Second The Sims 4 Fixes Trailer
Sleepy Sims, crib pit stops, mismatched fairy faces, missing animals, compressed photos and nearly 150 more fixes. Coming May 12th.
Next week’s Base Game update also resolves all currently known instances of Black photos. We’ll continue to monitor and review EA Forum reports for any new instances that arise. Thank you for your patience!
Are you impressed with 150+ Fixes coming May 12th to The Sims 4 across platforms? Would you perhaps be interested if The Sims Team released a 500+ page book talking about the next update? Let us know your thoughts in the comments below and as always – stay in the loop on Sims Community!
While we’re already looking to the future for InZOI’s May Update, the recent InZOI April update that released on April 29th is still being explored by the player base. While the update may not feel as game changing as others that have occurred, it did bring a lot of player requests, feedback, and developer promises to the game.
Since this is a first impressions experience, rather than a full deep dive, not every feature added in the update will be covered fully as it would take a very extensive amount of time for one person. To view the full range of changes and additions, make sure to check out the InZOI Update for April 29th 2026 Patch Notes!
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InZOI Update April 29th 2026, First Impressions
Create-A-Zoi
The changes to Create-A-Zoi in this update were a major part of the promo and patch notes. A major feature added that players have been begging for since release is Situational & Signature Looks, meaning multiple outfits per outfit category. You can also select a Zoi’s “Signature” or Main look, meaning their default outfit per category.
New assets were released, with a huge focus being on the addition of new shoes, specifically higher high heels. Many of the heels from the game prior were on the short end, with developers unsure of whether to add height changes or how to make it work without doing so. In the end, they decided to follow the lead of many other life simulation games; Higher heels that slightly change the foot shape, allowing Zois to keep consistent heights to avoid animation problems.
You can also now change hairstyles and makeup looks per outfit, within categories as well. On the left sidebar, makeup looks and hairstyles can be linked between outfits or unlinked, allowing them to be fully customizable.
The gizmos that allow you to fully adjust the placement, sizing, and proportions of accessories have also been changed, following your mouse directly which makes them feel more intuitive and easier to use.
I also did notice that, in this update, there was a focus on adding European Countryside themed assets to the game. Some properties were added, but in Create-A-Zoi, the photo studio now also has a European Countryside inspired background.
Build Mode
Build mode also received some new features asked for by players, with the largest and most notable one being a multi-select feature. You can drag to select, deselect, or shift click to add individual items for more precision. Once you’ve selected your items, you can easily move them as a group, duplicate them, or sell them for quick renovations.
There were also some notable item changes, with the two that I majorly noticed while testing being Zois being able to get glasses of water directly from any fridge water dispenser, as well as a new cleaning item being added. The item in question is a simple broom and dustpan. As small of a change as this is, especially in comparison to multi-select and other major additions, one feature I really like is the ability to purchase different items and how cleaning is a small but noticeable feature in gameplay.
Live Mode
A few new properties, also inspired by a European Countryside theme, were added in all three cities, as well as property presets for different lots. While I did not browse all of them since my testing was largely focused on some of the newer gameplay features, the ones I did find and look through were very homely and cute. While I wouldn’t say it is my favorite interior design style, I can never say getting free new assets is a bad thing since it always opens more options for every player.
More Schedule Flexibility
The career, school, and business system got a huge change that is immediately noticeable and makes the game more realistic and possibly more challenging. Instead of having to pick and choose what your Zoi decides to pursue in life, completely disregarding them often needing a source of income, Zois can now own businesses, have a day job or part-time job, and attend school simultaneously. This is all mapped on the new calendar system, making life harder but so much more interesting and immersive.
If you enroll your Zoi in school, open a business, and/or get a full-time or part-time job, the calendar will automatically list your required attendance times and give you alerts for any overlaps that will need to be adjusted so everything can be attended to. The zois also have internal priorities, with school being the first priority, then their job, then their business.
More Careers
Many new careers were also added, with most being added to Dowon and Bliss Bay, but one was also added to Cahaya! The jobs include Researcher, IT Developer, Architect, Music Producer, and Journalist. For Cahaya, there is a now a Travel Agent position.
Instead of being able to choose a career right off the bat and show up the next business day with almost no prerequisites, you now have to attend a job interview at first. These interviews are often scheduled the next day, in the evening, with the interviews my Zois had planned being scheduled for 5PM-8PM. Having an interview scheduled often triggers a Zoi to want to prepare for said interview, practicing speech in the mirror until their Rhetoric skill is increased to at least level 3.
The interview acts a social event, with your Zoi needing to have positive consistent interactions with the interviewer to actually get hired, and they will know once the interview has concluded via text. You can also, often in a desperate plea, try to strike a deal and bribe the interviewer for the position. Depending on your Zoi though, this does have a high chance of backfiring and creating a poor impression.
Did the interview go smoothly and you felt confident in your discussion with the interviewer? Congrats, you’ll likely receive a text immediately after, welcoming you into your new position and providing your start date. Maybe it didn’t go so well? Another text will pop up, regretfully informing you that they decided to go in a different direction. Either way, your Zoi will also get a new memory and milestone regarding this moment!
Freelancing
Need more flexibility than a standard 9-5 can provide? Freelancing is now an option! You no longer have to rely on collectibles and standard creations to make consistent money, and can instead build some skills and get licensed as a freelancer. You can still sell things you create online without being specifically commissioned, but now your Zoi can be a freelance delivery driver, programmer, writer, and more!
For a delivery driver, so long as your Zoi has a way of transporting themselves, you can apply and receive approval to pick up delivery jobs. These include meeting a Zoi, retrieving an item from them, and driving to somewhere else in the city to deliver said item to another Zoi. These often have a time limit, usually up to five or so hours. They are relatively simple to do, they provide fairly consistent money, and the lack of a set schedule gives your Zoi much more freedom than a standard career would.
My only hold up with the delivery job, specifically, is that I would recommend not taking deliveries towards the end of the day or into the night. While you usually cannot take them overnight, my delivery Zoi had a very poor experience. He picked up items from one Zoi, drove to a business not far away to deliver it to… but the business was locked. The recipient was standing inside, right on the other side of the door, but would not come out and could not be interacted with because the business was closed. I waited, and waited, and waited. However, once the timer was really ticking down, I felt that I had to cancel the order.
He then immediately walked outside, my Zoi received a penalty, and I later got a notification that he was getting sued for the unfinished delivery. This is likely unintended and was fairly frustrating, but it also seems like something that could happen if you’ve had any experience in customer service…
If deliveries aren’t your thing or you have more specific skills, you can also apply for licensing to be a freelance creative. These will require you have a certain level of the specific skill, like programming or writing, and you must also wait for approval. Once approved, you can start accepting jobs. These will typically ask that you make a certain type of item, project, etc., and will generally have a 24 hour time limit since they can take quite a bit of time.
New Small Businesses
Two small business types were added in this update; Hair Salons and Clothing Stores. To test this feature, since one of them seemed more hands-on, I made one Zoi a hairstylist and had him open a salon. I felt that, this feature overall, was very fun and felt very seamless and well made. If your Zoi did well and had a high enough skill, you could change the hairstyle and facial hair of the Zoi in your chair. I actually didn’t run into the unintended consequences of having a lower skill, which is a poorly done hairstyle and a very upset customer.
Though, I’m unsure if this was based on location, skill level, etc., but my Zoi barely got any business. In a full business day, he received two clients total. These two clients then loitered around the shop for a few hours before leaving.
Conversation Changes and Updates
There is now better insight into how a conversation with any other Zoi(s) is progressing, a new window popping up to keep you up to date with their reception of the conversation, current mood, and anything that may influence the success or reaction to your interactions. This will have multiple tabs to show every Zoi in a multi-person conversation.
Pregnant, Social Events, and Memories
If you have a Zoi who is expecting, more pregnancy actions have been added to make the process more immersive and somewhat more realistic. As soon as your Zoi knows, they can travel to the hospital (Which is a rabbit hole, meaning you do not follow them) to receive an ultrasound. This will check on the baby’s progress. There are also two separate interactions to learn the sex of the baby, as well as to check on the baby’s health. Afterwards, you can click on your Zoi so they can view the ultrasound image, but this just prompts them to pull out their phone and no new item was added.
With the ability to check the sex of a baby prior to birth, Zois can now also host Gender Reveal parties for their family and friends. In addition to this, social events (Which are not just parties, but also job interviews and the like), can now share dates instead of only being able to schedule one per day. This is also where Zois can have overlapping scheduled events, usually prompting a pop up so you can adjust or cancel things to avoid conflict.
As your Zoi experiences new parts of life and milestones, a wide range of memories and milestones will collect in a log that can be checked or looked back on at any time. It feels like most things added in this update were also added to this feature, with many of my Zois receiving memories for a first interview, first accepted or rejected job, first pregnancy, etc.
Graphics & Optimization Changes
As the game was updated to Unreal Engine version 5.6, there were some changes made to graphical settings and how the game works overall. Previous updates have mentioned the developers attempting to make the game more accessible to all players, making the game smoother, less taxing on systems, and making it look and feel better on lower graphical settings. While I did not notice substantial visual differences, I did find that the game did feel less laggy and overall ran smoother, except for a few hiccups with more taxing events, like switching and loading new areas, spots with lots of Zois and activity, etc.
What features in the newest update have you been playing around with, and what are you looking forward to? Did you also run into any issues with the new systems? Comment and share below! As always, make sure to follow The Sims Community to keep you up to date on news in the Life Simulation genre, update to InZOI and other community favorites, and more!
The Sims 4 community has spent years sharing stories about broken restaurant visits, missing meals, endless waiting times, and Sims standing outside instead of eating their dinner. So when EA recently opened a new feedback thread focused on Food, Drinking, and Dining automation, it felt like the perfect excuse to revisit one of the game’s most debated packs: The Sims 4 Dine Out.
This article is not a full review of the pack. Instead, this was a real gameplay test focused on the core restaurant experience in 2026, including how Dine Out performs in a heavily modded save file using newer content and a custom Gallery restaurant.
And honestly? The results were better than expected.
Table of Contents
Why Test Dine Out Again?
EA recently asked players for direct feedback regarding food systems, dining behaviors, and restaurant automation as part of an ongoing Sims Labs discussion.
That conversation inspired this test session, especially because many players have noticed that certain older packs sometimes behave differently after newer updates and expansions are introduced.
So naturally, it was time for a date night.
The Restaurant Used for This Test
For this gameplay session, my Sims visited Sapore Di Casa Reno by SnarkyWitch from The Sims 4 Gallery.
The build itself is gorgeous. The restaurant combines rich green tones, gold accents, cozy booth seating, warm lighting, and an upscale atmosphere that immediately feels perfect for a romantic dinner outing. It also photographs beautifully in gameplay, especially during evening hours.
Even more impressive, the restaurant functioned extremely well throughout the entire visit despite running in a heavily modded save filled with extensive custom content, multiple gameplay mods, and a fully expanded DLC setup. No special troubleshooting or preparation was required before visiting the lot, making the overall experience feel surprisingly smooth from the very beginning.
First Impressions: Things Started Smoothly
The hostess seated my Sims fairly quickly after arrival with no routing problems or strange queue behavior.
Well… mostly.
The hostess did give Dante one of the funniest judgmental looks imaginable during the interaction, which immediately made the evening feel unintentionally dramatic in the most Sims way possible.
Still, the actual restaurant mechanics worked correctly throughout the experience. The couple was seated without issue, the menu opened normally, drinks were ordered successfully, food ordering worked immediately, and staff interactions triggered exactly as expected. That alone already felt far more stable than many older Dine Out experiences.
Drinks and Entrees Arrived Without Problems
One of the biggest surprises during this test was how smoothly food service worked.
Drinks arrived correctly. Entrees arrived correctly. Animations triggered normally. The Sims remained seated for the entire experience.
The couple chatted, flirted, enjoyed their meal, and behaved like actual restaurant guests instead of wandering off to stare at plants for three hours.
The entire date had a noticeably calmer flow compared to older versions of Dine Out where meals could sometimes take an entire Sim day to complete.
That said, the dinner still lasted roughly 4.5 in-game hours, which is definitely longer than ideal for a simple restaurant outing. While nothing technically broke during the session, restaurant pacing could still use improvement.
The One Weird Moment
No Sims restaurant experience would be complete without at least a little chaos.
At one point during the meal, several nearby guests suddenly crowded around my Sims’ booth for no obvious reason. For a brief moment, the romantic dinner turned into what looked like an accidental social gathering.
Thankfully, the crowd eventually dispersed on its own and the couple was able to continue their date normally.
Oddly enough, this moment felt more amusing than frustrating because nothing actually became stuck or broken afterward.
Dessert Worked Too
Historically, dessert ordering has sometimes been one of Dine Out’s weaker areas, especially during longer restaurant visits.
This time, however, the couple successfully ordered SimCity Cheesecake after finishing their entrees, and the dessert arrived normally without requiring resets, cheats, or interaction cancellations.
That might sound like a small victory, but longtime Dine Out players know exactly why this matters.
The Overall Experience
For this particular test, Dine Out felt surprisingly playable in 2026.
That does not mean every player will have the same experience, especially considering how differently Sims saves can behave depending on mods, lot complexity, household size, DLC combinations, simulation lag, and routing issues. Every save file tends to create its own unique version of chaos in The Sims 4.
Still, this restaurant visit completed successfully from start to finish in a heavily customized game without any major failures or game-breaking interruptions. That alone feels worth talking about.
What Still Could Be Improved
Even though this test went well overall, a few issues still stood out. Restaurant visits still take quite a long time to complete, guest autonomy around tables can occasionally feel strange, and background Sims sometimes interrupt the atmosphere in unintentionally awkward ways. The pacing between courses could also feel tighter and more natural during longer meals.
There is still room for deeper compatibility with newer expansion systems and more immersive restaurant behaviors overall. However, compared to some older Dine Out experiences, this particular dinner date felt refreshingly functional.
Final Thoughts
My Sims’ dinner date ultimately ended successfully with no broken orders, no permanently stuck Sims, no disappearing food, no routing disasters, and no catastrophic restaurant collapse along the way.
Instead, the evening delivered a long dinner, good cheesecake, one hilariously judgmental hostess, and a surprisingly smooth experience inside one of The Sims 4’s most notoriously unpredictable packs.
Honestly, that already feels like progress.
Have you revisited The Sims 4 Dine Out recently? Let us know how restaurant gameplay has been working in your save files in the comments below.
For more The Sims 4 news, updates, guides, and community stories, visit Sims Community News.
One of the early developers working on The Sims 4 shares dissatisfaction with initial project – and early Titanopolis World screens.
One of The Sims 4 developers who used to work on the game from its very early days shared a few secrets about how the production initially went down. Sharing disapointment in early leadership of the project and busting some urban Sims myths. The Sims 4’s initial vision of Multiplayer during its Olympus era wasn’t cancelled because SimCity 2013 was flopping. It was cancelled and rebuilt as a new project in 2013 “because it was bad”.
This all lead to the reveal of Titanopolis, an urban and more dense packed City than you would’ve seen in the current version of the game. This was later replaced with the idea of a New Orleans themed world, which later came to become Willow Creek.
Interesting fact: The Sims 4 pre-production started all the way back in late 2009. Meaning that the Olympus and Preproduction dabbling took 3 years to complete, until it was all reverted back in 2013 and switched to a single player experience.
This all looks very similar to what we’re experiencing now with constant switches of EA’s focus on The Sims Project Rene being the main game sucesssor, turning it into a mobile exclusive project and giving attention to Project X (allegedly).
It all started when a Reddit user u/JPOINT_V posted a throwback photo of The Sims 4 Map View from 2014. The typical throwback photo that gets posted every now and then on social media!
This screenshotted post of a map preview screen captured on Facebook, and then posted on Reddit, captured the attention of user u/vertexnormal, or Michael Long. Who used to work on The Sims 4 as a 3D Modeler from pre-production days in 2010 up until 2012. He also worked on The Sims 1 Expansions and was a lead Environment Artist for The Sims 2 and The Sims 3.
Find everything he shared about his time working on The Sims 4 in pre-production era and what it was like working for The Sims 2 and The Sims 3:
Q&A With The Sims 4 Pre-Production Developer
Vertexnormal: I remember when it looked like this..
User: Huhhhhhhhhh i need some more infooo
Vertexnormal: Before we settled on some weird New Orleans vibe the centerpoint of TS4 was supposed to be a giant city called Titanopolis. Nobody but me has seen that image in probably 15 years.
I hated the visual direction the game went, especially the art direction, so I quit.
User: Am i being trolled? This was supposed to be sims 4 or are ya kidding meee? I have trust issues
Vertexnormal: No, mind you this was really early in production it’s not meant to be what it was supposed to end up looking like. We were trying to find a visual style. I’m not credited on TS4, but I was on the TS1 expansion team and lead environment artist on TS2 and TS3.
User: You should do an AMA or make your own post with these images, it is so interesting!!
Vertexnormal: I am still kinda angry/hurt about it, to the point I can’t talk about it without calling out certain people. I don’t want to do that, it’s just not who I am.
Question: why did they go to the pixar cartoony style direction? what about the decision regarding clay hair? did they really think the players would think the graphics were an evolution from 3?
Vertexnormal: We called it helmet hair, it was actually based off an illustrator named Leyendecker from the 50’s. The original prototypes looked great, but I don’t think it held up when they tried to scale it up and make CAS. CAS was always really hard to do well and not have generic looking characters.
Statement: They had to rebuilt most of TS4 from the scraps of Project Olympus in less than a year because of how monumentally Sim City’s online game flopped the year before TS4 was supposed to drop.
Vertexnormal: Early TS4 pre-production was horrible, they didn’t have to rebuild because SC2013, they had to rebuild because it was bad.
I was the lead environment artist during early pre production. Originally it was just me and an animator. The art direction that followed was so bad/non-existent that I literally quit my job and only stayed because they offered me a spot on The Sims: Medieval. I love so many people at Maxis like family, but some of the people they brought in literally ruined the franchise.
Question: what😭what year did its development start? is the whole Olympus thing real? any random curiosities? you have to spill more tea
Vertexnormal: I think late 2009? I can’t remember. Actually looking at the time stamps on the images I have it started in maybe July or 2009.
Statement: it’s crazy that we’re stuck at a generation that started being developed in 2009 and with this Project X sh*t EA still doesn’t want to completely move on to a brand new foundation oh god
Vertexnormal: On Sims 4 one of the limiting factors was the desire to re-use animations from The Sims 3. The largest part of the budget went towards animating the sims and saving/reusing animation was seen as a necessity. I wasn’t privy to the early TS3 production, but I’m guessing it was the same thing.
Statement: Sims 3 was near seamless transitioning from household to full neighborhood.
Then they split it up Sims 2 style again and told us it was better that way. And made it look worse than Sims 1 Neighborhood.
Vertexnormal: I made much of The Sims 2 neighborhood art, someone else did the early work on it but I was responsible for it on the expansion packs. I’m proud of how it ended up considering the limitations. TS3 was really cool.
Statement: Sims 2 was a huge part of my childhood, and so was your art!
Vertexnormal: Thank you! It was special to work on, the fact that people loved it just makes it even better.
Statement: The Art and the Music in 2 were series defining. Lemon Jelly and Sim Heartbeat still hit my Playlist at random.
Vertexnormal: We had the guy from Oingo Boingo in the office all the time, you might know him as Danny Elfman… he went on to be really famous for working with Tim Burton and a bunch of other movie stuff.
Oh sh*t ! I’m actually wrong. It was Mark Mothersbaugh who did the TS2 music, Danny Elfman did visit us several times. I always assumed it was him. Anthony Daniels came in couple times as well, I don’t know why. Elfman might have been in because The Simpsons was being developed and he knew our sound guys.
Question: was Sims 2 style supposed to be cartoony or were y’all aiming for a realistic look and was it like that just bc of technical limitations?
also why do you personally think the tone and vibe was never like that generation again? it seemed like they were going for a soap opera ish story
Vertexnormal: The Sims 2 was just an evolution of The Sims 1, same lead character artist. It was cartoony because we added Create A Sim that allowed for editing sims and the technology and techniques at the time were pretty limited. It was also just the art style and direction. EDIT: In general it because more cartoony because we went full 3D and texture memory was our biggest graphical constraint.
The Sims 1 was meant, or ended up, being a critique on consumer culture. It was pretty silly, but the idea of buying a bigger TV so you would be happier was kindof the point/joke. The Sims 2 lost that critique and became more about enabling people to tell the stories they wanted to tell, and people wanted/liked strange and funny stuff.
I don’t think the Sims 3 really had any strong identity, the weight of the franchise just meant we all wanted to iterate on 2 and make something bigger and better.
By the time Sims 4 rolled around I think they lost the plot entirely and in some ways it was driven by it needing to make money. Mind you the people working on it love the franchise and the players, it’s more of the vibe coming from new management and EA.
Shortly after this was released, X user @jackofallgames7 shared an additional insider photo of Titanopolis from early development days of The Sims 4.
What are your opinions on the early pre-production period of The Sims 4? Let us know about the new Titanopolis images in the comments below and stay tuned for the latest Sims insider news and updates on Sims Community!