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InZOI Boss Reveals More PS5 News Coming This Friday: Feedback Roundup

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Console players may not be waiting for an InZOI Playstation 5 release much longer! InZOI’s producer and director Kjun, well known for his weekly development diaries that explain to the community what to expect, what is being worked on currently, and to ask for feedback regarding the current and upcoming state of the game, has released another post going over multiple topics of interest. These include community feedback, the job system, building, vehicles & driving, bug fixes, stability, and things to look forward to in the future.

However, one of the biggest points of note is that This Friday, the InZOI development team will be releasing more info regarding InZOI’s Playstation 5 debut!

inzoi ps5
Kjun’s Intro from 5/08/26 “Expanding on Foundations” Dev Diary

Kjun’s Post from 5/13/2026

Hello everyone.

It feels even more meaningful to be writing to you this week. Over the past few days, many of you shared feedback regarding feature additions, improvements, bug fixes, and the future direction of development. In particular, there has been a lot of excitement surrounding the PS5 version release and multiplayer functionality. We are currently organizing everything internally, and we will share the official PS5 schedule and details this Friday. We will also provide an update on multiplayer development progress in the near future.

At the moment, we are focusing heavily on PS5-exclusive features, improved controller usability, enhanced user convenience, and stronger mod support as important directions for development. We will provide the official schedule on Friday.

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Community Feedback & Suggestions

Gameplay & Interactions

This week, many of you shared ideas about gameplay improvements. There were strong requests for more autonomous and realistic character behavior, such as reporting crimes to the police, criminal activities, inviting friends over, and performing actions naturally during conversations.

There were also many suggestions regarding attraction and relationship systems, more unique personalities and behaviors, and stronger emotional expression.

We are currently improving Zois so they can react more naturally to the surrounding environment, the world itself, and other Zois.

We are also developing systems where nearby Zois naturally approach you through phone calls, dates, conversations, jealousy, and other relationship-driven interactions.

Many of you also hoped for expanded family interactions, such as children learning various skills like walking, swimming, and playing, as well as walking hand-in-hand with their parents. I think many players are looking forward to seeing Zois freely swimming, and we plan to show this during the summer.

The hand-holding feature is currently being worked on very hard by our internal programmers, and we are preparing to make it usable in more and more situations over time.

There were also suggestions for functional stores such as supermarkets, cafés, and restaurants, along with improvements to dining systems and the addition of buffet systems.

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Jobs & Career Systems

Many players proposed deeper gameplay expansions for various careers, including hair salons, bakeries, delivery services, scientific research, firefighters, modeling, mining industries, and more.

For hair salons in particular, players wanted dynamic systems that include hair washing, coloring, nail art, skincare services, customer reactions, reservation systems, and more detailed interactions.

Are you all enjoying the April job update so far? This time, we unfortunately did not have enough time to improve older jobs alongside the new content, but we will continue updating the many careers that you have consistently requested.

Honestly, we did not expect hair salons to receive this much attention and enthusiasm. We may not be able to prepare it quickly, but we definitely want to add many more interactions in the future. Please wait just a little longer.

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Building & Environment

There were requests for lighting automation, curtain and blind controls, door and window locking systems, indoor/outdoor lighting adjustments, and more physical environmental changes such as wind, falling leaves, and puddles. We will continue improving environmental physics effects in future updates.

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Vehicles & Transportation

Players also requested improvements allowing all family members to use vehicles, automatic parking systems, in-car music playback, radio features, and expanded transportation interactions.

We are currently improving vehicles, especially focusing on implementing U-turn functionality. Last year, until the very end before release, the lack of U-turns prevented continuous driving experiences and forced players to skip travel midway. This time, we want to properly solve that issue so players can choose whether they want to skip travel or continue driving naturally.

Currently, companions and family members can ride together, but driving functionality still has issues. We will work to normalize and improve this as quickly as possible.

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Bug Fixes & Stability

Many of you also reported various bugs. Issues related to eating, AI behavior, disappearing vehicles, and other technical problems were mentioned frequently. We understand the need for a more stable gameplay environment and stronger technical support.

At the moment, there are many stability issues caused by both bugs and mods, and we are considering reducing additional feature development temporarily in order to focus on stability improvements first. If you can wait just a little longer, we will make it happen.

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Future Development & Expectations

There were many requests for deeper personality and memory systems, more emotional and relationship depth, realistic daily life and social activities, and expanded careers and hobbies.

We are planning to develop a memory system including phobias, and for personality systems and baby traits, we are currently organizing autonomous behaviors and interactions. We are also planning to add various career-related content such as schools and school clubs.

Thank you once again for all your love and support for inZOI this week. We will continue striving to become a development team that always listens to you and searches for the right direction together with the community.

And please remember that we are also working hard to become a better development team that truly loves the game we are creating.

Thank you.

kjun


What features are you looking forward to seeing? If you’re a console player, will you be getting InZOI once it is available on Playstation 5? Make sure to follow the Sims Community, and we’ll keep you up to date with all the big things happening in the Life Simulation genre!

Overview of New Features and Fixes: The Sims 4 May Patch Test

The Sims 4 May Patch has been an update The Sims Team has been hyping up for quite a while now, boasting 150+ new bug fixes, a handful of new content, a new live event, and some new features. How does it actually stand up to those claims? A huge focus of this patch has been on fixing bugs with infants and toddlers, specifically with caregiver gameplay. These issues have been consistent problems since infants were even added to the game, fixed time and time again by mods but not properly addressed by the Sims Team until now, despite infants being added in 2023.

sims 4 may patch features

While the Sims 4 May Patch is mostly just bug fixes and changes, some new features or items were added to the game! These include the new live event, a new basegame infant playmat, a base layers system in Create-A-Sim, and more extensive backups for any save files, especially long-term and older save files.

Features & Fixes

Lady Bridgerton’s Masquerade Ball Login Event

sims 4 may patch features

This new live event is running from May 12th to July 7th 2026, introducing 22+ new items inspired by the Netflix show Bridgerton, with the event itself being titled “Lady Bridgerton’s Masquerade Ball Login Event“, to align with the upcoming kits and kit bundle being released on May 14th, which are both Bridgerton inspired and licensed as well.

This is a simple login event, meaning that you don’t have any in-game goals or quests to guide any sims through. Simply login a few times throughout each week, and items should unlock. If you don’t have the time or don’t personally want to wait to have these new items in your game, modder Lunar_Britney has already created an unlock that makes the items available in-game instantly. This modder also have unlocks for previous live events!

New Basegame Infant Playmat

sims 4 may patch features

A small addition is a new basegame infant playmat, the “Lil’Wiggle Playmat” which is priced in-game as §100.

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The perfect Playmat for nap time, tummy time, wiggle time, play time. Any time is a good time for an infant on the Lil’Wiggle Playmat.

The playmat has a total of nine swatches. Three designs/patterns and three swatches per design/pattern. These include Patched Pattern, Beveled Shapes, and Sheep Patterns.

Create-A-Sim Base Layers

A Base Layers system was added for toddlers and older, adding new undergarments that function similar to tights but for a Sim’s torso. Each age group (Toddlers, Children, and Teens-Elders) have different amounts of assets, with toddlers only having two options, children having four options, and teens-elders having eight options available.

These items lay directly over the skin texture, meaning that they will appear under any top, including transparent tops or tops with rips. This is intended so that you can, per the Livestream revealing the feature, add a “pop of color” to certain tops, as well as to provide more modesty for certain tops if you would like.

While I felt that they looked a little strange with some tops, a favorite use of mine was using them to “warm up” some jackets and blazers in-game, since I like their designs but feel so weird about the sim having no visible undershirt. Now, they look actually ready for the cold weather.

Extended Day/Week/Month Save Backups

While this is something that will be more noticeable/helpful in long-term saves after this patch, backup saves and your ability to restore to certain save points has been updated to reach back much further. Instead of five random saves that do not go back that far and every save overwriting the previous, the game will now keep older saves and many more individual saves, so if anything happens, you have a wide variety of points to restore to.

Infant Changes & Experience

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The part of this update most heavily advertised and shown off by The Sims Team leading up to the Sims 4 May Patch has been bug fixes and feature changes meant to make playing with infants and toddlers much more enjoyable and overall easier, especially if you like to play with autonomy on. These fixes include changes to hovertips, Infant sleeping behaviors, caregiver behaviors, the “Check infant” interaction, etc.

  • Infant & Toddler Changes
    • In settings, Caregiver Autonomy can now be disabled. This is not recommended, but primarily for players who want a challenge or who prefer to do all infant care manually and player-directed.
    • Caregivers should no longer constantly queue to “Check Infant”, interrupting their day.
    • Expanding on this, a large part of this update is to make caregivers behave more like their normal selves when caring for an infant, rather than so much of their autonomy being focused on an infant, especially when said infant is completely fine.
    • The pick up & put down loop has been fixed (In most instances the Sims Team found), stopping Sims from picking infants that they just put in cribs or in high chairs or on playmats to then put them on the ground.
    • Sims now clean up diapers and bottle trash created from the “Change Diaper” and “Bottle Feed” interactions quickly and autonomously.
    • Feeding and changing infant’s diapers will now take less time, with diaper changing taking roughly 1/3rd of the time, and feeding taking approximately 15 in-game minutes (down from 30).
    • Infant Care options in the pie menu should now appear upon the first click to avoid players constantly clicking through the pie menu just to feed and care for infants.
    • Milestones related to Tummy Time will now progress much quicker to account for both regular and short lifespans. The Sims Team has said that with consistent care, these milestones should be unlocked roughly around Day 3 of the infant stage. Milestones related to Tummy Time include…
      • Lifted Head
      • Rolling Over to Back
      • Rolling Over to Tummy
      • Learned to Creep
      • Learned to Sit Up (Majorly triggered by the “Practice Sitting Up” interaction, but can be earned through tummy time).
      • Learning to Crawl (Majorly triggered by the “Practicing Crawling” interaction, but can be earned through Tummy Time).
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If you’re not a big fan of your sims autonomously caring for infants, and you would rather keep an eye on them yourself and have full control, you can now choose to disable Infant caregiver autonomy. This will stop any autonomous behavior like feeding, bathing, changing diapers, etc. Sims will still interact with infants socially, but will not tend to their needs. Since infants cannot care for themselves, this is only intended if you want the challenge or if you prefer to control everything yourself. This feature will not stop infants from being taken away if they are neglected.

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When playing with these features in a newer save, I did find that the gameplay with infants did go much smoother than it has over the last three years. I tested this on a family of six; two adults, one child, one toddler, and two infants. I didn’t run into multiple consistent issues that plagued the game prior; Caregivers constantly setting infants on the floor, checking on infants over and over, taking them out of their crib or off their playmat to put them on the floor, leaving trash everywhere after feeding or changing a diaper, etc.

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My sims cared for their babies and then returned to other parts of their lives, and didn’t constantly hover over them while simultaneously being incapable of properly caring for them.

A few new additions were also added to make gameplay more understandable and obvious for players. These include hovertips over interactions to better explain them, and new thought bubbles and moodlets to explain why an infant is not sleeping.

If an infant is interrupted from sleeping by a loud noise, typically a television or radio, they will now wake up with a thought bubble that shows the offending object, and they will also gain a buff explaining why they woke up.

When choosing if you want an infant to autonomously breastfeed or bottle feed and what they prefer, the game now shows hovertips to explain them further, as these do not restrict your ability to direct sims to feed infants in a non-preferred way.

On a smaller note, infants and toddlers now get milestones when they go to daycare for the first time!

What Didn’t Work?

Outside of the main infant changes and such, one feature that was supposed to be fixed (But also did not work in the Sims 4 May Patch livestream itself) was Sims autonomously turning off the source of noise if they are woken up by it. I attempted this with radios and televisions, with both an adult and a child in separate bedrooms. Even when extremely tired, they would wake up but not turn off the source of the loud noise.

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But hey, at least we now know that naps are quick and restore a little energy.


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As a small side note, thank you to Sims 4 Gallery User @elizabethterrio, who created the “Wonderwood Wonder” build I used to play this family!


How are you feeling about the new patch? Have you run into new issues, or do old issues that should’ve been fixed still persist? Let us know, and also make sure to report them to the Sims Team directly on the EA Forums, or look for your issue and upvote another thread! We’ll keep you in the loop with any new patches and assets, so follow The Sims Community for more!

The Sims Team Acknowledges New The Sims 4 Issue in Create A Sim on Console

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Not being able to scroll and select in Create A Sim is a new issue with the latest patch!

If you’ve been wondering why it’s so difficult scrolling through the Create A Sim catalogue with the recent game patch on Consoles then you’re not alone. The latest Sims 4 issue for Xbox and Playstation forbids the player to search through the items catalogue such as tops, bottoms within the “show all” section. The ability to scroll through the catalogue and select an item of your choice is gone!

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Forum user 87458054 also verified that using specific subcategories such as Jackets or Tank Tops will resolve the issue. “Necklaces and hats but out a lot too” they’ve stated on the latest EA Forums thread, with several more comments on the thread:

After the newest update I can’t scroll down shirts or pants in the ‘show all’ section, but if I specify jackets or tank tops or any of the other ones it works. Necklaces and hats bug out a lot too but I managed to scroll eventually 

Source: 87458054

I also can not scroll down the long hair, hats, jackets, boots, and Tank tops. I play on xbox next gen, getting a bit sick now of every time there being new update something else brakes it’s becoming a bit of a joke. 

Source: xAutumnAngelx

Experiencing the same on PS5! I hoped for today’s update to patch up some of the technical issues, but now it’s even more unplayable. I’m so disappointed

Source: obamalexis

The Sims Direct Team acknowledged this issue on X, releasing a short statement that they’re looking into fixing this Sims 4 issue on Consoles.

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Simmers, We’re aware of the issues with scrolling in Create A Sim on console & are actively investigating reports in the EA Forums thread here.

You can follow the linked thread for updates, thank you for your patience while we work to resolve this.


Have you experienced this Sims 4 issue on your console platform? Make sure you leave a report in the linked forum thread above and stay tuned to Sims Community for more information about the game’s stability!

InZOI Deaths: An Updated Survival Guide

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Let’s take another look at InZOI deaths with the current knowledge the players have gathered.

As a life simulator game, InZOI is full of possibilities, yet also full of danger. While it may not be easy to have your Zoi die and become a ghost, it helps to be aware as sometimes, as death can come from unexpected places. 

As of the time of writing, InZOI has 17 ways for your Zois to die. As an Early Access game, InZOI features can change, so the guide aims to capture the general idea of each death.

Death by Natural Causes

As Zois age, they will eventually reach the Senior stage, the final life stage. If aging is enabled under the Simulation menu, then eventually the death will arrive to them. How soon it happens is affected by 3 factors:

  • Aging Speed: found under Simulation options, players can set the aging speed from 0.25x (40 days) to 4x (3 days). By default, it’s on 1x speed (10 days).
  • City’s Health Level: found in the Manage City section while editing the city, this not only affects the likelihood of diseases. The lower the setting is, the less days Senior Zois may have. At the lowest setting, a Senior Zoi could even die after 12 hours.
  • Gender: Female Zois tend to live longer than Male Zois.

In addition, removeZoi [Zoi ID] cheat can be used to trigger this death for any Zoi. For more about using cheats in InZoi, check out this guide.

Low Needs

There are three needs that when empty will cause death:

  • Hunger (Leads to Death by Malnutrition)
  • Sleep (Leads to Sleep Deprivation)
  • Recognition (Causes Zoi to run away), though this won’t turn your Zoi into a ghost.

Zois tend to survive without these for 2 days. However, when the need is empty, Zoi won’t die (or run away) immediately. It begins as a 12-hour negative moodlet, turning into a worse 24 moodlet after that. The game will warn the player when 12 hours are left. Ignoring that will eventually cause Zois to die or run away. Children will be taken to the Child Protection Agency when hungry or haven’t been recognized, or simply faint for a moment if they lack sleep.

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Death by Overwork

A special case of low needs deaths is this. However, empty Energy need alone is not enough. For that, Zois must continue energy consuming activities while it is empty, be it physical (like working out) or mental (like painting). To avoid this, make sure your Zois get plenty of rest. Even a quick sit-down is enough to get that Energy up.

Death by Drowning

Another case of death caused by empty Energy need. Swimming tends to deplete the need faster. Once the Zoi has no Energy left, you’ll get warned. With 3 hours left, prioritise getting your Zoi to land as soon as possible. During that time, your Zoi cannot swim fast, so make sure your Zoi does not swim too far away from land.

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Temperature Deaths

Usually the safest temperature range is from 0°C/32°F to 30°C/86°F. When outside the range, Zois should wear weather-appropriate clothing (hot weather or cold weather) and seek ways to warm or cool themselves. If this isn’t done, eventually you will get a warning. After 30 minutes, your Zoi can die by either Hypothermia or Heatstroke at one point. Children will be sent to the Child Protection Agency however.

Note that although you can temporarily change the weather is City Appearance menu, it does not last long enough for any Zoi to die.

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Death by Anger

Just like in The Sims, the more emotion points your Zoi has from moodlets, the stronger the emotion is. In case of Annoyance, 7 points are needed for this emotion to become Enraged (easily achieved with Max Annoyance Donut from the Meow Store). At that state, any mean interaction done to other Zois carries a risk of death. For now, this death has become much more rarer, but still worth keeping in mind when being mean or doing criminal actions.

Death by Fire

Fire can break out due to various reasons, be it cooking, malfunctioning electronics, or simply playing with fire. Should one break out, simply standing near a burning object for some time will cause Zoi’s death.

If you are having trouble getting fire started, try lowering Fire Prevention Rate in the Manage City panel. This will raise the chance of devices like TVs malfunctioning, which may simply break them or cause a fire.

Death by Electrocution

Speaking of broken objects, repairing broken objects or intentionally breaking them carries a very small chance of death. The lower the Appliance Durability is set in the Manage City panel, the more will objects break. However, your Zoi can have a higher risk of electrocution by hacking an ATM. Having the Mysterious Scent from a flower bouquet also increases the chance.

Death by Food Poisoning

Leaving food out to spoil can turn dangerous in Inzoi. While Zois are not willing to eat food that has already been spoiled, they can still smell it. After eating or smelling a spoiled food, there is a chance for the Zoi to die.

There is, however, a much easier way. You can simply buy a Poison Doughnut from the Meow store for 50 Meow Coins.

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Death by Falling

Keeping up with housework is important, especially with cleaning and repairing. If you don’t clean your house and leave plumbing broken, Zois can slip and fall near plumbing. Each time this happens, there is a chance that the Zoi just won’t get up anymore.

In the future patch, it will be possible for Zois to pour water from the cup on the ground, creating a puddle. Any Zoi stepping into the puddle has a risk to slip, but most of the time they’ll get up, annoyed at the prank.

Death by Traffic Accident

Just like in real life, it’s important to use caution when in traffic, especially when driving vehicles with Manual Driving. A speeding car can very easily cause someone’s death, and speeding with a smaller vehicle like a motorcycle or scooter can result in the death of the rider on collision. Currently, drivers that cause death of other Zois will face jail-time for 1 day, but in the future, it is in the plans to add trials for these cases too.

Death by Lightning

InZOI features some natural disasters that can happen. One of those is Heavy Rain. These naturally occur in Cahaya and feature rain with flash floods and lightning strikes. Any Zoi that is outdoors at the time run a chance of being struck by lightning, which will cause death.

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Death by Water Threats

And last but not least, we have two more deaths.

Bliss Bay and Cahaya both feature an ocean where Zois can go swimming. While the ocean can hold beautiful areas that can be discovered through snorkeling, it also features Jellyfish areas and Shark areas. You can find Cahaya’s danger areas in the Guide and in some town boards. In Bliss Bay, the rule of the thumb is not to swim too far from the beach.

Entering those areas will give you a warning that will repeat after some in-game minutes. The first warning is safe, but the further warnings onwards will make your Zoi terrified. This is the point where death can occur when spent too long in the area swimming, be it through jellyfish sting or gruesome shark attack.

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What can change?

InZOI is still an early access game, thus things can change and more deaths can be added. For example, the Karma system played an important role by having the Negative Karma increase the chance of death. This has been changed with the addition of ghosts, with Karma no longer having a large effect on living Zois.

However, in the code, there are references to more deaths. These include Death by Shame and High Fever. Death by Shame is the death that is the most complete, having an animation and trigger condition. However, as it does not have a pop-up message and ghost urges, so it is safe to conclude that it is not currently possible in the game. High fever on the other hand only exists in the code as a trigger.

While Death by Pollution has also gone around the Internet, there are no references to it in the code. The main source for this seems to be this pre-release Q&A posted by inzoiresource on June 2024. It is unknown if the death was planned or was completely removed from the game, but the existence of Green Planet location could hint towards it being thought of.

Conclusion

InZOI, as a new take on life simulation game, also has a new take on death. Some require the player’s intention while others can simply happen out of the blue. Yet as an Early Access game, some deaths (mostly accidental deaths) can change and new deaths may be added as the game is developed.

What are your thoughts about InZOI deaths? What deaths have you experienced in your own game? Or what do you think can change or be added? Let us know in the comments below.

The Sims 4 Update: Official Patch Notes (May 12th, 2026 Release)

Find out everything new, improved and fixed in the latest Sims 4 Update.

The newest Sims 4 Update has just begun rolling out across PC, Mac, Xbox and Playstation supported platforms. As announced last week in the latest Sims 4 Laundry List, official Discord Q&A Session and even a full 1 hour livestream presentation – the latest update promises to add 150+ bug fixes, first autonomy improvements to adult Sims and full improvements to Toddlers and Infants.

Players can also expect the first addition of layered clothing, including new free layered clothing for Sims of all ages that you can now find in the Accessories section in full body. Simply select the first layer of your choice, variant you want and put a jacket or an outfit on!

Simmers can also expect the addition of a new Sims 4 Login Event titled Lady Bridgerton’s Masquerade Ball. Lasting from May 12th to July 7th 2026, players can unlock new items simply by logging into the game’s Main Menu. All in promotion for the upcoming Sims 4 Bridgerton Kits Bundle releasing on May 14th.

From improvements to save backup feature to new game player settings, discover everything added in today’s Sims 4 Update:

The Sims 4 Update Logo

The Quality of Life Update

Installing the Latest Sims 4 Update

You can get the latest The Sims 4 Update on the following official launchers and platforms:

  • PC: EA App, Origin, Steam, Epic Games
  • Mac: Origin, Steam
  • Playstation: PS4 and PS5
  • Xbox: Xbox One and Xbox Series X / S

You can download the latest Sims 4 Update by checking for a Patch through the EA App, Steam or Epic Games launcher for Desktop. If you have Automatic Updates enabled the update will automatically download through your client program. In case your EA App is not working properly ensure you’ve cleared your app cache!

If you play The Sims 4 on Xbox Series X / S and Playstation 4 and 5 you can request a new update by checking for updates under The Sims 4 game in the Main Menu. If you’ve enabled automatic updates the Patch should download right away.

This Sims 4 Update is quite a big one and changes some core fundamentals in autonomy and CAS. Brace yourself for the impact of some of the current mods breaking and ensure your Mod creators have released a new version to match the latest game patch.

There’s also a handy official guide to Mods and CC maintenance, as well as backing up your Saves! Click here to learn all about healthy upkeep of your The Sims 4 files.

The Sims 4 Update

Official Sims 4 Patch Notes

Update: 5/12/2026
PC: 1.124.54.1030 / Mac: 1.124.54.1230
Console: Version 2.33

Dearest Simmers, 

With the arrival of May, some of the season’s most anticipated improvements and bug fixes are making their grand entrance into The Sims 4. It is with great pleasure that we share a snippet of what is yet to come, sure to delight even the most discerning members of the Sims community.

Foremost among these, are dedicated improvements to Infant and Toddler gameplay, influenced by your gracious feedback and ever-helpful reports. We hope you find the caregiving experience most improved. Whispers also speak of a charming new basegame Infant Playmat, for all players, which I hear includes a variant adorned with the most fashionable motif – dainty little sheep.

To guard against the loss of any cherished stories, we’re implementing new save redundancy options for your Backup Saves, including day, week, and monthly options to better protect your Households and your progress.

In the realm of Create a Sim, a most fashionable Base Layers feature now allows for more fashion expression and truly splendid ensembles.

Over one-hundred and fifty bugs have been dutifully vanquished, with dozens of troubling infants and toddlers bugs gone forevermore! The Sims will now find their sleep more restful, thanks to refined autonomy improvements and bug fixes. And, of course, more than ten vexing issues from the community’s top twenty bugs list have also been addressed.

Finally, this Season brings news sure to set games aflutter. A collaboration most grand, as two new Kits, Lady Bridgerton’s Masquerade Ballroom & Fashion, and a log-in event have entered the game, ensuring your Sims may dress and dwell in the height of regency splendor. And as a most delightful bonus, those who acquire Lady Bridgerton’s Masquerade Ball Bundle – featuring both kits – shall be rewarded with three exclusive items including the Bundle of Joy bassinet, a cradle fit for the tiniest debutante or young duke, and an elegant gazebo.

Thus, dearest Simmers, prepare yourselves for an experience most improved, and delight in the season’s remarkable bounty.

Yours truly, The Sims Dev Team

What’s New?

The Sims 4 Lady Bridgerton’s Masquerade Ball 

Lady Bridgerton’s Masquerade Ball – Login Event 

Prepare for the social event of the season! Running May 12 – July 7th, a limited time login event that brings a bit of the Ton to The Sims 4! Earn exclusive rewards as you log in week by week like the Heart on Your Sleeve trait, Daytime Stroll Gown, Gallant Wool Coat, and more! New rewards will be unmasked on specific days, so return throughout the event to unlock rewards that transform your Sim into the greatest host!

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A preview of the Lady Bridgerton’s Masquerade Ball event

Based on your feedback from the last Login Event, we’ve made improvements to the Event Menu! You’ll now see a counter showing how many weekly check-ins you’ve completed while rewards are available to unlock. We’ve also segmented the weeks, added a countdown timer for when the next week begins, plus a subtle highlight showing what rewards will be available to claim the next time you log in! You can start earning rewards on May 12th, but be sure to log in no later than June 25th so you do not miss the chance to earn all available rewards with subsequent logins!

Two New Kits and a Dazzling Bundle 

For players looking to bring the decadence and grandeur of Lady Bridgerton’s Masquerade Ball all in a single bundle, there are three exclusive items alongside the two enticing new kits: 

The Digital Content … Yes, Lady Bridgerton’s Masquerade Ball experience is complete with the iconic Bridgerton House Gazebo, the beautiful Bridgerton House Piano, and well, as we know, sometimes balls can lead to … ahem, rushed nuptials and so, a Bundle of Joy bassinet, for those looking to expand their family. Make sure you get the bundle before August 14 for these most splendid gifts. 

The Fashion Kit, inspired by the season’s most talked about event, Lady Bridgerton’s Masquerade Ball. With costumes and masks to hide one’s true identity. But of course, you can find even more dresses and accessories to play out the most perfect ballroom fantasy.  

The Ballroom Kit, provides decor and objects that will have builders swooning, like the Ballroom Banquet Table, floral wall adornments, and the Elegant Macron Display. Recreate the ballroom that set the season in motion inspired by Lady Bridgerton’s own delightful decor.

Looking for a more singular experience? Well, have no fear, you can get all the latest fashions direct from Lady Bridgerton’s Masquerade Ball or all the delightful decor from the Ballroom, by getting individual kits directly from the in-game store or on your preferred platform. 

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A screenshot showing the Lady Bridgerton’s Masquerade Ball Bundle items including pictures of a Sim in a mask, gazebo, chandelier, bassinet, and piano.

A Basegame Infant Playmat

To celebrate this release’s bundle of Infant fixes and updates, we’re giving away a free Infant Playmat in basegame. You can find the Lil’Wiggle Playmat in Build Mode’s Kids’ Room Category in the Infants and Toddlers section. 

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A screenshot showing the new “Lil’Wiggle Playmat” in each of its nine variants in a variety of colors. Some playmats have shapes while others have little sheep.

Create a Sim Base Layer Feature

We’re adding a new accessories category to Create a Sim! Base Layers give your Sim a new way to customize their outfits, make any top more weather-friendly, and find comfort and confidence in extra coverage or undergarments like the layerable binder. There are 8 Base Layer options for Adults, 4 for Children, and 2 for Toddlers, all in a variety of colors and sleeve lengths!

With 380+ new Base Layer styles, your Sims never have to wear the same outfit twice! The new accessory works just like the tights accessory that you layer with pants and skirts, or wear on their own. These pieces layer under any Top or Full Body CAS asset as well as any other accessory like bracelets or necklaces.

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Five Sims of different ages, all wearing variations of outfits with Top Layers under their Top or Full Body assets.

Day, Week, & Month Backup Save Versions

We’ve made additions to the Backup Save feature for players with this patch! In the previous rendition of this feature, the game would automatically generate a series of Backup Saves that pulled from your last five previous game sessions. These Backup Saves can be loaded to recover past game states if your main save is in a state you don’t want – such as your main save experiencing a form of save corruption. This functionality is still available.

With this update, we’ve added three new types of states for Backup Saves to help you recover more options for previous versions of your game. This menu now retains old saves from over a Month, Week, and Day ago. This means if you load your save six times in one day, you won’t just have six Backup Saves from that day. You’ll also still have older options available to you.

We know it’s very frustrating when you lose your saves or experience a game breaking bug, and we’re working to address these sorts of issues. However, we hope this quality of life improvement will be a useful fallback in case these situations do occur.

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A screenshot of the Backup Save Version User Interface, showing a series of days old backup saves that have been labeled to indicate how old they are.

Bug Fixes

We have over 150+ Bug Fixes coming with this patch, which include major improvements to Infants, autonomy, and sleep, as well as a wide range of highly voted community issues across the Base Game and packs. Here’s a list of the Top 5 Most Voted Issues.

Top 5 Most Voted Fixes:

  • “Black Photos”:  6 fixes for different causes of texture loss, plus extensive QV testing on paintings and photos to catch any unreported cases. At time of writing, all tracked “black photo” bugs will have been resolved, but  we’ll continue monitoring any new reports.
    • [EA Forums] A “black photo” issue could occur when a filter was applied during capture, the photo was placed, and then another filter was applied. This has been fixed to prevent future occurrences, including in old saves when taking new photos. Existing black photos cannot be restored, but photos that had only one filter applied (and not changed again) are now fixed in old saves and can safely have a new filter applied.
    • [EA Forums] [EA Forums] Custom paintings (Paint from Reference) created off-lot could appear white on the easel. The game now correctly checks for textures even when the Sim isn’t on the current lot. This fix is compatible with old saves, and existing paintings will still resolve when the lot is loaded.
    • [EA Forums][EA Forums][EA Forums] Custom “Paint from Reference” paintings uploaded and downloaded from the Gallery now retain their textures correctly, with the related assert and “System Issue” when placing them on a lot issue also resolved. This fix is retroactive and applies to affected Gallery uploads. 
    • [EA Forums] All wall and surface Photos should now be able to properly retain data when being uploaded to the Gallery. This fix is retroactive and should no longer occur when downloaded from a Gallery upload where the bug was occurring. 
    • [EA Forums] Medium and Large Photos captured with the in-game camera will no longer appear blurry. This fix is not retroactive and will not fix photos that were already taken in past saves. 
    • “Paint from Reference” no longer turns white when a Sim resumes a painting after traveling. This fix is partially retroactive: incomplete paintings in old saves can now be resumed and finished correctly, but completed paintings already stored in inventory will still appear as white canvases when placed. 
  • Sims putting down Infants before picking them up [EA Forums]
  • Sims will no longer receive the “Secret Witness” Sentiment when a married or engaged Sim is witnessed WooHooing with their partner by another Sim. [EA Forums
  • “Can’t place item”:  Fixed in both new and old saves.  [EA Forums]
  • Sims could get stuck with Scandal and its VFX if the Scandal ended in a different session than when it was revealed. This is now fixed for new cases, and existing affected saves will have the lingering VFX cleared. [EA Forums
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A screenshot of an Infant dressed like a little, fuzzy, white bear, laying on a teal and white Playmat that has little sheep and clouds on it

Infant and Toddler Improvements and Fixes

This patch focuses on improving quality of life for Infants and Toddlers, based on top EA Forums issues and additional feedback from Discord and Reddit. After extensive playtesting, we’ve made significant improvements and are excited to share them with you! 

Infant Gameplay Additions

  • We’re adding a new Infant Playmat to Basegame!
    • Sims are meant to take Infants out of cribs, but placing them on the ground can feel awkward. Sims prefer using Playmats, which provide more gameplay and allow for intentional placement. To support this, all players are receiving a free Base Game Playmat!
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A screenshot showing the new “Lil’Wiggle Playmat” in each of its nine variants in a variety of colors. Some playmats have shapes while others have little sheep.

  • We’ve added a new toggleable option in the Options Menu to “Disable Caregiver Autonomy for Infants.” This is located in Game Options under the Gameplay tab.
    • Caregiver autonomy for Infants has been improved, but we added a new option that allows players to disable it entirely for full, manual control. This setting is off by default; when enabled, all Infant care must be handled by the player. If care is neglected, the Infant may be taken by social services.
    • With this option enabled, Sims will still autonomously socialize with their Infant. 
    • With “Disable Caregiver Autonomy for Infants” enabled, the “Check Infant” interaction remains available for manual use. This allows players to simulate uncertainty in caregiving (especially with low Parenting skill).
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A screenshot showing the new Disable Caregiver Autonomy options available in the Gameplay tab. The text reads: “Enable this option to ensure Infant caregiving is only handled by the player. Warning: Turning this on will disable Caregiver autonomy for Infants, which may result in Infants being taken away for neglect if not manually cared for.”

  • Infants now gain a buff and show a thought bubble when woken by loud noises, with a one-time TNS tutorial explaining the behavior. This makes it clearer why Infants wake and call for Caregivers, helping reduce repeated pickups by allowing players to address the noise source.
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A screenshot showing an Infant thinking about a television that has just woken them up from a nap due to it being loud.

  • [EA Forums] An issue with the Infant Stand Up Milestone was traced back to a previously fixed problem where Infants needed specific nearby objects to pull themselves up. We’d fixed this previously, and are including it here again. While the Milestone still unlocks as before, clarity was improved with a greyed-out interaction and hovertip guiding players to use a crib.
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<A screenshot showing the “Practice Standing” interaction’s hovertip text beside another image showing the “Attempt Pull to Stand” interaction that’s available for Infants while in a Crib.

  • Hovertips have been added to the “Prefers Breastfeeding” and “Prefers Bottle Feeding” interactions to clarify that choosing a preference restricts autonomous feeding to that method only.
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A screenshot showing the explanatory hovertip on the “Prefers Bottle Feeding” interaction on an Infant which reads, “This Infant will only use a bottle autonomously.”

Autonomy Improvements & Fixes

  • [EA Forums][EA Forums] [EA Forums] Frequent Infant pickups and put downs, caregiver conflicts, and Sims freezing during care were major frustrations. This update includes multiple interconnected fixes to address these issues, all available in the Base Game:
    • Caregivers should now need a reason to want to pick up an Infant from a crib (such as the Infant having a dirty diaper, etc.), and Infants will call less frequently to ask to be removed from the crib.
    • We’re limiting the amount of times Caregivers run caregiving interactions autonomously (feeding, changing diapers, etc.).
    • Sims should no longer freeze during “Check Infant, “Give Infant a Nap,” “Tummy Time” while an Infant is sleeping, when an Infant is crying, or while another Caregiver is already holding or interacting with an Infant. If there are other instances of this occurring, please report them, and we’ll see if we can address them for a future update.
    • Sims now place Infants on the floor far less often, and they are also not placed on the floor when attempting to hand them to another Sim. Caregivers may still occasionally put Infants on the floor to adjust positioning for certain interactions (like Tummy Time). This behavior is expected since Infants can’t move. 
    • Infants will no longer get stuck between a Sim’s legs when “Hold Infant” is canceled during “Put Infant Down Here.” This can still occur if the game is paused, which is being tracked for a future fix.
    • Sims can now successfully autonomously give an Infant a bath.
    • [EA Forums] Infants will no longer immediately get taken out of the Back Carrier as soon as they’re put into one.
  • “Check Infant” can now be canceled if it’s the next interaction in a Sim’s queue, though it can’t be canceled if it’s queued behind another action. A full fix wasn’t possible for this Base Game update, but if that’s something you’d like to see fixed still please provide feedback in the EA Forums and give it a vote.
  • Infant care interactions (Give Bottle, Change Diaper, etc.) should now appear on the first Pie Menu when an Infant’s Needs are low for your ease of access. 
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A screenshot showing the available interactions on the front page of an Infant’s Pie Menu. These available interactions in the screenshot include: “Give Bath,” “Bottle Feed,” “Clean Up,” and “Give Bubble Bath” as examples.

  • Sims will now clean up bottles that were left on the ground. We also decreased how frequently Infants will be hungry. Between these two changes, we hope to have addressed the community feedback around bottles being left everywhere. (Basegame)
  • Sims will now clean up diapers left on the floor after changing an Infant or Newborn (as long as a trash can is nearby). This keeps some of the intended messiness while reducing frustration. (Base Game)
  • Changing an Infant’s diaper at the Changing Table should take about a third less time than it used to. (Base Game)
  • The Infant Hunger Need will now decrease slightly more slowly. We received light feedback on this and we’re hoping this slight tweak will prove the right balance for player realism and fun. (Basegame)
  • Feeding an Infant will now take about fifteen minutes (Sim Time), which is half the time it previously took. (Base Game)
  • Taste Testing baby food in the High Chair now provides a substantial boost to an Infant’s Hunger. (Base Game)
  • The “Needs Nap” Moodlet for Infants has been reduced to Strength 1. This keeps the intent of encouraging regular naps while making it less intrusive and allowing other Moodlets to take priority when the Infant is otherwise happy. (Base Game)
  • Care interactions on objects (e.g., Bathtub, Playmat, Changing Table, High Chair) will no longer appear while an Infant is sleeping, preventing failed interactions and reducing confusion. (Base Game)
  • Infant Milestones tied to Tummy Time now unlock twice as fast, addressing feedback that progression felt too slow – especially on shorter lifespans. With reasonable attention, most Milestones can now be achieved by around day 3. (Growing Together)

Other Infant & Toddler Bug Fixes

  • An excerpt from a Sims Butler’s Memoir for your reading pleasure: “Persistence.” A quality they taught me at the Windenburg School of Butlery. So believe me, when I saw those dirty diapers on the ground, I thought to myself… my goodness, I’m going to vacuum those bad boys up. But today, I was taught a new skill. Using my hands. From now on, I shall endeavor to pick up diapers with my… dare I say it… my hands. A more efficient and actually productive method of disposal. *Takes a bow* Butlers and Maids will now pick up diapers and throw them away, rather than trying to vacuum them for hours and hours and hours… and you get it. (Basegame & Vintage Glamour Stuff)
    • Butlers will also now properly dispose of pet fur and ash piles by picking them up and throwing them away. (Multiple)
  • [EA Forums] Infant and Toddler Needs will no longer decrease when the Active Sim (and the player) is on another lot, away from them. We hope that this change will make caregiving for Infants and Toddlers more enjoyable. (Basegame)
  • [EA Forums] We’ve addressed an issue where Toddler Sims could be hungry but would remain idle, despite having food. This should no longer occur. (Basegame)
  • [EA Forums] If an Infant is fed finger food and the interaction is canceled, there is now an interaction on the food that will allow the Infant to resume eating the finger food again. (Basegame)
  • [EA Forums] We fixed an issue where caregiver Sims would be standing in the yard next to an empty rug (with no Infant) when switching control between a Sim at Home and a Vacationing Sim in the same Household. Now Infants should remain in their position within the house. (Basegame)
  • [EA Forums] We’ve added a fix that will disable the Cause of Death selection UI for Infants and Toddlers. (Basegame)
  • [EA Forums] We investigated a Top Community issue where interactions with Infants and Toddlers were not available after they returned from daycare. However, we determined that this was already fixed in the November update and not reported. We’re including it here to inform players who might have been tracking this issue. (Basegame)
  • [EA Forums] We investigated the issue where Infant, Toddler, and Children Sims could not be played once merged with other Households after having been taken away. We were able to verify that at some point in the past it was fixed in a previous update. (Basegame)
  • Interactions like “Practice Standing,” “Tummy Time,” and “Practice Crawling” will no longer be greyed out and unavailable while in a basement. (Basegame)
  • [EA Forums] Infants no longer T-pose when swapping from the “Accessories” category to “Bottoms” and back to “Accessories” again in Create a Sim. (Basegame)
  • We received feedback that “reading to Toddlers” wasn’t working well, and we started work investigating these issues. We were able to address a few bugs relating to this, but there are some other reading related bugs that are still open we’re investigating. If the interaction was queued already in a loaded save and Sims are frozen, this also will not be retroactively fixed. Please cancel the interaction in the interaction queue, and it should work going forward in old saves. (Basegame)
    • [EA Forums] Toddlers are now able to successfully run the “Ask to Read Book” interaction on a teen or older Sim.
    • The “Be Read to By” interaction on Toddler Books should now function when selected by an Infant. 
    • We fixed a code exception that could cause Sims to reset when an Adult Sim would click on a book and choose to “Read to Children.” (Basegame)
  • We fixed an exception that could trigger when a Sim performs the “Practice Standing Up” interaction on an Infant that was being held by a Sim. (Basegame)
  • We fixed a typo error in the Infant’s Angry Mood hovertip where it said “a little TLC can go along way.” It now reads, “A little TLC can go a long way.” 
  • [EA Forums] Infants will no longer get a “Controlled Emotions” moodlet when they sleep near fireplaces. Nobody should expect “controlled emotions” from Infants – that’s just silly! (Snowy Escape)
  • [EA Forums] The Holiday Tradition to receive a gift from Father Winter is now completed for Toddlers when they “Ask for Present” and get a gift. (Seasons)
  • [EA Forums] We addressed an issue where the Maxed Movement Milestone wasn’t unlocking for Toddlers after all skills were maxed. This fix will work retroactively in saves where it was occurring. However, it can still occur if mods are used that would cause the Toddler’s movement to jump from 1 to 5 directly. (Growing Together)
  • [EA Forums] Infants Milestones are no longer disappearing or being reset when that Infant’s Household is visited while playing another Household. This is fixed in old saves as well as new ones. (Growing Together)
  • [EA Forums] Infants are now able to act on their unlocked Milestone developmental progress when they are not at their Residential lot. This fix is retroactive in old saves where the bug had previously been occurring. (Growing Together)
  • [EA Forums] The First Time at Daycare Milestone now unlocks for both Toddlers and Infants. (Growing Together)
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A screenshot a Toddler Sim’s Milestones UI. They have the “First Time at Daycare” Milestone unlocked with text that reads: “Aidan went to daycare for the first time.”

  • We fixed an issue where Infants would not acquire or gain Milestones after traveling to another lot and then going to Daycare from a lot that wasn’t the Home lot. (Growing Together)
  • [EA Forums] We addressed an issue where Infant Milestone TNS notifications could appear twice when traveling to another lot and then returning to the Home lot. (Growing Together)
  • [EA Forums] The Fun Need will now properly remain greyed out until an Infant Sim unlocks the Sit Up Milestone. (Growing Together)
  • [EA Forums] Infants no longer display the “Inquire about Local Hauntings” interaction. Though, it must be said, if an Infant in real life started asking about local hauntings… that would be pretty creepy! (Life & Death)
  • [EA Forums] Teen and Adult Sims with the Grouch trait can no longer “Spread Rumors about Others” with Infant Sims. The Infants didn’t really understand the rumors anyways. (Multiple)

Sleeping Improvements and Fixes

Sleeping autonomy has been improved following community feedback, addressing a mix of bugs and quality of life issues. Overall sleep behavior should be more reliable. A rare case of Sims not sleeping could not be consistently reproduced and was not fixed, though reloading resolved it during testing. This issue is still being tracked.

Base Game

  • [EA Forums] Sims woken by a nearby TV or radio will now turn the device off and return to sleep. This keeps the intended wakeup behavior while making the cause clearer and reducing repeated interruptions. 
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A screenshot of a Sim who was previously sleeping, but then was woken by a radio’s loud music, standing in front of that radio. The Sim has a remote control in their hand and is actively turning off the radio on their own. They have a thought bubble indicating that they do not like the radio right now because it woke them up.

  • [EA Forums] We’ve added a hovertip to the Nap interaction to clarify that this interaction is meant to be shorter with a boost to Energy (rather than an interaction that fills the Need fully). Sims should not stay in the nap interaction until their Energy is full, but we wanted to help clarify this expected behavior. 
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A screenshot of a green sofa with all interactions available. The “Nap” interaction is highlighted, and the hovertip is overtop and reads, “Take a quick Nap, restoring a little Energy.”

  • [EA Forums] Fixed an issue where exhausted Sims could get into bed but still collapse from fatigue. Sims who fall asleep in bed will now remain there instead of getting up and passing out.
  • [EA Forums] There is an idle interaction where Sims are supposed to “Think About Partner.” This will no longer play while a Sim is sleeping, resulting in them waking up. Finally, Sims can both be infatuated and well-rested! 
  • [EA Forums] There were callouts in the sleeping EA Forums thread where Sims weren’t sharing a bed with another Sim. We believe our other fixes have addressed this issue, though as a note, Sims will only sleep in the same bed when their relationship is high enough.
  • [EA Forums] When a bed is assigned to two Sims and another sim hovers over the “Sleep” interaction it will now show both of the Sims’ names that the bed belongs to, rather than just one of the two Sims. 
  • Players can now assign a side of the bed to Sims when a Sim is Multi-tasking. 

Lovestruck

  • [EA Forums][EA Forums] There was an issue where Sims in a romantic relationship were getting out of bed when told to sleep simultaneously. We added an interaction called “Sleep and Cuddle” which will now allow this gameplay to function properly.
  • [EA Forums] Canceling Cuddle on a sleeping Sim will no longer wake both Sims or interrupt their sleep. If the interaction is canceled after one Sim has joined another already in bed, both will remain in bed. Canceling Cuddle before either Sim is in bed will still result in both Sims getting up, as intended. 

General Autonomy Fixes

While we focused this update on Infant, Toddler, and sleep fixes, we were also able to address a handful of other autonomy fixes. We know “autonomy” is a facet of the game you’re interested in seeing improved, so we’ll be continuing to address more issues in this area in future updates.

Base Game

  • Sims will no longer autonomously drink water, addressing feedback about repeated and disruptive behavior. This was tied to a hidden “thirst” system, and removing it makes actions more predictable and player-directed.
  • [EA Forums] We fixed an issue that was causing NPCs to enter a house to drink water. Unfortunately, this fix was unable to be retroactive for saves in which this gameplay was already occurring.
  • We previously adjusted how frequently Sims would dance autonomously. Based on feedback, we’re further reduced this so that they should only dance autonomously around once a day or so (if they choose to). 
  • [EA Forums] Fixed an issue where Children could be taken away despite not being neglected. New checks ensure a Child must be actively failing (F) before this occurs. The fix is retroactive, but previously removed Children cannot be restored.
  • [EA Forums] We addressed an issue where Children Sims could enter a state where they wouldn’t eat after traveling or when hungry. This is fixed retroactively in old saves. 
  • [EA Forums] Child Sims are now able to eat normally both while traveling and after returning home from a Restaurant Venue. This fix is retroactive. 
  • [EA Forums] Sims with the Jealous trait will no longer get upset when their partner interacts with their own children Sims. 

Knifty Knitting

  • The March updates we made to “dancing happening less frequently” didn’t affect the METAL Radio station. We’ve updated the cooldown to include this station now. 

General Bug Fixes

In addition to Infant, Toddler, Autonomy, and Sleep improvements, we have continued to address highly voted community issues (and also some issues that were easier fixes). 

Base Game

  • [EA Forums] Packs that were disabled in the Properties menu for EA App and Steam will no longer appear in the game.
  • [EA Forums] Photos taken with a camera will no longer get stuck in the inventory after trying to place them on the wall. We are still investigating a wider bug where this is occurring for stacked items and paintings as well. 
  • [EA Forums] Photos taken on phone or camera will no longer be duplicated in a Sim’s inventory. 
  • [EA Forums] We fixed an issue where certain connections on a Family Tree could be overlapping or missing. If there are more cases of this occurring in your saves, please report them. 
  • [EA Forums] We fixed an issue where Spouse Sims could become related if you create a genetic sibling for one of the spouse Sims in CAS and both Sims have a child together.  This doesn’t fully address all instances reported in this forum thread but makes progress.
  • We fixed an issue where it was possible for a Sim to be sorted as both a brother and a son in CAS. 
  • We fixed a deformation issue affecting several clothing assets, specifically causing problems with pants. The issue occurred when a Sim’s gender or physical frame didn’t match the asset’s original “male” setup at the time it was created. The following assets have been updated: (ymBody_HoodieHiphop), (ymBody_CoatShortTrench), (ymBody_ShortsHigh), (ymBody_EP03SuitWideLapel), (ymBody_EP05SuitLoveDay), (ymBody_EP09OverallHenley), (ymBody_EP11SuitMayor), (ymBody_EP11CrittterTender), (ymBody_EP11Suspenders), (ymBody_EP11OverallFarmand), and (ymBody_Tourist). Moving forward, we plan to explore applying similar fixes to additional assets.
  • [EA Forums] We fixed an issue where the game wasn’t able to properly pick a Sim to be a Police Officer, resulting in no Police Officer showing up. When called, Police officers should now show up. 
  • [EA Forums] Stove Hoods can now be replaced with new ones via an interaction after a fire. 
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A screenshot of a kitchen that has been destroyed by a fire. The Stove Hood is selected with an interaction that reads, “Replace ($140).”

  • [EA Forums] There was a coffee drink appearing in menus that was placeholder and never meant to be available. We’ve removed it. 

Console

  • Marketplace visitors using the virtual cursor input method on a controller would find the Right Stick would not scroll through the Marketplace without toggling input types. Right Stick will now scroll on the Marketplace in all input types.
  • We identified an issue where by scrolling through, then back up in the Marketplace while using Virtual Cursor input type would force the game back into what we call the Snap Cursor (as it snaps between parts of the UI for quicker navigation on a controller) input method. Scrolling Marketplace will no longer force you out of the input type you are using.
  • Simmers who ran into the issue above that went back to the Main Menu would find that the controller was still navigating an invisible Marketplace making it impossible to navigate the Main Menu without restarting the game. Main Menu navigation works again, and we won’t need you to restart your game to use it.
  • While using a controller, Simmers who uploaded their creations to or deleted their creations from the Gallery would find the controller focused on the Main Menu instead of the Gallery. This should no longer happen and the details panel can be closed as usual.
  • [EA Forums] We fixed an issue where the Confirmation button was missing from Schedule Preset UI when using a Keyboard and Mouse on Xbox. (Adventure Awaits)

Gallery

  • [EA Forums] Gallery uploads should experience fewer timeouts, as the upload timeout duration has been increased to better accommodate varying connection speeds. Further feedback is encouraged if issues persist.
  • [EA Forums] The “My Favorites” Gallery category will now load all favorites. It was previously only loading 25 items. 
  • [EA Forums] After receiving community feedback, we’ve updated Gallery default sort order to be “Newest” rather than “Most Popular” again. 

City Living

  • [EA Forums] The “Participate in Hackathon” interaction is now available on festival computers at Geekcon. 
  • A uniquely dressed walkby Sim in San Myshuno is now labeled “Local Weirdo” to clarify that their unusual outfits are intentional.

Cats & Dogs

  • [EA Forums] We’ve greyed out the “Family Dynamic” relationship options for Pets in Create a Sim since they didn’t apply to Pets.

Get Famous

  • [EA Forums] Using the salon chair, hair and makeup will now change properly when a Sim’s skin tone has also been changed. 

Island Living

  • [EA Forums] We fixed a rather silly looking bug where a Sim’s portrait appearance could get distorted after Sunbathing when a Sim was nude or in a Swimsuit. 

Cottage Living

  • [EA Forums] Hens and Chickens will no longer randomly disappear when saving and loading the game. This was caused because they were roaming and their positioning caused the game to delete them. 

High School Years

  • [EA Forums] We fixed an issue where a Teen Sim could age up into a Young Adult and they wouldn’t lose their acne, and there also wouldn’t be a way to cure their acne. This fix is retroactive, so if it was already occuring in a save, it should be fixed now. 

Horse Ranch

  • [EA Forums] The price of Nectar shown in a Sim’s inventory is now the same as the actual selling price for the Nectar. 
  • [EA Forums] Fixed an issue where Nectar bottles sold at food stands displayed incorrect prices. Pricing across unopened bottles, opened bottles, and poured glasses has been reviewed and remains unchanged, with values aligned to intended design.

Lovestruck

  • [EA Forums] Fixed an error that could block Sims from sitting on certain objects when the Lovestruck “Watch Sky/Stars” interaction was available. Also resolved an issue where incompatible Sims could appear as options for this interaction.

For Rent

  • [EA Forums] Fixed an issue where household items could remain on a lot after moving if the lot type had been changed to Rental and back. Items now correctly move to inventory on Residential lots (unless selling furniture), while items on Residential Rental lots remain unless manually moved. Applies to all container items and their contents.

Life & Death

  • [EA Forums] Children Sims are now able to attend Grief Counseling. This fix is retroactive for old saves where they were unable to. 

Enchanted by Nature

  • [EA Forums] We’ve fixed an issue where certain facial features on a Sim wouldn’t match between a Sim’s normal form and Fairy form. 
  • [EA Forums] Fairy Sims with wings will now always have their wings appear in their Sim Portrait at the bottom left of the screen. 
  • [EA Forums] Fairy Sim wings will reappear after a Fairy Sim puts away their book. This fix is retroactive if the wings were missing.

Adventure Awaits

  • [EA Forums] We fixed an issue where Sims with the “Danger Kid” trait would have bladder thought bubbles without having low Bladder Need or needing to use the restroom. 

Royalty & Legacy

  • [EA Forums] We addressed an issue where the “Poor Leadership” sentiment could be added to a Dynasty Head when the player opens and closes the Dynasty Panel without changing anything. It’s still possible (and as working as intended) that Sims can acquire this sentiment by editing information in this panel.
  • [EA Forums] Offspring of pre-made Dynasties are now automatically added to the Dynasty.
  • [EA Forums] Babies born after patch [1.121.361.1020] (Royalty & Legacy’s patch) will no longer be born as a “secret” when the pregnancy started before the patch. This is retroactive in old saves. However, if a baby was already born after this patch and you experienced this bug where the baby was born a “secret,” then the baby is already a “secret” and that is not retroactively fixed as we’re unable to update that without potentially removing real “secret” babies from the game. 
  • [EA Forums] Sims with the “Scholarly” Dynasty Ideal will no longer cancel player queued interactions to read books.
  • [EA Forums] Sims will now arrive wearing the selected dress code to a Grand Ball event (in line with the functionality for Funerals). As a note: any remaining oddities are due to tagging and would need reported and fixed individually. We did a pass and felt that outfits looked good with all packs, while selecting more common combinations. 
  • [EA Forums] The Mask option is no longer disabled after entering Create a Sim to change the Host’s outfit for a Grand Ball event. 
  • We fixed the mask icon in the UI for hosting a Grand Ball event. 
  • We addressed an exception in the code that would happen when a Sim had a scandal due to the game checking to see what age groups were available for this scandal. 

Tiny Living

  • [EA Forums] We fixed an issue where furniture wouldn’t show up in the Household inventory after moving the Household with the “Keep Furniture” option. Upon investigation, we found that this bug was connected with Tiny Homes specifically. 

Multiple

  • [EA Forums] Horses and Cats can no longer unlock the Special Touch Family Recipe when they are sick. 

Events

  • [EA Forums] Teen Sims can now play Chess in both Residential and Community lots when Discovery Quests and Events are active for players. 

Tagging, Text, and Thumbnail Fixes

Base Game

  • [EA Forums] We fixed an issue where male Child Sims would be wearing the feminine styled underwear in CAS by default. Now they’ll wear the boxers by default.
  • [EA Forums] (yfHair_AfroMedium_NeutralBlack) and (yfHair_AfroMedium_Black) will now display distinct swatch colors in Create a Sim. 
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A screenshot of a Sim using the (AfroMedium) hair styles. The “NeutralBlack” variant is on the left, and the “Black” variant is on the right. The side-by-side comparison shows a slight different in hue variation.

  • [EA Forums] All Jewelry that was in the Everyday category has been added to both Hot and Cold Weather Outfit category as a sorting option.
  • [EA Forums] The Aloe Vera Plant in Build Mode now costs 30 Simoleons. It was previously free. 
  • The (SDX037DressAline) and (SDX037DressPencil) Dresses now sort as Feminine Fashion choices in Create a Sim. 
  • We deleted an extra space in the text description for “Square Fountain” in Build Mode. 

Cats & Dogs

  • [EA Forums] The (EP04ShaggyCatEars_DirtyBlonde) swatch will now show the correct color swatch. 
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A screenshot of a Sim using the (ShaggyCatEars) hairstyle. The picture shows the “Dirty Blonde” variant of the hair that previously wasn’t available in this color.>

Island Living

  • [EA Forums] The (cmBottom_EP07SkirtGrass) skirt asset will no longer cause the texture to apply over certain tops for Children Sims. 

Cottage Living

  • [EA Forums] The (yfHair_EP11MessyPixieBabyBang) hair is now also tagged to sort and appear for Masculine Sims. 
  • The (yfTop_EP11BlouseShirred) top no longer has the texture overlay on nail assets. 

Snowy Escape

  • The (EP10SnowsuitExtremeUnisex) asset will now appear for both masculine and feminine frame Sims. It was previously only appearing for Female frame Sims. 
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A screenshot of a male Sim wearing the (EP10SnowsuitExtremeUnisex) asset.

Adventure Awaits

  • [EA Forums] The Woodland Lodge Bath and The Cabin Shower are now functional Off-the-Grid and they sort under the Plumbing Off-the-Grid Category in Build Mode.
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A screenshot of the Woodland Lodge Bath and The Cabin Shower objects placed on a lot. Below them is the “Off-the-Grid” Build Mode UI showing these items sorted in the Plumbing category.

Royalty & Legacy

  • [EA Forums] The (ymHair_EP21GoldDecoBraids) hair asset will now sort properly for Masculine Sims in Create a Sim.

Outdoor Retreat

  • (yfTop_GP01Hermit) has wrong color swatches when applied to Sims.

Realm of Magic

  • [EA Forums] (yfTop_GP08BlazerBow_SolidBlack)’s blazer color texture will no longer appear on shoes.

Strangerville

  • [EA Forums] The Crabby Bottom Armadillo Yellow and Wacky Wonderful Carnival Sock Alien objects have been moved to the Kid’s Decoration Category in Build Mode. 

Dream Home Decorator

  • The (GP10SkinnyJeanFlanel) asset now shows for male Sims with a masculine frame when removing the Masculine Style Preference filter in the catalog.

Backyard Stuff

  • [EA Forums] The (yfTop_SP08TeeBoatNeck_SimlishWhite) top asset and thumbnail are now matching in Create a Sim.

Crystal Creations

  • [EA Forums] The (cuAcc_EarringsSP49GemStuds), (iuAcc_EarringsSP49GemStuds), and (puAcc_EarringsSP49GemStuds) earrings will now sort in the Formal Create a Sim category. 

Business Chic Kit

  • (WristLeftSP56CK001WatchLuxury) now sorts properly for Masculine and Feminine Sims in Create a Sim. 
  • (yuAcc_GlassesSP62CK001Reading), (yuAcc_GlassesSP62CK001CatEye), and (yfAcc_NecklaceSP62CK001Elegant) will now sort proplery for Feminine Sims.

Refined Living Room

  • [EA Forums] The Woody’s Wallpaper wall pattern is now categorized under Paneling in Build Mode. 

Prairie Dreams

  • Prairie Dreams Create a Sim outfit asset swatches will no longer appear more darkened than intended in the thumbnail. 
  • The (ymAcc_NecklaceSP81CK011Daisy) necklace thumbnail image now also includes the pearl. 

Multiple

  • [EA Forums] We addressed some issues where NPC Sims were wearing a headband and sandals for Swimwear. The (yuHeadDeco_EP19HeadbandBoho) headband asset will no longer randomize on NPC Sims. We also removed the (yfShoes_EF63EVRMuckySandals) and (ymShoes_EF63EVRMuckySandals) shoes from the Swimwear category, so they won’t randomize on Sims going swimming. These can still be viewed and manually applied by removing the Swimwear filter if desired for Swimwear attire. This will not be fixed for Sims who already had outfits created using these randomization rules, but it will be fixed in new saves or with new Sims that are created in old saves going forward. 
  • [EA Forums] We’ve updated various wallpapers to appropriately sort as purple color. 
  • We added Hot and Cold weather filters for the following Skirts and Short bottoms in Create a Sim: (cfBottom_GP10Skirt), (yfBottom_GP10ShortsPaperbag), (yfBottom_GP10SkirtMini), (yfBottom_GP10SkirtWrap), (yfBottom_GP10WorkKilt), (yfBottom_SP15MoschShortsLeather), (yfBottom_SP15MoschSkirt), (yfBottom_SP15SkirtFlaredMosch), (ymBottom_GP10ShortsPaperbag), (ymBottom_GP10SkirtMini), (ymBottom_GP10SkirtWrap), (ymBottom_GP10WorkKilt), (ymBottom_SP15MoschShortsLeather), (ymBottom_SP15MoschSkirt), and (ymBottom_SP15SkirtFlaredMosch).
  • We updated around 45 doors to have Style tags for sorting in Build Mode.
  • (sculptWall_EF02GENstockTicker01), (sculptWallRWSpyTactMap), (photoDigitalFramePortrait_SP15GEN), (photoDigitalFrameLandscape_SP15GEN), and (photoCollage_SP15GEN) have been sorted into the Electronics > Miscellaneous Build Mode Categories. 

Author Release Notes

The update is around 1GB on Mac computers.

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What is your experience so far with the latest Sims 4 Update? Let us know in the comments section down below and stay in the know for all the new additions right here on Sims Community!

The Sims 4 Friendzone Mod: Guide to Love, Rejection, and New Story Opportunities

Can Your Sim Escape the Friendzone with The Sims 4 Friendzone Mod?

Can your Sim get out of the friendzone? Well, with The Sims 4 Friendzone Mod 2.0 by Sasha’s Space you just have to find out. This storytelling mod adds so many new features to bring out more of your gameplay. It adds drama, new interactions, around 100 buffs, and more. Let’s get our Sim friendzoned and see what this mess is all about.

Sims 4 Friendzone Mod

The Sims 4 Friendzone Mod by Sasha’s Space

The Sims 4 Friendzone Mod is made by the talented mod creator Sasha’s Space. This is the 2.0 version release packed with new features and compatibility for the latest Sims 4 game version. You can find the 1.0 version release here.

What’s included?

There are 10 new social interactions, 2 interactions through the computer, 1 through the phone, and 1 relationship interaction. There’s also 2 new milestones, 10 notifications, and best of all, 100 new buffs. I have never been more excited to get friendzoned!

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In the pie menu there is an option called Change Relationship. After you have asked the other Sim to just be friends, they become friendzoned and a new option Friendzone will appear.

Sims 4 Friendzone Mod

The Sims 4 Friendzone Mod Playthrough

Here’s our Sims Bella and Nick. Bella is happy and in love, but unfortunately Nick doesn’t feel the same way back…we can’t control how we feel right? Anyhow, Nick decided to friendzone Bella, and she didn’t get so happy about it.

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Why Did You Friendzone Me?

One question, so many answers! Well, Bella is seeking answers. Why did Nick friendzone her? Will he say, It’s Not You, It’s Me, I Don’t Want to Ruin Our Friendship, or what answer will it be? You can even ask to get out of the friendzone and start over again. Or you’ll get a no for an answer and things will get more awkward than it already is?

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Make a Post About Being Friendzoned

You can make a post on Social Bunny about being friendzoned. Your Sim will upload it with a Sad Narrative and say something like: Why did they break my heart like that? Or I kinda feel bad not gonna lie, but I have to be true to who I am. In the end it will make your Sim feel better and they will get a relieved buff.

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Talk With a Friend About Being Friendzoned

Bella is still seeking answers to this unwanted drama, and decided to talk with her friend about being friendzoned. Her friend was supportive and relived that Bella got out of that relationship.

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Talk With a Friend About Friendzoning Someone

But then Nick decided to talk with his friend about friendzoning someone and well, they started gagging and gossiping.

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You’re Being Transactional With Me

In the friendszone pie menu there’s also an option called You’re Being Transactional With Me. This will add more drama and discussion between your Sims. Bella and Nick are really annoyed with each other at this point, and their relationship seems to be over for real.

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Apologize for Friendzoning

However, Nick couldn’t take it anymore. He was drowning in his own guilt and decided to apologize to Bella for friendzoning her. Luckily she accepted his apology.

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Bella said she accepted Nicks apology, but decided to throw a drink at him anyway.

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I Am You’re Friend, Not Romantic Partner!

But then one way led to another, and they started arguing again about being treated as a friend, and not a romantic partner. There’s also two other options in the pie menu saying It Feels Like We Broke up (Delulu) and You Strung Me Along. It seems like Bella is not ready to give up on this relationship yet, but Nick sure is.

Send a Friendzone Text

Nick is friendzoning Bella once again, but this time over a text. She still have her hopes up and believes they are perfect for each other. Meanwhile, Nick also friendzoned another Sim through text, who didn’t take it so well and got a bit… angry.

SC Screenshot 28

Using the Web

Back at home, Bella is feeling very stressed and decides to take a “Friendzone Quiz” online. She also spends time researching, reading multiple articles about what it means to be rejected by someone you love, and wondering if it’s really worth it.

SC Screenshot 29

Lastly, in my opinion, this mod is a lot of fun. It adds tons of realism and introduces more meaningful dialogue between your Sims. It’s especially interesting to read their moodlets and see how they react based on the interactions and choices you make for them. Overall, it makes your Sims feel much more alive, and…emotional.

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Download the Mod

The Sims 4 Friendzone Mod 2.0 is currently available in Early Access. The Public Release version is expected for May 28th, 2026. When you can download the mod entirely for free!


What is your opinion on this mod? Let me know in the comments below. If you want to see more mod guides you can find it here, and keep up with our latest news on Sims Community here.

Media Union in Canada Calls For Scrutiny of EA Buyout

The President of CWA Canada Has Called on the Federal Government to investigate the $55 Billion EA Buyout.

President of the Communications Workers of America (CWA) Canada, Carmel Smyth, has called upon the Canadian government to investigate the $55 billion EA buyout by the Saudi Arabian PIF, Jared Kushner’s Affinity Partners, and Silver Lake. In a letter to Canadian Minister of Industry Mélanie Joly, Smyth said, “The structure of the proposed acquisition puts the thousands of Canadian EA workers at increased risk”, among other concerns raised. Electronic Arts has a large presence in Canada with 5 locations across the country, with offices in Vancouver, Toronto, Victoria, Montreal, and Edmonton. This new call for scrutiny follows similar actions taken by 46 US House members in a recent letter to the US Federal Trade Commission.

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Canadian Parliament – Bill Badzo/Flickr

Canada’s Cause for Concern

The call for action from the CWA echoes similar concerns raised by other groups, such as the recent US House letter to the FTC, and the Players Alliance HQ, the group currently petitioning the US government to investigate (and hopefully halt) the sale.
Among the three investment groups seeking to purchase EA in the landmark $55 billion deal is Saudi Arabia’s Public Investment Fund (PIF), the sovereign fund of Saudi Crown Prince Mohammed bin Salman. Many have voiced concern over Saudi Arabia’s involvement due to the state’s previous human rights record and international relations. In Smyth’s letter to the Canadian Minister of Industry, she highlighted the power that Mohammed bin Salman holds:

[…] it is also highly relevant that, because the deal would put EA under the near-absolute control of PIF, not only would EA be closely economically integrated with the Saudi Arabian government, but control would effectively be solely in the hands of Crown Prince Mohammed Bin Salman, the unelected monarch of a country with, at best, a very different approach from Canada to personal autonomy and privacy and at worst a highly troubling record of human rights abuses including surveillance and misuse of information.

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Darryl Dyck – The Canadian Press

National Security Fears

Not only is the CWA concerned about Saudi Arabia’s human rights record, but they are also worried about the threat that sovereign control by a foreign power could pose to national security. Smyth said:

Saudi Arabia could utilize its access to Canadians’ personal information for purposes of mass surveillance, censorship, or propaganda, and we are highly skeptical Saudi Arabia would engage in these activities in a manner that is consistent with Canadian values

Another major cause for concern is the effect that the EA buyout may have on Canadian workers, with the CWA fearing layoffs “The deal is being financed with US$20 billion in debt; as a result, some analysts suggest layoffs are one of the key ways the company will seek to cut costs in order to service its massive debt.”

You can read Smyth’s full letter on the CWA website linked below:


What are your thoughts on Saudi Arabia’s ownership of Electronic Arts? Let us know in the comments below, and stay tuned for all updates on the EA Buyout!

The EA Raid Protest Was Light And Packed With Metaphors: Our Report

Today at 11AM Pacific Time there was an EA Raid. More specifically, an EA Raid protest.

Typically what you would assume when hearing about an “EA Raid” is people causing mayhem and running around places they shouldn’t. As possibly seen in recent newer trends on social media and TikTok.

This was just titled as such. This raid was essentially a peaceful protest in front of the barricaded EA headquarters. The security and EA team allowed for folks to gather and tell their part, but not further into the premises of the EA building.

Event organisers of this raid Player Alliance worked excellent to get the message of this EA Raid protest across by delivering excellent props, metaphors and a 50-foot scroll of everyone who signed the recent petition to stop the EA buyout.

Here’s how the story developed:

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The EA Raid Protest on May 11th, 2026

Image captures courtesy of Zefrine and SlayerKase Twitch channel livestreams

The protest began at 11AM sharp, with members of the Players Alliance team and other protesters joining to support the cause. With first signs and protest items being carried through the EA campus. Where the protesters stopped at the newly placed barricade at the Madden open grass field, further blocking the access to the main entrance building.

The protesters were accompanied by media outlets and official media team members who were ready to capture the EA raid as it happened. After which the protesters revealed their first protest props – including the large sized head cutouts of Jared Kushner, Andrew Wilson and Mohammed Bin Salman. The main stars of the EA buyout controversy that’s been reported about over the last couple of months!

This protest had its main speaker SlayerKase who was charming with his humor and kept the attention on serious topics after each joke. Without stuttering a single time during the stream, I was under the impression that the entire 1 hour speech, interview process and prop comedy was rehearsed times and times before.

But it was natural, with passion and followed through several different topics of discussion. Introducing the viewers to the main stars (Andrew, Jared and Mohammed) and their impact on the industry, interviewing the members of the Players Alliance team and other protest members. After which SlayerKase slowly shifted the attention to the loot boxes in front.

Screenshot 2026 05 11 at 22.02.59

Each loot box placed in front of the EA headquarters was filled with statements, papers and props that represented what players will be getting after the EA buyout goes through.

“Wait there’s more?! Why are they closing industries” the presenter says as he opens the final EA loot box. “Why are they closing studios. I gave them my money. Why are they telling me I didn’t buy enough of their games?!”

“Layoffs for everyone” after which he handed out papers with “Layoff” written on them.

Screenshot 2026 05 11 at 22.04.11

The demonstration in front of the EA campus concluded with the final box getting opened. Which is the 50-foot scroll of over 70 thousand signatures requesting to revert the EA buyout deal.

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As promised by the event organisers, this list will only get bigger.

The EA raid protest demonstration ended on a lighter note. With the protest organisation telling players and viewers to call their legislators, have their voices be heard and get active in with real life movements. “We have to put a stop to this at one point so why not now?” stated Zefrine in the closing statements.

“This is just a metaphor of the industry they championed, and we wanted to use their terms. The only way we can keep this going is with you guys. We can’t do enough just us here. We need all of us together.

I have some other ways that you can level up. That you can gear up. That you can recruit the party. I want you to talk about it. I know you have that gaming buddy that rants about stuff like this. I know you’ve got someone who’s fed up with EA in your life or is fed up with some gaming corporation. The corruption that these three men champion – I need you to talk to them.” – Slayer Kase

The EA raid protest team concluded the protest by telling everyone to leave the place as they found. No trash, no littering and leaving it as if nothing happened. Which is the best way you can conclude a peaceful protest.

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The full documentation, list of demands and 70K signatures were later handed over to EA representatives at a different entrance. When the protesters tried to enter further they were greeted with “It’s private property” by the EA spokespeople, who kindly accepted the papers and said they’d forward them to the EA team.

“We’re here to deliver a petition. We’re not here to ruffle any feathers or throw anything around or yell.” said SlayerKase as he politely shook hands while handing over the documents.


The EA raid protest was a great demonstration on how to set an example for a first peaceful protest for this type of ocassion. It felt like the EA security team was prepared for the worst given the current climate in the video gaming industry and general creator media, and were possibly themselves surprised with how everything turned out in the end.

This wasn’t done for personal attention. It was done for the love of the game, the legacy behind them and the people that make them. We can judge and become the best backseat protest organizers and high critical thinkers of what should’ve been done better for this occasion, but anyone who takes the first step to do something in real life has no room for additional remarks.

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This protest isn’t anything that can single-handedly overturn Andrew Wilson, Jared Kushner and Mohammed Bin Salman’s decision to join forces and enjoy the money they’re set out for. But it can certainly rock the waves of people and media encouraging change and that things can be better.

“Be active. Do something. Doing something is better than doing nothing. Make those keystrokes. Make those phone calls. Tell people how you feel. And know that with this scroll and with this Player’s Alliance – you are not alone.” – SlayerKase from Player Alliance


Replay of The EA Raid Protest

A full replay VOD and proffesional video of the EA raid protest with no stutters will be available soon. is here! Check out the full replay from Zefrine’s channel:

There are 35 minutes of the EA Raid that you can watch through in bits down below on SlayerKase’s channel.

What are your thoughts on the latest EA raid protest that took place today? Let us know in the comments below and stay tuned on Sims Community for more games coverage!

Final Report on The Sims Project X: Insider to Stop Sharing Secrets After Revealing Sensitive Information

The Sims Insider claims they’ve been asked to stop sharing insider details following the report of Sims Pack sales.

All good things come to an end. So does the (almost) constant flow of weekend insider reports on The Sims and its future projects in development. After revealing the sales performance of Sims 3 and Sims 4 Expansions and DLC, the Sims Insider from ATRL reveals with a heavy heart that they cannot keep updating the information with public knowledge.

The latest report from this Sims insider was posted just two hours ago. With the insider stating that they’ve been contacted by an “ex-employer” with heavy emphasis on the air quotes, asking them to stop sharing certain information.

Apparently, sharing the sales figures “have caused some controversies as they didn’t want that information public” inside the EA circles. The Sims insider gave out a final reason stating that “there’s a reason” for this. Possibly hinting that the sales figures of Sims 4 Packs and DLC will determine the order of future releases for The Sims Project X.

Read the full statement below:

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Final Statement on The Sims Secrets

So I’ve been contacted by an “ex-employer” who has asked me to stop sharing certain information, as things like the sales figures have caused some controversies as they didn’t want that information public.

So to avoid any drama, I’ll be quiet.

Apparently there are additional reasons why they didn’t want that info to be known by players

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Final Secrets from The Sims Insider

Before this final goodbye, this Sims Insider shared last bits of information on The Sims sales performance and The Sims Project X development. Revealing interesting information like 7-12 million concurrent players of The Sims 4 on Console every month. And the fact that The Sims Project X development is doing well.

Read the final insider statements:

CONVERSATION 2

Sims 3 Sales and Sims 4 Console Performance

Question: Why did the numbers dip so much during TS3 when it started out with 2.1 million with World Adventures ? 

Sims Insider: I know I’ve missed a lot of responses and I’ll get to them, just very time poor at my current job, deadlines and stuff.

The Sims 3 started really strong but gradually overall interest faded quite quickly. The open world wasn’t received as well as expected for both technical/performance reasons and design feedback. There was quite a large amount of internal feedback that the game didn’t focus on “the sims themselves” and too much about the world.

I don’t know if I agree with that as being the biggest reason but it’s the one that was considered throughout 4’s development and framed how EA announced it to the world. But I think it goes back to what I’ve said in the past, that EA found with the smaller environments; players were more likely to explore and invest when something new was always a short distance from their Sims houses in the world etc. I’ve talked about it in the past.

And yes. EA know they struck gold with 4’s overall presentation with the public etc. and the gameplay loop that built from that.

But console also has a decent part to play in that, console alone gets around 7 – 12 million or so players a month for the last year or so, which is insanely high for any game, let alone for a mostly PC based audience. So while console alone isn’t the sole reason for the games success, it’s definitely adding quite a boost to every DLC that The Sims 2 and 3 didn’t have. Though not enough to even out the playing field.

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But you can understand why EA want to try and profit off console players with things like Creator Kits and the Marketplace being largely framed as “giving console players access to CC” because there’s a good sized audience they’re targeting.

But overall it’s something to consider when you compare Sims 3 to Sims 4, Sims 4 is getting a slight boost that Sims 3 didn’t have the opportunity to have. But not enough to drastically change numbers.

On Sims 4 Bridgerton Kits

Statement: One hour until the Bridgerton Kit reveals… I can’t believe this is what we have resulted to

Sims Insider: It’s quite interesting that EA are choosing now to have collaborations. I knew an event was coming, had no idea it was Bridgerton themed. This whole collab in this case has been in the works since Dec/Jan when I was told about the event.

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Sales and Investors

Statement: These numbers are very insightful. I expected the occult packs to have higher numbers considering how they keep making them, and yet the buggiest, worse functioning game pack (Dine Out) is out there outselling half the expansions 

Sims Insider: The answer is Investors.

Obviously, Investors know how much money the game makes, but what EA doesn’t want is a constant flux of sale figures to paint the story for them.

For example, Free to Play. A lot of investors likely didn’t think it was a good move to move to Free to Play, so EA had to show them it was.

That’s the reason why on the same day they announced Free To Play, they confirmed 50 million players had already been playing the Sims 4. The second thing they did, was announce to the world that Growing Together was super successful in its first month and actually confirmed sales of over 1 million. The reason they did that was simply to ease Investors who weren’t on board with the strategy.

Otherwise, it’s a numbers game. Look at 2022 versus 2023.

2022 had 1 Expansion Pack, as did 2021. Post going Free to Play, EA couldn’t 100% confirm it would backfire sales wise and that the drop in base game revenue wouldn’t result in a dip in overall profit. So they secured three Expansions and brought back Stuff Packs for extra measure.

Luckily for them, it worked extremely well. But had it not, they had an additional two Expansions plus a Stuff Pack over the previous year to make up the difference.

And even if each DLC sold less on average than something like Cottage Living, the amount of DLC would pick up the revenue in hopes year on year it would be similar or better.

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So really EA making the Sims 4 sales private works in their favour because it allows them to control the narrative. Instead of having “hey our DLC flopped this year” and risking investors pulling back, they can just say “hey we had X amount of revenue this year” and make it up that way.

That’s why the only time you’ll hear EA ever confirming sales for something is to ease investor concerns. Once they are eased, it’s all private so they can control the narrative. Very rarely will EA as a whole report sales for the sake of it. There’s no incentive for them to do so.

Statement: I could see this being a part of the issue.

I got The Sims 3 when it launched in 2009 and installed it on our family computer. The performance was obviously not good, but it also didn’t feel very intuitive to navigate which left my first hand impression of the game unexicited. I went back to play The Sims 2 until a few packs in.

Sims Insider: It could be. I think the issue lies the overall package. I personally don’t mind the look of the Sims or the game in general, but I suppose I’m blinded by nostalgia. All I dared about was crossing the road and being able to leave my Sims lot boundary. But at the time, people thought the Sims especially looked awful. I believe the term devs spoke about was pudding chins or faces or something was a big talking point. In my opinion, a Sims game where people don’t like the look of the Sims is probably a huge red flag before you even get into the open world. You probably lose a decent chunk of your audience there when they can’t make their Sims look how they want. The world design I don’t think was perfect for keeping players invested, but I don’t think it was the biggest problem.

Especially when The Sims 4 released that Create a Sim demo and the reception was extremely positive despite the rest of the game people were more critical of. I do think that was a strategic move that paid off and was probably the one thing EA did well in 2014. People immediately felt more happy with the results of their Sims and probably had a whole plan in their head of what they were going to do with them which only helped people feel ready to move on when the game launched.

This is of course my opinion, EA’s finding was the open world was the biggest pain point, I just think character design in a life simulator game is extremely important. You want your characters to look good.

Things Going Well For Project X Development

Question: Hey! While I’m reading through your posts, can I ask if there’s any new or old info about Project X that you haven’t shared yet? Honestly, I was expecting some kind of leak from the April playtest, but it seems like everything there was super strict, because we still have absolutely nothing…

Sims Insider: I don’t really have any news on that front. Things are going well. No news on any changes or cancellations, they’re just in the thick of it right now. They’re in that long stretch of development where everything is at different stages.


What are your thoughts on the latest, and seemingly final report from The Sims insider? Let us know your opinions on The Sims Project X, Sims 4 Console performance and more interesting tidbits shared above in the comments down below. As always, stay tuned to our Latest News section for breaking Sims coverage!

EA Barricades Their Headquarters Ahead Of Announced EA Raid In Protest To $55 Billion Buyout

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The offices in Electronic Arts, Redwood City have been barricaded ahead of the announced “EA Raid”.

We received an official Press Release from The Players Alliance HQ regarding today’s planned “EA Raid” on the EA Headquarters in Redwood City, California. According to the official release and first photos from the EA HQ site, the security team at EA Redwood City have barricaded the public Madden campus and any public areas that non-employees could access and visit.

Here’s what the Players Alliance just reported about the new metal barricades placed down at the EA HQ campus:

Ahead of the raid, EA has placed metal barricades around the Madden field in an apparent effort to prevent gamers from accessing the center of the campus, a move organizers say shows EA is already feeling the pressure from growing public opposition to the deal.

In addition to the metal barricade, EA has also put up a printed note that says “Path closed for private function. No public access”.

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Here’s the full Press Release from The Players Alliance in full. Including information about today’s planned EA Raid on May 11th, where people can watch it and what they can expect during the EA Raid protest.

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TODAY: Gamers Raid EA HQ to Denounce $55 Billion Saudi Buyout

Delivering 70,000 Petition Signatures Demanding Federal Regulators Block Deal

Redwood City, CA — With federal regulators yet to approve the $55 billion leveraged buyout that would hand Electronic Arts (EA) to Saudi Arabia’s Public Investment Fund (PIF), gamers with the Players Alliance will “raid” EA’s headquarters in Redwood City, California to denounce the deal and demand the stop of the sale. The deal would load EA with $20 billion in debt, which gamers say would pressure the company to cut jobs, replace developers with AI, and impose price hikes through more aggressive monetization.

Gamers in cosplay as video game characters will unroll a 50-foot scroll bearing more than 70,000 petition signatures on the Madden football field at the center of the campus. Gamers playing the role of the corporate villains behind the deal will appear alongside large cardboard cutouts of EA CEO Andrew Wilson, Jared Kushner, and Saudi Crown Prince Mohammed bin Salman, along with oversized loot boxes and placard signs highlighting the consequences of the buyout, including mass layoffs, studio closures, and exploitative monetization.

Ahead of the raid, EA has placed metal barricades around the Madden field in an apparent effort to prevent gamers from accessing the center of the campus, a move organizers say shows EA is already feeling the pressure from growing public opposition to the deal.

Madden Barricades 2

WHAT: Gamers will stage a direct action at EA’s headquarters to denounce the $55 billion buyout of EA, led by a Saudi-backed private equity consortium.

WHO: Members of the Players Alliance, an organization of gamers, developers, and creators fighting corporate greed in the gaming industry.

WHERE: EA Headquarters, 270 Redwood Shores Pkwy, Redwood City, CA (Meet up in the Nobb Hill Grocery Parking lot).

WHEN: Monday, May 11th, 11 AM PT

LIVESTREAM: twitch.tv/slayerkase


The Sims player and community member Zefrine will also join today’s protest and do a dedicated livestream starting 11AM PT. Make sure you tune in!

As for us – we’ll keep you posted on all things EA Raid in our dedicated EA news section.

EA Raid Protest Planned To Target The Ongoing EA Buyout

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.

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Players Alliance – Action Network

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.

Players Alliance HQ

When And Where Is The “EA Raid” Taking Place?

EA HQ complex sign
Wikimedia

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.

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walk free – global slavery index

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.

Next InZOI Update Coming June 2026: First Look at Exclusive Playstation 5 Features!

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.

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Next InZOI Update Coming June 2026!

inzoi update 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.


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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!