inZOI documents two MCP servers so an AI assistant can drive your running game
KRAFTON has published documentation for two Model Context Protocol servers for inZOI, and one of them exists to let an AI assistant read and control the game while it is running. The studio's own ModKit documentation, read at 21:47 UTC on October 10, names Claude, ChatGPT, Gemini and Cursor, and says the ModKit toolbar "also has an MCP button that registers 13 assistants for you in one click".

The simulation an assistant would be reaching into, one command at a time. Image: KRAFTON
The next build makes the scripting half of that official. KRAFTON posted on Steam at 15:38 UTC on October 9 that a new inZOI update is scheduled for October 15, and listed under its ModKit changes: "Lua script mod support: Supports integration with MCP tools and AI assistants."
Two servers, both on your own machine
The documentation gives each one an address. The game server is called inzoi-game, listens on port 11212, and is described as "read and control what is happening in the running game", covering Zois, objects and saves. It needs inZOI itself to be running. The second, inzoi-modkit, sits on port 11213, creates and edits mod projects, and needs the ModKit editor open. Both use streamable HTTP and both are bound to localhost, so nothing here is reachable from the internet, and the docs explain how to move the game server if something else has taken its port.
The surface is 318 commands wide
What an assistant can actually do is set by the game's command catalogue, and KRAFTON publishes that too. The wiki page for it lists 66 categories, from camera, weather and graphics to relationships, memory and pregnancy_and_birth, and totals 318 commands. Adding the per-category counts in the page's own table gives the same 318.
KRAFTON defines one as "a single, named game action that can be invoked by id with an explicit parameter list", offering "setting the current Zoi's mood, fast-forwarding the in-game clock, or spawning an object" as examples. Each command "has a stable contract, so external code can drive the simulation safely without poking at internal data directly", KRAFTON writes, which is the difference between an assistant driving the game and an assistant rummaging through its internals. The same catalogue is reachable from JavaScript inside UI mods and from Lua scripts, each through its own invoke API.
KRAFTON has been saying this since October 2
The groundwork was described a week earlier. In a post signed kjun on October 2, the studio wrote: "To make mods more accessible, we've made it possible to create UI with simple HTML. We've also added Lua scripting and integrated MCP, so you can use LLM tools to make mods more easily." The same post argues the case: "With recent advances in AI, I believe mod creation is becoming easier and more accessible to more people."
The protocol those assistants speak is not standing still, which is its own small risk for anyone wiring this up. Claude Code moved its stdio MCP servers to a newer revision of the spec at the start of October while its own documentation still described the change as opt-in.
The rest of the October 15 update
MCP is one line in a long post. The same update reworks 17 default households across Dowon, Bliss Bay and Cahaya, although KRAFTON notes those changes "will fully apply only to newly started games". It adds more than 113 build and interactive objects, replaces the old numerical stages and progress bars with 31 overhead stat icons, and turns on first-person view while surfing and diving.
KRAFTON sets the expectation itself: "As this update was prepared within a relatively short period of time, it may not address everything you were hoping for." The MCP servers are not waiting for it. Their documentation is live now, with the port numbers printed.