Michiel Bechir Gallery, July 2026: Lo CoeurI recently received a series of invites to visit the Michiel Bechir Gallery in Second Life and witness the July 2026 / summer exhibition there, which features four artist-photographers, three of whom present images from Second life, and the fourth photographs taken in the physical worlds and scaled for presentation in-world. Of the four, two follow clearly-stated themes, whilst the remaining two appear more free-form, albeit with undertows of emotions themes.
Through My Eyes by Lo Coeur, is a personal catalogue of her journeys through Second Life – journeys she undertakes with a positive outlook which is reflected in the bright, and in some cases suitably saturated, colours found within many of the pieces presented. Lo additionally uses a mix of styles and tone with which to present moods within several of the pieces (take, Light, Lonely, and Sky on the Water for example), whilst the use of saturation can both enhance the mood of a piece (Misty Mountain) and encourage focus (Passion, for example).
Rich and inviting, these are pieces that help reveal the magic of exploring SL.
Michiel Bechir Gallery, July 2026: Rebeka Demjórus Tƶimişce (RebekaNLady)
Each photograph in this gallery tells a story. Not just of places and things, but of feelings, of life. Of the quiet beauty that surrounds us every day, if we stop to look. … We chose these photos not because they are perfect, but because they are honest. They capture the world as it is: messy, beautiful, fragile, and resilient. They invite you to pause. To reflect. To feel.
Rebeka Demjórus Tƶimişce (RebekaNLady) introducing her exhibition
Thus Rebeka introduces a collection of 17 photographs captured in the real world which are as rich in colour as they are in subject matter. Their sweeping range encompasses riverside views, woodlands and parks, macro studies of flowering plants, reflections on water rich in reeds or the natural detritus of nature accumulating in shallows – and more. How we respond to them – the feelings or emotions they might cause is, obviously, entirely personal and not something to be ascribed here. All I will say is that all of them do hold the eye and present outlooks on life that might easily be missed if they are looked at too quickly, with the two offered purely in monochrome perhaps conveying a deeper sense of personal message than the others.
Michiel Bechir Gallery, July 2026: Karma Nirvana
There is no introduction for the collection of 14 pieces presented by Karma Nirvana – and one simply is not required. These are pieces which speak quietly but firmly, each with a distinctive voice, of the beauty and wonder of Second Life.
I confess that I’m not sure if I’ve witnessed Karma’s work in the past, but if that is the case then it is to my loss. These are pieces captured in some of Second Life’s most familiar public regions – Loch Tredach, The Far Away, Grand Harbor Isle and so on – which may to some be instantly recognisable, but here are given new depth and meaning thanks to Karma’s use of subject, focus, angle, cropping and post-processing. Whilst no over-arching theme may have been intended here, each piece is in and of itself deeply emotive.
Michiel Bechir Gallery, July 2026: Michiel Bechir
In Reflections, photographer Michiel Bechir invites visitors into a world where surfaces, shadows and mirrored light reveal more than they conceal. Each image captures a moment in which reality folds back onto itself – water becomes memory, glass becomes emotion and architecture becomes a quiet echo of the avatar observing it.
– The introduction to Michiel Bechir’s collection Reflections
And so through a series of 12 images, Michiel takes us on a journey across Second Life, each piece offering a singular view that is subtly split through the use (most often) by reflection, encouraging us to look as much below – so to speak (or in the foreground in most cases) as what might be taken as the primary subject within it. These are pieces where the play of light on water, of the rippling reflections and refractions of the world above are, together with lighting and tone, the drivers of our emotional responses to each image. Relying most particularly on the use of EEP settings more than post-processing, these are works all waiting to tell a story to the ears that are ready to hear.
Four excellent and engaging exhibitions sitting under a single roof.
Garden of Silversides, July 2026 – click any image for full size
Albane Claray is the genius behind the Village de Roqueblanche, which I visited back in 2022 and Les Secrets d’Albane, now sadly gone from SL, but which captured my eye back in 2025 with its tiny size and huge beauty . She is also responsible for a host of regions designs, public and private, across Second Life she has brought to life on behalf of their owners.
Albane is also the creator of Garden of Silversides, a public retreat of just over 7,00 square metres sponsored by estate holders Blackwater property Rental. It’s a setting proving (again) what can be achieved with a small about of land space and land capacity, and how a location with a substantial change in elevation within its relatively small size can be used to create something very special.
Garden of Silversides, July 2026
A place where souls wander and where the softness of the night invites you to stroll along the paths.
– Garden of Silversides About Land description
Located in a fold of land marking the start of the north-west headland of Nautilus, Garden of Silversides presents a heaven of tranquillity wrapping themes of fantasy, exotic plants, tumbling falls and quiet, still waters. Within it is not only an atmosphere of peace and harmony, but also of eternal mystery befitting of the elves of Tolkien, particularly when seen under the Shared Environment EEP settings.
The uppermost elevation of the setting is where the Landing Point resides, just outside of the main building. The latter takes the form of an elven cottage that would not be out of place within Imladris. It is a design by Compulsion Overdrive I’ve always admired and oft wondered about using. Here, Albane has taken its natural beauty and turned it into something truly extraordinary and captivating inside through the use of art, water, plants and décor, presenting a place where the imagination can become immersed in weaving tales and legends, the giant books to be found within and just outside perhaps spurring those tales on.
Garden of Silversides, July 2026
Paths run around the outside of the cottage to offer routes of exploration for the inquisitive. They wander through the garden and up and over the curtain cliffs dividing the setting from the local road as it passes the northern edge of the parcel.
These paths are worth exploring as they weave overground and underground to eventually reveal more of the setting’s secrets – which are waiting to be discovered amidst the natural and exotic flora. The latter feature elements by Elicio Ember, whose name helps further the elven-fantasy spirit inhabiting the Garden, whilst the plants themselves add to its exotic beauty and sense of mystery.
Garden of Silversides, July 2026
One of these paths has a spur leading down to the mid-level of the Garden. Here further water features await discovery with a wild flowered glade between them sitting in the shade of a dogwood tree standing like a great horned beast looking out to sea. From the glade, the way down continues by way of steps cut into the rock, presenting a way down to a waterfront lawn and a summer house matching the elven design of the cottage.
This is a place of romance as well as retreat, the large mushroom-canopied bed in the summer house giving both illumination and an invitation to spend time here. A small beach sits alongside the grounds, allowing those who do tarry to listen to the soft splash and hiss of water sweeping back and forth over the sand, thoughts perhaps turning to voyages away from the coast and out to whatever might be found beyond the horizon.
Garden of Silversides, July 2026
Words – written or spoken – really don’t do Garden of Silversides justice; the detail throughout, from the cottage and its furnishings through the gardens to the waterfalls and flowers and plants to the summer house and the secret places, are all rich and engaging.
Floating star-like spirit lights drift around the Garden adding to the atmosphere, as does the use of reflected lighting patterns. The latter suggest the play of moonlight dappling waters as seen from below; they drift and turn over grass, flowers and water alike, further enhancing the Garden’s ethereal nature (and are a reason the setting really should be viewed under its assigned EEP settings).
Garden of Silversides, July 2026
In all, a thoroughly engaging location, one definitely worth the time spent within its glades and under its eaves and its canopies of leaves.
The Water Air Land Technologies (WALT) River 400 Hop by Ape Piaggio, a super little boat
Several months ago now, Apo Piaggio passed me her – then – latest creation, the WALT River 400 Hop, a compact little speedboat which is ideal for exploring inland waterways – as the name suggests – and also does very well out on open waters. I’ve been meaning to review it for a while, so my apologies to Ape to only just recently getting to it.
The first thing to note about this boat is that at L$2,900, it is literally packed to the gills with features and capabilities which make it easily among some of the best small boats (and larger ones for that matter!) in Second Life.
The package comprises the boat, a trailer for moving it around on land, a neat little owner’s HUD in the form of a Smartphone and a box of accessories which includes 2 texture sets (1024 and 2048 resolution); the trailer mentioned above, an avatar adjustment tool; a “Hook” tool and script allowing the trailer to attach to a vehicle (preferably with a towing hook) and the excellent user manual.
The River 400 Hop alongside Ape’s Little Bee speedboat as a size comparator
In terms of size, the River 400 Hop really is small – small that the Bandit 170, which I reviewed back in April 2020 and thoroughly enjoy using, and under half the length of Ape’s ever-popular Little Boat power boat (reviewed in 2015). Like the latter (and the majority of Ape’s vehicle releases) comes neatly packaged in a box feature a miniature of the boat and its trailer.
Handling the boat is presented with keyboard, chat and HUD options, depending on your preference. There is also a comprehensive set of chat commands both for operating the boat and for things like lounging in the seats, setting up on-board options such as the Bimini or canvas “tent” (if out in bad weather!) or permissions for driving the boat, etc. Some of these may trigger dialogue menus in the top right of the viewer window, and the complete family of dialogues can be triggered by simply touching the sides of the boat. I’m not going to go through all of them here as there is that comprehensive user guide – so RTFM 🙂 .
The River 400 Hop’s HUD presents itself as a Smarphone with icons (lfet) to access the various functions such as general status (centre) and navigation (right). The icons themselves are very easy to remember once used a couple of times. HUD operation is covered in full in the boat’s user guide.
The easiest way to start / stop the outboard motor is by typing “start” or “stop” in chat from the driving seat, whilst mooring can be achieved with the “moor” command – moor on that in a bit. Steering is via the Left / Right arrow keys (or A and D if you have your viewer set that way), the Up arrow key (or W) gradually increases the throttle for forward motion, the Down arrow key (or S) retards the throttle for slowing or shifts the boat into reverse. Meanwhile Page Up (or E) steps up the throttle in 50% increments or set it to neutral if moving in reverse; similarly Page Down (or C) will also set the throttle to neutral if moving in reverse, otherwise will set reverse speed to 50%.
As the boat has an outboard motor, this can be manually raised / lowered and trimmed using SHIFT-Left arrow or SHIFT-Right arrow respectively, or the boat can be set to automatically raise or lower the engine when stating / stopping, and to auto trim during operations. Again, more of this in the manual.
Overall the boat handles well – although for river cruising, I would advise against setting the throttle too high; the River 400 Hop is nippy and can pinball along rivers if you’re not careful. The boat includes a region crossing recovery system as well, easing the pain there.
The boat can reach a fair speed on the open water and offers various camera positions for driving.
There is a range of sitting poses for when moored and the seating can become bench recliners with singles and couples poses (all accessed via the dialogue menu’s Seats option), while the front seat can be adjusted by touch and the rear seat touched to reveal the fuel tank – like many of Ape’s vehicles, you have to give the River Hop a drink every so often to keep it going! A ladder for swimming on the left stern quarter can be raised / lowered.
Mooring is one of the interesting aspects of this boat. Issue the Moor command, and the appropriate dialogue will be displayed, given you various choices for mooring – which may vary depending on set-up / where you are. Again, the user guide explains all, but it’s worth mentioning the mooring buoys and side-to-side options.
The mooring buoys allow you to effective “moor” the boat anywhere and maintain station, the boat sitting between a pair of fore-and-aft buoys.
Side-to-side allows you to tie-up alongside other River 400 Hop boats and (in the future) other WALT boats.
There is an option to drop anchor, but this is also part of the boat’s realism functions which help lift the experience of using the boat. In essence, with the realism options available, you have to correctly position the boat in order for the anchor to work – the HUD can help with this.
The small size of the River 400 Hop coupled with its easy low-speed handling make it ideal for pootling around inland waterways such as the rivers of Bellisseria.
These realism options allow the boat to respond to both the effects of the SL wind, such that it will drift when the engine is off or at idle (unless moored) and the wind can also affect the boat’s head as well, depending on the direction. All of these options can be toggled by the dialogue menu system, as can the boat’s rocking motion (often found in water craft). As with many of Ape’s boats, as well as periodic refuelling, the engine on the River 400 Hop should be monitored against high temperatures.
Anyone familiar with Ape’s Little Bee knows that it includes a trailer and a VW Beetle, allowing it to be carried by road. The River 400 Hop boat offers a similar capability, albeit with some differences. Firstly, there is no “winching” capability on the trailer to haul a boat out of the water and onto it using a suitable slipway. Instead, with the trailer close to water, its own menu system can he used to rez a version of the boat in-world (rezzing permissions allowing) and hide the version on the trailer, and vice versa, if taking the boat “out” of the water. Secondly, rather than having a dedicated towing vehicle, the River 400 HOP comes with an experimental tow system which can be used to hook-up the trailer to almost any vehicle. There’s even an included tow hook if your vehicle doesn’t have one!
This approach does complicate custom painting the boat if the trailer is used – the version on the trailer will need to be repainted as well if it is to match. Suggestions on how to achieve this are in the user guide. However, to get a version of your customised River Hop rezzed by the trailer, simply edit the trailer, delete the version of the boat in its contents and then drop a copy of your version into the trailer.
The trailer comes with its own comprehensive menu system for fine-tuning control when towing, toggling the light on/off etc. Whilst experimental, it is fun. The boat can also do its share of towing –the AA tube, AA Banana or Ape’s own FI Wakeboard. Again, the user guide covers this.
With a host of additional features – fender rezzing, weather cover rezzing, region crossing recovery steps (if things go wonky), a nice security suite, etc., – all typical of the care Ape puts into WALT products, the River 400 HOP is a nifty little thing and offers plenty of opportunities for fun.
The Simulator User Group meeting place at Longfellow
The following notes were taken from the Tuesday, July 7, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.
Meeting Overview
The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
Meetings are held in text in-world, at this location.
Simulator Deployments
No deployments for the week, just restarts
The next simulator update will be called Mango.
In Brief
Rider Linden:
Has merged in the rulebuilder code for Lua, so that’s ready to go. He noted that if any one wants to volunteer to fill out the tables for some functions it would be much appreciated.
This week he is on-call and hopes to hunt down an issue that’s causing some regions to fail to grant caps. He has ideas on the cause, and so is hopeful he can fix it.
Is also working on object publishing (prims as virtual filesystem that can be interacted with directly from VSCode, so it is possible to access and create scripts and notecards in a prim directly from VSCode rather than to have to keep switching focus between prims in world).
Leviathan Linden:
Is back working on game_control, currently doing an overhaul of the preferences UI and how the settings get formatted.
Notes the goal is to make it possible to map buttons to avatar movement actions (i.e. DPAD buttons to MOVE_FWD and MOVE_BACK)
Currently, the game_control viewer code is distinct from the Lua viewer code, but Leviathan plans on using that viewer in code merges with the game_control code.
Roxie Linden noted that:
Has been working on the WebRTC p2p IM bug where sessions fail to start, and is making progress. The issue seems to be a race condition in the back-end chat handling code; however, given the exact cause is hard to reproduce, there is no guarantee the fix in progress will correct all instances of session start failure, but Roxie optimistic.
On the viewer-side, has been working on changes to pull in a more recent libwebrtc + reduce some audio hiss.
Harold Linden (LUA):
Has been busy with personal matters, but is now hoping to get back on top of Lua PRs and resuming work on bringing the SL Lua back in-line with Luau upstream. This is seen as important as many things added to Luau upstream which would be useful for the Lua project (e.g. 64-bit integers and classes).
Commenting on the general state of the project, Harold added:
[the work is] Mainly polish at this point. I’d like our integer implementation to be based on Luau’s even if it’s not entirely the same under the hood so LSL can perform well, and I’d to have all scripts share a GC so that we don’t have separate memory allocators for each and every script as we do currently.
Monty Linden noted that lsl-definitions have been updated recently but not baked into a release and cycled around yet – this will happen “soonish”.
General Discussion
Please refer to the video below for more on the following.
One of the issues with Lua on the simulator side has been the simulator crash rates. Rider described these as now being “encouraging”, many of the issues are “known and on the list to address”.
Harold’s comments on adopting upstream updates from Luau led to a discussion on 64-bit and 32-bit Lua support.
This in turn led to a discussion on Lua and llhttp.request.
Kaleidoscape, July 2026 – click any image for full size
Update, July 7th: Having had the chance to talk to 3chai4 concerning the greeter issue, she has indicated she will make adjustment at the first opportunity she has, but it is liable to take few days from the date of publication of this article.
Escape to Kaleidoscape, a peaceful medieval countryside filled with flower fields, working farms, hidden gardens, rustic taverns, and scenic walking trails. Whether you’re looking for photography, quiet exploration, or simply a place to relax, every corner offers a new story waiting to be discovered.
– Kaleidoscape Destination Guide description
Occupying a Full private region leveraging the additional Land Capacity bonus available to such regions, Kaleidoscape is the work of region holder 3chi4 (3chi4 Ethereal) with the help of Lisapia. And it is, in a word stunning.
Kaleidoscape, July 2026
Presented – as the Destination Guide entry notes – a medieval countryside, the setting has some interesting modern quirks within it which, as anachronistic as they might be when it comes to medieval times, collectively sit within the setting in a manner that gives it a unique twist without actually intruding into it to the point of distraction.
The most obvious of these is the live event stage tucked away in the south-east corner of the region. However, there are others – such as the mail boxes sitting outside of some of the houses, or the house numbers fixed to the walls of others and the occasional glimpse of overhead power lines together with electrical lighting indoors and out.
Kaleidoscape, July 2026
The Landing Point for the setting sits within a skybox. This is somewhat detached from the setting in theme given it is an alleyway from a modern Japanese city. From here, visitor click on the whirlpool on the ground to proceed on to the setting itself.
An annoyance here is a greeter script has been set-up at both ends of the teleport from Landing Point to ground. This repeatedly spams a greeting and a landmark to the region very other second – and does so every time the ground-level arrival point is passed. Given the arrival point has an information board with worthwhile reading and a horse rezzer for those wishing to ride around the region, this can get irritating.
Kaleidoscape, July 2026
Outside of this, however, the region design is genuinely breath-taking – and while there is a recommendation to use the local EEP settings, I would personally suggest switching to something brighter, as the region settings – in my opinion at least – cast things in far too much shadow, hiding a lot of the beauty of the region. To this end, I took the liberty of using one of my personal EEP daytime settings for the photographs seen in this article.
One of the useful items on the information board mentioned above is a map of the entire setting, outlining the main points of interest. This is also interactive: click on the name of a location on the map and you’ll be teleported to it. This is handy for those wishing to get to the events area or back to a specific place when resuming a visit. However, for first-time visitors I strongly recommend exploring on foot – or at least via one of the horses available from the rezzing stall alongside the information board.
Kaleidoscape, July 2026
The local village is probably the most obvious place to start such explorations. It certainly presents a lot of detail as it steps its way up a shoulder of land bounded on two sides by water on two sides by the cliffs of the region’s uplands to the south and west. It has an eclectic mix of buildings, most of which have an almost Tudor look to them; whilst one had a French lean and another – the water mill – carries a hint of hobbits about it.
Of the two bodies of water bounding the village, one might have once been an enclosed lake; however, two channels now connect it to the waters which separate the region from its mountainous surrounds. The second body of water, meanwhile, takes the form of a channel running inland from the west, cutting a gorge through the highlands before it narrows almost to the width of a stream to finds its way into the would-be lake, therefore placing the village on a rugged island.
Kaleidoscape, July 2026The village – indeed, the setting as a whole – is populated by static NPCs, all of whom are most definitely in medieval garb. Ehile I think such characters can add personality to a location, they aren’t to everyone’s taste. This being the case, these NPCs have a special power: touch any of them and they will vanish to “go on a wander” around the setting, reappearing in due course. It’s a nice touch for those wishing to take photos but don’t wish to have NPCs in their frame & who don’t want to derender them.
The north side of the setting is beautifully pastoral in design, with sloping fields (two of them forming a marvellous sea of blue blooms with the occasional red and black flickering of butterfly wings) shared by two farms, one to the north-west of the landscape and stepping its way up into the hills there, and the other on lower-lying lands to the east.
Kaleidoscape, July 2026Sheep, horses and cattle are to be found in the meadows to the east, the lake-like waters within easy reach for them when needing a drink, whilst a fence running between meadows and flower fields prevents them wandering too far.
Throughout all of this are multiple routes of exploration. Cart tracks connect the farms and their windmills with the village, bridges span the water channels and trails wind up into the hills.
Kaleidoscape, July 2026
The latter are home to the setting’s wildlife, and it’s worth keeping an eye out for the deer, foxes, stoats and so on which all help to bring more life to Kaleidoscape, as do the birds and ambient sounds throughout.
The degree of detail throughout is impressive: the houses of the village are all furnished, as are the farms houses and cabins to be found, cats keep an eye on things and there are multiple and various places for visitors to sit and pass the time.
Kaleidoscape, July 2026I could write a while lot more here but really, Kaleidoscape deserves to be seen first-hand, so I recommend you go see for yourselves!
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, July 5th, 2026
This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:
It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy.
This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.
Official LL Viewers
Default viewer – 26.2.0.25386466510, May 19 -“flat” UI and font update – No change.
Second Life Lua Editor Alpha viewer 6.1.0.23768336784, April 29 – No change.