A short personal note and apology

Luane’s World, Winter 2025 – blog post

At the start of October 2025 I noted that I would be taking something of a break from SL and blogging in order to address a health issue which had been developing since earlier that year. At the time I did not go into specifics – nor do I intend to here. Rather, I wanted to let people know that circumstances were such that a break was required, and its exact length might well be indeterminate.

As it turned out, things initially appeared to go better than planned: the surgery proved to be less complicated than had originally described, and the immediate cause for concern fully excised. As a result, my immediate recovery proved to be faster than anticipated, notably in terms of the time I was actually in hospital, such that by the latter third of October I was hoping I’d be returning to SL and blogging pretty much “full time” as it were.

Unfortunately, by mid-November it became apparent that despite these positives, the underlying cause of my problem had not been completely eliminated, and I would therefore require a more sustained period of treatment in order for it to hopefully be dealt with. As a result, my focus on SL and blogging has continued to be reduced and noticeably haphazard throughout the end of 2025 and into 2026 – and will most likely continue to be the case for at least the immediate future.

I mention all of this not to elicit thoughts and messages of sympathy and / or support, but because I’m aware that during the latter part of November and through December I received a lot of personal requests to attend a range of events (art, charity, music, etc.) and / or to ask for my help in promoting specific activities, the openings of public regions, etc., the majority of which went unanswered. As such I genuinely believe an apology for such a lack of response is warranted; the fact that my ramblings and this blog are viewed with regard by many is something I never wish to take for granted – it has and remains something for which I am ever grateful. Thus, I hope readers will take this post in the manner it which it is offered, and continue to bear with the unpredictable nature of my blogging until things again start to settle down for me.

In the meantime, my thanks to everyone for continuing to read this blog, and especially to those who have asked after my health through IMs, DMs, and the like; it really has helped lift my spirits.

 

IP.

2026 week #7: SL CCUG and Open Source (TPVD) meetings summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from:

  • My chat log of the Content Creation User Group (CCUG) meeting of Thursday, February 12th, 2026.
  • Pantera’s video (embedded at the end of this article) and my chat log of the Open-Source Developer (OSD) meeting held on Friday, February 13th, 2026, together with my chat log of that meeting.
Table of Contents

Please note that this is not a full transcript of either meeting but a summary of key topics.

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
    • This meeting is generally held on alternate Thursdays at Hippotropolis and is held in a mix of Voice and text chat.
  • The OSD meeting is a combining of the former Third Party Viewer Developer meeting and the Open Source Development meetings. It is open discussion of Second Life development, including but not limited to open source contributions, third-party viewer development and policy, and current open source programs.
    • This meeting is generally held twice a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre and is generally text chat only.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

  • Default viewer 2025.08 – 7.2.3.19375695301 – maintenance update with bug fixes and quality of life improvements – December 2 – No Change.
    • Notable addition: new VHACD-based convex decomposition library for mesh uploads.
  • Second Life Beta (RC) viewer 26.1.0.21522948608, February 12 – NEW.
    • Legacy search; WebRTC improvements; QoL improvements.
  • Second Life Project viewers:
    • Second Life Lua Editor Alpha version 26.1.0.21525310258, February 3 –  No Change.
    • Second Life Voice Moderation viewer 26.1.0.20139269477, December 12 – No Change.
      • Introduces the ability to moderate spatial voice chat in regions configured to use WebRTC voice.
    • Second Life One Click Install viewer 26.1.0.21295806042, January 26, 2026 – one-click viewer installation.

Upcoming Viewers

Viewer 2026.01

  • Remains the current viewer development focus with the release of the beta (RC) version, although this will be shifting more to 2026.02.
  • The velopack one click installer / updater is not in the initial beta, but is “off to one side” whilst being allowed to “cook” for longer. This may get folded back into 2026.01, but the Lab is not “super married” to this being the case.
  • 2026.01 includes a high priority fix for specific Bluetooth headset configurations which will benefit WebRTC.
  • Now available as an alpha viewer (above).
  • As the name suggests, triggers a one-click install / viewer update process.
  • Also includes improved monitoring / logging of viewer freezes and crashes, etc.

Viewer 2026.02

  • 2026.02 remains on track for the “Flat” UI and font updates.
  • It now also includes the WebRTC voice moderation capabilities (as seen in the project viewer) to help align viewer-side WebRTC updates more with the hoped-for server-side deployment currently targeting March 2026.
  • No Alpha / Beta viewer is available as yet for this release..
Example of the upcoming flat UI. Via: Geenz Linden / Github #4681/2

Viewer 2026.03

  • 2026.03 is described as a “visual polish” for the viewer. This viewer is likely to include:
    • The “long baking” SSR improvements that were started last year. This version of the viewer will likely have a long beta soak time to allow feedback on these changes to be gathered.
    • PBR specular for residents who are more familiar with the old Blinn-Phong work flow. This will:
      • Include another texture slot (tint of the specular reflection).
      • Work with metallics.
      • Follow the glTF specification, but will likely initially be without glTF overrides, as this requires server-side work.
    • HDR controls in EEP so residents can decide how bright or dark things should be. This work does require simulator-side updates. This will likely initially have server-side support on Aditi (the Beta grid).
  • The Pull Request  for this work can be found here – #5385.
  • 2026.03 is looking towards an April release.

General Viewer Notes

  • Viewer-side Blinn-Phong alpha-gamma improvements were raised as possible inclusion for 2026.03. The Lab’s viewer is that while these will be coming, it will not be until after supporting server-side updates have been made in order to avoid what the Lab sees as potential content breakage. This matter was viewed as “not up for debate”.
    • There is a chance that the server-side work might be undertaken and completed in time for the viewer-side fixes to be included in 2026.03, but currently, Geenz isn’t willing to commit to this due to other on-going work.
  • User Animats is developing the Sharpview viewer. This includes an “infinite draw distance” – see this video as an example.
    • The Lab has been looking over this work internally, and there has been some discussion on supporting the work and giving it more of an official path.
    • Geenz noted having the map system provide terrain heightmaps could be a start.
    • Geenz also suggested having prim stand-ins for distant objects, but noted that this is a “down the road thing”.
  • Geenz Linden has requested developers put their eyes on PR #5429.
    • The release ordering for this would b after the SLua works reaches release status, due to both that viewer and this work having ties to the the official Linux viewer build.
    • It is unlikely the SLua work will be merged into a main viewer code until around the 2026.04 viewer, which means the work in PR#5429 is unlikely to reach a viewer release until summer.
    • Given the changes it may bring to some TPVs, this is seen as no bad thing, as it gives the opportunity for feedback and planning, etc.
  • A general discussion on re-enabling water reflections as a part of the upcoming SSR / HDR improvements. Options were mentioned, and Geenz seemed to lean towards “a slight optimization to mirrors on thin probes is not out of the question to help ‘backfill’ probe data”, before noting this would have to be very narrowly scoped for inclusion in the 2026.03 viewer.
  • The transmission index of refraction (IoR – good for water reflections) project is seen as requiring more time and input than the PBR specular work, despite a good amount of work being done on the transmission / IoR work. As such, it is awaiting a re-prioritisation to continue – and this might be a while before it is forthcoming, because there is still a fair amount of complexity involved in any implementation.
  • A general discussion towards the end of the OSG meeting on HDR, HDR skies, improving the brightness of the SL Sun, etc.

Grid-Wide WebRTC Deployment

  • The Lab is currently looking at a March deployment of WebRTC voice across the grid, but this is subject to possible change.
  • The viewer server is currently in a beta soak test (see: WebRTC Voice Open Beta is Expanding).
  • Deployment will follow the usual simulator update route:
    • First week: limited deployment to selected RC channels (e.g. Bluesteel / Preflight).
    • Second week (providing no significant issues occurring): wider deployment to all RC channels.
    • Third week: deployment to the Main SLS channel, marking WebRTC as grid-wide.
  • As noted in the viewer notes above, there are fixes going into the upcoming 2026.01 viewer related to WebRTC:
    • These are each described as affecting a “small number” of users.
    • The first fixes an issue where some people may lose voice without reconnecting once in a while.
    • The second relates to problems with certain Bluetooth headsets losing audio after toggling PTT.
    • LL would ideally link to see TPVs cheery-pick these fixes for inclusion in their viewers so as to be available to users as WebRTC commences deployment.
  • A server-side  fix to address a spatialization bug was released on Monday February 9th, and appears to have dealt with the last known significant server bug.

CCUG Meeting General Discussions

  • A request was made for a check box to be added to the PDR editing tools to ignore the alpha channel in order to allow Blinn-Phong specular textures could be re-used.
    • This was seen as a “little tricky” given the way BP specular has been implemented in SL, which have resulted in some compatibility between BP and PBR (e.g. the colour RGB parts), whilst others are not.
    • Whilst some comprises could potentially be mead, they would deviate away from the glTF specification, which is not what LL wants to do.
  •  Geenz indicated he is mulling the idea of possible adjustments to texture streaming to help improve it – such as streaming specular, metallic and even base colour at lower resolutions, whist keeping the normal map at the required resolution. This, he feels would compensate for any loss of detail on specular, metallic or base colour, whilst decreasing the overall streaming load.
  • Scriptable IK was raised as an idea. This was something the currently suspended Puppetry Project was looking at, as well as things like use of webcams for animations, etc. It is not clear if / when this work might be re-animated (no pun intended).
  • Blend shapes / custom rigs were again raised for discussion, with Geenz again noting that the issue is in part a problem with the internal SLMesh format used by SL not being particularly flexible.
    • Before anything could be done to support things like custom rigs and similar, there would need to be a new implementation of the SLMesh pipeline.
    • This would allow LL to develop a new, more flexible SLMesh format, which is more resilient to things like unexpected data and would also allow support for new fields (e.g. bland shapes – which could even be hooked up to the current slider system and / or be scriptable, etc).
    • However, such a project would be relatively long-term and require consideration of other issues (e.g. support for over 20 years of animations which will continue to require support and thus would need things like retargeting).
    • Therefore how to fit it into the roadmap and ensure the required resources are available is not currently clear given the number of other priorities already in play / awaiting attention.
  • The above encompassed a discussion on external tools which might help in look creation, clothes fitting, etc., such as Character Creator and Marvelous Designer, which can be used with SL as an external tool, whilst having a good level of integration into Sansar .

Next Meetings

2026 week #7: SUG Leviathan Hour

Jade Koltai: Inis Oírr, January 2026 – blog post

The following notes were taken from the Tuesday, February 10th, 2026 Simulator User Group (SUG) off-week meeting (the “SUG Leviathan Hour”). These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from my chat log of the meeting, and Pantera’s video is embedded at the end of this article – my thanks to her, as always, for recording and 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.

Mesh Face Count Mismatch Bug

  • This is a long-term bug whereby some mesh objects fail to accept a texture change on some faces. The texture change shows up on the viewer, but if you take to inventory or relog the texture change vanishes.
  • The problem appears to require changes on both on the simulator side and on the viewer.
  • Leviathan describes the bug a a form of protocol bug introduced by an old asset-upload-pipeline bug, which he believes has been complicated by a viewer-side bug.
  • In short:
    • LL pack texture data using a variable-length scheme, depending on whether all faces are the same or there are differences, but the actual number of faces is not encoded; instead the simulator has been relying the number of faces being implicit to the “VolumeParams” of a prim (this approach pre-dating mesh).
    • LL then introduced meshes with up to 8 texture faces.
    • This, combined with a potential bug in the asset upload pipeline which caused the number of faces in the asset to be wrong, caused errors on the server side of things.
    • A fix for the upload problem was implemented, but the the issue persists for mesh objects uploaded prior to any fix for uploads being applied.
  • Leviathan has a fix for the simulator issue(essentially a means to encode the number of faces into the legacy texture encoding without breaking protocol and without eating many bytes).
  • However, in testing it, he found a viewer-side issue in loading and updating / recording mesh face textures data. He’s still working on this issue, but believes the viewer and server will have to have an updated protocol interpretation so they can communicate how many faces they think there are in an object. the data will live in the new object created by making any changes to a rezzed item.
  • He noted that such a fix might also correct the issue of LSL not seeing the right number of faces.
  • This discussion also involved some confusion over sculpties and their  total number of faces, and the actual total number of faces (8 or 9 – it’s 8 hard-coded on the simulator).

In Brief

  • Leviathan has a fix for the problem whereby when sometimes rezzing an object on a mesh surface will fail and supply an incorrect or misleading message (e.g. not having parcel rez rights or something). See: FIRE-15429 and Beq Janus’ blog Coming to Firestorm soon… A couple of new features for builders and non-builders alike. It is currently in a Pull Request.
  • There are no updates on the status of the game_control work,  and the pre-release of the game-control viewer remains unchanged.
    • Moving this project forward is dependent on the progress of the new SL Linux viewer build.
    • The next steps are to make some UI adjustments and identify any further changes required to get the code through QA for release.
    • As a reminder, game_control provides some keyboard mapping options from the existing avatar control actions:
      move forward, strafe, turn, jump, fly, and (maybe) crouch. It doesn’t currently support “all the keys” input.
    • The reason for game_control is to provide LSL scripts access to game controller input. But how the controller interacts with avatar-control, fly-cam, and keyboard mapping complicated things.
    • There was talk during the early days of the project the game_control could be made to handle MIDI inputs; however this is currently not supported.
    • This led to an extended discussion on key mapping options.
  • Leviathan expressed an interest in turning to support the current drivers for the Connexion 3D Mouse devices (e.g. SpaceNavigator, etc.), given the current working driver for SpaceNavigator is badly out-of-date, and more recent versions. However, this is an interest, not a commitment to actually do so.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, February 17th, 2026.
  • Leviathan Linden: Tuesday, February 24th, 2026.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Crossing Grauland Gap in Second Life

Grauland Gap, February 2026 – click any image for full size

It seems Sod’s Law and I are becoming very well acquainted. This was brought home to me today with regards to Jim Jim Garand’s Grauland. I’ve been aware that Jim had been working on a new design for his region for over a month, so had been keeping an eye out for its opening. Sod’s Law then determined I would be absent SL when it did open, causing me to miss the event.

I always enjoy Jim’s builds; they offer much to appreciate and draw on lots of varying sources of inspiration, some of them present in the physical world, other from the imagination; hence why I’ve been writing about them for some six years. The region design Jim presents to us at the start of 2026 is called Grauland Gap, and it appears to draw a degree of inspiration from Los Angeles.

Grauland Gap, February 2026

The most obvious evidence for this statement lies in the “gap” which gives the setting its name. It splits the region north-to-south, cutting it into two unequal halves. This gap – a broad channel – carries a striking resemblance to the channel found within Los Angeles and which carry the waters of the Los Angeles River and its associated storm channels. It’s a look enhanced by the road and rail bridges crossing it; however, unlike the many LA channels seen in film and television, this one has an uneven riverbed floor rather than further smooth cement, giving it a unique look quite apart from any hint of LA.

The landscape in which Grauland Gap is far enough removed from LA, however, to ensure it stands apart from any physical world location. High mountains and tall cliffs rise over the setting, some of the mountains reaching out to sea and rising from it, leaving Grauland Gap with a second meaning behind its name: the town sits within a gap between the high cliffs and mountains, connected to the rest of the world by tunnels alone.

Grauland Gap, February 2026

As a town, Grauland Gap is rich in detail and local life, be it the graffiti along the angled sides of the river channel to the people attending at what appears to be a gathering of classic and vintage cars in the south-west corner of the region, or enjoying a sunny wander along the streets. There is also what  – to me at least – something of a clever juxtapositions within the region which might be seen as something of an artistic statement in place of the more overt art elements that so often form a part of Jim’s design.

This can be found in the car show mentioned above. It sits alongside a trendy coffee house, the cars pristine and admired in a weekly Cruise Night car and music show. The vignette speaks to the upbeat America we all prefer to see, from the trendy coffee house to the shiny fast cars – a general love of life and freedom.

Grauland Gap, February 2026

Across the river channel however, and diagonally opposite the pristine cars in their well-kept parking lot, is a wrecking yard filled with the rusting, broken, carcasses of disposed cars and vehicles. The contrast between the two could not be more striking particularly in what might be seen as a possible artistic commentary on American consumerism, and short-termism.

The contrast can also be found in the sheer newness of the coffee house, its parking lot and the cars and the tired façades of the buildings across the road. Elsewhere, artistic intent is more directly expressed in the form of a sculpture upon which a latter-day artist has added their own statement, courtesy of a few spray cans of paint. It joins the river channel graffiti form the most visible physical displays of art.

Grauland Gap, February 2026

The Landing Point sits on the south side of the region in the middle of the road running alongside the wrecking yard. A teleport disk sits in the road like an oversized manhole cover ready to do nasty things to an unwary passing car provides access to Jim’s skyborne store. Sitting between the landing point and the open sea is a children’s playground and steps down to a rough shingle beach that curves around to join the outflow of the river channel.

That the majority of the buildings in the setting are just façades and without interiors makes no difference: Grauland Gap (anywhere USA) is a visually engaging setting – do be sure to view it under the region EEP settings.

Grauland Gap, February 2026

SLurl Details

Cica’s Oh My Heart in Second Life

Cica Ghost, February 2026 – On My Heart

February has arrived, and with it all the romance (and frequent commercialisation- although in this day and age, what special holiday or day isn’t a commercial opportunity first? In the UK it only took many stores to open on Boxing Day  – the day after Christmas Day if you’re not familiar with the term – for customers to find shelves stocked with love hearts, Valentine’s chocolate selections – and, worse, Easter eggs, fluffy Easter bunnies and Easter bears) of Valentine’s Day.

Fortunately, there are many who are here to offer more fulfilling celebrations of love, romance and Valentine’s Day, including Cica Ghost, who offers a light, fun and engaging view of the month of romance with Oh My Heart.

Cica Ghost, February 2026 – On My Heart

Filled with semi-anthropomorphic hearts, cuddly bears and rabbits, lovable elephants and a Queen of Hearts who is most definitely not of the “Off with their heads!” type. All are gathered within a landscape filled with giant green flowers, looping vines and areas of red-and-black chequerboard patterns, complete tower and wall of red-and-black cubes with blocky rocky upthrusts.

The red heart characters stand on booted feet and appear to be without a care in the world. Their houses are also heart-shaped, whilst the bears and rabbits cuddle red hearts or offer heart symbols to passing visitors. Meanwhile, the Queen of Hearts presides over all from the height of her fairy tale castle up on a mesa reached by stone steps. Black hearts offer dances throughout and sit-points  – some obvious, others perhaps not so obvious, so be sure to mouseover! – are also scattered about, this is another light and delightful setting for anyone to enjoy, whether a romantic or not.

Cica Ghost, February 2026 – On My Heart

The setting comes with a quote from humourist, playwright, poet and author Alan Alexander Milne. It was two tomes of his verses – When We Were Very Young (1924) and Now We Are Six (1927) – through which he found his literary métier: writing for children. Thus came the two volumes for which he is perhaps most famous: Winnie the Pooh (1926) and The House at Pooh Corner (1928). Whilst ostensibly written for children, notably his son, Christopher Robin Milne, these two works are rich in observations about human behaviour, gentle truths on how to behave and what in life to treasure. It is from the latter that Cica has chosen her quote:

Sometimes the smallest things take up the most room in your heart.  

– A.A. Milne, Winnie the Pooh

Cica Ghost, February 2026 – On My Heart

There is a marvellous depth of truth and meaning in this single sentence; so much so that likely it means something different to many of us. Given this, I’m not about to churn out a litany of interpretations. You can do that for yourself both before and after visiting Oh My Heart. What I will say is that I felt especially drawn to this installation because of the quote: Milne is an author I try to read once every 12-18 months (at least the Winnie the Pooh books). I simply love Milne’s kindness and insights.

So, why not go an enjoy Oh My Heart, and then, if you’ve never read the Milne’s two volumes of Winnie the Pooh’s adventures with his friends in the Hundred Acre Wood, or haven’t read them in a while / as an adult, I urge you to consider doing so as well.

Cica Ghost, February 2026 – On My Heart

SLurl Details

2026 SL viewer release summaries week #6

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, February 8th, 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 2025.08 – 7.2.3.19375695301 – maintenance update with bug fixes and quality of life improvements – December 2 – No Change.
    • Notable addition: new VHACD-based convex decomposition library for mesh uploads.
  • Second Life Project Lua Editor Alpha viewer 26.1.0.21525310258, February 3 –  NEW.
  • Second Life Project Voice Moderation viewer 26.1.0.20139269477, December 12 – No Change.
    • Introduces the ability to moderate spatial voice chat in regions configured to use webRTC voice.
  • Second Life Project One Click Install viewer 26.1.0.21295806042, January 26, 2026 – one-click viewer installation – No Change.

LL Viewer Resources

Third-party Viewers

V7-style

  • No updates.

V1-style

  • Cool VL viewer Stable: 1.32.4.20, February 7 – release notes.

Mobile / Other Clients

  • SL Mobile (Beta) version 2025.1075 (A) / 0.1.1078 (iOS) – February 5 – Bubble Chat and fixes.

Additional TPV Resources

Related Links

Space Sunday: hotel on the Moon by 2032? Probably not

A rendering of the GRU Space “version 2” hotel. A possibility, a pipedream or something else? Credit: GRU Space

The commercial space sector is in its infancy, and it is very easy to get caught up in the hype and promises that start-ups in the sector bring with them. At times, this is made worse by publications and media outlets swallowing every statement made by the CEO of SpaceX hook, line and sinker, without applying a modicum if critical thinking (yes, I’m looking at you, Ars  Technica, Space.com, Everyday Astronaut and Marcus House), encouraging publications to act more like PR mouthpieces than offering professional reportage.

Take, for example, Galactic Resource Utilisation (GRU) Space, and their claim that in by 2032, they will be operating the world’s first hotel on the Moon and will follow it up with a larger version before offering the same on Mars; framing the moves as the first necessary steps towards humanity becoming a galactic civilisation.

Exactly how serious this company – comprising two founders and a “consultant” – might be in its aims is unclear. But from the company name (GRU – to close to Felonius Gru, the man who planned to steal the Moon in 2010’s Despicable Me to be coincidence , and likely intended as a “har, har” joke) through to some of their wider claims, it’s hard to see this as little more than (at best) naïve thinking.

Certainly, the company’s website and “whitepaper” give rise to a wealth of questions, in terms of the reality of the idea of a hotel on the Moon, through the claims GRU Space make concerning it, to the claims made by the company’s founder. Given this, it’s hard to know where to start in analysing GRU Space and their entire “plan”; both the website and “whitepaper” are fill with gross over-simplifications and logical fallacies whilst at the same time simply skipping over key aspects and costs required of such an undertaking. Take for, example, the company’s 6-point “master plan”, the first 3 steps of which read:

1.       Build a hotel on the Moon. GRU solves off-world habitation.
2.       Build America’s first Moon base (road, mass drivers, warehouses, physical infrastructure on the Moon).
3.       Repeat on Mars.

Who’d have though establishing facilities on the Moon and Mars would be so “simple”. and that’s ignoring the arse-about face progression of steps 1 and 2 – build your hotel then build the infrastructure to support it? Is that not akin to building a housing estate and then providing the necessary road, power, water, sewage, etc., infrastructure?). I’m also going to ignore step 3 entirely, as it involves everything else I’ll cover in this article – with each one being of far greater magnitude.

Steps 4 through 6 of the “plan” are hardly better, drawing as they do on terms such as the Overton Window, and Kardashev Scale and mixing them with further logical fallacies in order to make a (very poor) case for investment whilst offering objectively misguided / misunderstood parallels together with dichotomies of thinking which further underscore the inherent naivety throughout the “whitepaper”.

GRU Space claims the first step in their endeavour will be a test module. Credit GRU Space

In terms of misguided parallels, the “whitepaper” draws on space tourism and tourism on Mount Everest as demonstrations of the potential for a hotel on the Moon to have mass appeal. In terms of the former, the company points to the rise of space tourism in the last 5 years, presenting a graph suggesting tourism far outweighs astronaut flight into space. However, the data presented ignores the fact that almost 50% of said tourists have participated in sub-orbital flights to the edge of space; a very different proposition to flying to orbit – or the Moon to the point where it has absolutely no bearing on the latter.

Turning to Mount Everest, while it is true that tourism has made up the lion’s share of ascent to the summit of Mount Everest, since the 1990s, less than 8,000 individuals have made the trip to summit of the mountain. Both sub-orbital flights to the edge of space and to the summit of Mount Everest aren’t cheap: the latter comes in at between US $50,000 and US $120,000 for a trip with “good” to “excellent” logistical support; whilst sub-orbital flights cost somewhere in the range of US $225,000-US $400,000. None of these price points are exactly accessible to a mass market. And they don’t come anyway close to the costs GRU Space is projecting. costs presented no sound financial foundation other than vague predications from the likes of the SpaceX CEO (and we all know how accurate those tend to be) .

By their own guessimates, GRU Space are planning to offer 5-night stays at their “Moon hotel” for an initial US $$27,083,335.00 per person, which they claim will fall to just under US $1 million. However you cut it, the first is several orders of magnitude greater than the cost of an 8-minute flight to the edge of space, and enough to make even the very wealthy baulk. The second, meanwhile operates on a false assumption, something I’ll come to in a moment. As such, it is hard to see GRU Space leverage the kind of real money they will need to make their plans a reality.

The GRU Space “version 1” hotel supposedly for 4 guests, an inflatable structure surrounded by shaped regolith. Credit: GRU Space

In terms of cost to customers, the “whitepaper” glosses over / ignores a lot. First, the suggestion they will be using either the Starship HLS or Blue Origin Blue Moon Mark 2 lunar landers – both of which, it is not unfair to say, will have other priorities (assuming the SpaceX HLS actually reaches a point where it can enter service), making their use in a parallel commercial venture somewhat questionable. More to the point: these vehicles will require periodic refuelling to remain operational – at an unknown cost the “whitepaper” fails to mention. More than that, both vehicles require refuelling in order to reach the Moon; no mention of this fact in made in the GRU Space document or who will pay for it.

Given that SpaceX estimate on-orbit refuelling of a Moon-bound Starship will be on the order of US $180 million – that’s a big chunk of missing data – US $45 million per seat in the case of tourists heading for the “version 1” hotel (designed to house  guests), if the cost is to be passed on, which is not mentioned either; neither is how the cost per flight be met if GRU Space is to somehow “absorb” it. There are also other issues around the use of Starship (e.g. whether or not the HLS version will ever be used for anything beyond two Artemis missions and then junked; whether the “standard” version of Starship will ever be rated to launch humans – eve the HLS version will not be rated for crew launches from Earth and so on). however, I’ll do you a favour a pass on waffling on about them.

Of course, Starship is not the only player in town. There’s Blue Origin, a company far more likely at this point in time to deliver humans to the surface of the Moon than SpaceX. But even they require on-orbit and lunar refuelling options, again increasing the overall cost per guest at a GRU Space hotel.

Similarly, the idea that there will be some kind of “10 fold” decrease” in the cost of launching humans into space, making flights to the 12-person “version 2” of the hotel so much cheaper, actually stand up to scrutiny. Whilst Starship has the potential to reduce the cost of launching inanimate payloads to orbit, this is only if it can operate at scale – multiple launches per day. Frankly, the commercial market as a whole is a long way from requiring that kind of general launch cadence, making the idea questionable.

More to the point, whilst SpaceX has reduced the cost per kilo of launching payloads to orbit on Falcon 9, the cost to do the same with humans – $225 million per 4-person launch – has not shifted downwards at all since 2019, despite the 5-fold increase in the Crew Dragon fleet.. This is because launching humans requires a lot of specialised ground and vehicle systems; thus SpaceX look to reductions in servicing and turning around Falcon 9 booster as a means to offset the overheads involved in servicing and refurbishing individual Crew Dragon craft, not as a means to reduce costs to users. There is absolutely no reason to suspect this would not also be the case with and future human rated version of Starship, were it to appear.

Nor does the failure to accurately present costs end there. no mention is made as to:

  • The cost of what would likely be single-use spacesuits for the hotel guests (which could be anywhere from US $10 million to US $228 million, depending on the suit type and manufacturer).
  • The cost of developing and deploying suitable life support systems and their back-up for each hotel; the implementation of suitable power generation and storage capabilities and the parallel need for thermal regulation systems.
  • The costs involved in ensuring adequate on-sit medical facilities.
  • The cost (or number) of staff for each version of the hotel (or in providing them with accommodation, life support, food, etc.).

Perhaps the most glaring example of the naivety present in the “whitepaper” is the claim that GRU Space can recoup all of the outlay involved in establishing the 4-person hotel  – liable to realistically be in excess of at least US $1 billion – by flying just 12 guests to the hotel in the first year.

The only way this potentially comes into the vicinity of being a realistic figure is if the costs of all the essentials mentioned above – power, life support, etc – are ignored, and you look at the claim sideways and in a mirror. With one eye closed and the other squinting, whilst simultaneously reciting Hamlet’s soliloquy in full.

Another rendering of GRU’s “version 2” hotel. Credit: GRU Space

In terms of logical fallacies with the “whitepaper”, these are literally manifold-  places an many as 5 in single statements. I’m not going to list all of them here. But to provide a further example: the whitepaper infers that because NASA requires in-situ resource utilisation (ISRU) for the Artemis Moon base, GRU Space is the only logical choice for providing those capabilities because they are “unique”. In reality, there are multiple companies and universities involved in ISRU technology development, all of whom are far better established than a two-man start-up.

There is much more within the “whitepaper” that can, and should be challenged – and which should have been challenged by space media outlets rather than them simply regurgitating the PR without thought or research but no. Like the equally questionable Voyager Station proposal claiming a company will have a spinning space station (to give it artificial gravity) accepting up to 280 guests (at $1.2 million a pop) operating from 2027 – the PR is presented as reportage that has a Field of Dreams inevitability, with not a single question about where the “tens of billions” required to build the station will come from (indeed, as of writing, Above Space has raised exactly … US $4.8 million over 4 years, and much of the dedicated space media which helped hype the idea seem to have quietly brushed it to one side.

As such, I admit to a certain curiosity as to where GRU Space will be in the hype cycle a year from now. As it is, it would appear that two companies originally cited as “backers” for the project have requested their names be removed from the company’s website: Anduril Space and … SpaceX.  If nothing else, having a company run by the king of over-promising and under-delivering ask for its name to be removed from your  website can’t really be a good sign.

Artemis 2 Update

The Artemis 2 Orion vehicle within its payload fairings and Launch Abort System at the top of the Space Launch System rocket on LC-39B, Kennedy Space Centre during the wet dress rehearsal. Credit: NASA

As per my previous Space Sunday article, Sunday, February 8th, 2026 was targeted as the launch date for the launch of the crewed Artemis 2 mission around the Moon and back.

At that time of that article, NASA was running the mission’s massive Space Launch System rocket through a wet dress rehearsal  (WDR) – a final pre-launch test designed to ensure all ground systems  – including those responsible for loading the vehicle’s core tanks with propellants were all operating correctly and to uncover any niggles in processing, etc. that could be ironed-out before an actual launch.

During the preparations for Artemis 1 in 2022, a similar WDR caused NASA much embarrassment and rolling of the mission’s launch vehicle back and forth between the launch pad and the Vehicle Assembly Building at Kennedy Space Centre (exacerbated by bad weather) due to a series of issues relating to the feeds providing propellants and vital gases to the rocket, including the liquid hydrogen propellant feed located on the mobile launch platform at the base of the rocket.

These issues resulted in significant changes and updates to the umbilical system in the years following Artemis 1, and the Artemis 2 WDR was the first opportunity to test them in sequence. These updates name some at NASA take a bullish attitude towards the WDR and the updates made to the launch systems.

However, as propellant loading progressed, sensors within the umbilical propellant feed system reported a helium leak similar to that seen with Artemis 1, possibly as a result of the neighbouring hydrogen umbilical super cooling the seals on the helium feed, causing them to contract and allow helium to escape. The countdown was paused to allow the helium seals to warm up and reset.

This appeared to work, and the countdown reached  T -5:15. at this point the Ground Launch Sequencer – a system designed to monitor all aspects of the vehicle’s preparations ad make sure everything proceeds in the correct sequence – intervened and shut down the test when it registered multiple sensors reporting a sudden and sustained spike in hydrogen leaking from the umbilical system – much as happened with the Artemis 1 WDR.

As a result, the the February launch opportunities were closed out, and operations moved to the early March launch opportunity to allow the problems with the hydrogen feed to be investigated. This means Artemis 2 will not launch until March 7th, earliest, and will likely be preceded by a further WDR. The leaks and delay are liable to cause further negative feedback towards SLS / Orion – and cause NASA a certain degree of embarrassment.

Artemis 2 on the pad at Kennedy Space Centre. Credit: Craig Bailey. Florida Today

In the meantime, the delay clears Crew 12 for a February 11th launch to the ISS.