July 2026 SL Web User Group

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday July 1st, 2026. These notes form a summary of the items discussed and is not intended to be a full transcript. Pantera’s video is embedded at the end of this article, my thanks to her for providing it.

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), and the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month at 14:00 SLT.
    • In both Voice and text.
    • At this location.
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Web Services Updates

  • Under-the-hood Authentication/email service upgrades are complete, with some internal clean-up going on. However, now that all services are migrated/updated, LL can look towards adding more authentication options in the future.
  • Web search is slowly getting UI tweaks as LL hammers out how to present information in mobile and improve query responses. The latter – providing better tuned search results, should become more consistent over the next couple of months – is also on-going work.
  • Internal marketplace improvements around bulk redeliveries, which have sometimes been getting stuck + clean-up of search results/listings. If anyone is still experiencing issues, please file a report.

General Discussion – Marketplace

  • A question was asked if reviews on Marketplace listings are indexed by the search system. At one time they were, but as LL didn’t do anything with the data that aspect of indexing was removed to improve search performance.
  • Variants (having things like multiple colours for an item in a single listing:
    • Creators at the meeting were asked how many different variants of the same items did they tend to offer. Responses varied from 6 to 24 or 8 to 18.
    • Shoppers were asked how often in viewing items on the Marketplace (e.g. via search results or when browsing a store) did they see multiple variants of the same item. The responses were generally “too often”.
    • One suggestion to deal with the above – at least until the Variants capability surfaces – would be to add a filter to search allowing colours to be specified.
    • Creators were asked how they indicate to shoppers they have other versions / colours of a products available: this appeared to be through the Related Products option.
  • Store clean-up: creators were asked how frequently they clean their Marketplace stores of products (e.g. those that no longer sell, those they’ve deprecated, etc.). Answers varied from “never” to “every month”, with it also being pointed out that some creators will actually move older products from their in-world store to the MP to make room for vendors selling newer products in-world.
    • The above led to a suggestion of having a “Archive” where people could either see something like a list of older items / items that don’t sell so well from the creator and / or has the ability to offer redeliveries of such items, but  without the ability to purchase them.
  • A question was asked about the Last Updated field within listing and its accuracy.
    • Juniper Linden noted that it has a long-standing bug which actually looks at the wrong data, thus leading to incorrect dates being displayed. It is something on the “fix” list, but it has risen to the top of the list.
    • The suggestion was made that if it is giving false information, it should be disabled until fixed.
  • Marketplace content flagging (including flagging reviews):
    • The point was made this this needs a degree of overhaul (e.g. more Reasons for Flagging, etc.).
    • Juniper Linden indicated the flagging process is under review. Suggestions on categories for flagging via Canny were requested.

Marketplace Search Discussions

  • The inclusion of 3 Featured Items in search returns was highlighted as potentially confusing for a couple of reasons:
    • The items are not clearly labelled / differentiated from the result of the search returns on a page to be easily identified as Featured Items (that is, pad for).
    • Sometimes the three Featured Items do not appear to be related to the search term and could thus cause confusion / annoyance. For example: a search for (say) “Living room suites” returns a page of items in which the first three are two houses and an living room lighting set.
    • Juniper linden noted that the entire Featured Items element within the Marketplace will be receiving changes that should hopefully make it clearer as to which items displayed on a page are Featured Items.
  • Use of keywords:
    • A discussion on the use of “keywords” within listings titles, descriptions and keywords appears to result ins a bias towards such items in search results. The example cited was home décor items with something of an equestrian theme (e.g. including reference to horse tack or featuring a horse) utilise the term “equestrian” in the item title, within the keywords and within the item description (so effectively repeating it), all being listed first in the results of a search for “equestrian”.
    • This is somewhat hard to guard against, as it is not strictly keyword mis-use (much as using keywords such as “bed”, “four poster bed”, “canopied bed”, “canopy bed” isn’t exactly keyword stuffing a listing for a 4-poster bed).
    • However, the fact it does appear to push items to the top of search results regardless of relevance and / or sales volumes is something it was felt by LL should be investigated further, a a report on the issue was requested.
  • Marketplace search “relevance” being the default option when displaying results:
    • By default, search results are listed in terms of “relevance” – which is itself an esoteric terms, being based on various criteria LL cannot specify (as it potentially opens the door for gaming search).
    • This is a problem, as “relevance” can result in a lot of “old” and potentially outdated items being prioritised in search results. This can results in a) someone making a ill-informed purchase; and / or b) gives the impression much of the content in SL looks basic or “old”.
    • It was therefore suggested that perhaps Age: Newest First or Best Selling might be better defaults, or “relevance” is revisited and improved, and / or that the Last Updated field issue noted above is fixed, so users can see the actual age of an item.

TJay’s Marketplace Extension for Browsers

  • Related to the above, TJay’s Marketplace Extension for browsers was mentioned.
  • This adds a number of capabilities to Marketplace listings, including: an option to hide the Featured Items section (again, mentioned above) on the front page, category and search pages; a display of product keywords for a better understanding of each item’s attributes and keywords; the date an item was “first posted” (listed) on the Marketplace.
    • HOWEVER, as noted both on the extension’s download page notes, and possibly as a result of the Last Updated issue noted above, it is possible that the “first posted” date added by the extension might be inaccurate in some cases (I’ve used the Chrome extension for the last few years, and so far as I can tell, “first posted” seems to be generally accurate, outside of the warning given in the extension download pages).
  • Those wishing to try the extension can obtain it via the following links:
    • Chrome (work for the majority of variants – Epic, Brave, Gener8, etc)
    • Firefox.
    • Edge.

What Constitutes “Valid” Content?

  • The last part of the meeting was a fairly “spirited” (in chat) discussion on “valid” Marketplace content.
    • A viewpoint was raised that whilst not wishing to deprive a person of MP income, the Marketplace is ever-increasing in size, leading to a feeling among some “newer” creators producing “the latest” in goods, that they are being “squeezed” in the Marketplace, and that perhaps some action needs to be taken to remove “older” content on the basis of when the creator last logged in.
    • The counterpoint to this is that whether or not a creator has logged-in “recently” or not is irrelevant: if their goods (no matter how old) are selling, then there is a not unreasonable expectation that this should be allowed to continue.
    • The issue of support was also raised: is it fair for the MP to be selling goods which may generate support requests to the creator which simply go unanswered as they no longer log in? (The counterpoint here being just because a creator doesn’t respond doesn’t mean they are no longer active – they just might not care about the item in question.)
    • LL do attempt periodic clean-ups of the Marketplace which sees items that have not sold in X amount of time belonging to creators who have no logged-in to SL for Y amount of time (and also presumably have not cash-out out for a time?) being delisted (not deleted) from the MP.
    • A suggestion was made that creators who have not updated / sold content for a period of time should be e-mailed and informed that the item will receive a lower “relevance” rating in search results, decreasing its visibility. A feature request was also raised the idea of “de-ranking” items.
  • Please refer to the video below.

Next Meeting

  • Wednesday, August 5th, 2026.

Celebrating 5 years: Pour-Up Winery & Vineyard in Second Life

Pour Up Winery & Vineyard, July 2026 – click any image for full size

Established in 2021, Pour-Up Winery & Vineyard is the vision of Mach K. Disick (BhampagnePapi) and has been a popular destination within Second Life in the years since.

With 2026 marking Pour Up’s 5th anniversary, Mach has marked the year with a refreshed look for the setting, opening what will hopefully be a new chapter of its time in Second Life.

Pour Up Winery & Vineyard, July 2026

Occupying roughly one half of a Full private region leveraging the available Land Capacity Bonus, the setting has been landscaped on Mach’s behalf by Sevnn Rowley-Sinclair (Svenn007) with décor added by Mach. And it is, quite simply, a gorgeous location dedicated to the appreciation of wine whilst offering opportunities for exploration, photography, horse riding and other activities.

The Landing Point (not enforced) sits towards the middle of the setting, within the vineyard, which occupies the more elevated aspect of the landscape.

Pour Up Winery & Vineyard, July 2026

A converted water mill (with the wheel turning rather conspicuously against the flow of water beneath it – such are the quirks of SL!) sits as the main grape press, although those so minded can their hands – err, feet – at some traditional grape stomping. Just do please remove shoes, etc., before ding so! 🙂  For those who prefer to simply taste the wine, outdoor seating is also provided.

Apple trees border the vines with their rich crop of grapes awaiting picking, the apples perhaps suggesting a nice side-line in cider might be added to Pour Up’s offerings. Along the path running past the fields is the Maison du Vin, where an impressive stock of wines is to be found, whilst under an open-sided summer house visitors can try their hands at pottery.

Pour Up Winery & Vineyard, July 2026

Westward from the winery, an old cart track winds its way along the uplands, edging around a broad plateau before descending past more vines watched over by apple and orange trees as they step their way down towards the coast.

A paved shoulder of rock is to be found at the start of the track’s main descent to the lower lands, and this is home to the rather appealing Paint and Sip – try your hand at landscape painting while enjoying the wine; although do be careful with the amount imbibed, lest your painting become less landscape and more modernistic abstract! Careworn stone steps descend from the main track close by, offering access to a small shingle beach.

Pour Up Winery & Vineyard, July 2026

Reaching the lowlands on the south side of the setting, the track provides access to Pour Up’s stables where a horse can be rezzed for those wishing to gently ride around the location (saddle stands might be found elsewhere as well, allowing horses to be rezzed from them).

Beyond this, the path reaches the biggest single element of the setting: a large waterfront terrace where music events might be enjoyed (Mach being a DJ himself), a stage being set to one side of the terrace.

Pour Up Winery & Vineyard, July 2026

Bordered on two further sides by vine-draped trellis with outdoor seating under their shade, the terrace is guarded on its remaining side by a large barn now converted to the main winery.

Both the winery and the terrace are somewhat separated from the rest of the setting by a slender channel of water flowing outwards from waterfalls located alongside the landing Point. This gives a nice sense of separation from the hustle of any music events from the calm of the rest of the setting, whilst a little retreat can be found across the water from the falls, reached via a path from the terrace area.

Pour Up Winery & Vineyard, July 2026

Eastward from the vineyard and Maison du Vin, another path winds its way to the coast, offering a way to visit the open spaces of a south-eastern headland marked by a lighthouse with wooden moorings a little further around the shoreline. A path winds on from behind the moorings to the small public garden and a personal memorial set-up by Mach.

And if all of this weren’t enough, the plateau mentioned earlier is the home of the winery lake, a tranquil setting fed by the same waters as pass the winery mill, and where quiet times may be had solo or with someone special.

Pour Up Winery & Vineyard, July 2026

The path up to the lake also passes by a small promontory where the top end of a zip line waits to carry visitors down the line of the channel partially dividing the stables, terrace and winery from the rest of the setting. It arrives at a platform joining the eastern path down from the winery and the Maison du Vin.

Throughout all of this are multiple places to sit and pass the time, from benches to blankets to tree houses and, of course, the various locations where wine might be enjoyed. And, needless to say (again!), the entire setting is highly photogenic and rich in detail.

Pour Up Winery & Vineyard, July 2026

Congratulations to Mach and Pour Up Winery and Vineyard on reaching five years – and I raise my glass to many more years to come!

SLurl Details

A Look at the SL Mobile Leaning Centre in Second Life

The Mobile Learning Centre: general information boards

As a part of a wider effort involving creators from across Second Life, Linden Lab has, since later 2025, been developing and deploying experiences optimised for SL Mobile and geared to helping (primarily) those new to Second Life who come in via Mobile to gain familiarity with using the application.

One such experience in the Mobile Learning Centre, aimed at helping brand new users to Second Life understand some of the basics of the application – although it could just as easily help existing users who have never used SL Mobile to do the same as well. As such, it is something I’ve been meaning to cover for a while.

Like tutorial experiences current and past, the Learning Centre takes a familiar route of taking users through a series of lessons. However, and unlike many past tutorials of this nature it avoids trying to teach someone everything they might need to know – how to move, how to communicate, how to teleport, how to use L$, and so on. Part of this may well because some capabilities are not available to SL Mobile = building, inventory, etc., – but there is also the fact that by keeping things to a minimum and not including things like chat (which is possible in SL, mobile, obviously), the Learning Centre avoids overwhelming a new user with a large volume of things to learn and remember all at once; although it does provide the means to demonstrate some additional capabilities, which I’ll come to.

The Mobile Learning Centre is one of the SL Mobile Experiences seen when logging-in to the App, and accessed by tapping the GO button.

Available from the selection of experiences displayed when logging-in to SL Mobile, The Mobile Learning Centre is the work of the SL Studios team, and developed in consultation with the Marketing and Growth team.

The aim was to take what had been used in past in-world tutorial environments and offer something that would be usable, informative and carries an element of fun. The entire experience is set aboard a space vessel of some description and involves moving through various rooms where learning activities are to be found.

Everything is based around the collection of large stars along the way. These both open intervening doors between corridors and rooms and also form a “side quest”: collect enough stars and you’ll help the commander of the space ship, one Captain Rilo, regain control of his vessel, which he and his diminutive crew have apparently lost (perhaps not the most encouraging thing to hear when you’re aboard said vessel!).

After tapping the GO button for the experience in the App, users are delivered to a start point where the above mechanics are broadly explained, and the first directions on movement are presented. It is here that, obviously, one of the most important elements of a tutorial like this is to first be encountered: the signage.

Outside of the informational signs at the Landing Point (seen at the top of this article), the majority of the signage is graphics only – no words, and presented in a manner that is easy to understand. Panels are also limited in number at each station along the way which also helps avoid a sense of information overload.

A lot of the learning effort is given over to gaining familiarity with using SL Mobile’s joystick for movement – and this is worthwhile; the joystick can be small for stubby fingers and, depending on the device being used highly responsive (on my 8-inch tablet sliding the joystick can result in my avatar zooming around), so practice makes perfect.

The Mobile Learning Centre: instructional signage

Part of this practice involves some climbing and walking along elevated walkways, encouraging patience and care in using the joystick. Within another, aquarium-like room, there is a lesson in learning to fly.

Along the way there is a showcase of one-world locations (although no teleports to them), a trip through the space ship’s bridge area to earn the thanks of Captain Rilo (if you’ve collected the required stars), and a final sort-of social space / teleport room where people can relax or use the teleport portal to continue their explorations or access the Mobile Showcase and / or Destination Guide (and, in the case of established users, their Landmarks) within the Mobile App, or play something of a game.

The stars needed to access the various rooms and to help Captain Rilo can be found along the corridors and walkways and within the rooms themselves. They are gathered by passing through them. Each room requires the collection of a set number of the correctly coloured stars, and care has been taken to make sure there are more stars of a given colour available than are needed to open a specific door, so if one proves to be difficult for someone to obtain, there are alternatives.

In terms of helping Captain Rilo, this is optional and pretty basic. It can be skipped by only focusing on getting the stars to the various learning rooms, but the trip to the bridge to earn his thanks is a bit of an interesting side bar to getting around. It also potentially helps new users gain their first SL Mobile achievement – walking 250 metres (in fact, walk around enough, and you’ll get the 1 km achievement!).

The Mobile Learning Centre: elevated walkway

There is also more of a game to be found at the end of the main “learning loop” (so to speak) and within the portal room: collect enough red stars and a trap door in the floor will open up allowing users to drop through into a series of stacked chambers, each one containing both stars of all colours and floors of hexagonal floor segments.

The idea here is to move around each chamber as quickly as possible, collecting the stars by colliding with them and avoiding floor panels which may vanish from under you. A failure with the latter means falling down to the next chamber, where the process repeats. Falling through to a final chamber presents a “star path” winding back up to the gallery overlooking the portal room.

The Learning Centre: portal to the Welcome Hub and instructions on accessing experiences and the Destination Guide

Within the portal room and the galleried level above it, are chairs and tables. The former are actually interactive and can be sat on (and under updates made mid-2026, will display the pose dialogue box, allowing users to adjust their sit position). Signage to one side of the space indicates this – but I couldn’t help but feel placing it closer to the lower floor seating might be better.

The Welcome Hub teleport portal will drop those using it into the Community Exhibition, which should allow new starters learn more about Second Life, and close to one of the Hub’s teleport boards. Here again is an opportunity for possible confusion, given the Hub is more geared to using the Desktop viewer. Given this, setting the Landing Point from the Learning Centre is a good move, but some indication that elements of the Hub do reference capabilities more suited to the viewer might be a little helpful.

In this regard, perhaps a dedicated landing area for those teleporting from the Mobile Learning Centre? This could even include a teleport back there for those who may have access the portal from there prematurely. Of course, there are helpers with the Hub who can provide assistance, but a little pointer wouldn’t go amiss overall.

The Mobile Learning Centre: finding Rilo

It is possible that some might feel the Mobile Learning Centre doesn’t cover enough essentials – what about communication, for example? Not a single lesson on using chat or Voice. However, SL Mobile’s UI is somewhat intuitive in this regard, and there are sufficient on-screen icons to encourage tapping and trying, so I don’t see this as much of a shortfall in things.

There’s also the problem of where exactly do you draw the line of direct exposition? If you include chat, what about IMs? If you include chat and IMs, what about Group chat? If you include Group chat, what about… – and so on. This is often where learning systems for SL fall down; yes it is complex, yes there is a lot to learn – but it doesn’t necessarily have to all be learned in a single pass, even with something as basic as SL Mobile. Simply put, piling everything and the kitchen sink into a tutorial system can end up being as off-putting as not having any learning experience at all and simply expecting users to get on with it.

The Mobile Learning Centre – destinations showcase (albeit without location names or teleports)

In this latter regard, I understand from those at the Lab discussing the Mobile Learning Centre, that this is borne out from the feedback gathering by the data team: the experience is the strongest performing of those thus far set-up, gaining largely positive feedback from users passing through it who are subsequently surveyed.

For my part, I found the experience pleasant and easy to follow. The niggle noted above vis-à-vis the Welcome Hub is just that: a niggle; it doesn’t detract from the Mobile Learning Centre in any way (well, the Hub isn’t part of the Centre, so…). Yes, the “side quest” with Captain Rilo is a tad twee, but that’s nothing to really rail against, and as noted already, it can be avoided.

Mobile Learning Centre: approaching the teleport room

If you do opt to pay a visit, I strongly recommend you only so so using SL Mobile rather than the Desktop viewer – hence no SLurls in this article!

Related Links

2026 SL viewer release summaries week #26

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

Updates from the week through to Sunday, June 28th, 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.

LL Viewer Resources

Third-party Viewers

V7-style

V1-style

  • Cool VL viewer Stable: 1.32.4.34; Experimental 1.32.5.4:  June 27 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Unspoken at Nitroglobus in Second Life

Nitroglobus Roof Gallery Annex – Miu: Unspoken

Two years ago, in July 2024, Dido Haas hosted the first public exhibition of Second Life photography by Miu (MiuMira) within The Annex of her Nitroglobus Roof Gallery. Called Connections, that exhibition garnered over 350 unique visits, people drawn to its wealth of expression and focus – and I was one of those 350 to be some engaged, as I noted in Miu’s Connections at Nitroglobus in Second Life.

It is therefore fitting that Mui is back at The Annex for the months of July and August 2026, in what might be considered an informal second anniversary celebration of her first ever public exhibition of art. Whether seen as such or not by those visiting it over the next several weeks, it is certainly an underscoring of her ability to produce imagines that are both personal and approachable, and which express so much whilst remaining so perfectly minimal.

Nitroglobus Roof Gallery Annex – Miu: Unspoken

Entitled Unspoken, this small but highly impactful collection of pieces is very much a continuation of Connections in terms of presentation, style and focus, whilst also taking us deeper into moments of intimacy and tenderness, and of shared experiences where words are, simply, superfluous, unwanted, unnecessary.

Unspoken explores the feelings that defy verbal translation—moments of profound vulnerability, quiet resilience, and complex inner truths. For many, silence is the safest space to exist, process, and protect one’s truest self. By stripping away the noise of explanation, Unspoken invites viewers to sit with these quiet moments. It challenges us to look beyond the surface, connect through shared human experience, and listen to the powerful stories told strictly through the eyes, gestures, and stillness of the human form.

– From the artist

Nitroglobus Roof Gallery Annex – Miu: Unspoken

Through these pieces we can witness a story that is never forced, never overtly stated, but which instead exists in the nuance of pose and focus. A story of quiet moments of intimacy and vulnerability, of love and being, which are expressed both through studies of the individual and those shared with another.

Within each piece is a flow of those moments existing in the brief, transient space this exists between longer, deeper moments of intimacy and expression, but are also within their brief flourish, rich in emotion and feeling, only needing a flash of recognition in order for them to indelibly imprint themselves on our consciousness.

Nitroglobus Roof Gallery Annex – Miu: Unspoken

We hear much about the power of non-verbal communication and the inability of our current digitally-driven realm to transmit these wordless aspects of communication. All that is said on the subject is true; there is so much about Second Life that does communicate – but there is so much of communication that is absent from it.

However, that absence is not absolute; through the pieces presented within Unspoken, Mui both offers us the connection to the unspoken wealth of mood, feelings and expressive which can be found through our avatars and which, if brought to the point of practical expressiveness could so readily transform our digital world into one of intense meaning and contented sharing.

SLurl Details

Getting more pics on Route 66 in Second Life

Mother Road Mirage Hotel 66, June 2026 – click any image for full size

Frighteningly (in some respects), it’s been almost a decade since my first visit to Mother Road – Mirage Motel 66, a homage to the original Mother Road region created by Paul Cutter (Xtreme Paule) – see Get your pics on Route 66 in Second Life. However you look at it, that’s a long time, so I recently decided to hop back as see what has changed. And the answer is a lot – but without actually changing in nature.

Route 66 has tended to be a popular inspiration for region builds in SL (hence the original Mother Road design) , and Paul opted to use the history of the Route and the original Mother Road region to offer a setting mindful of Nevada in general style, with the tarmac of the the titular road running arrow-like straight through it. At the he initially opened the setting, Paul noted to me that it was something of an experiment; a 1/2 region design built as both a showcase and what might be possible in the future.

Mother Road Mirage Hotel 66, June 2026

Well, that 1/2 region has since ground into a total of three regions and has brought forth a healthy community. The original Full region is now completely occupied by the setting, and has been joined by two more, each a Full region leveraging the Land Capacity bonus, one to the east of the original region and one to the south.

Much of the expansion is given over to rental parcels – so visitors should be wary of residents’ desire for privacy when they are exploring – but these are mixed with numerous public spaces and buildings to add atmosphere and a sense of space. There are also more roads, both paved and unpaved, allowing residents within the community to enjoy the freedom of driving (as can those joining the local Group – LS $250) whilst again giving a feel of reality to the setting.

Mother Road Mirage Hotel 66, June 2026

They variety of homes is rich, running from a trailer park to expansive houses with solar, patios, pools and plenty of parking, with smally houses and cabins filling out the middle ground. Some sit roadside with proper drives, other sit at the ends of dirt tracks. Together they all form a sense of Americana that’s unmistakable in setting and style – if perhaps at times over-egged by Hollywood.

Nor does the setting exist purely on the ground. As well as a rental – umm, office -, the Landing Point(s) offer(s) teleports up to a series of sky platforms.  These comprise:

  • The Road and Camping Theatre: space to drive, featuring a drive-in that has seen much better days.
  • Camina Madre: a residential platform continuing the overall theme from the ground level in its mixing of rentals.
  • Lost Oasis: a desert setting apparently largely forgotten by time, through which the main routes hurries as if anxious to leave it behind.
Mother Road Mirage Hotel 66, June 2026

The Road and Camping Theatre and Camina Madre are directly connected to one another as well as to the ground level, allowing for direct teleporting between them. Lost Oasis, however, sits at the end of its own teleport that only connects between it and the ground. All three sky platforms appear to be more welcoming / better suited to visitor vehicle rezzing than might be the case on the ground.

The motel that greeted visitors to the original version of the setting remains, and appears to have undergone a small revamp down the years, with “suites” now available – nice to see places making the effort to keep up-to-date and welcoming 🙂 . Those looking for a meal can find one in the diner next door or perhaps in the bar across the road which has apparently replaced the gas station that used to sit across from the motel – ah, progress, progress!

Mother Road Mirage Hotel 66, June 2026

I would also point out that the bike rezzers I remember from my first visit can still be found – just be wary of the region boundaries!

As I noted back in 2017, this is not, the most affluent of locations; rusting hulks of cars are scattered around, together with the detritus of civilisation and the homes are somewhat tired. But it is, without a doubt effective and engaging in its presentation – and given the number of rental occupancies, it is appreciated by the local inhabitants. It also remains ideal for photography, with rezzing rights available, as noted above, on joining the local Group.

Mother Road Mirage Hotel 66, June 2026

If there were one thing I would note about Mother Road in this form is that it is rich in objects and textures (as one might expect from three regions adjoining one another and two of them with the Land Capacity bonus). This makes for a lot for the viewer to handle if you wind Draw Distance up. This is a bit of a shame, as Mother Road really deserves to be seen as a continuous setting; however, if your system is liable to get upset with you for playing with settings, just keep things low and just enjoy the views as the materialise.

One thing you should not do, however, is avoid the setting on the belief Draw Distance must be dialled up; it has a lot to offer for the keen SL explorer.

Mother Road Mirage Hotel 66, June 2026

SLurl Details