April 2026 SL Mobile User Group meeting summary

Campwich Forest grounds: location for the Monthly Mobile User Group (MMUG)
The following notes were taken from the Thursday, April 30th 2026 Monthly Mobile User Group (MMUG) meeting. These notes should not be taken as a full transcript of the meeting, which was largely held in Voice, but rather a summary of the key topics discussed.

The meeting was recorded by Pantera, and her video is embedded at the end of this summary – my thanks, as always to her in providing it.

Table of Contents

Meeting Purpose

  • The Mobile User Group provides a platform to share insights on recent mobile updates and upcoming features, and to receive feedback directly from users.
  • These meetings are conducted (as a rule):
    • The last Thursday of every month at 12:00 noon SLT.
    • In Voice and text.
    • At Campwich Forest.
  • 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.

Core Mobile Team

The following are core (but not necessarily the only) members of the Mobile App team:

  • Bridie Linden; project manager.
  • Radix Linden: Mobile engineering manager. A new Linden, he has a strong Unity development background and his initial focus at LL is ensuring that Mobile is a smooth, seamless experience.
  • Adam Sinewave: lead developer.
  • Beanie Linden: QA.
  • Brad Linden: developer.
  • Stray Linden: back-end infrastructure engineer.

Resources

Current Releases

See notes below.

Recent Updates

  • A release was made on Tuesday, April 28th – Apple version number given as 0.1.163391.
    • At the time of writing, the update did not appear to be available for / had not fully propagated through the Google Play Store; my Android version had no update option from 0.3.1089, and any removal + reinstall still left me on 0.3.1089.
  • This release adds:
    • Display of, and interaction with, LLDialog support, allowing in-world object interaction dialogues to be displayed and used (e.g. pose menus for chairs / seats, etc.).
    • French UI support.
    • Improved Voice services – clearer microphone status; better spatial audio positioning; more consistent mute controls; user blocking / unblocking; removal of unnecessary prompts; clearer messaging when Voice or the device microphone is not available; users should be able to hear other users whether their avatar is sitting or flying, etc. (both of which could cause Voice to cut out for the seated / flying avatar); and to ensure privacy, the device microphone is off by default in the App when logging-in or re-logging.
  • Bug fixes:
    • Favourites (locations) no more duplication; no more to tap favourites to get them to respond; users new to Mobile can now Favourite a location.
    • Streaming audio: shows the correct status (e.g. only showing the streaming audio as muted when it is actually muted, rather than showing it as such when the audio is still playing), however, there still may be intermittent cases of this bug appearing, so if you encounter it, please file a report. Steaming audio should also be consistent across sessions (e.g. if it is turned off in one session, it should remain off in all subsequent sessions until turned on again, and vice-versa).
    • Multi-factor Authentication: no more need to input and authentication token every time the Mobile App is used.
  • Crash rates: crash rates have been greatly decreased. On Android they were above the thresholds set by Google, and have now been brought down to be well within them. There is more work to be done on iOS, but this is on the radar.

General Q&A

  • Chat, chat storage and chat history.
    • Work on “modernising” the chat UI is in progress, but is a long-term project.
    • Mobile has the capability to archive chat sessions – but only Mobile-to-Mobile (as indicated in past Mobile User Group summaries) and there have been requests to make this more cross-platform (e.g. combining Mobile archives with Desktop chat histories). Mobile retains chat histories on the server for up to 90 days – and a little longer locally.
    • The plan is to have more integration between the two, including similar storage times between the two, with full integration of chat histories between both Mobile and Desktop.
  • Camera movement: there are some conflicts between camera movement and Vstick tap / movement. This is something still to be addressed, although a degree of user interaction (such as how taps / touches are performed when attempting to move the camera) which can also cause the conflicts.
  • It was asked if there is / could be a setting to adjust the Vstick sensitivity (some someone isn’t always running everywhere). The reply was “kind-of but not quite”.
    • There are a couple of settings which can affect the Vstick.
    • However, the overall problem is that SL doesn’t have linear motion – you are walking or you are running; this results in a little too much use of the Vstick on Mobile triggers the avatar to switch from walking to running.
    • As such, there is no means to really make adjustments within the Vstick code; instead, the Mobile team is looking to make running a separate toggle button.
  • Streaks / Achievements: will be continuing for the foreseeable future.
    • LL would eventually like to get to incorporating Special Achievements into the App – a rotating series of “novel” things to do / discover in Second Life.
    • Some of these may include Linden Dollar rewards when built. If this is the case, Streaks could be phased out of the App.
  • The question on why more existing users haven’t come over to Mobile (asked during the March meeting) was asked again. Responses were pretty much the same as in the March meeting.

Date of Next Meeting

Woodland Reverie: an artist’s homage in Second Life

IMAGO Art Gallery, April / May 2026: Sethos Lionheart – Woodland Reverie

In January 2026, and on the recommendation of Cube Republic, I dropped into Whithermere, a Homestead region designed by Dargason L’Ardente (rlhaydenfield) as both her home and a public space open to visitors. I was immediately taken by the setting, finding it a rich, evocative and highly photogenic, as noted in Of Whithermere’s ancient beauty in Second Life.

Unsurprisingly, given the region’s beauty and sense of peace, I’m not the only one who has been drawn into its sheer beauty and touches of fantasy. Take Sethos Lionheart for example: he has been so captivated by the region and Dargason’s work that he has dedicated an entire exhibition to the region’s beauty in the form of Woodland Reverie, which opened at Mareea Farrasco’s IMAGO Art Gallery on April 15th, 2026.

IMAGO Art Gallery, April / May 2026: Sethos Lionheart – Woodland Reverie
In Whithermere, Dargason L’Ardente has created a woodland sanctuary of remarkable beauty and enchantment. The region unfolds through winding paths, shaded glades, waterfalls, streams, and hidden woodland spirits, offering visitors a place that feels both immersive and touched by quiet magic. At its heart lies Sedany Woods, shaped by Dar’s vision as the designer behind Moss & Fern Landscape Design. Her work reveals a rare gift for creating landscapes that feel alive—places of wonder, stillness, and discovery, where every turn of the path invites deeper wandering.

– Sethos Lionheart on Whithermere

IMAGO Art Gallery, April / May 2026: Sethos Lionheart – Woodland Reverie

Set out in 20 images, each perfectly framed, edited and carefully enhanced through the considered use of post-processing, Sethos’ images bring home the richness and depth of Whithermere so vividly, the desire to go from the exhibition to the region exerts a powerful pull. This is further encouraged by the provision of a landmark to Whithermere within the notecard accompanying the exhibition (touch the introductory wall, complete with a portrait of Dargason herself (which forms the 21st image in the collection)).

However, as well as celebrating Whithermere, these are images which speak to an artist dedicated to his work, who uses the tools at his disposal – Second Life, EEP settings, post-processing techniques – to craft images that both capture the heart and spirit of the locations they depict and offer a unique perspective on those locations, coloured by his eye and the mood invoked within him on capturing them. Thus, Woodland Reverie speaks both to Dargason’s considerable skill as a landscape creator and to Sethos’ own skills are an interpreter of such landscapes through the lens of his imagination and mood.

IMAGO Art Gallery, April / May 2026: Sethos Lionheart – Woodland Reverie

In all, a most excellent exhibition and homage to Whithermere, and one well worth visiting.

SLurl Details

2026 week #18: SUG meeting summary

China Buddha Caves, March 2026 – blog post

The following notes were taken from the Tuesday, April 28th, 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 planned for the week, although all server channels will be restarted. The pause is to allow for more adjustments to be made to WebRTC prior to it going grid-wide.
  • There will be a new simulator update  – called Kumquat – which will contain the necessary infrastructure updates for the above, and which will be deployed ahead of the planned next simulator release (Loganberry).

In Brief

  • LL have added a new cap that delivers pre-generated configuration files for the Lua definitions and the viewer and the VS code plug-in are being updated to support this. These updates will allow for the removal all the language definition munging from the plug-in itself.
  • Leviathan Linden:
    • Has been working on updates related to the new Kumquat simulator update and “some related back-end services.
    • Had no progress to report on for game_control, and is hoping to get back to it soon.
  • Harold Linden (SLua):
    • Has been bundling up all the scripting-related definitions in a sensible way so they can be served.
    • Has also been working to complete the prim params builder RFC. He views this work as complete and warns that those will any input should “speak now or forever hold your peace”, as he will shortly start implementing it.
    • Harold noted that the prim params does it allow to set ‘nil’ or not provide a value or something else that would do “keep current” behaviour; it is strictly a wrapper around SetLinkPrimitiveParamsFast. He noted that requested work such at this would require an overhaul of SetLinkPrimitiveParamsFast.
    • The above formed the basis for a discussion through the meeting.

General Discussion

Please refer to the video below as well.

  • The request for llGetRegionWorldMapTile was raised. Apparently, Brad Linden has indicated implementation could be more complicated, suggesting LL should set up a web API that provides the map tile textures and make it possible for people to enable web on a prim for trusted domains.
    • The above led to a discussion on map tiles and options around the basic idea contained in within the feature request – such as making map tile textures function in a similar manner to Bakes on Mesh (using UUIDs – although the scale of this when using thousands of regions could be difficult / complicated).
    • This discussion went on through most of the meeting – please refer to the video below. The most positive idea given the amount of suggestions / confusion over map tiles, was for a design document to be put forward to allow focused discussion.
  • There was a report of issues with Vivox Voice service repeatedly failing at Fantasy Faire – notably within the Lost Pages region, home to the Literature, Film and Theatre festivals.
    • The Voice teams indicated they were not aware of any specific instability issue with Vivox – with the caveat the focus has been on WebRTC.
  • The question was if there are any plans to re-allow residents to upload animations with animation constraints (apparently turned off when it was found that there was no validation for chain length, which could cause a null pointer error if it goes too high up the skeleton). It was felt this has useful constraints such as “GROUND” which allow the feet to automatically IK feet to the ground, reducing the issue of an avatar  floating off the ground on un-even surfaces.
    • Currently, there are no plans in this direction at present.

Date of Next Meetings

  • Leviathan Linden: Tuesday, May 5th 2026.
  • Formal SUG meeting: Tuesday, May 12th, 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.

Visiting Varna in Bloom in Second Life

Varna in Bloom, April 2026 – click any image for full size

As I continue to try to get back into the swing of blogging – health things are finally showing improvement on a more solid footing – I dived into the Destination Guide to see what was new and / or interesting. And thus I came across Varna in Bloom, a setting created by AmyElle Atheria.

Varna in Bloom is a blooming fantasy destination where flowers and stories grow side by side. Books are woven throughout the landscape alongside flowering paths, hidden portals, and details that reward the curious explorer. It sits at the edge of a story: beautiful, a little dreamlike, and worth getting lost in. Popular with photographers, couples, and anyone who has ever wanted to fall into a good book.

– Varna in Bloom Destination Guide entry

Varna in Bloom, April 2026

I’ve no idea if the setting has in some way been inspired by Bulgarian city of Varna and its locale as it sits on the Black Sea coast. On the one hand, there are references to Bulgaria and Varna in the setting’s About Land description and within AmyElle’s Profile; however, whether this is in reference to the actual place or the setting in SL, I’ve no idea. Certainly, the majority of the setting appears to be drawn more from the imagination than being offered as a direct homage to a physical world location, so I’ll put that thought to one side.

Covering slightly less than the full 65,000+ sq metres of a region, Varna in Bloom sits within a Full Mainland region towards the western end of Corsica, and at an altitude of 1466 metres. A Landing Point is enforced (so no TP hoping around!) and sits towards the northern edge of the setting.

Varna in Bloom, April 2026

As the Destination Guide indicates, this a setting designed for relaxation, photography, spending time with others (or someone special) – and which contains some secrets of its own. Given this, the setting is unsurprisingly largely rural in design, and while paths do lead away from the Landing Point, visitors are left to their own devices as to where they wander.

Sitting within the glades and meadows and along the coastline of the setting are numerous points of interest – vignettes, as I like to call them – where visitors might like to tarry. These carry within them various motifs or themes as it were – notably those of books and on reading – whilst remaining varied and independent of one another.

Varna in Bloom, April 2026

One of these vignettes sits a little to the south of the Landing Pont and emphasises Varna’s over-arching themes of restfulness, harmony and reading. Guarded by two large mushrooms, it presents a place to sit back and relax with the crescent Moon, pull out a book or cuddle with a loved one and simply be.

Further afield, visitors might also come across a little garden space offering a homage to Alice and her Adventures, complete with an Alice-like little figure dressed as the Queen of Hearts at the gate (an interesting combination!) and reference to that famous tea party within the garden together with other references to the stories, watched over by a more familiar take on Alice.

Varna in Bloom, April 2026

The setting is not entirely without buildings. To the south there is a large cloister-like structure built around three sides of a rain-soaked stone square – the rain falling as heavy inside the covered walkways as outside of them. Away to the north and sitting with its back to an off-shore island and lighthouse, sits an open-sided wood-built pavilion where couples might dance (touch the statue for dance poseballs).

The above are not the only structures to be found, but by virtue of their size, they are the most prominent. Elsewhere to be found are tree houses, a VW camper van and even half a subway train car tidily converted into a haven from the rest of the world. As well as these, there are plenty of other spots where visitors and couples can sit and pass the time, both on land and on the various waters within and around the setting.

Varna in Bloom, April 2026

As to the “secrets” contained within Varna, these take the form of Experienced-based teleport portals (labelled by hovertext to aide in their discovery) leading to further skybox-style locations or islands floating overhead. You will have to accept the Experience when encountering one of the portals for the very first time, thereafter all teleports are automatic. Each of these destinations offers a bookish theme (one carrying you from a garden featuring Alice et al, to a room focused in part on Frances Hodgson Burnett’s 1911 novel The Secret Garden (I’ll not mention the little Tolkien references also waiting to be found here and there!).

Whether you are seeking a place to explore, a place to spend time with a loved one, a place to photograph or simply somewhere you can wander and catch your breath, Varna in Bloom could well be the destination you’re looking for. So why not pay it a visit?

Varna in Bloom, April 2026

Slurl Details

2026 SL viewer release summaries week #17

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

Updates from the week through to Sunday, April 26th, 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  – One-Click Installer = 26.1.1.23806384790 – April 10 – No change.
  • Second Life Release Candidate (RC) viewer: Flat UI – 26.2.0.24254827122, April 15 -“flat” UI and font update – No change.
  • Second Life Project Viewers:

LL Viewer Resources

Third-party Viewers

V7-style

V1-style

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Space Sunday: Curiosity’s discoveries and some updates

It’s been a good while since I offered any updates on the work of NASA’s Curiosity rover on Mars, which is a bit of a shame given it was my reporting on Curiosity’s arrival and mission on Mars which eventually morphed into Space Sunday.

Curiosity is now 13 years and eight months into its mission on Mars (over 14 years since its launch from Earth), and it is still going strong. Such is the amount of data still being returned by the rover’s exploration of Gale Crater and, specifically, the great mound of Aeolis Mons at its centre (which NASA unofficially calls “Mount Sharp”), Earth-based review and analysis of its findings is running somewhat behind.

Take two papers on Curiosity’s findings published in April 2026, for example. They relate to data gathered by Curiosity in 2020 and 2022. However, their individual findings both confirm elements of our understanding of Gale Crater’s history and open the door to some intriguing possibilities when it comes to past microbial life on Mars.

The first paper, Diverse organic molecules on Mars revealed by the first SAM TMAH experiment, examines the data gathered by the rover in 2020 whilst examining a rock sample on the slopes of “Mount Sharp” scientists had dubbed “Mary Anning”. This examination revealed the clay-bearing sandstone rock contained no fewer than 21 organic compounds, seven of which had been detected for the first time. Together, they stand as the single largest and most diverse collection of organic compounds to be found in one location on Mars.

To be clear, “organic compounds” should not be taken to mean “evidence of life” – organics can be formed through inorganic processes as well as organic ones. Further, exactly what caused the formation of these compounds in so close proximity to one another is unknown; whilst they could be the result of mineral and chemical interactions with rock, they equally might have been deposited on “Mount Sharp” as a result of a meteorite impact; we just don’t know.

The “Mary Anning” rock, the site of the discovery of more than 20 organic compounds – including seven never previously encountered on Mars. Image via Curiosity’s MastCam. Credit: NASA / JPL

However, what is interesting about these compounds is the fact that they were detected within a surface rock that has been around perhaps for 3.5 billion years, despite the rock being bombarded by solar radiation and subject to wind erosion, etc.. This alone suggests that whilst overwhelmingly hostile to biological processes we’re familiar with, Mars could preserve the biosignatures of any Martian microbes which might have once been present on the planet.

In this regard, the samples gathered and analysed by Curiosity have been shown to contain methyl benzoate. A complex compound often associated with organics (but again can be formed by both organic or inorganic processes); the fact that such a complex ester group compound is present within the rock does strengthen the argument that Mars might yet preserve evidence of past life on Mars.

What’s more – and again with the inorganic / organic caveat – the team behind the paper confirmed the samples taken from “Mary Anning” contains nitrogen heterocycles. These are rings of nitrogen-bearing carbon atoms which here on Earth are considered precursors of RNA and DNA. All of which adds up to a remarking set of findings.

Mapping the Amapari Marker on “Mount Sharp”. Credit: NASA / JPL

The second paper, Amapari Marker Band Metal-Enrichments: Potential Mechanisms and Implications for Surface and Subsurface Water and Weathering in Gale Crater; examines the case for water in Gale Crater using the “bathtub ring” of the Amapari Marker.

The latter is a boundary layer extending for tens of kilometres around the upper reaches of “Mount Sharp” to the point of being visible from orbit using the right equipment. It is believed to form the boundary between the upper limits reached by waters which had formed multiple lakes within the crater during the planet’s warmer, wet periods of its early history, and the upper portion of “Mount Sharp” which was never immersed in water.

Within the Amapari Marker, Curiosity found deposits of compounds and – particularly – metals which were deposited en masse, so to speak, as the waters retreated back down into Gale Crater after reaching this highest point of their extent. Hence the term “bathtub ring”: the Amapari Marker might be thought of as resembling the ring of grime left around the sides of a bathtub once the water has been drained following a particularly mucky bath.

Various views of the Amapari Marker. A-C captured via Curiosity’s MastCam, D-I captured via the MALI imager on the rover’s robotic arm using true colour, monochrome and false colour filters (to highlight deposits in the rocks). Credit: NASA / JPL

Such banding or layer markers are common on Earth as well, and are referred to as redox (REDuction OXidation) reactions. These have been shown to create metals such as iron, zinc, manganese and similar precipitate out of water – which are exactly the irons found in the Amapari Marker in Gale Crater. Thus, not only does this further demonstrate the likeliness that Gale Crater was one home to lakes of considerable depth (“Mount Sharp” is some 5 kilometres high, with the walls of the crater reaching similar heights, allowing for lakes of at least a kilometre or two in depth), it also suggests the potential for the lake to potentially having been inhabitable by Martian microbes.

This is because microbes can mediate redox reactions, and in some cases create thicker deposits than abiotic reactions; deposits that could be even more useful as a source of energy for subsequent colonies of microbes. However, this is, again, only a supposition; there are many questions about the overall conditions within Gale Crater still to be answered. These include matters of Water-to-rock ratios, lake depth, and atmospheric concentrations of O2 during transient events; all make it extremely difficult to draw any single conclusion relating to the lakes in the crater, the deposits found within the Amapari Layer what various combinations of the answers to these questions (if they could be answered) it might mean for the ancient habitability of Mars.

Even so, the findings of these papers again demonstrate how intriguing Mars is.

In Brief

New Glenn Update

In my previous Space Sunday article, I covered the semi-successful Blue Origin NG-3 launch – the third flight of the impressive New Glenn heavy-lift launch vehicle, together with the recovery of the first stage Never Tell Me the Odds as it made its second flight (albeit with new engines). The mission was semi-successful as the upper stage of the booster suffered an anomaly which stranded the BlueBird 7 communications satellite payload in the wrong orbit.

April 19th, 2026: New Glenn NG-3 climbs away from its launch pad at Space Launch complex 36, Canaveral Space Force Station, Florida. Credit: John Raoux

Due to the failure of the upper stage, and as expected, on April 22nd, 2026, the US Federal Aviation Administration (FAA), which oversees commercial launch operations in the US, announced that New Glenn is grounded until a Blue Origin-led investigation can determine the root cause of the issue.

In this, Blue Origin is already a little ahead of the curve: during the NG-3 mission, telemetry indicated that during an initial burn of the upper stage’s engines, one of the two BE-3U motors failed to produce sufficient thrust for the burn to be properly completed, and as a precaution against total vehicle and payload loss, the burn was curtailed and the second required engine burn cancelled, thus leaving BlueBird 7 stranded in the wrong orbit.

The question now is whether the issue with the BE-3U motor is something restricted to that particular motor or something endemic to the entire production of BE-3Us. Determining this, and what – if anything – needs to be done to fix issue, will determine how long New Glenn remains grounded.

An infographic on the BE-4 and BE-3U engines used on New Glenn. credit: Blue Origin

Getting the matter sorted is a priority for Blue Origin. They have four more New Glenn launches planned for 2026. Two of these are commercial (which could slip somewhat easily) and two government-related. One of the latter is a “rideshare” mission of several payloads (NG-7), including a technology demonstrator for the National Reconnaissance Office (NRO). This had been due to launch almost a year ago on a Firefly Alpha rocket, but the NRO opted to move it to another launch vehicle when in April 2025, Firefly suffered its fourth full or partial failure in just seven launches. As such, the NRO might again get nervous if New Glenn is subject to an extended grounding.

More importantly for Blue Origin is the NG-5 launch. This is slated to carry the company’s Blue Moon Pathfinder lander mission to the Moon. Pathfinder, as I’ve noted in past Space Sunday pieces, is a critical demonstration of significant technologies to be used within both Blue Origin’s Blue Moon Mark 1 and Mark 2 cargo / crew lunar landers. As such, any significant delay in its flight could have repercussions for the Blue Moon lander programme as a whole at a time when both Blue Origin and SpaceX are under pressure from NASA to demonstrate they can have human landing systems available to meet the planned Artemis 4 mission of 2028.

NASA: Artemis 3, OIG Concerns and Budget Fight-Back

NASA’s Michoud Assembly Facility in New Orleans, home to the Space Launch System (SLS) production line, rolled out the core stage of the booster that will launch the Artemis 3 mission to Earth orbit in 2027.

Containing the liquid hydrogen tank, liquid oxygen tank, intertank, and forward skirt, the core stage is the bright orange element of the SLS, which at its upper end will be fitted with the stage adaptor for the ICPS upper stage, and at its lower end, the four RS-25 motors that will power the course stage and their housing. Its roll-out at Michoud marks the start of its journey by barge to Kennedy Space Centre, Florida, where it will be integrated with the rest of the 3elements required for the mission, including the Orion Multiple-Purpose Crew Vehicle which will contain the crew for the mission.

The core stage of the SLS rocket destined to launch the Artemis 3 mission is rolled-out from the NASA Michoud Assembly Facility in New Orleans, sans it four RS-25 engines, at the start of its journey to Kennedy Space Centre. Credit: NASA

Artemis 3 was originally going to be the first lunar landing mission for Project Artemis, however, earlier in 2026, the mission was re-targeted as an Earth-orbital test of one or both of the proposed crewed landing craft being developed by Blue Origin and SpaceX, and assess whether either / both are fit for purpose ahead of any lunar-focused missions; as such it is a crucial stepping stone for Artemis.

In this, the roll-out of the new SLS core stage is seen by NASA as a sign that it is on course to meet its current Artemis schedule: orbital HLS testing in 2027 and first crewed landing in 2028. However, the agency’s own Office of Inspector General (OIG) sees things differently.

On April 20th, the OIG – responsible for overseeing all of NASA’s activities in terms of fiscal responsibility, preventing mismanagement, identifying project shortfalls, and generally auditing NASA programmes in terms of their overall progress / readiness – issued a further report indicating that the Artemis programme is once again at risk of delay due to continued issues with the development of the new spacesuits Artemis crews are to use on the surface of the Moon.

An early version of the NASA / Axiom lunar space suit in 2024. This suit has now undergone numerous revisions – including that of colour. Credit: Axiom

Work on the new suits – those currently in use aboard the International Space Station, whilst derived from the Apollo space suits, are unsuitable for lunar use – commenced in the 20-teens and has largely been a source of embarrassment to NASA. Just after the first prototype suit was revealed to the public to much fanfare in 2019, it was found to be unfit for purpose and abandoned.

In 2022, NASA contracted veteran space suit manufacturer Collins LLC (responsible for both the Apollo and ISS space suits) and newcomer Axiom to develop new space suits – but with a twist: the new suits would have to be capable of sustained operations on the lunar surface and also – through the integration of different components / elements during the manufacture of specific suits – for use on the ISS.

Although this sounded reasonable, it actually caused Collins LLC to drop out of the contract in 2024 due to complexities involved in developing such a suit system in a relatively short time frame. Axiom has continued its own suit development, and has offered a number of positive-sounding updates on progress. However, according to the OIG report, the reality with the Axiom suit is somewhat different: it is already running two years behind schedule, in part due to the requirement for the same basic suit having to be adaptable for two very different uses, and now looks likely to slip a further year, meaning it will not be ready for use until 2031.

Both NASA Administrator Jared Isaacman and Axiom offered statements countering the OIG report when it appeared, restating commitments to the 2028 crewed landing. However, the OIG has a track record of being far more accurate in its assessments of the readiness of projects than NASA in meeting target dates for those same projects. As such this report could come back to bite NASA if it proves accurate.

In the meantime, the battle over NASA’s future budget has once more ignited. As I’ve previously reported, in 2025, the Trump Administration sought to reduce NASA’s modest budget by 23% in 2026, including cutting the agency’s science budget by 47%. Ultimately, the House and the Senate rejected such a drastic cut – so the Trump Administration has now simply added the same cuts to its planned 2027 fiscal year budget. In response, the House and Senate – and on both sides of their respective aisles are once again pushing back.

Both the president and Congress have provided explicit direction for NASA to undertake a range of activities, from exploration and science to aeronautics research. We must ensure that NASA is funded at a level that allows it to pursue those missions. I simply do not believe that this budget proposal is capable of supporting what President Trump himself has directed the agency to accomplish over the course of his two terms, nor what Congress has directed by law.

– Rep. Brian Babin (R-Texas), chair man, U.S. House of Representatives’ Committee on Science, Space, and Technology, April 22nd, 2026.

Babin, with the support of Democrats and Republicans on his committee goes on to point out that while American’s spiralling national debt of some US $38.889 trillion or US $116,065 per US citizen (and in a good part fuelled by the fiscal / foreign policies of the current Administration) is of major concern, cutting NASA’s budget amounts to mere “penny-pinching” than it does speak to an attempt to reign-in spending, and is a move that will further damage US leadership in science and technology.