A Bloom Haven in Second Life

Bloom Haven, August 2025 – click any image for full size

Bloom Haven is the latest Homestead region design by Yoyo Collas and AmyDenise. I’ve covered many of Yoyo’s designs in these pages, whether his own or collaborations with AmyDenise, so I’m always keen to what has sprung from his imagination.

The region sits as a rugged island sitting under a late summer sky, its three high peaks topped by wind turbine (depending on the position of the Sun) cast long shadows across the lower-lying landscape. Two of these tall peaks directly overlook the fourth major element in the setting’s landscape: a large lake towards the south-west of the island.

Bloom Haven, August 2025
Nestled in the vast expanse of the ocean lies Bloom Haven, a charming little green island waiting to be explored. Surrounded by shimmering blue waters, this tranquil paradise is covered in lush, vibrant foliage and blooming flowers that fill the air with sweet fragrances. The island’s gentle hills and hidden coves invite adventurers to discover their secrets, while the peaceful beaches offer perfect spots to relax and soak in the natural beauty. Bloom Haven is a hidden gem in the ocean’s embrace, ready to welcome curious explorers seeking adventure and serenity alike.

– Bloom Haven’s Destination Guide description

Bloom Haven, August 2025

The Landing Point sits within a meadow to the east side of the island. It has its back towards southern hills that climb up to one of the two peaks overlooking the lake mentioned above. A second of the two peaks rises on the east side of the meadow, as if standing guard over one of the routes down to the island’s accessible coastal shelf.

An outcropping on rock extends inland from this third peak, breaking up what might otherwise have been an island-spanning meadow of lush grass and wild flowers.

Bloom Haven, August 2025

With a small pond of water trapped within its clutches, this spine of rock is topped by a tall and broad wooden deck, which in turn supports a large, open-plan cabin complete with a tall stone-built tower rising from one side. The latter has the appearance of a lighthouse tower although no lantern sits within its upper level, despite the manner in which it emulates the lamp room and cupola of a lighthouse.

To reach the northern meadow, visitors must skirt around the cabin and the rocks under it, passing by way of a wide wooden deck sitting above the northern extent of the western lake. A long suspension bridge is anchored to this deck. Reaching out over the water, it swings low over the lake and even resting on rocks before gently rising to the southern shore and proving access to the western side of the island.

Bloom Haven, August 2025

Whereas the southern meadow appears to be in part something of a garden space to the deck-occupying cabin – albeit with sheep grazing on the slopes rising to the southern peak – the northern meadow appears to be solely given over to cattle grazing, there being no direct access to it from the cabin (save by jumping from the deck!).

This northern meadow provides further access to the coastal area of the island. This is largely notable for its houseboats and caravan gathered around and on a shingle headland, where they form something of a shoreline encampment.

Bloom Haven, August 2025

As well as the large lake with its low-slung bridge, the western extent of the island is home to another meadow where horses graze and an artist has been at work. A hilly climb offers the way up to the island’s western peak and its wind turbine, beneath which a bench offers a view out over the island’s interior.

Throughout the region are multiple places to sit, indoors and out, on the water and close by it, on the coast and among the hills and slopes. All encourage visitor to lengthen their stay and enjoy the region’s relaxing beauty. The island is also rich in wildlife in addition to the more domesticate animals and chickens. Capybara, otters, ferrets and raccoons mix with egrets, red-crowned cranes, geese and other wildfowl to add a further layer of life to the region.

Bloom Haven, August 2025

In all, Bloom Haven is a richly detailed and engaging destination in SL, and well worth a visit.

SLurl Details

Space Sunday: Moon missions and interstellar visitors

The Lanyue lunar lander test article undergoing a test of its propulsion systems whilst suspended from a special rig. Credit: CNSA

While the US-led Project Artemis programme is suffering continued delays in its attempt to return humans to the Moon – the Artemis 2 lunar orbital mission originally set for late 2024 being delayed until April 2026, while Artemis 3, the first mission to land on the Moon appears increasingly unlikely to meet its planned mid-2027 launch date due a number of reasons, perhaps most notably the current non-existence of the SpaceX lunar landing vehicle and much of the technology required for it to actually work – China’s project to deliver humans to the Moon and establish an operational base there is continues to roll along at a pace suggesting it will be more than ready to meet its initial goal of delivering two taikonauts to the surface of the Moon by 2030.

As I’ve previously covered in this column, China’s route to the Moon – managed by the China National Space Agency (CNSA) – is a lot less technically complicated than Artemis. In some ways it harkens back to NASA’s own Project Apollo of the 1960s and 1970s; at its core, it relies on sending two pairs of vehicles directly to the Moon. The first is the Mengzhou (“Dream Vessel”) crew vehicle, China’s “next generation” vehicle intended to both ferry crews to and from the Tiangong space station (up to 6 at a time) and to and from the Moon (3 at a time). Supported by a service module, Mengzhou is at an advanced stage of development and testing, and could start crewed flights to orbit in 2027.

The other half of the equation is the lunar lander. Called Lanyue (“embracing the Moon”) takes its cues from the Apollo Lunar Module. Designed to carry a crew of two to and from the lunar surface, Lanyue is a two-stage vehicle comprising the actual lander together with a propulsion module.

Models of the Mengzhou crewed vehicle and its service module with its solar panels folded (l), and the Lanyue lunar lander sitting atop of the propulsion module module intended to propel the lander to the Moon and help it during its initial descent to the lunar surface, after which it will be jettisoned and allowed to crash on the Moon. Credit: CNSA

For lunar missions both Mengzhou and Lanyue are designed to be launched separately and directly to the Moon by China’s in-development Long March 10 booster, with the two craft docking in lunar orbit to allow the transfer of two of the crew to the lander, which will then be assisted in its lunar descent by the propulsion module used to power it to the Moon, before the lander separates to make its powered landing.

This week CNSA took a further significant step towards the goal of a human landing on the Moon by 2030 with the first powered test of Lanyue’s descent motors using a full-scale structural test article of the lander. Whilst only 30 seconds in length, the tethered test successfully demonstrated the integration and performance of key systems, simulating descent, guidance, control and engine shutdown, all of which are critical to undertaking a successful lunar landing.

The full sized test article was hoisted into the air within a special test stand which then lowered the vehicle at a rate consistent with a fall towards the Moon, the test article firing its primary braking / propulsion motors and using its attitude control thrusters, allowing engineers to assess the effectiveness of both systems in maintaining vehicle control. The test concluded with a verification of the craft’s landing and take-off systems and lunar surface contact propulsion shutdown procedures.

For our manned space missions, we must ensure that astronauts land on the lunar surface very smoothly, which necessitates high standards for the lander’s cushioning and performance. Every bit of weight has to play a role in several functions, so we have to achieve ultimate in integrated design and lightweight construction.

– Huang Zhen China National Space Agency (CNSA)

Lanyue still has a multitude of tests to undergo, but given the relatively short development time frame and with several test articles and prototypes already undergoing  tests, including simulations of launch vibrations and stresses on the craft, investigations into the craft’s response to the thermal environment of cislunar space, it is not unfair to say its overall development is fairly advanced, potentially putting that “by 2030” deadline well within reach.

Artemis 2 Update

Despite its delays in terms of its original timescales as noted above, Artemis 2 is making progress. The Orion Multi-Purpose Crew Vehicle (MPCV), mated to its European-built Service Module (ESM) was transferred from NASA’s Multi-Payload Processing Facility (MPPF) to the Launch Abort System Facility (LASF).

Whilst at the MPPF, Orion and its Service Module were loaded with propellants, high-pressure gases, coolant and other essential fuels for its upcoming flight. In addition, the crew for Artemis 2 – NASA astronauts Reid Wiseman, Victor Glover and Christina Koch and Canadian Space Agency (CSA) astronaut Jeremy Hansen – carried out the first on-board tests of their flight pressure suits (aka the Orion Crew Survival System suits) with Orion’s life support and communications systems for a variety of simulated ground and flight conditions.

The Artemis 2 Orion vehicle and its European Service Module atop a test rig within NASA’s MPPF at Kennedy Space Centre. Credit: NASA / Anthony Leone

Now it is at the LASF, Orion will be mated to its 13.4-metre launch abort system tower. This is the system which tops the SLS and Orion stack during launch and the initial ascent to orbit. It is designed to propel the crew capsule away from the launch vehicle in the event of an emergency, and steer the capsule from any potential danger, allowing the crew to return to Earth under the Orion’s parachute system.

Once the installation of the Launch Abort System is complete, Orion will be moved to the Vehicle Assembly Building (VAB), where it will be stacked atop its Space Launch System (SLS) launch vehicle. The rocket itself is currently going through its final assembly within the VAB. Once Orion is mated to it, the two vehicles will go through a series of final integration tests in readiness for their launch.

The Artemis 2 Orion vehicle and its ESM, both now shrouded in their launch shrouds, arrive at NASA’s LASF where the vehicles launch abort system will be installed. Credit: NASA

The Artemis 2 mission is currently scheduled for a no later than April 2026 launch date, and will comprise six key phases:

  • Launch to a Low-Earth orbit for initial vehicle check-out on arrival in orbit prior to an orbital boost.
  • 24-hour eccentric orbit with an apogee above that of typical communications satellites, where further vehicle check-outs are performed and proximity operations with the (detached) upper stage of the SLS launch vehicle.
  • TLI (trans-lunar injection) – firing the service module’s main engines to put it on a course for a Moon rendezvous.
  • Lunar fly-by – passing around the Moon with a closest approach of around 7,400 km, during which the crew will continue to monitor and test Orion’s systems.
  • Earth return trajectory – Orion will use the Moon’s gravity to swing it into a free-return trajectory to Earth.
  • Re-entry and splashdown in the Pacific Ocean.

In all, the mission is expected to last some 10 days.

Hubble Images 3I/ATLAS – and guess what? It is a Comet

A couple of Space Sundays back, I wrote about 3I/ATLAS, the third known interstellar traveller to pass through our solar system, and the (frankly silly) idea that that it is an alien probe, possibly sent here on a spy mission.

In that piece (see: Space Sunday: daft alien theories and a space shuttle) I noted that some of the claims about the object being “alien technology” were due to the fact that as an interstellar comet (as initial analysis suggested was the case), it “had no tail”; this despite the fact the object was already developing a gaseous cloud of ejected dust as it started to get warmed by the Sun.

Well, guess what? As it continues to close on Sun in is inward journey through the solar system, 3I/ATLAS has started to develop a tail – and it has been imaged by the Hubble Space Telescope. Given the images were captured at a time when 3I/ATLAS was 3.8 AU from the Sun – some four times the average distance between Earth and the Sun – the fact that it is starting to evidence a tail indicates it is rapidly becoming active under the Sun’s influence.

Tails generally form on comets as they close on the Sun, when the heat and energy of the latter directly affects the surface of the latter, causing it to outgas volatiles – dust, water vapour, etc., – in sufficient quantities that they are caught in the solar wind to form a trail of matter pointing away from the Sun.

Given 3I/ATLAS is still a long way from the Sun, to see it start to form a tail of outgassed material – even if relatively weak in visual terms – would suggest that it has a lot of volatile materials within it which are already being dramatically affected by the Sun’s energy. What’s more, it is entirely possible that this tail will become more pronounced as the object continues to approach the Sun and reaches perihelion.

Image of 3I/ATLAS captured by the Hubble Space Telescope’s Wide Field Camera on July21st, 2025. The interplanetary comet is enshrouded by dust, making it highly reflective, the tail can be seen to the right. Credit: NASA/ESA

However, not only does the appearance of this tail on 3I/ATLAS further undermine claims that it is “alien technology”, it offers a means for astronomers to better understand its composition and likely size. Using Hubble’s exceptional resolution, a research team from UCLA led by David Jewitt has been able to estimate how much material 3I/ATLAS is losing now, putting the amount at between 6 and 60 kilos per second at its current distance from the Sun – or roughly the amount of a small car even few minutes – a not significant amount.

The team also attempted to estimate the likely size of the nucleus of the object; no easy task, given the surrounding cloud of outgassed dust. To achieve this, they instead analysed the brightness distribution of the surrounding dust cloud (coma), and concluded 3I/ATLAS has a likely less than 2.8 km across, assuming it reflects only 4% of the light that hits it (similar to charcoal), but unlikely to be less than 0.32 km in diameter.

This size constraint is crucial because it helps astronomers understand the object’s composition and history. Different materials require different amounts of solar heating to begin sublimating, so by observing when and how vigorously 3I/ATLAS becomes active, it’s possible to make educated guesses about what it’s made of. Further, through this analysis of the Hubble images and data, it is possible for astronomers to gain insight into the nature of 3I/ATLAS, and by extension, the stellar system from which it originated, as objects like 3I/ATLAS carry with them the chemical signatures and physical characteristics shaped by alien environments billions of kilometres away – although sadly, it will be extremely difficult to determine where the object actually originated.

Art and an Eternal Bastion in Second Life

SLEA 8: Sophie de Saint Phalle – Eternal Bastion
The world is changing in multiples way. From politics through economics to climate, everything is in flux; and in the case of the first in particular, established norms so long a part of our lives are being torn down, or at least remodelled into something unfamiliar – and not necessarily better. Foundations we once believed to be firm and unchanging are crumbling, and we are increasingly faced with daily confusion and uncertainty. Given this, it is essential we have a place of silence and solitude; a place where we can have room to breathe, to think, to regain clarity. This is the central theme offered by Sophie de Saint Phalle in her latest installation Eternal Bastion, which recently opened at SLEA 8, and will remain so for the next 6 months. This is something of an interactive installation, featuring Sophie’s copper etchings and lithographs, which visitors are invited to explore in light of the core theme for the installation, and the need for a sense of stability and peace.
SLEA 8: Sophie de Saint Phalle – Eternal Bastion
The ETERNAL BASTION is one such place: Beyond the noise, beyond the headlines.
It stands for our innermost self — the centre, the core, the untouched soul. A bastion on an island — far away, and yet only a spiritual sea journey from your own inner self. But to get there you often have to travel through the darkness.
To truly see, we must first close our eyes. The blindfold becomes a paradox: it covers the visible world so that another one is revealed — an inner world, an invisible truth. In the darkness, another light emerges: A view, not of the eye, but of the mind.

– Sophie de Saint Phalle, Eternal Bastion

On arrival, visitors will be asked to join the local Experience, which enables the auto-teleport. The Landing Point, a small outcropping of rock – one of three – lying off the coast of the main installation island, features a plinth and a circle of slowly rotating, floating stones. The former offers an introduction to the installation, a blindfold and a note to step through the floating stones when ready. The instructions should be read for the full context for the installation, while the blindfold is an illustrative means of representing the one Sophie references in her introduction.
SLEA 8: Sophie de Saint Phalle – Eternal Bastion
Providing you have accepted the local Experience and shared environment, and you’ve enabled both local sounds and the music stream for the installation, walk through the slowly rotating floating stones to be teleported to the main installation island. It is here that a massive edifice of basalt columns, concrete blocks and glass resides. It stands as a cross between a modern take on a cathedral and a kind of fortress of solitude. It ideally represents the idea of an inner world, a place in which we can feel safe – and contemplative.  Within this structure, beautifully illuminated with point lights, hang Sophie’s etchings and lithographs.
SLEA 8: Sophie de Saint Phalle – Eternal Bastion
Those familiar with Sophie’s work may recognise these from her own Subcutan gallery, about which I’ve written on several occasions within these pages, and / or her 2022 installation Cyborgs (see: Art and Cyborgs in Second Life). That they have been seen / used before doe not make their use any less impactful here; they are vivid and carry a depth of narrative which greatly encourages contemplation and (potentially) self-reflection within the framework of the installation’s central theme. Surrounding the “fortress” are grounds overlooking the surrounding sea and offering points of interest – waterfalls, sculptures (one of which is by Sophie) and a stone grotto overlooking one of Lia Woodget’s sailing vessels.  I think the latter may have been left over from the opening event, offering as it does a bar, cabins and clay pigeon (skeet) shooting. It does not appear to be connected to the rest of the installation via teleport (unless I missed it), so I wasn’t sure quite what to make of it. The above aside, Eternal Bastion is a deeply engaging and thought-provoking installation.
SLEA 8: Sophie de Saint Phalle – Eternal Bastion

SLurl Details

Time in a Paradise of Fantasy in Second Life

Paradise Of Fantasy, August 2025 – click any image for full size
Paradise Of Fantasy is both a home to the Vanaheim family and a setting open to the public to explore and enjoy. A Full private region, the location is the work of BarB Randt Vanaheim (BarBarella Darkrose) and Ivy Vanaheim (Ivory Ireton), and encompasses within itself multiple aspects of fantasy – although it is not per se a role-play setting.

Nature meets fantasy in this home for the “Vanaheim Family” and all fantasy creatures. This  magical place where fantasy creatures stand strong together in light and darkness.

– Paradise Of Fantasy About Land / Destination Guide description

Paradise Of Fantasy, August 2025

The Landing Point sits just off of one to the many trails winding through the setting, and close to a large manor house. Like all the buildings in the region, it is open to the public, although the furnishings are an esoteric curio. Rooms include conventional lounge-style furniture to more period pieces, to a classroom (for magic?) and offices with a mystical air about them, whilst the loft is devoted to games and pastimes.

The Landing Point itself includes a Welcome scroll. When touched, it will provide an introductory notecard for visitors, together with the local rules. The latter are minimal and easy to remember, being common sense.

Paradise Of Fantasy, August 2025

Where you go from the Landing Point is entirely up to you; as noted, there are numerous trails winding through the setting, and signposts (and warning signs in some cases!) offer direction or  humorous cautions.

The landscape itself is beautifully put together, presenting a wooded setting, rich in colour from trees, shrubs and the flowers carpeting much of the ground.  Two streams cut through the setting, one rising form waterfall on the south-east coast of the land to meander northwards to empty into a pond tucked in the north-east corner of the region.

Paradise Of Fantasy, August 2025
The second stream might be considered more of a channel. It enters the region from a bay on the west coast and runs inland before turning north to once more return to the coastline, essentially splitting the north-west corner of the region into its own island.  Both streams are spanned by wooden bridges (and tree trunks) so feet need not get wet when crossing them.

Sitting within north-western corner of the region are two more structures: the Woif’s Grotto and Eiarion. The former is a cottage literally built / hewn into a rock formation, carrying with it a Nordic / medieval sensibility. The latter occupies a headland reaching out from the bay mentioned above. Taking the form of a fairly intact ruin, Eiarion presents a mystery as to how to access it; all of the windows are either intact and glazed or boarded-up.

Paradise Of Fantasy, August 2025

The solution to the mystery can be found in the teleport stones which can be found close to each point of interest in the region. These form a network of teleports, and using the Eiarion destination will deliver you to the interior of the ruins – I’ll leave you to reflect on how to move between the two rooms.

This teleport system also provides access to those locations not necessarily directly accessible from the ground. Two of these are in the sky, one of which is well rooted in a fantasy sky, the other offering a Japanese setting. A third lies under the western sea of the region. Taking the form of an octopus’ garden, it comes with the not unreasonable request don’t pee in my sea(!).

Paradise Of Fantasy, August 2025

A further cottage lies to the north-east of the region. Set as a witch’s home, it offers broom parking outside and potions and seed for sale in the garden. It sits not far from where a fortune teller is waiting to tell you all about your future – or perhaps, how to cover up your past – as the song goes.

Nor is this all; throughout the setting is a richness of detail in glades and along the trails. Ruins sit partially overgrown, little shrines mark hallowed clearings among the trees; benches, chairs, blankets, and boats offer places to sit. For those who enjoy music there is a grassy clearing set up for events, details of which I gather can be obtained by joining the local group.

Paradise Of Fantasy, August 2025

In all, a beautiful, well-designed region mixing nature, mysticism and fantasy in a package rip for exploration and photography.

SLurl Details

2025 week #33: SUG Leviathan Hour – SLua and bits

Diamond Moon Village, June 2025 – blog post

The following notes were taken from the Tuesday, August 12th, 2025 Simulator User Group (SUG) off-week meeting (which I refer to as 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.

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

  • There are no planned deployments to any channels this week, only restarts.

In Brief

  • Harold Linden – SLua:
    • Has been working on “some major garbage collector surgery” so  that memory usage is “properly less than Mono” and general memory profiling will be much better under SLua.
    • The garbage collector is good with creation and deletion of lots of small objects, with Harold noting:
SLua is weird in that most of the objects managed by the GC are built-in things that will never go away as long as the script is running, so I’ve changed the GC to ignore those entirely to make garbage collection much much faster … I’ve added some code to the GC that’s inspired by some work that was proposed for Lua proper that makes the GC get more aggressive if it thinks it might run out of memory soon .. Luckily GC is _incredibly_ cheap now so you could run it tens of thousands of times a second and it wouldn’t make much of a dent.
The event style will be similar to the EventEmitter API in JS `whatever.on(‘someevent’, callback)` with an alternative form that’s similar to how they’re currently specified … It’ll return a handle you can use to unsubscribe … I’m writing a pure-SLua implementation of the new event API first so people can comment on it before it’s solidified as production code, I’ve got a WIP version but I’m just sorting out some unsubscription bugs; the most notable ones, lists-in-lists and the ability to use dictionaries / objects.
    • He also indicated the the LSL → SLua compiler “will be open-source once we’ve start the beta phase on Agni so people can feel free to improve it. It’s much more approachable than the current compiler.”
    • Overall, the hope is to start beta testing of SLua on Agni in the next few months; ahead of that, Harold hopes to get an updated alpha to Aditi (the Beta grid) “to make sure events are sound”.
  • Leviathan provided an update on another issue he has been looking into – a bug that would sometimes cause objects to not show up on login. In providing his update on this work, he noted:
The repro case we had was delicate and would not always show up. In any case that work finally merged into the next server update. The problem was: we were clearing out the server’s “interest list” info on login that would cause the viewer to have to re-request static/cacheable data. With the change going forward we now do a better job of resetting your interest list when you arrive at your final position in the region (on login or teleport from far away). This causes the stuff to show up maybe just a second or two sooner, and less likelihood of some stuff being missing.
  • However, regarding the issue of issue of some people experiencing failures on logging-in (see my summary of the previous Leviathan Hour), Leviathan noted the fix he thought he had isn’t going to help. Instead, he was able to get a reliable repro which has helped better pin down the problem, which he described thus:
It turns out… if you login with lots of inventory folders at a lull in the traffic in SL you will be more likely to succeed. The system will happily handle 100k inventory folders in less than 10 seconds when the database and login.cgi servers are not under load. However, when things are busy the viewer might decide to timeout after 40 seconds. So… Signal has an idea for how to reduce the problem. It turns out you can configure Mysql server and clients to use gzip data transmission. This would happen between login.cgi and the database, while the login server is trying to compile the big chunk of data that it sends back to your viewer. Perhaps that idea will just help login.cgi and the database keep up and the problem may happen less frequently. That is the status of that.

He further noted another workaround would be to tweak the viewer’s timeout on that particular HTTPS request. This approach would allow TPVs make suitable changes and help their users get around the issue.

  • Restoring LindenWorld:
    • This has been a repeated request – to have LindenWorld (the Lab’s first attempt at a virtual environment) “brought back to the grid”, which has had pretty much the same answer with each request.
    • In essence – the LindenWorld code is very different to the Second Life code; it is incompatible with the current account system. While these problems could be fixed, they would require time and effort.
    • Harder to solve, as noted by Leviathan at this meeting, are matters of all the backend support: asset system, user database, spaceserver, etc.
    • All of this would divert developer resources from Second Life, it “would require an unknown amount of backburner work. Couldn’t be done as a first priority”.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, August 19th, 2025.
  • Leviathan Linden: Tuesday, August 26th, 2025.

† 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.

Cica’s A – Maze in Second Life

Cica Ghost: A – Maze, August 2025

For August, Cica Ghost presents A – Maze, an interactive setting offering a little fun and turning a quote from author John Green somewhat on its head.

As the name might suggest, the core theme of A -Maze is just that – a maze. Formed by capped brick walls, it covers most of the region. Unlike most mazes, however, this one doesn’t have a centre or destination / goal, nor is it a unicursal; neither is it precisely a branching tour-puzzle (although it does have a form of branching). Rather, it is a means to offer assorted routes of exploration around the setting, with assorted points of exit and re-entry.

Cica Ghost: A – Maze, August 2025

While it can be travelled on foot, the maze is can also be explored via the vehicles Cica presents to visitors alongside the Landing Point. As is typical with Cica, there are no ordinary vehicles; instead they add to the region’s whimsy by taking the form of four animals carved from wood – a duck, horse, elephant and giraffe – all set on wooden chassis. Two sizes of vehicle are supplied, the smaller set of four lined up to one side of the Landing Point and potentially offered for Tinies.

By default, the vehicles move at a pedestrian speed. But if you are feeling daring then tap the Page Up key to apply the second gear and and little more speed (Page Down to slow down again). In this respect, the smaller vehicles are possibly more fun, as they are small enough to zip around the maze in comfort.

Cica Ghost: A – Maze, August 2025

The maze is not the only feature of the setting. Towards the middle of the region is a little village raised on the back of a steep-sided plateau, with bottle houses and a windmill. It is slightly overgrown by great vines, some with seed-like seats hanging from them. Elsewhere thumb-like hills are topped by trees or have ladders climbing them to individual bottle houses. Also waiting to be found are some of Cica’s little critters, while some of the walls of the maze are painted with more of Cica’s creations, brightening their brickwork.

The quote accompanying the build is from Looking for Alaska, John Gren’s 2005 novel for young adults:

At some point we all look up and realize we are lost in a maze.

Cica Ghost: A – Maze, August 2025

In its original form the quote references the central themes of the novel – that of coming of age, the meaning of life and grief. As such, it can be seen as slightly dark in tone and meaning. Here, Cica turns it on its head, offering an underscoring to the idea that mazes can offer journeys into the unknown (as is life itself, really), filled with unexpected delights. In this, if one wanted to be totally analytical, A – Maze echoes the ultimate message from the book, that of hope.

Not that any analysis of quote and setting is required; A – Maze is enjoyable in and of itself.

Cica Ghost: A – Maze, August 2025

SLurl Details