Coming Soon: new option to reduce the cost of SL Premium Plus subscriptions

On Thursday, September 25th, 2025, Linden Lab hosted a further Zoom call with creators and bloggers to discuss a number of announcements and initiatives, one of which was a new Premium Plus subscription option. I’ll be summarising other aspects of the meeting in due course. This article focuses on the new subscription option –  what it is, why it is being done, and when it can be expected.

What is It?

  • While Premium Plus has been been well-received, the cost of US $249 (annual billing plan) has been seen by many as being too expensive to justify.
  • To help overcome this, from October 2025, Linden Lab will be offering a “Premium Plus, No Stipend” option.
  • This subscription level will offer exactly what it suggests:
    • All of the “physical” benefits of Premium Plus (2048 sq metre Linden Home options etc.).
    • HOWEVER users signing-up to it will not receive either the one-off sign-up bonus (L$ 3,000) or the weekend stipend (L$650).
  • The new offering will retain the “Premium Plus” name for simplicity, and presented as an option within the Premium Plus subscription level.
  • By removing the sign-up bonus and stipend the new offering, when available, will cost US $11.99 per month / US $143.88 per annum (plus applicable local taxes) – a saving of US $105.12 on the annual cost of Premium Plus with stipend.
The upcoming new “Premium Plus, No Stipend” subscription option. Credit: Linden Lab
  • In addition, subscribers will be able to move between the subscription levels with immediate effect (e.g. Premium subscribers will be able to upgrade to “Premium Plus, No Stipend” without delay, and if they don’t like it, downgrade back to Premium or upgrade to “full” Premium Plus, and if a Premium Plus user opts to do without the stipend, they can switch over to “Premium Plus, No Stipend”).

Why is it Being Added?

  • As noted, it is primarily aimed at making Premium Plus more attractive to users who feel the current offering, even with the sign-up bonus and stipend, is still too expensive to justify.
  • The decision to remove the sign-up payment and stipend was made on two counts:
    • Those on both Premium and Premium Plus continue to purchase Linden Dollars regardless of their stipend.
    • Stipend payments further add to the supply of L$ in circulation, contributing to the on-going issues of a top-heavy supply of Linden Dollars impacting exchange rates, as has been previously discussed – see: Linden Dollar Exchange Rate and the Economy.
  • It is recognised the removal of the stipend will not appeal to everyone, hence why the current Premium Plus option will be remaining.
  • It is particularly hoped that the new option will encourage Premium subscribers who have previously expressed reluctance in upgrading to Premium Plus due to the cost to now consider doing so.
In a perfect world every premium subscriber would move to Premium Plus, No Stipend. Best for residents, best for creators. If that takes off, this is really good for residents and really good for creators, if people upgrade. If people downgrade, it is what it is; hopefully they don’t, but if they do, they do. But upgrading, that’s a win for the creators like no other, and its a win for the residents; we’re really giving a lot more for very little.

– Brad Oberwager, during the Zoom Call, September 25th, 2025

When Will it Launch?

  • If all goes according to plan, “Premium Plus, no Stipend” will launch in the first half of October 2025.
  • Formal announcements of its availability will be made when officially launched.

 

 

 

Alpha’s Critterflop Hallowpop in Second Life

Critterflop Hallowpop, September 2025 – click any image for full size

October is starting to rise over the year’s horizon, bringing with it – inevitably – thoughts of Halloween, pumpkins and all the associated shenanigans associated with this time of year. I think I’ve mentioned before that I’m not a particular fan of the modern hullabaloo around Halloween, but within Second Life it can sometimes be rewarding exploring suitably themed region designs that opt to offer offer something a little different from the usual fare.

One such place is Critterflop Hallowpop, the latest iteration of Alpha Auer’s Alphatribe Island.

Critterflop Hallowpop, September 2025

Following somewhat is the tradition of Quirklewick Hollow (see my piece here for more) and Gingerbread and the Woodies (again, see my piece here for more), Critterflop takes a jump into a critter-led celebration of all things seen as Halloween related – broomsticks, pointy hats, pies, and more – coupled with a further engaging science fiction-ish twist.

As with the two designs mentioned above, Critterflop Hallowpop focuses on a village setting, one which seems to meander across a misty landscape and between autumnal trees gathered into groves close enough to one another to form a loose woodland. But as this is Alpha, the homes and houses in this village are far from ordinary: their styles are an engaging combination of ideas and looks.

Critterflop Hallowpop, September 2025

Black roofs rise to points or curves, their looks distinctly hat-like over and around white walls withing which the placement of windows and doors can suggest the idea of a face here and there. In addition, the shapes of some houses are almost organic and / or suggestive of familiar objects – a sailing boat here, a coffee pot lacking its spout there (or perhaps a lighthouse tower with a hat replacing its lantern room), a pumpkin with its oversized stalk draped by a large hat, and so on. One even sits on four sturdy legs with a beak and eyes at one end and a tail at the other, looking like a living creature, the living space with familiar door and windows forming the creature’s body.

On, in, and around these are the village’s inhabitants – cats, crows, bats, rag dolls, a sorcerer, and raccoons. They all share the space with more curious characters. Some of these appear to be little aliens coming for a visit, others – the bird-like cats, for example – suggest some of the locals either have ingenious Halloween costumes or have been tinkering with magic.

Critterflop Hallowpop, September 2025

Not that any actual dark mischief is going on here; the locals are having too much fun for that. The raccoons, for example, appear to particularly enjoy baking pies. Wander through the woodlands and you’ll find a group of them showing off their baking skills whilst sitting on giant pies. Elsewhere, in a clearing, more raccoons are demonstrating their broomstick riding skills as they circle a bonfire, watched by an appreciative audience of other racoons together with rag dolls.

All of the critters to be found within the village are available for sale and come as huggies. A market stall featuring all of them, together with framed paintings, can be found to the north-east of the setting. Just across from it is a further store area, again offer the current critters together with those from previous builds, together with her superb sculptures and unique flora.

Critterflop Hallowpop, September 2025

As ever with Alpha’s designs, Critterflop Hallowpop is charming in its engagement, and photogenic in its uniqueness and detail. On arrival, I strongly recommend locating the information giver close by the Landing Point. This will deliver a folder of information and bits – notably an introduction to the setting with ideas for enhancing your visit, and some notes on best viewing.

In short with the latter, please using the local Shared Environment for lighting; if you can, enable shadows and local lighting and push your draw distance as high as s comfortable for your system’s performance). Also included in the folder is a rezzable pack of complimentary poseballs for people to use it they wish (rezzing is open within the region, with a 120-minute return time – but do please pick up anything you might rez out).

Critterflop Hallowpop, September 2025

But above all, do visit Critterflop Hallowpop and have fun

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A visit to Oyasumi in Second Life

Oyasumi, September 2025 – click any image for full size

In July 2024, I visited Ai-mura, a Japanese-themed sky platform designed by ラパ (Rapa Tone), and occupying roughly a quarter of a Full region in area. At the time, I found the setting engaging and photogenic (see Ai-Mura – a Love Project in Second Life), although it has since closed.

More recently, towards the end of August 2025, I received an invitation from Grayson Ducrot to visit Oyasumi, Rapa’s latest design which, like Ai-mura, is operated under Rapa’s melodic.one Group. Now, to be honest, I had planned to visit Oyasumi a lot sooner after receiving Grayson’s invitation than this; but things being what they’ve been, it took a little longer to get to it than I’d hoped – so my apologies to Grayson and to Rapa for this.

Oyasumi, September 2025

As with Ai-mura, Oyasumi occupies a Full region using the Land Capacity bonus for such regions. However, unlike Ai Mura, Oyasumi occupies the entire ground level area of the region on which it sits. This has allowed Rapa to expand on the design I first witnessed at Ai-mura, folding into it  a couple of small islands to the east of the region, one of which had restricted access and so I treated as off-limits to exploration.

The second of these islands didn’t have an obvious statement of privacy as restricted access, but did appear to be intentionally separated from the rest of the region’s primary land mass by a rocky curtain with no obvious means of navigation to it. As such, rather than risk trespassing on a private area, I kept clear of it.

Oyasumi, September 2025

It is also on the east side of main landmass that the setting’s Landing Point resides, right alongside a little tramway and its terminus platform. This gives the setting a feeling that one has just arrived on one of the trams, which is itself the first of several carry-overs from Ai-mura I found added a further level of attractiveness to Oyasumi.

Another such carry-over lay further south, but still on the eastern side of the region, where coastal decks and a pontoon of buildings and boat moorings, is home to a community of Maru Kado cats by u10 nitta (shiro0822), some of whom had also featured at Ai-mura within their own little village.

Oyasumi, September 2025

The presence of the trams and track, together with the cats and the general ruggedness within Oyasumi mark it clearly as Ai-mura’s spiritual descendant – but this is not to say it is merely an expanded copy; this is a place with a character all its own and its own beauty waiting to be discovered.

An example of this can be found towards the middle of the west side of the main landmass. Here, fed by a broad waterfall, is a pool of water forming an oval open-air osen.

Oyasumi, September 2025

This is actually one of the setting’s two music venues – Rapa herself being a Second Life DJ. It’s a genuinely delightful setting, the DJ stand sitting below the waterfalls, cushions set out atop the basalt columns scattered around the water’s edge for people listening to the music (or watch the local capybara!). A viewing platform on the far side of the water  offers a little hideaway, whilst the bridge passing over the water offers further sitting suspended (or floating!) below it.

The bridge is part of a footpath leading around the land from the Landing point. Illuminated by chochin lanterns, this offers the best way to discover all of the setting’s secrets and points of interests as it winds its way past little shops, and a café, climbing and descending stone steps to pass around the setting’s other live event space in a wide meadow, and from there on down to the broad wooden bridge.

Oyasumi, September 2025

Across the bridge, the path continues on past a little bath-house and shrine before offering steps up to another, larger shrine and passage across a small field to the little neko setting mentioned above.

All of this is set within a lush landscape of trees, water features, places to sit, and lots of little touches which collectively add depth to the setting throughout. Some of the latter – like the small-town supermarket – might be a little unexpected in such a largely rural setting, but it doesn’t look in any way out-of-place.

Oyasumi, September 2025

In all, a rich and photogenic location, a place music lovers and explorers alike cannot help but appreciate; my thanks to Grayson for the suggestion to visit.

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Exploring PBR with Rob Fossett in Second Life

ArtCare Gallery, September 2025: Exploring PBR with Rob Fossett

September 2025 sees a rather novel and interesting exhibition of art at Carelyna’s ArtCare Gallery. Entitled Exploring PBR with Rob Fossett, it is perhaps best described as experiments in various art forms utilising PBR materials.

Of course, PBR is (now) hardly a new component in SL (although it still appears to be controversial for some), and has a lot of practical applications in adding depth and texturing to SL environments, just as the older Blinn-Phong materials can as well. However, whilst commonplace in surfaces using in building, landscaping, and so on – and even 3D art such as a sculptures; its use in 2D art has been somewhat limited, tending to be reserved for very specialised installations.

ArtCare Gallery, September 2025: Exploring PBR with Rob Fossett

Within Exploring PBR…, Rob seeks to change this by offering a range of pieces focused on special and common art styles: bas-relief panels, stained glass, alcohol ink drawings and fractal art (something bound to attract me!), with some touching on impressionism.

The results, presented within a PBR-enabled exhibition space, is an engaging collection of images, arranged by style (so bas-relief is separate from stain glass, etc.). The Landing Point located within the bas-relief section, which is perhaps the most visually engaging of the various sections, given the way PBR really adds a 3-dimensional, tactile depth to each piece.

ArtCare Gallery, September 2025: Exploring PBR with Rob Fossett

Each classification of art is offered for free via touch boxes found throughout the exhibition space, with a request that anyone taking one or more of the boxes please offer a donation to ArtCare Gallery via the associated donation tip jar located in one corner of the exhibition space.

Should you take any of the boxes, do please remember they are experiments in PBR materials and are not actual prim-based art pieces. Don’t try to drag one out inventory after unpacking in order to  view an “image” – if you do, there is a good chance you’re going to end up applying the material to any editable surface you might drag it on to. Instead, to view a specific item, rez a prim and then apply the desired PBR material to it via the edit / build floater, then size the prim accordingly. Also note that being PBR, the surfaces, once applied, will respond to the local lighting (the examples in the exhibition utilise strategically-linked point light sources).

ArtCare Gallery, September 2025: Exploring PBR with Rob Fossett

I’m not going to comment on this exhibition in terms of individual “pieces”, suffice it to say that all of the materials offer engaging expression of art and are attractive enough for applying to your own prims (as noted above) and then displayed as art in your own SL home / personal space, again potentially with a dedicated light source. Instead, I’m simply going to suggest that if this piece and the images within it pique your interest, do go take a look for yourself.

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The Grauland Cluster in Second Life

The Grauland Cluster, September 2025 – click any image for full size
In the year 2097 an unmanned deep space probe sends startling new photos back to NASA. In them a giant inscribed monolith amidst an asteroid cluster is recorded. Years later a base is established to study this discovery. And learn what it means.

– The Grauland Cluster About Land description

For anyone with a love of good science fiction, the above description is likely going to spark thoughts of Stanley Kubrick’s “perennial good science fiction movie”, 2001: A Space Odyssey, simply because of the reference to a mysterious monolith found in space. Certainly, it was enough to pique my interest on arriving to see JimGarand’s latest Grauland build, The Grauland Cluster.

The Grauland Cluster, September 2025

A further 2001 bell might be rung when looking outside the Landing Point: the setting is that of a large crater, one which might bring to mind thoughts of the Moon’s Tycho crater and Dr. Heywood Floyd’s visit. However, this crater appears to be on an asteroid, and the monolith in question is anything but black and featureless (or buried on the Moon / in orbit around Jupiter (or Saturn, if you prefer Arthur C. Clarke’s equally excellent novel of the story)).

Nor should anyone consider from the above that Jim’s latest build is purely a riff on Kubrick’s film (or Clarke’s novel) – it’s not. What we do have is an engaging future setting into which much has been woven, with a focus on a massive facility within the asteroid base – as per the description above.

The Grauland Cluster, September 2025

Reached via the teleport disk within the crater facility, this asteroid station is impressive. Built using elements from the excellent sci-fi range of kits and build elements by Beth Delaunay (Isilmeriel) – and which are doubtless familiar to many with an interest in science fiction in SL – together with elements from ‘frit (Ifrit Skytower) and scratch-built / kitbashed sections.

Attached to a number of small asteroids (which themselves have been hollowed out, making them interesting points for exploration), the base is extensive with multiple docking facilities, including one for large freighters.

The Grauland Cluster, September 2025

The base is obviously intended for long-term occupancy by a potentially large crew (at least going on the cafeteria / canteen / mess hall), with a large gym and multiple recreation facilities available. The layout suggests that it incorporates artificial gravity and is equipped for self-defence – although from what is up to the imagination.

The monolith is free-floating outside of the station, a roadway / walkway running out to it from two of the station’s airlocks. Glowing symbols and geometric forms hover just above its hewn surface, although what they mean is again up to the imagination. Again, as a totally random thought, I looked at it as perhaps some form of Voyager-style interstellar message – or perhaps a Rosetta Stone in waiting, if you will.

The Grauland Cluster, September 2025

Other little touches I liked within the setting include the current time frame NASA-esque EVA and the novel (given the distance between the Sun and the asteroid belt) use of solar panels. Both of these give the setting a little bit of an anachronistic twist when compared to things like the futuristic space vehicles, the apparent presence of artificial gravity of some form and the advanced hydroponics facilities.

These juxtapositions cleverly avoid pinning the setting down to any particular time frame outside of the About Land description, but the presence of current technology (including in the gym and recreation areas) helps cement the station in the imagination as a human construct. I particularly liked the images being cycled on the large screens of the command centre, one of which appears to be a take on a vessel using the (in)famous Alcubierre drive. I don’t know if this was intentionally selected – but for me, it added another little cause to smile.

The Grauland Cluster, September 2025

Because so much is left open within the setting, it naturally lends itself to casual RP for those so-minded; perhaps even something on the sinister side, given the aforementioned external gun mounts and the “big Brother” array of screens within the command centre which appears to be keeping an eye on everything within the station…

But even without any notions of RP, The Grauland Cluster is – as with all of Jim’s builds – visually impressive and very photogenic. In all a delightfully crafted and presented build.

The Grauland Cluster, September 2025

SLurl Details

2025 week #38: SL CCUG meeting summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting of Thursday, September 18th, 2025. Please note that this is not a full transcript, but a summary of key topics.
Table of Contents

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
  • This meeting is generally held on alternate Thursdays at Hippotropolis.
  • Dates and times of meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.

Official Viewer Status

  • Default viewer 2025.06 7.2.1.17108480561 – August 29.
    • Inventory Favourites System, plus assorted new features.
    • Improvements to avatar system; camera and movement; chat; voice; content creation tools.
    • Mesh uploader updates.
    • Text & UI polish.
    • Fixes for Environment and Rendering; stability and crashes; UI.
    • System improvements.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13.

Viewer 2025.07

  • This is now in QA and making its way towards release candidate status (or “beta” as RC viewers seem to now be referenced).
  • The added native Apple Silicon support is said to deliver “pretty impressive” performance improvements for those running on that OS.
    • A caveat here is that for this release only, it may not be possible to upload meshes on Apple Silicon. This is due to some Havok issues and “some licensing limitations”.
    • These issues will likely be resolved when the open source replacement for Havok for convex hull decomposition is integrated into the viewer. This update is anticipated as being available in the upcoming 2025.08 viewer.
    • The above limitation is only for Apple Silicon, it should not apply to Windows or Mac systems running x86 chipsets.
  • For other updates likely to be included in this release, please refer to my summary of the previous CCUG meeting.

Viewers 2025.08 and 2025.09

  • These are liable to be the last two viewer updates from the Lab for 2025, and both are in the planning stage.
  • Updates under consideration for either of them include potential updates to screen space reflections (SSR), building on work carried out earlier in 2025 but which have yet to reach the viewer.
  • However, precise details as to what will be in either  / both viewers is still subject to internal discussions and decisions within the Lab.

General Discussion – In Brief

  • Mesh import support – general direction:
    • COLLADA.DAE support will always remain and be available, even if only for legacy content that may never be updated to glTF.
    • .gltf /.glb is now an officially supported mesh format or both static and rigged mesh, but with some limitations (e.g. no blend shapes) – with a request that an bugs that may be discovered are reported.
    • It is acknowledged that currently, importing .gltf meshes is a two step process ( .gltf materials and the .gltf mesh) which have to be imported separately to one another.
    • There have been discussion on supporting other mesh formats – but these are only discussions at this point in time, with absolutely no guarantee or time frame that/when other formats will be supported, as the work would require further and extensive modification to the mesh import workflow and internal SL mesh support.
  • A request was made for Inventory Thumbnails to support aspect ratios other than just 1:1, or to include a means for images to be cropped within the viewer post-upload.
    • This came hand-in-hand with a reference to Unpacker scripts; Assign image thumbnail UUID to an unpacked folder – which is currently being tracked, but has no specific implementation time frame.
    • Making changes to the the image aspect ratio for Inventory thumbnails was seen as “unlikely” in the near-term, but it was suggested the idea be raised at the next Open Source User Group meeting to see if a code contribution might be made.
  • A general discussion on the new Inventory Favourites capability in the official viewer, including comparisons with using the Favourite Wearables option seen in some TPVs.
    • Whilst the latter is not necessarily as flexible in its use as the Lab’s implementation, it was seen as scoring over the latter due to a) having a dedicated floater; and b) having that floater accessible from a toolbar button.
  • A request was made for some form of Inventory “cold storage”, where items can be archived without having to be boxed, and which is excluded from Inventory searches.
    • It was suggested that the easiest way to solve for this would be to a system folder to Inventory which is pre-set so that anything placed within it does not show up during searches.
    • Another suggestion was to strengthen Inventory filters to allow certain exclusions or to allow filtering by new inventory capabilities (e.g. to directly filter for all folders / items tagged as a Favourite).
    • The above could be combined with some UX redesign to better surface filters and make their functionality clearer, and potentially allowing filters to be set as easy-to-access inventory presets to quickly allow different views of a person’s Inventory to be accessed.
    • This broader discussion on inventory wound through a good portion of the meeting in terms of comments from users.
  • The subject of allowing region-wide reflection probes was raised – and was responded to as unlikely to happen, with a not that regions already have a “void probe” which – whilst primitive in nature – already does much of what a region-wide probe would do, using some of the data from the region. This can be visualised by going to Preferences → Graphics, locating Max Reflection Probes and setting it to None.
  • A question was asked as to whether LL staff and contractor work full-time on their specific areas, or if some work shorter hours / get moved around projects, thus limiting the amount of time they can spend working on certain things, leading to a lengthening of time frames, etc.
    • The broad response was that the (approx. 30-strong) dev staff work a standard working week, and some do get moved between projects, depending on priorities.
    • Further, planning, complexity and prioritisation do play a role in determining what gets worked on and how resources are used, all in accordance with management, etc., focus on platform direction and development.
    • Also, given the overall complexity and age of SL, the need for backward compatibility, etc., a large amount of effort has to go into simply “keeping the lights on” (to use Philip Rosedale’s term), and this also impacts available resources and determining what projects and taken up and worked on at any given time.
  • A general discussion on versioned sky assets, weather, the old 768-metre system clouds, etc. In terms of versioning EEP assets, this is something still under discussion at the Lab, but is not something currently being targeted for implementation.

Next Meeting