September LL Zoom call: an update on Second Life

On Thursday, September 25th, 2025 Linden Lab held a further Zoom Call with bloggers and content creators to and update on SL and respond to questions.

The following is summary of the meeting; however, as my aide mémoire audio recording of the meeting refused to play back in full post-meeting, some of the Q&A elements of meeting are absent.

Table of Contents

Note that the order of topics does not necessarily reflect the order in which they were discussed.

New Option for Premium Plus Subscriptions

  • Due to be launched in October 2025, “Premium Plus, no Stipend” is a new option being added to Premium Plus to reduce the annual cost of this subscription level whilst retaining all of the “physical” benefits.
  • This option removes the Stipend and sign-up bonus from Premium Plus, reducing the annual cost by US $105.12 (+ any applicable taxes).
  • For full details, please see: Coming Soon: new option to reduce the cost of SL Premium Plus subscriptions.

Support Update

  • Backlog of tickets for support & trust and safety now down to “normal” levels.
  • Processes for helping users / responding to issues have been streamlined, and further staff have been recruited into the support and trust and safety teams.
  • The focus now is now maintaining the faster turn-around and keeping users satisfied with responses.
  • Support may be expanded in certain areas in the future – this is currently TBA.
The support ticket backlog as of September 2025

SL Viewer Summary

  • A note on the faster release cadence and the highlighting of new features – such as Inventory Favourites with the 2025.07 viewer release.
  • A note that the next release (2025.08) is focused on native Apple Silicon support, which should see a good performance boost for Mac users on that OS, particularly those on newer hardware.
  • Viewer notes and features are covered in my SL Viewer Summaries, Content Creation UG meeting summaries and Open Source Development UG notes (formerly the TPVD developer meeting).

SL Mobile, Project Zero and the New User Experience

Mobile and Zero: Incoming Users

  • The Lab estimates it is now able to get around 10x the people to try SL on mobile / Zero than had previously been the case.
  • This is allowing LL to try small, fast experiments with new users to help them get them started, such as with the on-going current focus on helping new users to dress / customise their avatar.
  • One of these is a new “helper” island where new users can go to for help (e.g. in dressing / customising their avatars, and Project Zero (viewer-in-a-browser). Zero is already geared for this.
  • The aim is to fully on-board new users ASAP to get them engaged.

Retention and Experiments

  • Despite the rise in initial engagement with new users trying SL via Mobile and Project Zero, overall retention of those users is still proving hard – the current figure is only around 7% of those coming into SL are actively being retained.
  • Some of the experiments mentioned in the meeting have involved dropping new users into established locations and hubs, rather than welcome hubs.
  • It was noted by meeting attendees that some of these experiments have not always gone well.
    • One cited example was the use of Ahern, which has become a hang-out for established users, many of whom have been witnessed as harassing and being abusive towards incoming new users.
    • Part of the problem here is that mentors were not aware of these switches / experiments, and so could not attend to provide support.
    • The use of Ahern in particular has now ceased as a result of this feedback.
    • It was further noted that LL are planning to involve mentors in future experiments.
  • The observation was made that established users who are already invested in the platform (as those at Ahern causing trouble appeared to be) and who spend time denigrating / insulting / trolling new users to the point of driving them away is somewhat self-defeating, in that it potentially damages SL’s ability to grow / remain viable as a product through the acquisition of new, engaged users.

User / Community Involvement

  • The question was asked if LL could offer incentives to those users (e.g. club owners) and communities able to demonstrate a track record of being able to attract new users and convert them into retained users.
  • It was pointed out that there is the Second Life Creator Partnership Programme, which includes the potential for incentives to communities, etc, and which includes things like Community Gateways.
  • Brad Oberwager offered a challenge – those who can develop and demonstrate a means of converting new users to retained users through their own means should contact the Lab to discuss ideas and possible incentives.

Linden Lab offers comment on acquisition of Blush AI

Via the Blush AI website

Towards the end of August 2025, I was contacted to ask if I knew anything about a recent acquisition by Linden Lab – that of Blush AI, a dating simulator  available for both Android and iOS that (quote) “helps you learn and practice relationship skills in a safe and fun environment”.

Blush AI was originally developed by Luka Inc., the company behind Replika, an emotional artificial intelligence (AI) companion chatbot first released in 2017, and which has proven highly popular with a claim of over 30 million users – although it has not been without its share of concerns around user data protection.

At the time I was contacted, the acquisition of Blush AI from Luka Inc., was causing some concern within the forums and on social media, with some of the concerns being around the possible use of SL chat logs being used to train the AI. As there had been no official announcement on the matter, I contacted Linden Lab to see if they would comment on the acquisition. Due to matters of vacations, etc., it took a while to obtain a response, but this week I did receive an official statement on the acquisition, which hopefully addresses some of the concerns raised in the forum thread:

Linden Lab has always been a place where new ideas are explored both in and outside of Second Life. Blush is one of those explorations—a small, independent product with its own team and no connection to Second Life user data. Blush is a separate effort focused on AI companionship, while our focus in Second Life is on growing and improving the world our creators have built.
We have no plans now or in the future to use Second Life conversations or content to train AI systems. Any such use would require explicit disclosure in our Privacy Policy. Second Life remains our flagship offering, built around empowering human creativity, and we are continuing to invest heavily in it with recent updates like glTF imports, WebRTC voice, our mobile app, and Project Zero.

– Linden Lab spokesperson

The Blush App page on Google Play, listing the Lab as the new developer

Given this, it would appear that the intent is to have Blush AI continue to operate independently from Second Life using its own revenue stream via in-app purchases. Most particularly, it makes clear that conversation logs, etc., from Second Life will not be used to help train the Blush AI, nor is likely that there be any other connections between Blush AI and Second Life user data.

Obviously, the question remains why make such an acquisition in the first place. Without any direct statement from the Lab, anything relating to this question is pure supposition. On a personal level, I have no strong opinion on; AI tools / entertainment of this nature simply do not interest me at all. So long as the acquisition doesn’t interfere with /detract from the on-going effort to enhance and grow Second Life, which remains the Lab’s bread and butter, then I can happily ignore Blush AI. That said, given that past acquisitions by the Lab haven’t always gone that well (Blocksworld being the only real exception), I will admit to my curiosity being piqued as to how this one progresses and how long it lasts.

An Update from Linden Lab

On Thursday, July 24th, Linden Lab held a Zoom Call with bloggers and content creators to provide a series of updates and take questions on a number of initiatives, changes and issues that have been the subject of recent discussion through forums such as the Zoom Calls, and recent announcements made through the likes of the Meet the Lindens sessions at the SL22B. Table of Contents

The following is an attempt to summarise the discussion and questions raised. Note that the order of topics does not necessarily reflect the order in which they were discussed..

Support: Status and Ticket Backlog

  • Most support issues have a 72-hour (3 business days) SLA for turnaround, with some priority items having a 12-hour or 24-hour (1 business day) turnaround SLA.
  • This includes carrying a “balance” forward of around 1000-1500 tickets
  • There has been a significant backlog of tickets due to things like the support reorganisation in late 2024, but the number of outstanding tickets is being brought down, per the graph below.
Graph supplied by Patch Linden showing the declining in the size of the support ticket backlog
  • In addition, and as Patch indicated at SL22B, weekend support hours have returned, so there is now 7-day a week support from 06:30 through 15:30 SLT.
  • In addition, new in-world support and Discord support options are in development and should be announced soon.

Tilia/Thunes and Pay-outs

  • Recap of the reason for the sale (completed in June, see: LL completes Tilia sale to Thunes: What you need to know). In short, Tilia as a Fintech operation was taking up too much time for LL to effectively manage and build.
  • As anticipated, there were some issues with pay-outs for some immediately following the completion of the sale; however, the majority of these should now be sorted out.
  • Whether the sale will potentially increase / decrease the time taken to complete pay-outs depends on a number of factors:
    • When LL moved to offering real-time pay-outs, Second Life became the target for attempts at fraud by outside forces, and the Lab wasn’t quick enough to catch all cases.
    • Ergo, before moving back towards real-time pay-out, the Lab is now focused on the issue of account security at their end of things.
    • Additionally, LL is looking to Thunes to be able to offer more pay-out options to SL creators, some of which might also reduce the times taken to receive money.
    • However, time frames for introducing the latter are a matter for Thunes, not LL.

Linden Dollar Exchange Rate and the Economy

Concerns have be raised about the recent increases in the Linden Dollar exchange rate (roughly a 5% increase thus far over the course of 2025), with questions on whether the Lab will intervene / cap the increase, and whether the increases were due to user behaviour or system tweaks.

  • The LindeX operates entirely independently of Linden Lab on an open order book basis: anyone can participate in placing buy / sell orders, with matching engine determining which orders can be fully or partially filled. There is no direct intervention by the Lab.
  • One of the negatives of the open order book mechanism is that it is subject to the laws of supply and demand: if the supply of Linden Dollars exceeds the demand for them, the LindeX is going to move.
  • LindeX volumes, 2005-2025

    Whilst the 5% increase thus far over the course of 2025 is concerning:

    • It is perhaps not excessive when seen in terms of the economic disruption going on in the world at large.
    • Across 20 years of history, the LindeX has actually been remarkably stable (see: LindeX Exchange: Market Data and click on the All option beneath the graphs at the top of the page), particularly when compared to more recent crypto-currencies – or even when compared to natural inflation in the real world.
    • In this latter respect, SL might be seen as a city which, for 20 years, has seen almost zero inflation.
  • Quantitatively, the LindeX should have been moving at a rate of around 2% a year, forcing creators to periodically adjust their prices. Had this happened, it would have become the norm, and no-one would have been alarmed at the current increases.
  • That this hasn’t happened is largely down to market sinks – actions that cause Linden Dollars to “disappear” from the LindeX.
    • This tends to happen when the Lab accepts L$ as a payment for something that does not have a real-world cost associated with it (so the Lab does not make money on the L$, nor does it lose money in providing the service for which the L$ payment is made). When this happens, it can cause the supply of Linden Dollars to be reduced, boosting demand.
  • In the years prior to the COVID pandemic (i.e. 2017-2020), the number of sinks had been decreasing, causing the LindeX to rise. However, during the pandemic, demand for L$ rose exponentially, reversing the trend completely. Since COVID the trend has reversed once more, with supply again outstripping demand and leading to the current volatility.

What Can Done?

  • The Lab could directly intervene and change how the LindeX operates, either by becoming a market maker, or pegging the market rate for L$.
    • Neither option is seen as optimal for various reasons (e.g. the perception that LL is now manipulating the market to their benefit; the potential for increased fees to be charged, etc.).
    • However, the market maker is an option the Lab could possibly experiment with alongside the open order book in the future.
  • Currently, two potential actions are in development at the Lab. These are focused on the supply side of things with the aim of alleviating some of the current upward trend. Neither option was specified in the meeting, but one is liable to be launched in the near future, while the other is more medium-term.
  • Longer-term, the solution is seen as redressing the supply and demand balance in favour of the latter. There are two primary ways of doing this:
    • Find the means to introduce more sinks into the market, so that L$ can be “taken out of circulation”.
    • Stimulating demand for L$ – most particularly through bringing more active users in to SL so they engage in the economy (see below for more on this), and through short-term promotions such as the April 2025 50-hour reduction in L$ buy fees.
  • In terms of providing more sinks for L$, the Lab is open to suggestions from the user community at large on how this might be achieved – however, a sink only works if it involves no base cost to Linden Lab. For example:
    • While paying for a subscription (Plus, Premium, Premium Plus) using L$ might some like a sink, subscriptions have a base cost for LL, which is covered by the revenue LL obtains through the fiat money subscription fee. So if L$ are used instead, that revenue is removed and in order to recover it, LL must sell the L$ back into the market, keeping them in circulation and eliminating the sink.
    • The above is also true to ideas such as allowing region holders to pay for multiple regions using L$.

Platform Growth Initiatives

This was both an update on the impact of Project Zero (the viewer in a browser) and SL Mobile in bringing-in new users – and how established users can help with this.

  • Both Project Zero (viewer in a browser) and SL Mobile, together with new on-boarding initiatives and advertising has seen a month-on-month grow in the number of people trying SL over the last three months.
  • This has resulted in a tenfold increase in the number of people trying out Second Life than has historically been the case.
  • However, this is only translating to around a twofold increase in the number of retained users (those logging-in to SL repeatedly over a 30-day period) – or approximately 1 in every 100 who try SL for the first time.
  • While the Lab is trying to improve on this by directing incoming new users to meaningful locations, they are seeking help from users and creators.
  • If creators (e.g. content creators, region holders, etc) / communities can create in-world locations specifically to engage with and encourage new users to become more involved in Second Life, LL is willing to work with those creators / communities to drive incoming traffic to those locations.
  • Those interested in partnering in this way should apply to join the Creator Partnership Programme.
  • As a part of this, LL will also work closely with the creators on these new user experiences / flows to help understand what is working and what is not, where new users might be getting frustrated (and possibly leaving), how to address this, provide relevant stats on all of this, etc. The overall aim being to help iterate and build experiences and processes that result in more new users becoming more fully engaged in SL.
  • For the Lab, the focus is on trying help new users get to grips with the basics – how to dress and customise their avatars – rather than the more esoteric aspects of SL (e.g. managing land and / or Groups).
  • There are some general things existing users can do to help new users.
    • This could be as simple as engaging with them in conversation, to the likes of clubs and stores not blocking access to accounts under a certain number of days (30, 60, whatever).
    • Yes, the latter may mean having to deal with trolls / idiots, on throwaway accounts – but there are tools to help with this, and making new users feel more welcome as they hop around SL trying to find places they might enjoy (and spend L$) than making them feel utterly unwelcome.

Copyright and IP Infringements

A number of meetings with content creators earlier in 2025 raised the issues of copyright / IP infringement, content ripping, and similar (some based around the appearance of a viewer that had a focus on content ripping).

  • In response to the concerns, LL has been pro-active in trying to address the “top” problems with content theft, with those doing so receiving “more than nasty letters”, and as a result departing Second Life.
  • This was supported by the opening of a special support channel to respond directly to matters of content theft.
  • As a broad indicator of the change, the number of reports of content theft (not DCMA filings, which tend to remain constant) has fallen from around 300 per year to just 27 since the new measures were introduced earlier in 2025.
  • Content creators at the meeting largely agreed with the Lab’s point of view, confirming that some of the more notorious content thieves have not gone from SL, and the aforementioned content ripping viewer appears to now be blocked.
  • It is acknowledged that this likely does not eliminate all content ripping completely from SL, but should be taken as indicative that LL and their legal team are not prepared to be complacent on the matter.

SL22B Meet the Lindens: Philip Rosedale – summary

SL22B Meet the Lindens: Philip Rosedale, with Brett Linden (r) 
On Wednesday, June 25th, 2025, Linden Lab held the second of the SL22B Meet the Lindens events, featuring Second Life and company founder, Philip Rosedale, in conversation with Brett Linden. The session was live and featured a mix of pre-submitted questions, and those asked during the session.

This is a summary of the majority of topics discussed at the session, and the official video of the session is embedded at the end of this article.

Fore ease of reference:

  • Timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comments directly to be able to do so. 

 

Table of Contents

  • In the hopes of better continuity, questions asked during the open Q&A session which related back to comments made earlier in the session have been incorporated within the topic section itself under the heading “From the Live Q&A Session”.

Note this is not intended to be a full transcript, but rather covers those items discussed which are liable to be of the most interest.

Personal Perspectives on SL and Working at LL

[Video: 7:37-10:38]

  • Has been back working on Second Life full-time for some seven months. Prior to that, was sharing office space with LL, but was not working on SL day-to-day (that work was with In Reality Lab (IRL415).
  • Obviously, for the first 10 years, was the CEO of Linden Lab.
  • Recognises the company has 25 years of history and SL has changed a lot, but is delighted that overall, the technology LL has created / brought together is good, positive and humane for people, when as a whole within the industry, the overall impact of technology can be uncertain – or even negative (as with social media).

What is He Most Proud of with Second Life?

[Video: 10:39-12:02]

  • Would say is he is not proud of anything he has created – but is proud of what people have created in SL.
  • From the start, was always most interested to see what people would create in SL, and started out more from a physics perspective than a creator perspective: making various physics laws and then seeing what people created using those laws.
  • Points specifically to:
    • The volume of art produced within Second Life, and how it is exponentially larger than any single art museum.
    • The number of teaching / learning spaces and all the various ways they are used.
    • All the communities that have grown in SL – particularly their support for diversity.
  • Is “super, super proud” of the positive feedback he receives from people about how SL has helped and changed them.

Is There a “Hidden Gem” in Second Life?

[Video: 12:16-14:49]

  • Thinks Second Life has so many hidden gems. Second Life could be compared to Los Angeles, but has for more to discover within it than can be found in LA, so picking on a particular thing as a “hidden Gem” feels “goofy”.
  • That said, would say that one thing he would like to see more of is the “sandbox experience”: people building and sharing together in sandboxes, becoming friends learning from one another, teaching one another.
  • Does not believe LL has intentionally changed this, but the nature of the platform has simply drifted away from it. So while not a “hidden gem”, would like to see a move back towards it more.

From the Live Q&A Session

[Video: 52:41-54:54] In response to a comment that while he mention in-world building, Second Life has become more about building content outside of the platform and then “showcasing” it in-world, rather than fostering the arts of in-world creation, and asking if SL will “again” get tools to encourage the latter?

  • Believes SL has always been a place for content creation, and believe it should remain so, but recognises a need to provide more tools for content creation.
  • Notes that earliest content creation was prims, and most users learned to build using them. However, mesh is a more sophisticated means of content creation, which necessitated leaning on external building tools and then import the results.
  • Were it possible, he would have some form on in-world mesh editing capability, but providing such would be difficult because of the complexities and capabilities of the toolsets involved (e.g. blender).
  • Suggests that if SL is not supporting enough of the features of something like Blender in-world, then perhaps the Lab might need to figure out how to correct that.

[Video: 58:58-1:01:07] What is the one thing you would change in Second Life if you could?

  • While there are lots of things he would like to change, the first thing that came to mind was better support for democracy and Groups.
  • A lot of good work has been done with Groups, but when SL was started, Groups weren’t considered, nor were things like social media, as SL was supposed to be a place.
  • Groups were one of the things that came out of SL that he didn’t really expect, and it has given him pause for thought on how self-governance tends to be done through Group membership.
  • So sees making Groups stronger in terms of governance, democracy, identity and reputation, etc., as important, and as such, would liked to have considered Groups from the outset as a “kind of a fundamental all primitive in Second Life”.

On His Vision for Second Life (next few years)

[Video: 2:20-4:41]

  • Second Life can do something really special – preserve diversity in an increasingly homogenous world.
  • A lot of what is going on in the physical world – social media, AI, the geopolitical situation in many countries (notably, but not exclusively the United States) – is trying to make everyone in the world more similar and repressing differences between people.
  • So in thinking about a “vision” for Second Lie, tends not to focus on a specific feature or reason for the platform, but the opportunities SL has to stand as a place that preserves diversity and differences, and the ways in which it can deliver on that.

On Expanding the User Base: Non-Verbal Communication Cues

[Video: 4:44-7:35]

  • Find it amazing that SL has been around for 20+ years, and still represents probably the largest gathering of “grown-ups” in a virtual world.
  • Recognises that SL is not for everybody and only a tiny fraction of a single percent of people are using it, whereas social media is used by a majority of people worldwide.
  • Personally believes that to make SL more accessible to the majority is to get people comfortable with using SL through better transmission of nonverbal cues.
    • Right now, an SL avatar is non-expressive in terms of what a person is expressing by way of hand-gestures, facial expression, etc.
    • Such no-verbal cues are critical to communications, and in order to gain millions (or more) users, SL needs to be able to someday express them.
    • Believes this is a particular reason why VR Chat has been so successful, because VR headsets allow more non-verbal cues on communication to be expressed.
  • Obviously recognises there are other technical aspects of SL which need to be addressed: the complexity of the viewer UI, avatar dressing, etc., but to grow the user base, SL needs to get everyone more comfortable talking to people they don’t know by transmitting these non-verbal cues.

From the Live Q&A Session

[Video: 35:07-37:23] In response to a comment on the benefits of the asynchronicity of text chat, which many users prefer:

  • Didn’t mean to dismiss other means of communication in Second Life such as text chat, avatar actions, etc., and totally values these means of communication.
  • Rather, he meant that if two complete strangers are put together with Second Life, unable to physically see one another and their avatars their only means of communication / interaction, most will express discomfort at conversing with a stranger without the benefit of body language and non-verbal cues as to what the other person is thinking.
  • So while the more “advanced” means of communications within Second Life are valuable, there are table stakes around getting people comfortable when they are conversing with strangers through non-verbal cues.

On Second Life and VR

[Video:  14:55-18:09]

  • Bringing native VR headset support to SL is something the Lab is “always” thinking about. However, there are no current plans to do so.
  • Has a deep respect for VR Chat in the way it has demonstrated how to build an experience like SL entirely for VR headsets – something he tried to do with High Fidelity, and recognises there are “amazing” experiences to be opened up by VR headsets.
  • However, also recognises that VR headsets are not for everyone and they’re may not be particularly with people to whom something like Second Life appeals.
  • As such feels the overlap between VR headsets and virtual worlds is not clear, but is by no means a 100% overlap.
  • But again, does feel there are capabilities SL has which VR could “completely open up” (e.g. the already mentioned non-verbal communication cues).
  • Also notes that some of this could possibly be achieved without the need for a VR headset, such as using a combination of AI tools and a webcam (or webcams) as a means of conveying non-verbal cues and controlling an avatar, without the need to put on a “face toaster”.
  • So, does think VR support for SL is interesting, it’s just not something the Lab has any announcements about at this time.

On Second Life and AI “Taking Over”

[Video: 18:10-21:25]

  • As a sophisticated technologist, and is very involved in AI, and is on the board of the California Institute for Machine Consciousness (AI), and so is doing a lot of work on AI outside of Second Life.
  • Within Second Life, believes the Lab has been very cautious with regards to AI, and has tried to be respectful as to the risks and the debate about how to use AI.
  • The Lab hasn’t “done anything broad” as yet with AI outside of a few experiments.
  • Stated that any use of AI within Second Life “has got to end up by enhancing human contact not reducing it”, by helping people to connect to one another, and must do this “well”.
If AI can help with that, I’m all for it; if it hurts that, we shouldn’t do it. And as long as I’m here, I’m going to think I maintain precisely that position.

– Philip Rosedale on AI

  • Outside of Second Life, thinks that AI offers “big possibilities, but also even more enormous risks”, and is going to cause some “necessary existential risk” which will cause “profound change” in the whole human population, and believes this will include:
    • Forcing us as a planet-girdling species to change how we work together and do things.
    • Potentially change our entire economic structures.
  • As someone who programs a lot with AI, and as an engineer, is both shocked and excited about the potential impact of AI in the world whilst still trying to make sense of it.
  • Returning to SL, believes the Lab is being “super cautious” and respectful of the risks that people have been raising.

From the Live Q&A Session

[Video: 41:31-47:10] On the use of AI Tools in Content Creation & managing the influx of copyrighted and potentially copyright-derived material produced using AI being upload to SL / the Marketplace.

  • Notes that there are many different types of AI content, and that the general thinking among experts is that there is little hope of using AI tools to detect AI generated content.
  • Given this, it would not be technically possible to add a “no AI” filter to the SL upload mechanisms; the technology is simply moving too fast, and would outstrip any such capability.
  • That said, LL does respect the conversation going on around whether and to what extent and what should be the proper approach for AI should be.
  • Believes that the wider global discussions on the use of AI are appropriate to be considered.
  • Also feels that a lot of AI generated 3D content is so bad he doesn’t believe it would gain much of a foothold in SL compared to the content people are making, and that given the overall state of AI 3D content tools, doesn’t feel that at this point in time, it is not a major concern – although this could change.
  • Points to his essay Ultravalletic Catastrophe and the potential for AI to completely overwhelm social media messaging due to its ability to impersonate people, which he sees as a major issue, and notes that this could result in fake AI “people” creating Second Life accounts, and we’re not even going to know it; so we’re all going to have to deal with the problem, and there’s not an easy way to just put a there’s not an easy way to put an AI filter on Second Life, even if everyone wanted one.
  • Believes that with his background and LL’s geographic positioning, the company will probably figure out what to do “right” with AI.

On Inclusion and Accessibility

[Video: 21:36-22:52]

  • Is particularly looking forward to the full deployment of the WebRTC (Real Time Communication) Voice service to replace Vivox.
  • As well is improving Voice quality, this will allow:
    • Speech-to-text and text-to-speech.
    • Language translations.
  • Thinks this can all be done later in 2025, with captioning (speech-to-text) and text-to-speech being the “number one” accessibility request of which he is aware.

On User Growth and Retention

[Video: 23:01-27:32]

  • Notes that between Project Zero (the SL viewer in a browser) and SL Mobile, the Lab has been able to get 10 times as many people from the sign-up page and into SL compared to having to download and install the viewer.
  • This looks to have doubled the number of people returning to SL after the first couple of times they initially log-in.
  • Regards this as an important metric in allowing LL to further grow Second Life.
  • Following-on from this, the focus is shifting towards
    • The experience new users have after coming into Second Life.
    • The whole dressing an avatar / changing an avatar’s appearance.
  • Some of the latter has been initiated through the Avatar Welcome Packs, and will be expanded into the complexities of actually customising an avatar, with the aim of simplifying it – or at least making it “modestly difficult rather than almost impossibly difficult.”
  • His own experiences in trying to create an avatar / look (see the videos here and here) have helped inform a design direction for the Lab to take, and so updates should be coming Soon to Welcome Areas.

From the Q&A Session: Project Zero

[Video: 37:24-38:51] Will Project Zero ever be free to those on lightweight hardware?

  • The hope is to make it free at some point; currently, it is expansive to stream the viewer to a browser by the hour.
  • So yes, longer term the hope is there, but right now, LL cannot offer it for free, and are focusing on offering it more to incoming new users rather than existing users – hence why some have not been unable to access it.
  • Is optimistic about being able to offer it potentially for free because the rapid advances in AI are driving the price of GPUs down very fast, so there will be a crossover point which, once reached, will make more sense to offer Project Zero free to everybody, but things are not yet at that point.

On Creativity and Messaging / Policies and Supporting Creativity

[Video: 27:35-29:55]

  • Agrees that maybe there are ways LL could do a better job to about what should be compelling to you as you’re coming to Second Life as a creator.
  • Outside of for the “table stakes” of content creation: keeping fees low, the GDP stable, the ability to make money through content creation, etc., believes that adding creative features and capabilities is a mechanism for supporting creators.
  • Specifically mentions:
  • Notes that support of glTF is important a) because it is a recognised standard and makes it easier to import from content creation tools into SL; b) support for the current mesh import format (COLLADA.DAE) is being increasingly deprecated within content creation tools.
  • These are projected aimed for this year, and more broadly, notes the Lab needs to keep adding new (and modern) capabilities to support content creation.

On Prioritising Work

[Video: 29:57-31:59]

  • There are often questions concerning how LL prioritises work, e.g. bug fixes vs. Stability vs. implementing new features. Part of this is because it’s a little harder to see what goes on behind the scenes.
  • Feels that since his return full-time to SL, for any release and at any given time, around 75% of development time is toward infrastructure maintenance performance improvements and bug crashes and fixes, including (but not limited to): DDOS attacks; upgrading the platform on Amazon services. etc.
  • So for the 50-ish strong development team, 75% at any time are working on “keeping the wheels on the car” and some 25% are working on “new shiny” features.
  • [Video: 34:05-34:55] It is hard to keep Second Life running, but everyone at the Lab is doing good work, and there are not a lot of things the teams could just stop doing, which drives the 75%/25% split.

On Second Life Profitability

[Video: 32:05-33:44]

  • SL has been fortunate as the mechanisms put in place (e.g. land fees) allowed the company to become profitable very early on – breaking even in around 2006.
  • Since then, the company has been able to increase its profitability “a bit beyond that”. So yes, the company is “comfortably profitable”.
  • This means the company will continue to be able to do what it has always done: set its own course. There is no critical market fit or monetisation problem requiring further funding from investors.
  • As such, the company is able to sustain profitability and choose where it wants to take things next without having to worry about additional capital inflow.

Open Q&A Session

On Server Locations – Using Other Amazon Centres

[Video: 39:54-41:30]

  • In theory should be relatively easy to move those servers which are most heavily used by a geographic region, but is not sure how much this has been looked into.
  • Also notes the same is true for Project Zero – the servers running the viewer instances could be located in multiple Amazon centres. This is something that the Lab “should definitely do” as Project Zero starts to open up to more users.

On Users Helping Spread the Word about SL / Helping Improve the New User Experience

[Video: 47:11-50:30]

  • With the company able to bring-in more people (via Project Zero / SL mobile, for example), the Lab needs help in figuring out how to make a newcomer’s experience in their first few minutes in SL “10 times better”.
  • Is not sure exactly how users and communities can help LL to do this, but one way might be to experiment with different ideas and bring them to the Lab (e.g. develop an experience that would be comprehensible, compelling and interesting to a new user who has just arrived in SL).
  • There are a couple of on-going programmes built around the new user experience, and those interested in helping are encouraged to join with those programmes.
  • Has also ready noted the design challenge of helping people to more easily dress and customise their avatar, making it fun while also exposing them to SL content. To be effective, this work must involve changes to the software and to in-world content so a new user can more easily create an avatar that speaks to their needs.

On Spatial Audio in SL

[Video: 50:36-52:41]

  • Spatial audio can be a pain in the posterior is that Bluetooth devices (including Apple) do not support stereo when the microphone is on. This means that spatial audio cannot be presented to the ears when the microphone is on.
  • This has been one of the contributing factors as to why spatial audio hasn’t been more directly pursued within SL despite the environment being “amazing” for its use.
  • Does believe that this issue will get fixed “in the next year or two”, and Bluetooth will support spatial audio correctly when microphones are on. When this happens, SL will definitely embrace everything that you can do with spatial audio; and you have to have spatial audio for group conversations to be comfortable.

On Bringing LindenWorld to Second Life

[Video: 54:59-57:10]

  • Thinks it would be “wonderful” to have LindenWorld (the precursor to Second Life) in-world.
  • Suggests that perhaps the “easiest” way to do this would be to have an intern who can focus on the project. However, the challenge would be to just get LindenWorld running again, as it did involve a different approach and a lot of user-generated content.
  • Will explore whether or not it would be possible.

On SL Mobile and Future Plans

[Video: 57:18-58:40]

  • Believes LL have created a strong asset with SL Mobile, which has Unity under the hood, giving LL access to the Unity renderer which could be used on the desktop and be a potential stepping-stone towards VR support and offers “solid base that we can use for a lot of stuff.”
  • Understands that in the coming quarters there will be further improvements.
  • Also,: please refer to:

Closing Message to all of Second Life

Everybody here, all of us, should be proud to have been part of what is now more than 20 years of an experiment in demonstrating that online experiences, something you do online on your computer with other people can actually bring people together and make them happier and healthier. As opposed to making them lonelier and angrier,  which sadly seems to be what we’ve done with most of our technological product time in the last decade or so…
And the hope that that gives to the world is something we all need right now … The whole world needs to see that you can use technology to bring us together; it is not just a force for evil. And so I think everybody here should be incredibly proud of having been part of that experiment and hopefully continuing to be a part of it indefinitely as we as we carry on so thank you.

Philip Rosedale

SL22B Meet the Lindens: Product and Engineering – summary

SL22B Meet the Lindens: Product Operations: (l to right): Brett Linden, Kali Linden and Grumpity Linden
On Tuesday, June 24th, 2025, Linden Lab held the second of the SL22B Meet the Lindens events, featuring personnel from the  Product Operations teams. The session was pre-recorded, but included a text-based Q&A session afterwards. The session featured:

  • Grumpity Linden – Senior VP of Product & Engineering.
  • Kali Linden – Director of Engineering, Web & Platform Kali Linden.
Table of Contents

This is a summary of the majority of topics discussed at the session, and the official video of the session is embedded at the end of this article.

For ease of reference, timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comments directly to be able to do so. Note this is not intended to be a full transcript, but rather covers those items discussed which are liable to be of the most interest.

A Little Background

[Video: 0:53-6:33]

Grumpity Linden

Grumpity Linden: joined SL as a contractor with The Product Engine and helping with the development of (the then) Viewer 2.0 in 2009, and formally joined LL in 2014. As the Senior VP of Product and Engineering she is responsible for coordinating both teams and overseeing their various projects, often in a hands-on capacity (as with SL Mobile).

Personal highlight for the last 12 months at the Lab: working more closely with the creator community and going to the 2025 Game Developers Conference (GDC).

Kali Linden

Kali Linden: has been with Linden Lab for ten years, working on Second Life directly for the last five. She heads-up the teams responsible for the Lab’s web properties, the account management and log-in services, etc. Her current focus is on improving LL’s technology stack, improving the user experience and supporting the overall SL infrastructure.

Her teams directly oversee: the SL Marketplace; Web Search; the Linden Homes web portal; the Destination Guide pages; region purchasing pages; transactional security and accuracy; liaising with AWS for maintenance and cost efficiency; support tooling, asset delivery and storage – managing the databases handling all the inventory of all of SL user’s.

Personal highlight for the last 12 months at the Lab: Agrees with Grumpity on the GDC, and finds the energy and enthusiasm for the platform shown by users to be “really infectious”.

Working Together

  • While Grumpity and Kali have different core focuses, they work together on matters of account security.
  • Working on developing the Premium Plus and Plus subscriptions and working to try to make all subscription tiers a value proposition for users.
  • They noted that not all the work that is carried out is necessarily user-visible (e.g. implementing new back-end tools in support of services, etc.), but often forms the backbone of keeping Second Life operations going.

Web and Tools

[Video 6:55-11:41]

Marketplace

[Video: 6:55 -9:29]

  • Mobile support:
    • Work is going into making the Marketplace more mobile-friendly and to display well on different screen sizes and from within the in-viewer browser without blotting out the entire scene view.
    • The hope is to have a fluid experience so, for example, a user can see an item on an external website (Primfeed was the example used) can tap on the Marketplace link and view the item on the Marketplace with ease for any device and, if they want to, purchase it.
  • CasperVend:
    • LL still plan to integrate CasperVend into the Marketplace.
    • Kali’s goal is to have the integration such that merchants can manage their CasperVend inventory and their Marketplace presence from the same place.
    • Would like to incorporate CasperVend capabilities such as coupon sales and gift cards into the Marketplace as well, and expand on them.
    • Further plans include making it easier for merchants to manage their Marketplace presence – easier inventory management, simpler listing import, and better reporting data.
    • Continuing to improve MP Search in response to feedback from shoppers and merchants.

Web Capabilities

[Video: 9:31-11:41]

  • Kali views the web as an extension to users’ in-world experience, and as such is constantly thinking about:
    • An ability to view and possibly manage inventory from the web.
    • A calendar system for events which also works in-world, and which can include maturity filters.
    • Options for managing Groups and Friends from the web.
  • Would like to see the web become a means for people to more easily be able to manage their Second Life without necessarily being logged-in to the desktop viewer.
  • Is aware of request for people being able to gift subscriptions to friends; for tools for creators and venue owners to promote their spaces; proving shareable Marketplace gift cards – all of these might be seen as making Second Life a more connected environment in which it is easier to share with people you care about.

Second Life Mobile

[Video: 11:45-17:51]

  • Avatars and Performance:
    • At the start of the project, there would doubts about being able to get avatars rendering correctly on mobile devices – and it has proven to be hard.
    • However, the team has made great strides in this area [Please refer to my April and June and / or watch the video below].
    • Currently, work is focused on further performance improvements to further benefit avatar rendering and the app.

  • Currently have a platform that allows existing users to do a lot of the things they can do on the desktop, stay in touch with friends / customers, etc.
  • At the same time, what is available at present is not really enough for those new to SL to come in to it through the Mobile app and really get what Second Life is about.
  • Work is therefore about meeting both sides of the coin: making Mobile a meaningful and useful companion for those already engaged in SL, and on making it a meaningful route for on-boarding those new to Second Life and giving them a clearer understanding of the broader “SL universe”.
  • What the Mobile team is not doing is to try to force all of the desktop experience into the app – the aim is to translate what Second Life is into a more compact experience that meets the needs of new and experienced users.
  • On the short-to-medium term roadmap are plans to work with the server team to provide this like:
    • Persistent chat between Mobile and desktop, without loss of chat history when moving between one and the other
    • The ability to use Mobile whilst logged-in to the desktop, so allowing people to leave their desktop (e.g. to get a drink or something) and still continue to chat, see group notifications, etc.
  • Direction for development is often the result of taking feedback from users. Such feedback is gathered via the Feedback Portal, including the Mobile Alpha Features section, through the monthly Mobile User Group meetings [Note: summaries of Mobile User Group meetings can be found here].
  • Feedback can also be gathered by a physical presence at new user starting locations.
  • Data has shown a lot of Mobile users are in fact new to SL, heightening the desire to make it a great experience for them.

Server and Viewer

[Video: 17:52-20:29]

  • The last 6+ months has seen a concerted effort to improve the performance of the viewer.
    • This work has seen a number of performance gains, although it is in part to compensate in a loss of performance seen in late 2024.
    • These performance improvements have been made across different platforms and for different chipset.
  • Work is continuing on performance, looking at crash rates, FPS, as well as having a focus on quality of life improvements in the hope of making the viewer more a tool to allow people to “get to” their second life, rather than being a product in and of itself.
  • ;The viewer team has also been working closely with Firestorm to help them get their most recently release out the door, which contains all of the features and improvements LL have released over the last 6+ months, as well as including WebRTC (new Voice service) support.

glTF Importer

[Video: 20:30-21:38]

  • The aim with the glTF importer is to make things like importing meshes and materials as simple and straightforward as possible.
  • The initial alpha release of a viewer with the importer can be found on the Alternate Viewers page.
  • Mesh content creators and encouraged to try it out and offer feedback and to attend the Content Creation User Group to discuss the importer.
  • [Note: summaries of Content Creation User group meetings can be found here]. The more feedback given, the 9potentially) faster the importer can be stabilised and make its way through to a release viewer.

WebRTC

[Video: 21:41-24:33]

  • WebRTC (Real Time Communications) is the new Voice protocol for Second Life, replacing Vivox and the need for a Voice API plug-in in the viewer.
  • The WebRTC had been stalled as a result of the focus on performance coupled with a large (but now in substantial decline) number of users using a pre-PBR version of Firestorm (and thus without the necessary WebRTC support).
  • The current target is to have the entire grid running WebRTC by the end of summer 2025.
  • WebRTC voice quality should be superior to Vivox.
  • WebRTC also offers “practically endless” possibilities for feature development.
  • One of the first features to be included with WebRTC is that of moderation tools: these will allow land owners to set the rules for using Voice on their land and carry out Voice moderation – when people opt to be stupid in Voice.
  • Other options being considered for use with WebRTC included AI tools to allow things like instant translation, voice-to-text, text-to-voice, all aimed at expanding accessibility.

New Subscription Level

[Video: 25:06-26:47]

  • Pending a formal announcement, LL are thinking about how to make Premium Plus benefits accessible to a broader swath of users.
  • This includes the idea of offering a version of Premium Plus for creators [only?] without the weekly stipend payout, which would reduce the overall cost of having a Premium Plus account, whilst retaining all the other benefits.
  • This subscription might also be payable in Linden Dollars, although this may not be an option when it is initially launched.
  • Details will be made available on this once things are finalised / ready to be announced.

 

SL22B Meet the Lindens: Product Operations – summary

SL22B Meet the Lindens: Product Operations: (l to right): Squeaky Mole, Missy Mole, Patch Linden, Keira Linden and Izzy Linden
On Monday, June 23rd, 2025, Linden Lab held the first of the SL22B Meet the Lindens events, featuring personnel from the  Product Operations teams. The session was a live event  and featured:

  • Patch Linden – Senior VP of Product Operations, Customer Support & Trust & Safety.
  • Keira Linden – Manager, Customer Success & Trust & Safety.
  • Izzy Linden – Creative Producer.
  • Missy Linden – Linden Department of Public Works.

This is a summary of the majority of topics discussed at the session, and the official video of the session is embedded at the end of this article.

Table of Contents

For ease of reference, timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comments directly to be able to do so. Note this is not intended to be a full transcript, but rather covers those items discussed which are liable to be of the most interest.

Linden Homes

Plans

[Video: 4:21-7:19 and as noted below]

  • LL recently released the Premium Aspen Ridge Homes and new styles for the Premium Log Homes.
  • As well as updating theme with new styles, the work also involves updating the back-end technology and improving the overall look of the Linden Homes.
  • The size of Bellisseria makes updating all Linden homes to things like PBR “a challenge”, but will be “chipped away at” as things progress. Updates will continue through the year.
    • [Video 16:19-17:52] Updates will be made on an ongoing basis, notably with PBR improvements, but it might not be possible to implement the seasonally changing landscaping across all of the Linden Home regions.
    • [Video 1:14:15-1:14:30] There have been requests from content creators to be able to hook-into the Linden Homes season changing capability, and this is being worked on.
  • By the end of 2025 the Linden Homes offerings should be: 10 Premium themes (with Trailers also supporting Plus); 5 Premium Plus themes and 1 theme of mixed Premium / Premium Plus.
    • This last mixed theme is scheduled for later in the year and will include “some exciting features”.
  • [Video: 1:16:57-1:19:39] Why does the Lab move on to a new theme of home before an existing theme is “finished”.
    • No theme is every really considered “complete”; while there is an initial map, the Lab is more driven by a mix of demand and diversity.
    • Demand: rather than deploy a “complete” build involving (say) 50 regions, only a handful might be initially released, and those then added to over time based on the popularity of the theme.
    • Diversity: additional themes are released whilst others are still available / not fully occupied to give users an broader choice of themes / styles.

Next Theme – Ridgewood Enclave

[Video: 5:37-6:40]

  • The next theme will be Premium Plus Homes and is “right around the corner” and will be offered under the name Ridgewood Enclave.
  • It will “be separate and kind-of its own thing” and be LL’s first foray into offering allowing commercial activities (which has long been requested).
  • Those obtaining a parcel within Ridgewood Enclave will have the option of devoting their parcel to a home, or splitting it between home and commercial.
  • The roll-out will likely be the homes first, followed by the ability to split parcels between home and commercial.

“Game of Homes”

[Video: 21:03-27:52]

  • Will the selection process for Linden Homes within a theme be improved to that the system does not re-select a parcel a user has already rejected in their current batch of searches (limited to 5 per 24 hours)?
    • Not really. The system is a) old; b) as random as it can possibly be.
    • However, it is recognised it will keep serving up specific parcels, even if far more are available, and may only move on when the parcels it keeps offering are all taken.
    • If a user finds they are constantly being re-offered the same parcel within one of their 5-picks periods, they can contact support, who can reset the user’s number of picks once for any given 24-hour selection period.
  • Premium Plus users have the ability to place a ticket with support to obtain an available Linden home parcel they would particularly like to claim (outside of the initial 24-hour after the release of a new theme).

Land

[Video: 7:43-14:30]

Discounted Homesteads for Premium Plus

  • There are no plans to offer discounted Homestead regions to Premium Plus account holders.
  • As a reminder, it is possible for Premium Plus users who also hold a region (or regions) to pay their tier to LL in Linden Dollars.

Land Capacity

  • The Lab is constantly experimenting with Land Capacity, and has tested Full regions with 40K-80K Land Capacity.
  • However, increases have to be considered alongside a host of other issues (load balancing across instances, impact of simulator performance, etc.).
  • As technology does improve, there may be opportunities in the future to increase Land Capacity as the Lab gains confidence in doing to.
    • IF this does come to pass, it will be announced through the usual channels.

Region Management and Region Server Options

[Video: 12:07-16:19]

  • Are there plans to offer region holders more autonomy over managing their regions?
    • LL has already added the option to restart regions to the holder’s secondlife.com dashboard.
    • Allowing regions holders to take other actions – renaming a region was given as an example – is under consideration, but no time frame as to when such options might be delivered.
  • Are more server options going to be made available for hosting regions?
    • LL already off a bonus Land Capacity option for Full regions and offer both the Event and Elite Event region products, all of which are also available as upgrades.
    • All three cost extra in tier, the Event and Elite Event regions are underpinned by more performant AWS hardware, allowing them to support more agents (avatars) per region, etc.

Themed Mainland Areas

[Video: 17:56-20:48]

  • Mainland has always had a “free to build” outlook, without the imposition of zones, covenants, etc., by Linden Lab.
  • A frequent request to the Lab is to offer such zoning / covenants within Mainland to allow people to build themed communities there.
  • This idea is seen as potentially having merit and benefits, and is something the Lab has considered, and tends to revisit as an idea. However, it does have complexities:
    • Should it be a full covenanted Mainland area (like Bellisseria, but without the Linden Homes)? Is it something on a smaller scale? Is it something primarily aimed at stopping specific activities – e.g. preventing ban lines?
    • How would the model work / impact private estate regions offering their own models and covenants, etc.
  • As such, the idea is not rejected, but it is not on the current roadmap, and if it to reach the point of being actively considered, then it would be a topic to bring back to the community for a more focused discussion and to gain feedback.

Support and Customer Success

Governance and Abuse Reports

[Video: 28:54-32:08]

  • Adult-rated content an images can be seen within moderate rated Mainland regions, often simply by using the road system. What is being done to remediate this?
    • It is acknowledged that this does happen, but given the size of Mainland, LL often rely on users reporting instances where it can be found / seen via the Abuse Report mechanism.
    • The above also applies to avatars behaving in appropriately as well.
  • The name of the avatar account filing any Abuse Report is never revealed to the subject of any subsequent investigation.

Support Ticket Responses / Support Availability

[Video 33:49-38:50]

  • There has been a delay in responding to support tickets. This has in part been due to a reorganisation of the support teams at the end of 2024, which resulted in a backlog of tickets.
    • The estimate was that in January, the backlog stood at 7,000-7,500 tickets, and this has since been halved, with the remaining number being rapidly reduced.
    • Older tickets in the backlog are being addressed in order to clear them as quickly as possible.
  • This, and the nature of more recent ticket that have been coming into the system, has meant that certain cases have taken much, much longer to resolve.
  • LL have been recruiting-in new support personnel, and has almost completed this, to make the customer Success and Trust and Safety teams larger than they were previously, by around 10 people.
  • Currently, most areas of support – tickets, live chat, phone – are back to within their 72-hour SLA requirements.
  • To further help with support matters, weekend support is being re-introduced as from Saturday, June 28th, 2025 (phone and live chat).
  • [Video: 1:21:51-1:23:25] Could live chat support be extended into the evening (SLT)?
    • There are currently no plans to change support hours.
    • However, as more of the new staff come on-stream, it is possible that times can be reviewed and adjusted to better meet the needs of users.

Support and Thunes (Tilia)

[Video: 39:17-42:38]

  • With the sale of Tilia to Thunes now complete (see: LL completes Tilia sale to Thunes: What you need to know) work is underway to streamline handling of support issues over things like cashing-out from SL between the two companies.
  • Those experiencing delays or issues should always submit a support ticket to Linden Lab first, to see if the issue can be addressed directly, and to allow LL to deal directly with Thunes.
  • Going directly to Thunes first can lead to greater confusion and delays.

Account Holds/ Banning Copybotters

[Video: 43:18-44:42]

  • Should someone who has had their account placed on hold receive notification that this is the case?
    • When an account is placed on hold, an e-mail is sent to the address specified in the account. This should include the hold notification and the reason for it, and a timeline as to when to expect access to be re-enabled (if available).
    • These notifications can end-up being steered towards spam or junk or promotions-type folders, so be sure to check these in case filtering has misdirected the e-mail.
    • Those who are sure they have not received any such notification, but have found their account on hold should contact Support.
  • [Video: 44:49-47:54] Can more permanent action be taken against copybotters – e.g. IP bans?
    • Instances of copying content should be reported by the creator of the original content, who can supply LL with all the relevant data (e.g. item location, UUID, etc.), and information on the original.
    • To assist in the process, and if required, LL might additionally request the creator to file a DMCA Notice, if they have not already done so.
    • In terms of preventing repeat offenders returning, LL is always evaluating how to better prevent this / slow repeat offenders from being able to quickly re-access SL.
      • This work also involves evaluating various tools that might assist with investigations into these types of issues.

Account Security

[Video: 49:55-52:50]

  • Malicious messaging, scam links, phishing e-mails are very much an issue.
  • This has been the subject of recent official blogs posts, and posts from bloggers like myself (see: Linden Lab: keeping your Second Life account safe).
  • In short:
    • Never share your account password with anyone.
    • Never supply your log-in credentials in reply to any e-mail, no matter how official-looking; LL will never ask you for them.
    • Be wary of any e-mails or links promising cheap or free Linden Dollars, they are most likely phishing traps.
    • Don’t click on links in group chats, IMs, etc., unless you are absolutely sure of their origin.
    • Strengthen your account with a strong password + the use of the Lab’s Multi-factor Authentication option.
  • LL is actively looking at tools to identify and prevent malicious activity within the platform, and making some basic changes to alert people to the risks in clicking on links, etc.
  • In addition, the Trust and Safety are looking to implement a new Trust and Safety User Group meeting to replace the old Governance User Group, so that matters around account security, etc. Can be discussed.

Payment and Billing

[Video: 1:04:34-1:07:00]

  • More payment options (e.g. Google Pay):
    • Payment and billing is now handled through Thunes, per the links concerning Tilia, above.
    • Thunes is looking to make additional payment options available to SL users, but which options in particular might be put forward is not yet clear, but will be checked.
    • Any new payment options agreed to between the Lab and Thunes will be announced on the Second Life official blog.
  • Can an option be provided to allow those paying tier directly to LL to do so early, if required (e.g. to cover for when they might be on vacation, or in hospital, etc)?
    • It would require extensive programmatic changes to achieve.
    • However, would appear to be a good idea, and a Canny Feature Request was requested via the Feedback Portal.

Lifetime Premium and Premium Plus Membership Offers and SL22B

[Video: 1:10:30-1:13:49]

  • There will be no Premium or Premium Plus Lifetime membership offered at SL22B.
  • Such offers are now being reserved for special events (e.g. with partners such as the American Cancer Society), where it is specifically possible to have the funds generated through such offers donated directly to charitable organisations.

General Questions

  • [Video: 32:31-33:26] Does Support hire people to operate remotely?
    • Depends on the position: Customer Success & Trust and Safety operate out the Atlanta offices, and so people working on those teams are based there; Product Operations and its related teams does have the potential for remote working.
  • [Video: 53:02-54:43] Removal of Voice capabilities from InfoHubs
    • This was a difficult decision, given InfoHubs are intended to be newcomer-friendly social gathering spaces.
    • However, too many people were using Voice within these places to harass and cause disruption, so in the interests of the larger community using the InfoHubs the decision was made to disable Voice.
    • The Lab will continue to monitor InfoHubs and may revisit this decision in the future.
  • [Video: 54:54-56:49] Do the Shop and Hop events complete too heavily with user-created shopping events held at the same time (e.g. Valentine’s Day, Christmas, etc.).
    • LL are always “cognizant” of the potential for such impact, but thus far has not directly received any complaints from the organisers of other shopping events or the creators attending them.
    • Shop and Hop is perhaps a broader tent than other shopping events, many of which are geared towards specific genres (sci-fi; fantasy; adult; etc.).
    • Shop and Hop is intended to be seasonally limited (with the special SLB Shop and Hop being an exception), and not driven with the intent to “blot out” other shopping events.
    • If people do feel it is harming other events, then feedback is welcome on that.
    • Creators selected for the Shop and Hop events are selected more-or-less on the basis of a lottery, not based on how quickly they apply.
    • Not everyone who applies can automatically be granted store space at a Shop and Hop, as they are limited by scale and manageability. For SL22B, for example, there were over 840 applicants – doubling the overall logistical requirements for hosting, running and managing the event.
  • [Video: 1:07:15-1:09:49] Is it possible to use the Name Change capability and not have the new name linked to previous names?
    • Currently no, for assorted reasons (e.g. to prevent someone doing something nefarious and then using the Name Change capability to hide their guilt).
    • The above was also something the community was worried about at the time Name Changes were introduced.
    • If attitudes have since changed, then the suggestion is to raise a Canny Feature Request was requested via the Feedback Portal.
  • [Video: 1:19:50-1:21:24] Will Cape Ekim (read: Saying farewell to the original Linden Homes – and a Second Life mystery?) be preserved when the old Linden Home mini-continents are retired?
    • Cape Ekim has been considered “very, very seriously” in terms of preserving the history of Second Life Linden Homes.
    • Once all the old Linden Homes have been retired, the plan is to make a special area paying tribute to them, and as such, Cape Ekim, “isn’t going anywhere”.
  • There was a final question on AI tool for translation services, and a full answer on the subject was deferred to the Operations and Engineering session.