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

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

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

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

Pour Up Winery & Vineyard, July 2026

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

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

Pour Up Winery & Vineyard, July 2026

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

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

Pour Up Winery & Vineyard, July 2026

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

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

Pour Up Winery & Vineyard, July 2026

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

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

Pour Up Winery & Vineyard, July 2026

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

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

Pour Up Winery & Vineyard, July 2026

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

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

Pour Up Winery & Vineyard, July 2026

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

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

Pour Up Winery & Vineyard, July 2026

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

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A Look at the SL Mobile Learning Centre in Second Life

The Mobile Learning Centre: general information boards

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

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

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

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

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

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

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

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

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

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

The Mobile Learning Centre: instructional signage

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

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

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

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

The Mobile Learning Centre: elevated walkway

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

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

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

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

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

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

The Mobile Learning Centre: finding Rilo

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

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

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

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

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

Mobile Learning Centre: approaching the teleport room

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

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Getting more pics on Route 66 in Second Life

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

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

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

Mother Road Mirage Hotel 66, June 2026

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

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

Mother Road Mirage Hotel 66, June 2026

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

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

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

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

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

Mother Road Mirage Hotel 66, June 2026

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

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

Mother Road Mirage Hotel 66, June 2026

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

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

Mother Road Mirage Hotel 66, June 2026

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Wandering the paths of Burrow in Second Life

Burrow, June 2026 – click any image for full size

I was surprised to realise that it’s been around 18 months since my last visit to the Burrow Coffee Co., an engaging location held by Harlow (Truly Fabulous) and Harvey (Forever Fabulous). At the time of that visit, the coffee house was in a location with landscaping by Aria Christen together with Harlow and Harvey. And even then, truth be told, I’d likely not have noticed by for Harlow contacting me and inviting me to hop along to Burrow’s new location in Second Life and explore the new setting for myself;  something I was only too happy to do.

Now relocated, Burrow once again sits on a Full Private region with the additional Land Capacity Bonus provided by Linden Lab and the landscaping by Harlow. It actually shares the region with a store (which was still under construction at the time of my visit) tucked neatly into one corner of the region. However, such is the care that has been taken with the general landscaping, there is no visually-jarring contrast between the two; whilst separate in nature, they share an overall design that allows them to blend together to the point that until you come across the path connecting the two, you might never be aware a store is nestled within the region as well.

Burrow, June 2026

For its new location, Burrow sits within a rugged landscape of with tall cliffs and rich woodlands through which cinder paths twist and meander, connecting the various locations awaiting discovery by those visiting. Surrounded by much taller off-region mountains and cut through by water that breaks the land into a series of island-like bodies, the entire setting sits under an EEP setting suggestive of a late summer’s evening when it is time to unwind and kick-back a little.

Having been a part of Second Life since 2009 (first as the The Pixel Bean Coffeehouse), Burrow has built a reputation as a venue for providing an 18+ safe and inclusive environment where company and music can be enjoyed, together with relaxing gatherings, poetry readings and so on. With this 2026 iteration, Burrow re-opens with more spaces in which any and all of these activities might be enjoyed, together with plenty of scope for exploration on land and on water (keep a eye out for the boat rezzer!) and is ideal for photography.

Burrow, June 2026

To help with getting around, there are teleport boards available – but I thoroughly recommend explorations on foot to catch the full ambience of the setting; walking really brings home the care put into the landscaping work, plus it gives a proper perspective as to where everything is in relation to everything else, obviously 🙂 .

There is no enforced Landing Point in place when visiting;  the one Harlow passed to me put me down at the setting’s Park Office – which is actually a good place to start explorations. A teleport board sits to one side of the path on arriving, and the office on the other. The latter contains posters to other regions, presented as field trips away from Burrow – and clicking on each of them will present you with a Landmark to the location in question.

Burrow, June 2026

Outside, the main path runs east-to west, branching at the teleport board and again a little more eastward. This latter spur descends a short distance by way of steps to where a deck has been built out over the deep gorge cleaved into the landscape as if by the fall of a gigantic butcher’s blade. Water tumbles from the cliff of the far side of the gorge, and the deck offers a place to sit and admire them.

Follow the path westwards from the office hut, and you’ll pass another branch leading to a further deck built out from the cliff tops and over a large body of water cutting into the region. This side path side between two sets of steps descending down to the feet of the cliffs, where two of the setting’s venues can be found. These take the form of The Tipsy Fox – a delightfully cosy pub-style bar on the water’s edge and, across the other side of the path and alongside the gorge mentioned above, the Petal Pavilion – which I personally think is one of the most engaging retreats / places to enjoy a romantic dance I’ve seen in a good while.

Burrow, June 2026

Beyond both of these, the cinder path approaches the western extent of the region and branches left and right. To the left, the path hops over an elegant little bridge to reach the rounded glass bulk of the Grove & Gambit, home to multi-player table-top games outside of which a little path runs down to a small wharf and outdoors seating.

To the right from the main path, the route passes over a bridge that has seen better days in its time, the path arrowing on past waterside decks on either side (remember my comment about boats and rezers!) to reach the Hex and Haze Cannabis Bar. For those not enamoured of the smell of weed and whatever, the path does branch again before reaching the Hex and Haze, a boardwalk allowing you to skirt the bar and then climb a short slope to the Campfire, an outdoor venue for music and conversation.

Burrow, June 2026

Those wishing to get directly to the Burrow Coffee House should follow the north pointing path from the Park Office as it leads the way over the gorge by way of a vine-hung bridge. The café is – understandably – the largest venue within the setting. Occupying the top of the island forming the far side of the gorge between it and the Park Office, the coffee house presents indoors and outdoors seating, decks, and a boardwalk running down to where the Starlight Stage is nestled slightly below it, surrounded by trees.

A further path leads away from the Starlight Stage, offering the means to visit the attractive ruins of a stone gazebo built overlooking open waters, or to make your way down to the store mentioned earlier or loop back up to the Park Office, passing by way of the local horse rezzer, should you fancy riding around the region.  A boardwalk also descends the rocks from the stage, winding its way down to a little beach and the Mossy Anchor bar.

Burrow, June 2026

Throughout all of this, there are places to sit awaiting discovery. These might be at the edge of the path or on the decks or wharves, within the gazebo or other roadside structures, whilst the waters offer places to take out a boat or go for a swim. As noted as well, there is the horse rezzer for those who wish an alternative means to explore (head east along the path from the Park Office if you use that as your Landing Point when visiting).

Lovingly crafted and brought together, Burrow offers a lot to see and appreciate, and I particularly love the way each location naturally sits apart from the rest courtesy of the woodlands and shaping of the landscape, such that it offers its own sense of intimacy and privacy whilst still very much a part of the whole.

Burrow, June 2026

Now open to visitor to explore, Burrow will host an official opening event on Saturday, June 20th, 2026, commencing at 15:00 SLT, which is also tied the Primfeed’s 2nd anniversary, within additional sets to follow over the weekend and during the week, as follows:

Date Time (SLT) Performer Venue
Saturday 20 June 15:00 Lichi Moonwall – Offical Opening & Primfeed 2nd Anniversary Party Starlight Stage
Sunday 21 June 12:00 Noon DJ Kiss Crystal Hex and Haze
Wednesday 24 June 16:00 Mimi Carpenter Starlight Stage

My thanks to Harlow and the folk at Burrow for the early invite!

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Please note: Burrow is rated Moderate.

Leloo’s Age of Giants in Second Life

Leloo’s World: Age of Giants, June 2026 – click any image for full size

Steven Spielberg is responsible for some of the most iconic films of the late 20th and early 21st centuries. I’m not going to list any of them here per se, as we all likely have our favourites. However, due to his films, Spielberg is indirectly responsible for a range of Second Life destinations which either seek to reproduce his work or use it as a leaping-off point for the imaginations of those responsible for them.

In this, perhaps his most popular film (and follow-on franchise) for SL settings might well be Jurassic Park, which has seen everything from direct reproductions of its most familiar locations through to adventure games built around its central story or mixing of humans and dinosaurs.

Leloo’s World: Age of Giants, June 2026

It is Jurassic Park which sprang to mind for me as I first broadly cammed around following my arrival at Leloo’s World: Age of Giants, a setting designed by LeLooUlf.

Now, to be fair, it wasn’t actually that film that came to mind when I first arrived; that honour went to George Taylor’s (aka Charlton Heston’s) famous outburst, “You maniacs! You blew it up! Ah, damn you! God damn you all to hell!” And if you need to understand why, just take a look at what forms the backdrop to the Landing Point – and if you’re still unsure, go ask Google 🙂 .

Leloo’s World: Age of Giants, June 2026

However, as I did cam out and around – particularly as I first tracked around the coast – it was a specific scene from Jurassic Park, together with the truly iconic theme by John Williams (which remains part of one of my all-time favourite film scores) that came to mind as a massive brachiosaur came into view, and I found myself immediately thinking of Sam Neill’s Alan Grant and Laura Dern’s Ellie Sattler and their reactions on first seeing such a marvellous beast strolling past their jeep.

Not, I hasten to add, because Age of Giants is in any way directly based on given settings or scenes from the original film or its sequels; the setting remains uniquely its own – but there are elements and motifs which inevitably bring the film to mind, be they in the mixing of Tyrannosaurus Rex with the  Apatosaurus as velociraptors look on; or in the familiar gates of the park itself (in this case leading to Leloo’s little ranges of shops oft found in her designs) or the inclusion of the  Gyrosphere seen in Jurassic World.

Leloo’s World: Age of Giants, June 2026

For the most part rugged to the point of mountainous, the setting has dinosaurs scattered around and gliding overhead in the form of pterosaurs, with signposts marking the way through for those on foot. As well as the Gyrospheres mentioned above (and which you drive yourself), it is also possible to take an aerial ride around the setting via a pterosaur.

Also, and if you are feeling brave, there is the opportunity to grab a large “bone swatter” and go full-on Fred Flintstone and calm any unruly dinos with a swift clout. If this fails (as it likely will), there is a pose opportunity for photos which has you running from a potentially irate T-rex!

Leloo’s World: Age of Giants, June 2026

I did find the Gyrospheres a little difficult to control when it came to driving around, and so would personally recommend sticking to your pedal extremities and following the paths and signs on foot. The latter are particularly handy for finding the photogenic spots.

The pterosaur tour is gentle enough, and at less than 5 minutes, it doesn’t get tiresome and will take you through and over the tree tops in a manner that will reveal the dinosaurs below and perhaps reveal a path or two you might otherwise miss. Also, if you do feel something might have slipped past without ypou noticing, keep an eye out for the teleporter stone(s).

Leloo’s World: Age of Giants, June 2026

As well as the walks, etc., there are numerous places to sitting waiting to be found, both within the main dinosaur area and “outside” of it. The setting is also rich in ambient sounds, so make sure you have local sounds available in your viewer and your speakers on / headphones at the ready.

Age of Giants is small and fun to visit, and comes complete with an odd little whimsy along the beach at and close by the Landing Point, part of which I mentioned back towards the top of the piece and the rest of which I’ll leave you to find.

“Oh hai! Have you met Rexie, my new pet?”

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Leloo’s World: Age of Giants (Friends, rated Moderate)

Cherishville’s Summer 2026 in Second Life

Cherishville Summer, June 2026 – click any image for full size

With summer supposedly due any time now (here in the UK we have more in the way of liquid sunshine falling from the sky than we do the warm, bright dry type), I hopped over to Lam Erin’s Cherishville to see what has been brought forth for the summer months of 2026. The result, I have to say, is something of a mixed bag: largely pleasing to the eye but also with a couple of minor niggles.

The overall design carries something of and echo of the summer 2025 iteration of the region design, which I covered at the time – and which itself carried hints of a frequent study for Second Life region designs: America’s Route 66. In this, the Summer 2026 design for Cherishville offers something of a return to the approach to the region Lam took to for some of his past designs: building variations of a core theme.

Cherishville Summer, June 2026

This is not a criticism of Lam’s work; such an approach gives the opportunity to offer a sense of both continuity and renewal; the idea that – as with the physical world – we are visiting a place which is gently changing over time. A place maturing in reflection of those living within it. It gives a sense of familiarity when visiting, with the promise of finding something new tucked away here and there.

Offering a coastal desert setting, the region is bounded on three sides by rugged, sandy hills which almost, but don’t quite work when looked at for too long; the more one stares at them the more they give the impression of a portion of Mars having plopped itself into Second Life. However, the main landscape tends to draw the eyes away from the hills, lessening the need to dwell on them too much.

Cherishville Summer, June 2026

The region is is cut through from south-to-north by a main road, one with a single branch road leading to the coast in a similar manner to the Summer 2025 design. However, the major difference between the two is that here the side road runs past the local gas station – called, appropriately enough, Blake Sea Gas – down to a coastal hamlet where the houses and shops facing the sands of a broad beach over which rough decks and boardwalks pass and a volleyball court has been marked out to await players.

Parked along the hamlet and out on the sands just off the road leading to it are motifs from the 2025 design: motorcycles sitting in the shade of palm trees and an old car street artists have painted up, a taco van waiting for customers…

Cherishville Summer, June 2026

To the northern end of the beach sits a delightful little eccentricity in the form of a beached submarine which might have once served  – well, if not Jacques Cousteau, then perhaps Steve Zissou in his Life Aquatic – but which is now someone’s little home.

Further south and on the other side of the slim curtain of mesa-like rock separating the hamlet from the main road sits an old barn flanked by by old “nodding donkey” pumpjacks, their prime mover engines long silenced. Meanwhile, the main road is paralleled by a stretch of railway track with a pair of old steam trains sitting back-to-back in a push-me-pull-you arrangement. Whether or not they actually chuff along the track is a matter for visitors to decide / imagine.

Cherishville Summer, June 2026

Cars are certainly making their way along the main road, with some availing themselves of the local motel and burger bar; but again, where they are going or from whence they have come is up to the visitors exploring the setting to decide.

Throughout all of this are plenty of small touches helping to bring the setting to life. There are seagulls circling the local clock tower, a street market sits to one end of the end of the hamlet, a street artist’s stand is neatly tucked close to a bar for refreshments, then the cosy interior and exterior of the local café-bistro and – my personal favourite – a local dog demonstrating his thoughts about members of his species not being allowed on the beach.

Cherishville Summer, June 2026

The niggles I mentioned are small, but also of the kind that are hard to ignore once seen. The first is the way the region surrounds doesn’t smoothly meet the northern and southern ends of the region its, leaving somewhat jagged ends to the beach area. An attempt has been make to hide these edges from view at ground level via the use if prim boards using images of desert rocks and cacti. It works from a distance away or if shadows are disabled, but it does become painfully obvious when seen close-up. While not spoiling the overall impact of the setting, the boards are a little jarring once noticed.

Even so, Cherishville Summer 2026 offers plenty of opportunities for photograph and exploration, and so shouldn’t be missed.

Cherishville Summer, June 2026

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