2025 week #19: SL TPVD meeting summary

Maison de L’amitie, March 2025 – blog post

The following notes were taken from my chat transcript + the video recording by Pantera (embedded at the end of this summary) of the Third-Party Developer meeting (TPVD) held on Friday, May 9th, 2025. My thanks to Pantera as always for providing it.

Meeting Purpose

  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
  • Dates and times are recorded in the SL Public Calendar, and they are generally conducted in text chat.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers

  • Default viewer: 2025.03 7.1.13.14343205944, issued April 9th and promoted April 15th.
    • New UI element for water exclusion surfaces: Build / Edit floater → Texture Tab → Hide Water checkbox.
    • The maximum amount of Reflection Probes can now be adjusted to better accommodate low VRAM scenarios.
      • Values will be set automatically depending on your chosen graphics quality. OR
      • Use Preferences → Graphics →  Advanced Settings →  Max. Reflection Probes to manually set.
    • An issue with being unable to see Sky Altitude values in the Region/Estate window has now been resolved.
    • Preferences → Graphics → Max. # of Non-Imposters has been renamed Max. # of Animated Avatars for clarity.
    • Bug and performance fixes and memory optimisations.
  • Release Candidate: 2025.04 – 7.1.14.14742193597, May 2nd – see below.
  • Second Life Project Lua Editor Alpha, version 7.1.12.14175675593, April 2nd.

Release Candidate 2025.04

  • Currently includes the following new features and updates:
    • Chat Mentions (Early Support): Type @ then pick a name. To follow: audible alerts and highlight colour pickers (New).
      • This does not support generic mentions such as @everyone or @here.
    • My Outfits subfolders: supports for the use of subfolders (new).
    • Build Floater improvements: increase to scale boundaries; Physics Material Type now updates when selecting linked objects; Repeats per Meter value no longer incorrect for non-uniform sized objects
    • Hover height: the minimum/maximum is now +/- 3 meters.
    • Snapshot floater: L$ balances can be hidden independently of the rest of the UI.
    • Preference Search bar: general usability and readability improvements.
  • Bug fixes as listed in the release notes (link above).

glTF Mesh Uploader

  • Originally planned for inclusion on the 2025.04 RC, this now looks as if it will be initially shipped as a project viewer.

2025.05 RC Viewer

  • This is being primed to contain the backporting of up fixes and updates originally intended for 2024’s Maintenance C RC. Details to follow as they are made available.

In Brief

  • Meeting format:
    • Following the previous TPVD meeting being held in local chat, the decision has been made to continue in chat only.
    • Both the TPVD meeting and the Open Source Development meeting now look on track to be combined into a single, text-only meeting, date and time going forward TBA.
  • Chromium Embedded Framework (CEF) Updates: used for the likes of media handling / web page presentation within the viewer, the current version of CEF is increasingly out-of-date. How to update it has been a subject of internal discussions at the Lab, with Geenz Linden noting:
Current line of thinking is just have one CEF instance – use CEF’s tab mechanism. Seems to be the preferred solution by CEF as well for cookie management. It’s more work, but it’s also generally what seems to be the “preferred” route from CEF land. 
Now that being said.. Depending on when we can get that work scheduled (we have _a lot_ on our plates right now), we may be open to a stop gap with that work on the docket in the future. We want to do this by the book as best as we can, I want to be clear about that. We are well aware of how out of date CEF is in the viewer, and it is something we want to fix. We’re still figuring out the path to do so – do we have a stop gap for now with a firm commitment to a proper upgrade later? Do we just skip to upgrade? We’re still discussing it.
    • This discussion revolved around a suggested approach to update used within the Cool VL Viewer and submitted to (and rejected by) LL. Further discussions on both the Lab’s thinking on the CEF tab mechanism and a possible discussion on interim options such as the Cool VL Viewer approach.
  • Terrain texture blending: there can be a noticeable difference is results when trying to blend terrain textures when seen on viewers running on different operating systems.
    • See: Terrain blends are different for different users (raised April 25th, 2025, and closed on May 1st (“expected behaviour”) for a description of the issue.
    • See: Terrain Texture Blending Consistency for one suggested solution and further discussion.
    • The issue appears to be the manner in which the Windows viewer applies a randomiser for blend textures between different elevations compared to Mac OS / Linux (see: SL Wiki : Creating Terrain Textures – Elevation Ranges).
    • This discussion became mixed with one concerning issues with PBR mirrors yielding different results / failing to work at log-in (notably under Windows), and the discussion of potential fixes, although the root cause seems to be similar in nature.
    •  It terms of any “fix” for terrain blending issues, the problem is that any adjustment made to the calculations could end up impacting some percentage of users in some way.
    • LL’s view (at the meeting) was to lean towards keeping the calculations used by Windows untouched, and to try to adjust Linux / MacOS to match; the reasoning for this is that as around 90% of the user base is running Windows (and potentially landscaping in Windows), they are seeing things “correctly”.
    • This led to something of a debate along the lines of the “needs of the many”; the question of ROI on fixes of one types or another (time to implement, overall impact, etc.).
    • This discussion took up much of the latter half of the meeting, but no firm view on any likely “fix” or time-frame at this point.

Next Meeting

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Relaxing in Lavender Springs in Second Life

Lavender Springs, May 2025 – click any image for full size

Back in September 2024 I dropped into Les Bean at the Salty C, a coffee house within the Cerulean regions (see Coffee and a Salty C in Second Life).

Designed by members of the extended Cerulean family, notably (at the time of my visit) Emmerson Skye Cerulean (Emm Evergarden) of The Nature Collective fame and Teagan Cerulean, it is one of a number of places held across Second Life by members of the family – and somewhere to which I’ve received an invitation to make a further visit, and plan to do so in the near future.

Lavender Springs, May 2025

Another location designed by members of the Cerulean family – V Cerulean Rhys (Veronika Nightfire)and Dani Cerulean (Dani Varela) joining Emm and Teagan – is that of Lavender Springs, a charming retreat offering hot springs, relaxation and opportunities for photography, sitting on the south side of Heterocera.

Located at the end of a short dirt track connecting it with the cobbles of the Atoll Road, Lavender Springs sits and an open-air retreat, a large sign encouraging people to explore, and a notice board offering information on the Cerulean Sea, the Nature Collective and the Greenwich Café – a coffeehouse apparently inspired by England’s Lake District, and so may well end up on my list of places written about.

Lavender Springs, May 2025

Small it might be, by Lavender Springs is perfectly formed and richly engaging. Three hot springs are available for bathing – two on one side of the stream flowing through the setting. The third is reached via a fallen tree trunk now doubling as a bridge across the colder waters of the swiftly-flowing waters of the stream as they tumble away from the local falls.

The first two springs are reached by crossing two wide stepped decks. One is the home of a massage therapy area, the other offers relaxation in the Sun. They are partnered by a stack of Zen rocks forming a tall pedestal for yoga and meditation.

Lavender Springs, May 2025

Oak, Jacaranda, Wildberry form a screen of mature trees to provide shade and some degree of privacy, while the large pool into which the stream flows perhaps offers the opportunity for cold plunges after time in the hot springs. For those seeking a quieter means of relaxation, a swing might also be found.

Watched over by egrets, completed by a gentle soundscape and offer a lot of detail in so small an area, Lavender Springs is another space adding considerably beauty to the Mainland.

Lavender Springs, May 2025

SLurl Details

To Arrakis and the halls of the Fremen in Second Life

Grauland – Arrakis / Fremen Home – May 2025 – click any image for full size

As is probably apparent from past articles in this blog, I enjoy science fiction in most of its various forms, be it literary, television, film or radio; and whether it takes the form of epic space opera or near / far-future explorations or action / adventure or comedic in nature. However, whilst I’ve read everyone from Adams to Zelazny, I have, in all honesty, never been overly enamoured with Frank Herbert’s Dune (neither the original novel nor the franchise as a whole).

I say this because Dune – in the form of Arrakis and its hardy inhabitants, the Fremen – forms the inspiration of JimGarand’s latest build (as of May 2025): Grauland – Arrakis / Fremen Home. Fortunately for those who, like myself, are not soaked in the lore of Dune as it might be found on paper or on film, one does not have to have an in-depth knowledge of either the planet or the the tale in order to appreciate the setting.

Grauland – Arrakis / Fremen Home – May 2025

Rather, all that is required is the knowledge that the Fremen arrived on Arrakis as a religious sect, thousands of years prior to the events within the franchise, becoming a numerous and hardy race, fully adapted to life on the desert world, living as tribal communities within cave warrens they call “sietch”, meaning “place of assembly in time of danger” (and borrowed from sich – a term meaning military / administrative centre – of the  Zaporozhian Cossacks, not that this is of any relevance at all in the scheme of things 😀 ).

The sietch of Arrakis, I believe, come in a range of sizes. Within Grauland, Jim and his partner, PaleLily, offer a fairly modest vision of such a centre of Fremen life, located somewhere within the greater desert of Arrakis. And while I cannot offer insight into the sietch found within the novels or associated films, etc., I can say that whilst minimal, Grauland: Arrakis / Fremen Home offers an interesting setting ripe for those seeking something a little different in which to take photographs.

Grauland – Arrakis / Fremen Home – May 2025

Surrounded by a desert expanse, this rocky sietch has been hewn within a low mesa, the entrance to which can be found a short walk from the Landing Point. Within it, as one might expect given the general description of such places, is a warren of tunnels, halls and rooms hewn from the living rock.

Some of the tunnels within this warren are roughly cut, walls and floors unfinished; others have squared-off walls, paved floored and properly supported doorways. Similarly, the rooms come in various forms, from simple cubes of space through to a grand pillared hall suggestive of a council chamber of or meeting place – or place of worship. Lights sit above doors, in ceilings and along walls provide pools of illumination which are particularly effective when running with shadows enabled.

Grauland – Arrakis / Fremen Home – May 2025

Perhaps the greatest delight within the sietch is its massive pool of water. When discovered, it can be the most unexpected find; it is also the one location within the sietch utilising a reflection probe, potentially as a result of it using a section of Alex Bader’s excellent PBR mesh water. Taken as a whole, it forms a relaxing focal point, with places to sit and meditate to one side.

As noted, this is something of a minimalist build, although I believe it might be one that evolves; whilst there are rooms either empty or only partially furnished, I’ve been given to understand Jim and Poly are interested in being pointed towards items that might sit within the overall setting without looking out-of-place.

Grauland – Arrakis / Fremen Home – May 2025

Those who find their way through the tunnels, halls and circular doors might find their way to a landing bay complete with a shuttle vehicle parked within it. Whilst the latter isn’t an Ornithopter, it also does not look out-of-place here as a piece of technology that might exist on Arrakis. The same might be said of the ship passing overhead.

Simple but attractive and well-suited to avatar photography – particularly for Dune fans – Arrakis / Fremen Home makes for an interesting visit.

Grauland – Arrakis / Fremen Home – May 2025

SLurl Details

Art and simulacrum at Nitroglobus in Second Life

Nitroglobus Roof Gallery: Manoji Yachvili  – Simulacrum 

Drawn from the Latin, simulacrum (“likeness, semblance”) entered the language of European art during the late 1500s, when was originally used to refer to a painting or statue directly representing someone or something (most notably a god or deity). However, by the 19th century, it had come to express an artistic endeavour – notably an image – formed without the substance or qualities of the original (e.g. to use a more modern example: a photocopy of a photograph of a painting).

It is a term which is particularly relevant today thanks to the rapid rise of generative AI tools, and the manner in which they can be used to literally churn out prompt-based images over and over without any genuine artistic input or understanding of the actual desired request or the inconsistencies, anachronisms and outright errors present within the final product.

Nitroglobus Roof Gallery: Manoji Yachvili  – Simulacrum 

Of course, those using such tools diligently will argue that they are merely a tool; when balanced with a critical eye and the use of other tools to refine, enhance and correct, they can be used to produce richly diverse pieces that do have originality within them. This is actually not an unfair summation, as far as it goes.

The problem¹ here is that the vast majority of users of such generative tools don’t exercise skill or talent. They prompt, wait, publish, often using minor variations of the same prompt ad nauseam (“make the woman’s hair colour blue”) to produce a stream of near identical images (as all too often seen on the likes of Deviant Art). There is little originality within such pieces when compared one to the next; worse, there is little in the way of critical review, and those aforementioned errors are allowed to persist. Worse still, all this repetition (complete with errors) is fed back into the data pool, further diluting it and increasing the regurgitation of vacuous elements to form what amounts to self-perpetuating simulacrums, devoid of originality and talent.

Nitroglobus Roof Gallery: Manoji Yachvili  – Simulacrum 

This constant cycle of regurgitation and repetition without originality is explored by Manoji Yachvili (onceagain), in her exhibition Simulacrum, currently on display at Nitroglobus Roof Gallery, curated by Dido Haas. It is also very much a personal expression of Manoji’s own increasing sense of artistic loss and frustration as she sees creative expression, skill and progress within art and artistic experimentation vanishing in a rising tide of banality.

Reality no longer exists, it has disappeared, crumbled by the media and modern technologies that propose images that do not refer to reality, that receive meaning only from other images and that are perpetually regenerated, thus remaining increasingly disconnected from what was originally real. Everything I see has an appearance and the power of appearance, without a faithful external image and therefore devoid of the original vitality.

– Manoji Yachvili

Nitroglobus Roof Gallery: Manoji Yachvili  – Simulacrum 

To achieve this, Manoji presents a collection of original paintings that are richly expressive whilst clearly echoing the banality and emptiness of the kind all too easily spewed forth by generative AI. Through the use of simple, repeated elements – masks, faceless figures, and muted colours – she beautifully conveys the empty, expressionless redundancy so common within generative AI art.

Yes, these are all paintings utilising common themes elements – but each of them is completely original in form and presentation, allow it to stand on its own as a singular, unique piece carrying with it an ability to speak to each of us differently. Thus, these are pieces that reach beyond the artist, offering a richness of expression and meaning, standing not as the result of a collection of prompts, but as a prompt for our imaginations to take flight within them.

Nitroglobus Roof Gallery: Manoji Yachvili  – Simulacrum 

In doing so, Manoji establishes the genuine power of art through the hand, eye and talent originating from within the artist, making this a beautiful expressive collection, each piece standing in its own right as a genuine work of art.

SLurl Details

  1. Please note that within this article, I’m intentionally avoiding issues of copyright and ownership in relations to the “training” of generative AI tools, because while these are clearly of concern generally, they are not the focus of the exhibition being reviewed.

2025 week #19: SL SUG meeting

Buddha Garden, February 2025 – blog post

The following notes were taken from the Tuesday, May 6th, 2025 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log of the meeting. Pantera also recorded the meeting, and that recording is embedded at the end of this piece – my thanks to Pantera, as always, for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • On Tuesday, May 6th, the Main SLS channel was restarted without any update.
  • On Wednesday, May 7th:
    • BlueSteel and the snack channel running the Elderberry simulator update (see below) should be restarted.
    •  All remaining RC channels should be updated with Elderberry.

Elderberry Update (2025.05)

  • A new option to llDerezObject – DEREZ_TO_INVENTORY, which returns the targeted object to inventory and saves its current state (e.g. has the same behaviour as Build → Object → Save Back to Object Contents.
  • llIsLinkGLTFMaterial  – which can can determine if a face on a linked prim is PBR.
  • REZFLAG_DIE_ON_NO_REZZER – which will cause a rezzed prim to die if its rezzer is no longer present in the region.
  • llSetGLTFOverrides, rather than changes to llSetColor and llSetAlpha to work with PBR, as changing the latter was “starting to lead down some very scary paths WRT ‘What is the right thing to do'”.
  • Possibly a fix for llSetGroundTexture, which currently has the NE & SW values swapped. The question was asked in this was in the release, but the question wasn’t fully answered.

Upcoming Deployment – Fig Pudding (2025.06)

  • This is still being put together.
  • The update is unlikely to surface before June, as the simulator team has been focusing on some necessary internal work (e.g. ensuring various repositories build and deploy via Github actions correctly; updating where docker images are stored) which has drawn attention away from feature work on the simulators.

SL Viewer Updates

  •  Default viewer: 2025.03 7.1.13.14343205944, issued April 9th and promoted April 15th.
    • New UI element for water exclusion surfaces: Build / Edit floater → Texture Tab → Hide Water checkbox.
    • The maximum amount of Reflection Probes can now be adjusted to better accommodate low VRAM scenarios.
      • Values will be set automatically depending on your chosen graphics quality. OR
      • Use Preferences → Graphics →  Advanced Settings →  Max. Reflection Probes to manually set.
    • An issue with being unable to see Sky Altitude values in the Region/Estate window has now been resolved.
    • Preferences → Graphics → Max. # of Non-Imposters has been renamed Max. # of Animated Avatars for clarity.
    • Bug and performance fixes and memory optimisations.
  • Release Candidate: 2025.04 – 7.1.14.14742193597, May 2nd 2025 – NEW.
    • Includes the following new features:
      • Chat Mentions (Early Support): Type @ then pick a name. To follow: audible alerts and highlight colour pickers.
      • My Outfits subfolders: now supports the use of subfolders.
    • Key updates:
      • Build Floater improvements: increase to scale boundaries; Physics Material Type now updates when selecting linked objects; Repeats per Meter value no longer incorrect for non-uniform sized objects
      • Hover height: the minimum/maximum is now +/- 3 meters.
      • Snapshot floater: L$ balances can be hidden independently of the rest of the UI.
      • Preference Search bar: general usability and readability improvements.
    • Refer to the release notes for full updates and fixes.
  • Second Life Project Lua Editor Alpha, version 7.1.12.14175675593, April 2nd.

In Brief

  • A request for SLua events to be updated along the lines suggested in this canny request. Rider Linden indicated that a update will be made prior to SLua moving to wider beta testing, and will likely It will likely end up looking similar to the Canny proposal. However, there is no current time frame as to when the update will be made.
  • A Canny request was filed in January for a llGetRegionWorldMapTile feature. This was reportedly now sitting in the backlog of requests and work the server team are hoping to work through in time.
    • This saw a follow-up request at the meeting to be able to zoom down to the level of centring a parcel on the map. Rider indicated that it should be possible to give the full region map as a as a texture ID, allowing scripts to adjust the offset and scale of the texture to achieve desired results.
  • A discussion on regions idling (at 1 FPS(?)) when not in use (e.g. when there are no avatars in the region, no child agents registered with in and no HTTP IN/OUT functions running); the ability for llGetEnv to obtain a region’s status.
    • Regions are not completely shut-down when “empty”. as most require scripts to keep running.
    • This broadened into a discussion on how low a region takes to start-up. The most accurate might be “no long in the scheme of things, but variable”.
  • In response to a question on progress with combat 2.1 features, Rider stated:
Combat 2.1 is pushed back. I’ve got no eta when that will come back up. I’d like to get it moving, I think it introduces some important additions that have impacts outside of just Combat, but there are lots of things that need doing and I can only type so fast.
  • The latter half of the meeting was taken up with discussions of texture loading, the impact of alpha layering, non-optimised contents and similar, the majority of which was more viewer-centric. They arose from a complaint that Fantasy Faire is overloaded with “4K textures” (which aren’t actually a thing in SL) causing viewer performance issues.

 

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Ythari – The echo of silent stars in Second Life

Ythari – Echoes of the Silent Stars, May 2025 – click any image for full size
For May – the start of which has become somewhat indelibly linked with science fiction over the last several decades – Saskia Rieko and Konrad (kaiju.kohime) bring us their own epic sci-fi tale; one with its roots in a galaxy-spanning civilisation called the Ythari.

Born long before most others, the Ythari were driven by their insatiable intellects, boundless ambition and an overbearing pride and arrogance which perhaps led to their downfall.

The Ythari once ruled over a vast and enigmatic galaxy known as Veilspire — a name derived from its most haunting feature: a towering, luminous rift that cuts across its heart, like a tear in the fabric of space-time. This anomaly called the Axiom Rift, existing in the very centre of the galaxy, is believed to be the result of their final and most ambitious experiment — perhaps even the very thing that led to their disappearance.

– from the records of Dr. Khiraan Valis

Ythari – Echoes of the Silent Stars, May 2025

Konrad and Saskia have always produced richly engaging settings within Second Life, often drawing on inspiration from locations and event on or from our physical world. Ythari – Echoes of the Silent Stars, however is utterly different in theme and tone – although its depth easily equals that of any of the previous designs the couple have presented. Whilst it might not draw from events and locations we might all directly research, instead being born entirely of the imagination, it nevertheless comes with a rich back-story; one capable of forming the basis of a novel from the likes or Asimov, Heinlein or James S. A. Corey (aka Daniel Abraham and Ty Franck) for an entire novel.

Mixing a thirst for knowledge and a hunger for understanding with towering abilities and intelligence, the story of the Ythari is one of a galaxy-spanning empire built not on war or dominion, but on the foundations of science, intellect, and an ability to conceive everything within their galaxy from the quantum level to the macro, without any apparent discontinuities of scale.

Ythari – Echoes of the Silent Stars, May 2025
Veilspire was no ordinary galaxy. Unlike the spiral and elliptical galaxies known to modern astronomers, its structure bore evidence of deliberate engineering. Star systems arranged in mathematically perfect formations, gravity-defying megastructures orbiting black holes with impossible stability, and entire regions where time seemed to flow at inconsistent rates, with the centre of the creation, The Axiom Rift — all hints that the Ythari did not merely live in their galaxy, they designed it with the development of The Equation of Being.

– from the records of Dr. Khiraan Valis

It is also a tale of galactic overreach and a hubris which – perhaps inevitably – could only result in one of two outcomes. Outcomes which themselves might perhaps be indistinguishable from one another, thanks to the passage of aeons and when looked upon through the eyes of a far-future humanoid race stumbling across the crumbling, but still magnificent relics the Ythari left in their wake.

Ythari – Echoes of the Silent Stars, May 2025
As they neared the completion of their greatest project — an attempt to rewrite the fundamental laws of reality — they miscalculated. Or perhaps they succeeded too well. One by one, their great cities, planets, even the whole solar systems fell silent … The Ythari simply… ceased. Their towering spires, their quantum archives left behind as if abandoned in an instant. No bodies. No signs of struggle. Only silence and the mysterious humming of the abandoned Axiom Rift.

– from the records of Dr. Khiraan Valis

To best appreciate the setting, make sure you have your viewer set the Use Shared Environment, and you have media set to play (at least initially in the case of the latter). The arrival point will provide you with the back-story in the form of a records / log entry by one Dr. Khiraan Valis, an archaeologist dedicated to uncovering the mysteries of the Ythari.

The latter is played back over the computer screens and consoles at the landing Point, and really is worth listening to. For those who prefer, the same information can be obtained by clicking the traditional Natthimmel greeting (and setting name) on the ground of the Landing Point, and accepting the offered folder. This contains a notecard with the  information given within the narration. For those who do listen to the audio, I would strongly suggest pausing media playback (click the movie camera icon / button towards the top right corner of the viewer’s window), as the narrative track can otherwise overwhelm the ambient sounds within the setting.

Ythari – Echoes of the Silent Stars, May 2025

Stormy, eerie and caught under a roiling, almost angry Expanse in which the eye of a galactic core balefully stares from one horizon, this is an environment for which words – genuinely – are not enough. Beyond the consoles and systems at the Landing Point, as left by Dr. Valis and her team, this is an assuredly alien setting. Within it, a water-like sea slips into a low-lying landscape. This initially appears to be dotted with strange tree-like groves. However, closer inspection reveals them to be more rock-like than organic – or perhaps they are the fossilised remains of something; and while there is the odd tree to be found, organics as we might recognise them are few and far between.

Even the paths laid across the water have a geometry about them that feels alien. None lead directly from A to B; instead they seem to be some kind of mathematical expression, as much a part of the gigantic towers and other structures within and floating over these strange lands.

Ythari – Echoes of the Silent Stars, May 2025

Broken, decaying, and ominous even when countered but the roiling heavens beyond them, these structures are riven by massive discharges of energy, themselves accompanied by rolling booms which fall upon the ears as the funerial beat of drums. Whether these discharges are is being generated by whatever remain powers keep at least some of these artefacts raised in defiance of gravity, or whether the explosions of light and energy are the angry response of the atmosphere to their hulking presence, is yours to determine.

Not all the structures are airborne or massive; floating on the waters are polygonal forms, cables and relays on them looking as if they might have once drawn power from the waters – or discharged it into the waver over which they sit. They sit around the remnants of the great towers as if part of their ancient function. Steps climb the interiors of the towers, while outside of one is an indication that the Ythari might not have vanished completely.

Ythari – Echoes of the Silent Stars, May 2025

The very few who dare to explore their ruins tell of anomalies time fractures where the past leaks through, machines that seem to remember their creators, and strange, whispering voices that seem to come from nowhere. The Ythari may be gone, but something of them lingers. Watching. Waiting.

Beautiful, visually impressive, rich in narrative and creativity, edged in mystery and a hint of dread, Ythari – Echoes of the Silent Stars is a magnificent journey of the imagination.

Ythari – Echoes of the Silent Stars, May 2025

SLurl Details