Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, March 16th, 2025
This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:
It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.
Official LL Viewers
Default viewer: 7.1.12.13550888671, formerly the ForeverFPS, dated March 1, 2025, promoted March 5th – No Change.
Numerous crash and performance fixes.
Water exclusion surfaces.
Water improvements.
Project viewer Second Life Project Lua Editor Alpha, version 7.1.12.13858460198, March 14, 2025 – NEW.
Will only work on Aditi, within the following regions: [Luau Yardang], [Luau Tombolo], [Luau Mesa] and [Luau Tideland].
Kultivate Magazine – Windlight Gallery, March 2025
It’s been a while since I’ve covered an art exhibition at Kultivate Magazine’s gallery spaces. Indeed, it’s been so long that the gallery spaces themselves have been remodelled in the intervening time; rather than occupying three separate buildings within the the half of the Kultivate region devoted to art exhibitions (the other half of the region being devoted to Kultivate events), the indoor gallery spaces – Windlight, Edge and Signature – have been combined into conjoined halls within a single building.
This change means that viewing the different exhibitions within the thee indoor gallery spaces is move fluid, with visitors far more likely to take all of them in than might have previously been the case, wherein visitors may have obtained the landmark / SLurl to one of the three galleries possibly at the expense of the other two. It also means that within this article, I get to offer information on three exhibitions rather than just one, and hopefully encourage you to visit all three.
Kultivate Magazine – Windlight Gallery, March 2025 – Milly Sharple
The first of these exhibitions is the most recent to open (March 16th, 2025) and within the Windlight hall. Simply entitled the March Exhibition, and features the work of thirteen artists, with a lean towards Second Life landscape pieces, with digital art mixed into it. the layout of the gallery space allows each artiest to have a clearly defined space in which to display their work, each with the name of the artist clearly displayed and with the ability to offer a biography included as well.
These artists are: AuraLux, Alex Riverstone (Alex44 Riverstone), Dante Helios (Dantelios), Flicker Bayn, Hadiya Draper, Harlo Jamison (HarlowJamison), Jamee (Jamee Sandalwood), John (Johannes Huntsman), Milly Sharple, Myra Wildmist, Pi (Piggs Boucher), Rosie Riverstone (YsabellaRose), and Sheba Blitz. Together, and even with the lean towards SL landscapes, they offer a rich mix of art and approaches to their work, with the digital pieces from the likes of Milly (an artist whose work I particularly appreciate!) and Hadiya (to name two in the exhibition), again showing how SL can be used to bring art created in the physical world to a much broader audience than might otherwise be the case.
Kultivate Magazine – Edge Gallery
Three of the artists featured in the Windlight March 2025 exhibition can also be found within the Edge gallery hall. The Edge gallery is specifically reserved for black-and-white art, and at the time of my visit featured an engaging mix of SL landscapes and avatar studies with a touch of physical world art.
The three artists found both within the Edge exhibition (the title of which I do not have) and the Windlight hall, are AuraLux, Alex Riverstone (Alex44 Riverstone) and John (Johannes Huntsman). They are joined by Chic Aeon, Meycy (Meycy Bailey), Tempest Rosca, and Vee (Veruca Tammas). Again, all of the pieces are visually engaging, but I admit to having been particularly drawn to Tempest’s triptych-like series of black-and-white photographs from the physical world.
Kultivate Magazine – Edge Gallery – Tempest Rosca
Facing the Edge gallery on the other side of the Windlight Hall is a smaller Signature Gallery hall which, at the time of my visit was hosting Expressions, a collection of themed abstract paintings by John (Johannes Huntsman) – who is, along with Tempest Rosca – the owner / operator of the Kultivate Galleries.
Expressions might be seen as a series of four sets of images, each of four individual pieces each, all of which are presented in predominantly primary colours – red, blue, yellow – with some of the pieces / sets mixing into themselves elements of secondary colours and tones present in some to present further colour and visual depth. Such is the thematic use of colours within the pieces, they stand as individual pieces suitable for hanging at home, or as complete sets or even mix-and-match sets.
Kultivate Magazine, Signature Gallery, March 2025 – Johannes Huntsman
The exhibitions for the price of one teleport – and all worth the time to visit.
The Cloud Garden, March 2025 – click any image for full size
Designed by Madam Chaos (TheAwkwardMochi) and occupying a Homestead region, The Cloud Garden is a engaging setting that is both relaxing and surreal; less a landscape and more scene from a dream, as Moochi’s introduction to the region notes:
Immerse yourself in the soothing, surreal dream of a fairy-tale world in the clouds. Explore the dreamy landscape on foot or horseback to uncover its secrets, take photos, invite someone special for a dance, or relax in one of the many quiet corners.
Madam Chaos (TheAwkwardMochi)
The Cloud Garden, March 2025
The landscape itself sounds simple enough: a ring of yellow sand enclosing a shallow lake, a long tongue of land extending out into the shallow water, as if lapping at it. The Landing Point sits at the end of this tongue, not too far from the middle of the region.
From horizon to horizon, the sky rises from a pink-tinged encircling sea, itself first pink before becoming more yellow-to-orange and eventually a deep orange overhead, a massive rainbow-stippled Moon hanging overhead. beyond the pinky haze of the horizon shadowy forms of distant hills can be seen, mixing their forms with the flow of low-lying clouds as they dance around the setting while blankets of cloud speed by overhead.
The Cloud Garden, March 2025
However, this simple description disguises a lot; not only is there much to be discovered as one explored the setting at ground level, there is a genius in the design in how it make use of the Shared Environment: take this away, and the setting stands as a largely monochromatic place: the sands a stark white and the low-lining lumpy clouds equally so, the cold blue of the waters one of the few points of colour. Around the sands, many of the trees appear frosted and frozen, the surrounding off-region hills taking on the appearance of icebergs.
All of this is beautifully transformed into a dream-like, surreal landscape through the use of the Shared Environment, the sand and waters turning warm and inviting, the hills softening into their shadowy forms. Nor does this magical transformation end there: the ambience of the setting changes as one explores, adding to the dream-like nature of the different vignettes spread around and over the ring of sand – and out on the waters of the lake.
The Cloud Garden, March 2025
From the landing point there are three routes of exploration: giant Xylophone keys point the way to a huge greenhouse, its floor flooded by the water of the lake. It is home to a gallery featuring uploads of Moochi’s physical world art, wonderful digital pieces (not AI generated!) produced from photographs Moochi has taken of plants and flowers. They are beautifully produced, with each piece offered in two versions: Copy / Modify or Transfer / Modify, depending on your preference.
Keeping with the musical theme, a piano keyboard also reaches out to a small, rounded island where stairs rise through low clouds rising from the sand like piled-up ice-cream, to reach a carousel. A marble bath floats serenely on one of the clouds as a unicorn gallops through the air, pulling a pumpkin-like carriage, with more surprises awaiting discovery around, under and over this frozen tower of clouds.
The Cloud Garden, March 2025
The third route away from the landing point is the tongue of sand itself, presenting the way to explore the outer ring. This path passes by way of a series of options for exploring, if you don’t fancy doing so on foot – and given the presence of the horse rezzer, those with their own wearable horses can add them as well – and there are what appear to be jumps set-up around the ring of sand to add a little fun to riding as well.
As noted above, the setting perhaps shouldn’t be looked at as a contiguous environment so much as a sandy path linking a series of dream-like vignettes, each with its own attractions, be they climbing a zipline (and riding it back down) or making balloons fall from the sky (and popping them), or visiting the floating cloud islands and relaxing on a bed. There’s also a rowing boat on the lake offering a place to relax as it moves itself from point-to-point around the lapping waters, whilst those looking for something quiet and restful can take to one of the floating seats or swings and pass them time wrapped in their own thoughts.
The Cloud Garden, March 2025
Offered with an audio stream playing suitably relaxing music featuring pan pipe, flutes, and similar, The Cloud Garden is a richly intertwined setting, mixing discovery, opportunities for reflection or photography or romance with dancing, horse riding, gently changing ambient environments and art. A genuine delight to visit and spend time within. Do read the introductory note card available at the landing point for more information on the setting and the work Moochi has put into it – and enjoy!
The following notes were taken from my audio recording + the video recording by Pantera (embedded at the end of this summary) of the Third-Party Developer meeting (TPVD) held on Friday, March 14th, 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 re conducted in a mix of Voice and 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: 7.1.12.13550888671, formerly the ForeverFPS, dated March 1, 2025, promoted March 5th – NEW.
Numerous crash and performance fixes.
Water exclusion surfaces.
Water improvements.
Second Life Project Lua Editor Alpha, version 7.1.12.13858460198, March 14th, 2025 – NEW.
Will only work on Aditi, within the following regions: [Luau Yardang], [Luau Tombolo], [Luau Mesa] and [Luau Tideland].
See below for more.
Viewer Releases, Cadence and Open Source Contributions
As previously noted in these pages, viewer releases are changing:
The viewer version numbering will be changed to reflect the year / month of release, so 2025.03 (March 2025) will be the next viewer in the pipe, followed by 2025.04 (April 2025).
The new viewer numbering may not initially be reflected in installer / viewer About floater, but it is something Signal Linden would like to see achieve – and maybe even back in the viewer’s top bar.
The will be a move towards a monthly release cadence, although during the TPV meeting, Signal Linden indicated it might be every other month at times.
Overall the viewer release cadence is intended to better match the sever updates cadence, so that simulator updates with require viewer changes will not have to wait so long for those changes to appear in the release viewer.
In line with all of the above, Geenz Linden has put forward a proposal for revamping the open source programme and making it more responsive, inviting input from TPV and open source developers. This will likely include a new Contribution Agreement.
SLua Alpha Testing
SLua (Slew-ah, or SL Lua) is the name given to the server-side implementation of Lua as a replacement for Mono as the compiled scripting language for Second Life.
At the TPVD meeting, Signal Linden indicated that LL is considering open-sourcing the SLua virtual machine, once it is ready.
In Brief
It is likely that the open Source Developer meeting and the TPVD meeting will be merged, with one (or both) changing time (and frequency?) as a result.
With new simulator certificates coming in, it was recommended that older viewer versions on Aditi to ensure they can still access SL on simulators running with the new certificates. These Aditi simulators are:
Cloud Sandbox 1-4.
All of the Blake Sea regions.
Bonifacio.
The viewer-side implementation of Luau (as distinct from the SLua project) is described as being in a “project branch and liable to stay that way for now”, with no short-term plans for rolling it out.
Still no firm date on when the Vivox Voice service will be switched off in favour of WebRTC.
† 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.
On Friday, March 14th, Linden Lab officially announced the Second Life Lua Alpha, with testing now available on Aditi, the Beta grid.
Now officially referred to as SLua (SL Lua), this is a project to replace Mono as the back-end scripting language, utilising a version of the Roblox-derived Luau scripting language, which Linden Lab has been working on developing for some time now (as noted within updates in this blog, such as my Simulator User Group summaries), and this Alpha project is to allow early testing of the capability.
Note: this is the server-side scripting implementation of Luau, not the in-viewer support for Lua. This latter work is still in development, and will be subject to future updates from the Lab.
General Notes on Testing
The Aditi regions running Luau support are: [Luau Yardang], [Luau Tombolo], [Luau Mesa] and [Luau Tideland].
These support both native Lua scripting and compiling LSL to Luau VM.
Make sure your Viewer shows the Beta Grid in your login options. To do this:
Go to Preferences → Advanced and select Show Grid Selection at Login.
Then re-log, selecting Second Life Beta Test Grid from the drop-down under Last Location in the splash screen. Note you might need to log in twice the first time so your inventory can properly sync.
A Luau-capable viewer is required – download the latest from the Second Life Alternate Viewers page.
This viewer will work on any region in SL, but will only compile scripts to Luau on the Aditi regions noted above.
Additional general notes:
SLua scripting is in early development. Memory and performance characteristics, and API specifics may change! Regions will crash and it’s possible you may lose content if you don’t save often into inventory when working on the beta grid. Error reporting when compiling scripts from LSL to Luau is “quite spartan at the moment”, but will be improved “in the next update or two”.
If objects with compiled Luau script assets are rezzed in a non-Luau region, they won’t work.
To help promote SLua testing, Linden Lab is, from Monday, March 17th, 2025, running a creator contest to demonstrate the potential and capabilities of the language. with L$170,000 in prizes. For details, please refer to the official blog post for full details. Awards will be determined by committee in April, and winners as well as runners up will be highlighted on official Second Life news sites and social media.
As of Friday, March 14th, 2025, Firestorm is available as a viewer-in-a-browser option via Linden Lab
On Friday, March 14th, Linden Lab, in conjunction with the Firestorm viewer team, launched Firestorm Zero, an expansion of the Lab’s viewer-in-your-browser Project Zero which, as the name suggests, features the release version of the Firestorm viewer.
In this article, I hope to provide a brief re-cap on the work, and provide an hands-on to getting started and using Firestorm Zero.
Key Points To Note
Firestorm Zero is a means to access Second Life by means of the Firestorm viewer being streamed to your computer from an Amazon GameLift servers, and your inputs transmitted back to the server.
The service currently operates at a fixed 1080p screen resolution, and should generally provide a Second Life experience at least as good as any mid-range gaming PC, direct to your computer, no matter how old the latter might be.
As the service is being streamed to your computer, not all of Firestorm’s setting and options may be saved between sessions – see below for more on this.
Firestorm Zero is provided on a pay-to-play basis, using passes costing L$250 for up to five hours use of the service. See below on how to obtain passes.
Payment is for using Firestorm Zero only, the official viewer Project Zero access at zero.secondlife.com is still free, but with limited access to existing users.
There are a limited number of passes available.
The Firestorm viewer version is 7.1.11.
Purchasing a Firestorm Zero Pass and Accessing the Service
In the left-side menu column, click on Account → Purchase Streaming Hours.
Click the Purchase 5 Hours for L$250.
Purchasing hours for using Firestorm in your browser
Once you have purchased your hours, continue below.
Accessing the Service
On purchasing a pass, go to the the Firestorm Zero webpage – note that this may be referenced a “Second Life” in your browser tab, because it is Linden Lab providing the service, it does not mean you are about to be logged into the Official viewer.
If you are logging-in for the first time:
Log-in with your log-in credentials using the Second Life web log-in request.
As Firestorm Zero is provided via Linden Lab, you may be requested to log-in to the Second Life web services and, if you use MFA, to provide a Token
The warning that Project Zero is experimental will be displayed. click the Play button to proceed.
The viewer will load and launch, delivering you in-world.
Settings and Options: Available and Limitations
As Firestorm Zero is streamed to your viewer, not all of Firestorm setting / options for saving settings within the viewer may work / be available. The following is a list of features I’ve been able to test; note that there are other Preferences that may also disabled within Firestorm Zero when compared to the locally-installed versions of the viewer. Also, these are obviously at the time of writing, and subject to future changes.
Option
Firestorm Zero
Retain Preferences between sessions
Yes
Set and retain Graphics Presets
Yes
Set and retain Camera Presets
Yes
Customise Toolbar buttons
Yes
Set and retain Camera Presets¹
Yes
Retain toolbar button size and alignment between sessions
No
Access Advanced Menu
No
Access Developer Menu
No
Upload textures, sounds, models, etc.
No
Retain IM histories
Yes
Retain Local Chat history
No
Back-up and Restore Settings
No
Enable RLVa & retain
Yes
Space Navigator Support
No
Save Snapshots to Disk²
No
I personally had issues with accessing Firestorm Zero after setting custom camera presets, and have reported this as a potential issue. Your mileage may vary.
As alternatives – use the options to save snapshots to e-mail or save to Flickr.
Support And Feedback
Firestorm Zero is a collaborative effort between Linden Lab and the Firestorm viewer team.
Linden lab is responsible for the overall provisioning of the service: purchasing passes, accessing Firestorm Zero, providing capabilities such as viewer Preferences and settings being retained between sessions, etc.
Issues relating to any of the above can be reported through the Firestorm Zero category of the Second Life Feedback Portal.
The Firestorm team retain responsibility for general support within the viewer itself.
Issues relating to using the viewer itself should, in the first instance, be raised through the usual Firestorm support channels.