Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, September 20, 2026
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.
Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.
Official LL Viewers
Default viewer 26.3 – 26.3.0.31203661088, August 10, promoted August 17 – quality of life improvements; performance improvements; bug fixes – No Change.
Second Life Lua Editor RC / Beta viewer with Linux support 26.4.0.35914774337, September 24 – NEW.
Lua scripting support (on regions with Lua scripting enabled).
Improved communication between the Viewer and the newly published Second Life VS Code extension.
Offers an experimental Linux viewer build.
Includes the latest WebRTC Voice and viewer-maintenance updates.
Second Life Chat Modernization viewer 26.3.0.35248298254, September 22 – NEW.
Recent conversations follow you seamlessly: a direct message you receive on SL Mobile can also be available when you return to desktop, and vice versa; Recent direct message history will be available on logging-in; existing desktop chat logs are preserved – previously saved local history isn’t being replaced or removed; conversation history feels continuous: on desktop, your existing local history and newer message history are brought together into a single conversation.
Shadowfell V, September 2026 – click any image for full size
We are approaching the month of Halloween, when spooks and creatures of the the night (without referencing Kiss there) roam, and once again the world of Shadowfell has emerged from the deeper darkness to tempt visitors with four regions of mystery, monsters, aliens and more.
The work of Calas Galadhon creators Tymus Tenk and Truck Meredith, Shadowfell marks its fifth anniversary and is now very much a part of Halloween events in Second Life and is always well received. This year sees some new features, fun and updates making a visit (or visits!) well worth the time.
Shadowfell V, September 2026
As with all of the Calas themed builds, this is one in which it is important visitors note at least some of the guidelines regarding time in the regions, all of which can be found at the landing point – with the most important perhaps being:
Make sure you Used Shared Environment (via World → Environment).
Enable local sounds and make sure you have particles visible.
If you can, enable Shadows on your viewer and, preferably, use a PBR-enabled viewer (or make sure Advanced Lighting Model (ALM) through Preferences → Graphics, if you are on an older viewer).
Note that if running with Shadows enabled does hit your system hard, Shadowfell V can still be enjoyed shadowless, so to speak!
Shadowfell V, September 2026
Once again, Shadowfell offers a choice of taking to the trails and paths through its regions or allowing the boat tour to carry you through all the regions. There’s also the Elven Flyers for a shorter guided trip. If you’ve never visited Shadowfell before, the boat tour might be a good place to start, as it will give you a feel for things and allow you to see glimpse some of the settings you can re-visit in detail on foot – but do be aware it now runs for just shy of an hour, so allow time – and perhaps use it as a reason for multiple visits.
The boat tour is available close to the main Landing Point and will, among other things, reveal that even zombies like to occasionally simply sit down and dip their feet in the water and just chat 🙂 . It will also reveal some of the newer elements – a touch of Game of Thrones with skeletal dragons; a little humour – who knew Bambi was a creature of darkness waiting in the foggy waters to swim at unsuspecting travellers? – and more.
Shadowfell V, September 2026
The boat tour won’t return you to the main Landing Point, but instead drops you off within the Mist II region, allowing on-foot explorations to resume from there. However, for those who prefer, the drop-off point is a short walk from a portal rock that will return folk to the Landing point to allow explorations to resume from there.
The Elven Flyer, meanwhile, offers a touch of Tolkien, the flyer in question being called Star of Eärendil II – a reference to Eärendil half-elven, forbear of Aragon, who carried the Silmaril Morning Star on his brow as he sailed across the sky (The Silmarillion). Like Eärendil’s voyages across the skies of Middle Earth, it will take you a a flight through the sky lasting roughly 17 minutes and has the novelty of having people ride the winged boats whilst floating themselves (both singles and couples).
Shadowfell V, September 2026
Each year, Ty and Truck try to introduce new touches to their Halloween and Christmas builds, and for this iteration of Shadowfell there is a host of new elements to be discovered. a couple come early-on as you take to the path away from the Landing Point – and if you are something of an arachnophobe like me, can cause a shiver or six – thanks, guys! 🙂 .
This year, Shadowfell appears to have new mesh-based atmospheric effects in places, and the general environment settings appear to have been tweaked a little (either that or I missed things last year / my PC is behaving differently this year!). Both changes are welcome as they both add to the mystery of the setting and make a journey through the regions more engaging.
Shadowfell V, September 2026
One of the things I’ve always loved with Shadowfell is the mixing of mythologies: classic horror in the form of zombies, sirens, monsters and more, together with clear elements of elements of Tolkien (in keeping with the roots of Calas Galadhon regions as a whole) and fantasy, the touches of humour and a rich touch of science fiction horror in the shape of elements from, and interpretations of, the Alien franchise. All of this remains evident this year, complete with some new touches – don’t touch the slime dripping from eggs!
With garden of colour and ethereal beauty rubbing shoulders with cavern of darkness and possible terror, there is also very much a sense of dreams and nightmares to be found throughout Shadowfell.
Shadowfell V, September 2026
For those making a first visit to Shadowfell, do be aware that not everything is on the ground – and take nothing for granted in the cavern with the airborne figures – touch the right point and you’ll find yourself carried deeper into the dark caves which, for those familiar with past iterations of Shadowfell, have been updated quite magnificently with materials and more.
When in the “sky caverns” do make sure you touch the central portal stone in the main chamber. It will lift you to a place mixing elven elements with creatures of the deep and a touch of Alien’s Engineers. A further stone here will return you to the cavern of the aliens. Where you can explore deeper into the caves and eventually find your way back to ground level.
Shadowfell V, September 2026
There is so much that could be written about Shadowfell – but it should be seen first-hand. As such, the setting will be open to all from September 29, 2026, whilst those joining the Calas Galadhon Announcemens Group can gain early access to the regions. Also, don’t forget to keep you eyes on the Calas Galadhon website for news on special events at Shadowfell throughout October 2026 (also advertised through the Calas Group mentioned above).
Should you enjoy visiting Shadowfell, do please consider making a donation to the Calas team – they do so much for Second Life throughout the year through Calas Galadhon Park, Shadowfell and the Calas Christmas regions, they deserve our support.
Cedar Trails, September 2026 – click any image for full size
Sitting on the west coast of Satori is Cedar Trails, a Full region presenting an Oregon coast themed region-wide park. The work of Artie Huntsman (Fresita Doll), it is a location I found out about via the SL Trailblazer Atlas, which I recently covered in these pages.
However, the fact that I did should not be taken to mean this is a location only of interest to horse riding enthusiasts – it is beautifully put together and offers a lot to see, do and photograph throughout, whether or not you’re on horseback.
Cedar Trails, September 2026
Cedar Trails is a peaceful mainland destination inspired by the Oregon Coast. Enjoy peace among pines, coastal views, and quiet paths. Visit & stay awhile. Enjoy our restaurant, coffee shop, bar, event space, hiking & access to sailing.
– Cedar Trails About Land description
Cedar Trails, September 2026
The water access mentioned in the About Land description refers to one of two coastal bays presented by the park. This bay provides a rez zone, allowing boating fans to access Satori’s coastal waters and – just across the local water corridor – the waters of one of the Bellisseria Houseboat theme areas. This makes Cedar Trails an ideal destination for anyone wishing to sail / boat up to the park from their Linden Home (and gain a BBB passport stamp).
The second bay provides more of a beach area reached by passing by the park’s trio of chalets (available for rent?). These sit between the two beach areas, and a short walk downhill from the Landing Point.
Cedar Trails, September 2026
The latter sits in the south-west corner of the park, elevated on a table of rock above the waters running into (and out of) the rez zone bay. This comprises a mix of general facilities – information / welcome centre, which includes a useful map of the park and its points of interest, refreshment stations, little shops for campers and a social space and events area.
The Landing Point is also where those wishing to follow the trails on horseback and who don’t have their own horse, can take to the saddle via the Teagle Horse rezzer – click the tethered horse for one to ride, then right-click and sit on the rezzed horse (you may need to disable any AO before sitting), and you’ll also get a riding HUD.
Cedar Trails, September 2026
As you depart the Landing Point area on foot or horseback, you’ll pass a sign about the Cedar Trails Stone Collection. In short: as you explore, keep an eye out for the painted stones scattered along the various trails; touch them as you find them to obtain a copy. There are 108 stones to collect, each with a lifestyle message painted on it – but I’m not sure if all 108 are put out together or whether they are rotated in groups; during my visits I only found stones numbered between 30 and 60. Certainly, putting them out in groups perhaps offers greater opportunities for re-visits by those wanting to collect and entire set.
A small hint here is that many of the stone can be found on or near the Cedar Trails trail signs.
Cedar Trails, September 2026
The paths through the park are numerous and present lots of choices for the keen explorer, together with passages to various points of interest – look-out points offering good views / photograph opportunities, a meditation / yoga area, waterside camping area, swimming areas, and more.
The park offers a mix of trees – Norwegian spruce, Ponderosa pine, wild pine and the mighty Redwood –, plants, flowers, and underbrush. All of these, coupled with the mix of elevated landscape, gentle slopes and rocky cliffs, outcrops and peaks make Cedar Trails marvellously attractive; a landscape lending itself to a range of EEP settings other than that provided as the Shared Environment.
Cedar Trails, September 2026
If there is one possible negative to be had it is perhaps with the lack of additional horse rezzers. Cedar Trails presents multiple places where one can dismount and perhaps take a seat – but doing so will cause any of the locally-rezzed Teagle horses to be deleted after about a minute.
So, if you are using one and wish to resume your ride, there is no way to do so without walking back to the Landing Point.
Cedar Trails, September 2026
But that said, and as noted, walking is a perfectly acceptable means of exploring Cedar Trails – and possibly preferred given the beauty of the setting. Keep an eye out for the little details – an otter having fun, a log drifting on the current from a waterfall, the birds overhead, the tunnel to the swimming hole – and possibly the coolest rubber duck around.
Those wishing to socialise during a visit can sit down to a table-top game at the RV camp area, which sits just off of the main Landing Point and neatly set to present the idea vehicles here have just arrived via the local road tunnel.
Cedar Trails, September 2026
Neatly done given the overall limitations of terraforming on the Mainland and highly photogenic, Cedar Trails is well worth visiting and exploring. Props for photography can be rezzed on joining the local Group, if required. However, given auto return is off please do remember to clean-up anything you put out!
The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
This meeting is generally held on alternate Thursdays at Hippotropolis, in a mix of Voice and text chat.
Default viewer 26.3 – 26.3.0.31203661088, August 10, promoted August 17 – quality of life improvements; performance improvements; bug fixes – No Change.
Second Life Lua Editor RC / Beta viewer with Linux support 26.4.0.35914774337, September 24 – NEW.
Lua scripting support (on regions with Lua scripting enabled).
Improved communication between the Viewer and the newly published Second Life VS Code extension.
Offers an experimental Linux viewer build.
Includes the latest WebRTC Voice and viewer-maintenance updates.
Second Life Chat Modernisation viewer 26.3.0.35248298254, September 22 – NEW.
Recent conversations follow you seamlessly: a direct message you receive on SL Mobile can also be available when you return to desktop, and vice versa; Recent direct message history will be available on logging-in; existing desktop chat logs are preserved – previously saved local history isn’t being replaced or removed; conversation history feels continuous: on desktop, your existing local history and newer message history are brought together into a single conversation.
General Viewer Notes
There will be at least one more RC update to the 26.4 Lua Editor / Linux viewer 26.4 before that is ready for promotion to de facto release status.
As the 26.4 viewer will see the return of official support for Linux, the Viewer Download / Alternative Viewers pages are to be updates so that Linux is “easier to find” as 26.4 reaches release status.
The next major viewer release – 26.5 – is currently in initial development. This will not be the Graphics Care Package, but – and subject to final confirmation – is liable to comprise in part:
The game_control updates to allow things like X-Box controllers and similar to be used with the viewer.
The Chat Modernisation work currently in the project/alpha viewer listed above.
Further anti-phishing protection work.
The Graphics Care Package (GCP) viewer is progressing, but the focus currently is on getting the server-side support for the additional glTF and EEP (Environment Enhancement Project) parameters (e.g. in the case of the latter, more tone mapping and HDR controls) into place before that can once again start moving towards a project/alpha version.
This work also includes looking into issues such as reflection probes in a region resetting themselves for no apparent reason, causing a brief white-out of the scene in the viewer whilst they do so.
General Discussions
“Water” and Linden Water
No update on glTF Transmission work (which will give the surface appearance of water on a prim, but not the attributes of Linden Water (and so is not “water on a prim” as people have been referencing it).
Being able to replicate the attributes of Linden Water on a prim / mesh object volume or surface has been a long-time ask within SL.
So, rather than try to achieve this, given that Linden Water is essentially a specialised and somewhat “legacy” solution for rendering “water”, Geenz would rather:
Enable the use of glTF capabilities such as transmission within in-world objects to give them the appearance of “water”, but without all the additional complexities of replicating Linden Water.
This would require scripted support to give an object the full set of “water” attributes – fogging/haze, etc.).
Extend these capabilities, together with things like glTF volume to Linden Water, and so essentially just have a more general “water system” within SL which is more in keeping with how “water” is handled by other platforms/games.
This would:
Be a longer term goal (so not happening in the immediate future), and does have a number of caveats associated with it which have to be addressed.
Avoid the complexities of developing a highly-specialised solution to allow the current Linden Water system/attributes to be replicated within prims, etc.
However, if an interim solution is required to bridge the gap between what is available and what might be available in the future, it was suggested that the simulator engineering team is approached to see if something can be done with the platform’s physics system so that it might be used to simulate some Linden Water characteristics (buoyancy? swimming?) on collision with in-world objects identified as “water”.
In Brief
Weather effects – physically-based atmospherics have come up for some internal discussion, but there is not official work planned in this areahave come up for discussion.
PBR particles; are currently more of an “if” than a “when”.
Terrain “exclusion surfaces”:
This came as a request for something akin to the water exclusion surfaces, but which would visually hide the region terrain surface.
These would have to be a form of exclusion volume, rather than a surface (due to the visual limitations of exclusion surfaces), and so whilst not “hard” to do, Geenz would rather defer any thought on such an item until after water exclusion volumes are a thing.
Doing so could enable a single object to be able to mask Linden Water or terrain – or both – depending on the switch set.
Please note:
“Excluding” terrain does not mean the ability to build tunnels, etc., “through” the existing SL terrain. This would require significant updates / changes to how the terrain mesh works / is rendered, which is not a project anywhere close to being on the road map.
So, any terrain exclusion would be purely visual, as noted.
The above led to a general discussion on the differences between Linden Water and terrain (for example, whilst both are “planes”, water is “flat” (e.g. “two-dimensional”) whilst terrain is deformable (e.g. “three dimensional”), etc.).
Geenz reiterated the current plans for mesh improvements:
Adding support for custom skeletons and blend shapes for avatars – but not (at least initially and subject to future decisions – physics bones).
LOD (level of detail) improvements – particularly for clothing, where the preference is often not to optimise with LODs, but simply provide a notecard aimed at defeating the rendering system (by advising users to massively increase the RenderVolumeLODFactor debug setting, despite the fact this can severely impact their entire SL experience or the sake of a single attachment).
As has been previously mentioned, one option for LODs is to have a automated generation system which will either create LOD models of content without any associated LOD models at upload, or which with replace poorly optimised LODs which do not meet specified parameters at upload.
The tl;dr of this work, once implemented, will effectively be: “if you don’t want auto-generated LODs, then include your own optimised LODs at upload”.
Geenz further noted that this work will also mandate auto-LODs if mesh imports are updated to allow mesh objects with more than 65K vertices.
This conversation rolled into a more general discussion on Land Impact, the need for a better convex hull decomposer, removing Havok from the viewer, etc. However, the key point at the moment is that options / approaches / ideas are still being looked at / investigated, rather than any solution moving towards implementation at the moment. As such, more information will be made available as LL start to move is a specific direction.
The above ran over into the development of region imposters (essentially a low-impact means of rendering surrounding regions “on the horizon” from the camera position), viewer-side work being done within the Sharpview viewer on this.
This looped back to how the necessary data can be obtained
Short version of the latter: at least a portion of the data would have to come from LL, so potentially the best solution would be the provision of some form of API). However, even for this, there are Terms of Service and other policy aspects which would have to be addressed by the Lab for this to happen, and these fall outside the purview of most User Group meetings.
Linden Lab factoid: LL have been running analytics on client systems connecting to Second Life, and in terms of computers / laptops, it appears than systems able to handle PBR rendering decently are in the majority, with the majority of very old hardware which cannot management PBR at all being in the minority.
This does not mean LL is going to stop otimising for performance wherever possible, it was offered purely as a general observation.
So, a brief Exploring Second Life this time around – but hopefully a quirky and fun one, featuring a rather unusual and a little small destination.
Museums are a popular form of expression in Second Life – and rightly so; Second Life is recognised as a valid tool for education, and museums are an ideal means of self-learning. Developed and curated by German resident Novadien, The Museum of Curious Laws (Museum der Kuriosen Gesetze) does exactly what it says in the name – presents a series of laws from around the world which are decidedly curious – and in doing so presents an opportunity for visitors to educate themselves as to what might or might not be a recognised law somewhere in the world, or perhaps more of an urban legend or something similar.
The Museum of Curious Laws
In presentation, the museum offers a “law” in the form of a large poster-style information board (in both German and English) with the law and its country / location of origin. some of these board go on to offer some of the reality of the situation, some provide clarity on what has come to be misunderstood about a law – such as with the Japanese “Metabo” Law of 2008; some level the question open as to whether or not it might be real.
In all cases, greater clarity to be gained by clicking on the Law Case File beneath each poster. This will provide a notecard delving into the law and its basis in reality or – as with the so-called “UK Parliamentary Death Ban”, the more urban legend nature of a “law”.
The Museum of Curious Laws
The Museum is not overly large – it sits on a 1024 sq metre parcel and has just two open-plan floors. However, this makes it an ideal visit without becoming too repetitive or onerous. Instead, it sits neatly into the area of quirky curious, which both helps it live up to its name and make for an engaging little visit.
Cedar Trails, September 2026 – an SL Trailblazer Atlas ride
SL Trailbrazer Atlas is a Group / resource founded and operated by Lara Toge (Ghostly Dismantled) specifically for those who enjoy horse riding in Second Life. It operates through multiple channels – the Group, an in-world resource centre, on Discord (invite only), and via a dedicated website.
In all truth, I only recently became aware of SL Trailblazer Atlas, and given horse riding has been a favourite of mine to which I recently has cause to return (see: Of a Grumpy Troll and Two Loons in Second Life).
SL Trailblazer Atlas HQ, September 2026
The core aim of the Atlas is to provide all horse riders in Second Life with information on:
Places where people can enjoy horse riding along trails and paths, either using their own horse or (where offered) via a horse rezzer.
Detailed information – maps, trail notes, landmarks, length of time required to complete a ride, level of difficulty, potential hazards, etc., – on the trails and paths, to make sure riders are as informed as possible.
Where applicable, and local riding events organised by the region holders / estates hosting the trails.
The opportunity to leave a Trip Advisor-style mini-review via the website on any trails travelled.
SL Trailblazer Atlas HQ, September 2026
Every trail rider in Second Life knows the frustration: you set off to explore somewhere new, only to run straight into dead ends, missing rez zones, or unexpected ban lines. I built the SL Trailblazer’s Atlas to fix this; creating one trusted, central place to find great trails, not just any trails. Most of all, it is here to highlight those breath-taking hidden gems that always get lost in standard search results.
– From the SL Trailblazer website
The best route for initial engagement with SL Trailblazer Atlas is the in-world resource and the website.
Cedar Trails, September 2026 – an SL Trailblazer Atlas rideAs a quick guide:
The in-world resource centre provides:
An A to Z of maps of all currently-recorded trails across Second Life. These are a mix of single regions and multi-region estates, broken down into alphabetical groups.
Each map shows an outline of the trail(s) available at each location, and is clickable as an information board.
Clicking on a map will deliver a folder providing: a texture map showing the trail(s), a landmark to the start-point for a ride; information specific to a ride – areas that are off-limits to riders, potential hazards, whether there is a local horse rezzer available, etc., (potentially subjective) comments on region crossings; general information on the host region, generally provided by the region holder / admin.
SL Trailblazer Atlas HQ, September 2026
Among its resources, the website provides:
General information on the group and all resources.
An A to Z of recorded trails, similar to the in-world breakdown, but obviously not delivered to inventory)
Information of navigation HUDs available through the Marketplace which lend themselves to trail riding in SL.
The reviews pages mentioned above.
Additionally, the in-world Group and the Discord server provide the means for general conversation and feedback.
Lunamere, September 2026 – an SL Trailblazer Atlas ride
In use, SL Trailblazer Atlas delivers on its promise. While some of the in-world maps on the information boards are in an odd ratio, the textures provided through the folder on each location are – in the case of single-region riding – adequate to help in making your way around. However, if you do need to reference a map, I would suggest pulling up your chosen route via the website and flip between the map there and the viewer.
I took the opportunity to use the Atlas to find a couple of trails to ride – Cedar Trails (which has an upcoming Exploring SL article which will be appearing in these pages very soon) and the Lunamere estate (also due a write-up from me in the future). The former was perhaps the easier ride, as it is in the Great Outdoors, and so more amenable to horse riding, but I trying enjoyed both.
Cedar Trails, September 2026 – an SL Trailblazer Atlas ride
If you’re into horse riding in SL as a rider, a group organiser or stables owner, I really do recommend utilising the SL Trailblazer Atlas or contacting Lara in-world or via the website (who is also looking for assistance in running the Atlas!) if you haven’t already. Also, if you’re aware of a riding trail that isn’t recorded as a part of the Atlas (or indeed, one that is no longer available), then please do let Lara know via the website submission form.