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Second Life
Information
VR/AR VR
Developer Linden Lab
Publisher Linden Lab
Platform Oculus Rift (Platform)
Device DK1, DK2
Operating System Windows, Mac
Type Full Game
Genre RPG, Horror, Shooter, Simulation, Exploration, Educational, Racing
Input Device Keyboard, Mouse, Gamepad
Game Mode Single Player, Multi-Player
Release Date May 21, 2014
Price Free (Basic account)
App Store Oculus Share
Website https://secondlife.com/

Second Life is an online 3D virtual world developed and operated by Linden Lab (Linden Research, Inc.). It launched on 23 June 2003, and its users, called residents, appear as avatars, build and trade virtual objects, and buy and sell with an in-world currency, the Linden dollar (L$).[1][2] Linden Lab founder Philip Rosedale started the company in 1999.[3] On its 20th anniversary in June 2023, Linden Lab reported more than 73 million accounts created since launch and about 750,000 monthly active users.[4]

Second Life also has a history with virtual reality headsets. On 21 May 2014 Linden Lab released an Oculus Rift project viewer that let residents explore the world through an Oculus Rift DK1, and in October 2014 it released a version for the Oculus Rift DK2.[5][6] In July 2016 the company suspended official Rift support indefinitely while it developed Project Sansar, a separate VR platform that it sold in 2020.[7][8] Linden Lab's downloads page lists no VR viewer, and headset use depends on unofficial third-party viewers.[9][10]

Reviewed 6 October 2026. Checked launch and anniversary figures, ownership changes, Sansar sale, Tilia and Thunes, Oculus Rift project viewer releases and statements, recent features, membership tiers, system requirements, cited research papers and Metacritic against Linden Lab, release notes, press and DOI sources. About review dates.

History

Launch and growth

Linden Lab was founded in 1999 by Philip Rosedale and is headquartered in San Francisco.[3] Second Life opened to the public on 23 June 2003.[1] In January 2007 the company released the source code of the Second Life viewer, the client program, under the GPL, while keeping the server software proprietary. The Register quoted Linden Lab chief technology officer Cory Ondrejka as calling the move "the most important decision we've made in seven years of Second Life development."[11] The official viewer repository on GitHub is now licensed under the GNU Lesser General Public License v2.1.[12]

The world's economy drew press attention in the mid-2000s. Guinness World Records lists Anshe Chung (Ailin Graef), a virtual real estate broker whose avatar was created on 26 March 2004, as the first person to reach a net worth of more than US$1 million in Second Life, in November 2006.[13] For the tenth anniversary in June 2013, Linden Lab reported nearly 36 million registrations, 1 million monthly active users, and time spent in-world equivalent to more than 217,266 years.[1]

Next-generation platform and Sansar

Ebbe Altberg became Linden Lab's CEO in February 2014.[14] On 11 July 2014 the company announced it was building a "next-generation virtual world" with a beta targeted for 2015. It said Second Life would keep running and being developed alongside the new platform. Altberg described Second Life as "the most successful user-created virtual world ever", with "more than a petabyte of 3D content".[15] That project became Project Sansar, a platform for social VR experiences that opened applications for a creator preview on 26 April 2016.[16]

Linden Lab sold Sansar to Wookey Project Corp. on 25 March 2020 to "streamline its focus" on Second Life.[8] In an interview with Engadget, Altberg said the company had moved into VR "a bit early" and that "VR is still where mobile was somewhere in the '90s." He described Second Life as "an older, very established cash machine that works really well" and said its numbers rose in markets that locked down during the coronavirus pandemic.[17]

Ownership change and later years

On 9 July 2020 Linden Lab announced an agreement to be acquired by an investment group led by Randy Waterfield and Brad Oberwager. Closing required U.S. regulatory approval because the deal included Tilia, Linden Lab's money services subsidiary.[18] The acquisition was completed in early January 2021, and Oberwager, J. Randall Waterfield and Raj Date joined the board of directors.[19]

On 13 January 2022 High Fidelity, a company also founded by Rosedale, invested in Linden Lab with cash and distributed computing patents, some High Fidelity staff joined Linden Lab, and Rosedale rejoined as a strategic advisor.[20][21] Linden Lab's leadership page now lists Oberwager as executive chairman and Rosedale as chief technology officer and a board member.[3]

Linden Lab marked Second Life's 20th birthday on 22 June 2023 with an event that included more than 500 live performances, including music and discussions, and a shopping event with nearly 500 merchants and creators; the announcement also named a planned mobile app.[4] In April 2024 the payments company Thunes agreed to acquire Tilia, with a five-year partnership to provide payment processing and payouts to Linden Lab.[22] Linden Lab's support FAQ, dated 4 June 2025, states that the acquisition is complete and that L$ purchases, in-world transactions and payouts continue unchanged.[23]

Features

Residents use a viewer to move through regions, chat, join groups, customize avatars and build objects. Linden Lab's downloads page offers the official viewer for Windows and macOS, and its system requirements page describes the Linux viewer as community supported.[24] The downloads page also lists Firestorm, which it calls "the most popular of more than fifteen third-party viewers".[10] Viewer 26.4, released on 24 September 2026, improved the integration of its Lua editor with Visual Studio Code and made an experimental Linux build of the official viewer available again.[25]

Recent technical changes include:

  • PBR materials. Linden Lab released physically based rendering materials grid-wide in November 2023. The release supports glTF PBR materials, which Linden Lab says allows consistent results with tools such as Blender and Adobe Substance Painter.[26] Later graphics updates added mirrors, PBR terrain and texture uploads up to 2048x2048 pixels, and removed the option to turn off the Advanced Lighting Model, which the new features require.[27]
  • SLua scripting. SLua is a scripting language for Second Life based on Luau, a language derived from Lua 5.1. It moved from alpha to beta in December 2025 and runs in designated regions of the main grid as well as on the Aditi beta grid, with a higher memory limit of 128 KB.[28]
  • Mobile app. PocketGamer.biz reported in March 2023 that Linden Lab was building a mobile client in Unity.[29] A public beta for iOS and Android opened to Premium and Premium Plus members on 25 June 2024, at first without building, inventory management, voice or L$ transactions.[30] Linden Lab's mobile page, which still labels the app a beta, now states that "Access to Second Life Mobile is now available free for everyone", and lists chat, exploration, a virtual joystick, outfit changes and push notifications.[31]
  • Project Zero. This was a browser-based way to reach Second Life, launched at the start of 2025, that streamed the viewer from Amazon Web Services servers. Linden Lab ended it on 24 April 2026 and said the lessons would feed into the desktop viewer and the mobile app.[32]

Membership

A Basic account is free. Linden Lab also sells paid memberships that add a weekly L$ stipend and a land allowance on the Mainland. The tiers listed on its membership page in October 2026 are shown below; the advertised prices are for yearly subscriptions paid in full at purchase.[33]

Tier Advertised price Weekly stipend Mainland land allowance
Basic Free None None
Plus As low as US$5.50 per month L$150 Up to 512 m²
Premium As low as US$9.99 per month L$300 Up to 1024 m²
Premium Plus As low as US$11.99 per month L$650 Up to 2048 m²

Economy

The Linden dollar (L$) is the unit of trade in Second Life. The LindeX is Linden Lab's official exchange for it: residents can buy L$ in-world or on the website, but can only sell L$ through the website, and every LindeX transaction carries fees.[2] Tilia, which Linden Lab introduced in 2019, is a registered money services business and licensed money transmitter for virtual economies.[3] Linden Lab's support FAQ stated by June 2025 that Thunes's acquisition of Tilia was complete.[23]

Linden Lab has published the following figures on the size of the economy:

Date Figure (as reported) Source
July 2014 "tens of millions of dollars are paid out to creators every year" Linden Lab[15]
January 2022 US$650 million annual GDP; 345 million transactions of virtual goods, real estate and services; over 2 billion user-generated assets; 8 million unique items sold on the Marketplace Linden Lab[20]
June 2023 Economy of US$650 million; more than 1.6 million transactions a day; nearly 2 billion user creations Linden Lab[4]
April 2024 A "$500 million (USD) economy" Thunes and Linden Lab announcement[22]
December 2024 US$1.3 billion spent building Second Life and US$1.1 billion paid to creators since 2003; US$79 million paid out in the 12 months to June 2024 Linden Lab, reported by GamesBeat[34]

In the same GamesBeat report, Oberwager said Second Life users had been on the platform for an average of around 14 years, and that the company's share of transactions lets Linden Lab employ around 160 people.[34]

Virtual reality support

Before head-mounted displays

Stereoscopic viewing of Second Life began before consumer VR headsets. According to a chronology on the Ai Austin blog, the University of Michigan 3D Lab added stereoscopic viewing to the viewer through a patch in 2007, Kirsten's Viewer added red/cyan anaglyph support from mid-2011, and David Rowe's third-party CtrlAltStudio viewer added anaglyph and Nvidia active shutter stereo in 2014, along with gesture tracking with the Microsoft Kinect.[9]

Oculus Rift project viewers (2014-2016)

Linden Lab gave a limited group of beta testers an Oculus Rift viewer in March 2014. The public project viewer, version 3.7.8.289834, followed on 21 May 2014.[35][5] Linden Lab called it "the first step toward becoming a part of the default Second Life Viewer". The viewer detected and calibrated the headset automatically, kept the full interface (including HUDs) usable in VR mode, and added a first-person view in which head tracking set the view direction while the mouse cursor stayed free for interacting with objects.[36] Hypergrid Business quoted Linden Lab as saying that the viewer was "more about making it easy to get started using the Oculus Rift" than about optimizing the interface for the headset.[35] The release notes listed Windows Vista or newer and Mac OS X 10.7 or newer as supported systems.[5]

DK2 support arrived with project viewer 3.7.18.295296, whose release notes are dated 13 October 2014.[37] Road to VR reported that the update brought rotational and positional tracking and an interface adapted for the headset, that Linden Lab still saw "some bugs impacting the experience", and that the viewer could not use the Rift's direct mode until a later Oculus SDK supported OpenGL, the API Second Life renders with. The same report noted that CtrlAltStudio had supported the DK1 and DK2 before Linden Lab's own viewer.[6] The release notes advised DK2 owners to set the headset to 60 Hz and to turn off Aero on Windows 7 for better performance.[37]

The Rift viewer did not become part of the default viewer. In July 2016 a Linden Lab community manager wrote: "We can't say at this point when or even if we may release another Project Viewer for experimenting with the Oculus Rift in SL." The statement added that "due to some inherent limitations with SL, it may well not be possible to achieve the performance needed for a good VR experience." UploadVR, which reported the decision as a suspension of support for the consumer Oculus Rift CV1, noted that Linden Lab was building Project Sansar as a separate platform optimized for VR.[7]

Third-party VR viewers

After Linden Lab stopped its work, residents with headsets relied on unofficial viewers. The Ai Austin chronology lists vorpX, a general tool for running non-VR programs on headsets, and, from 2019, Peter Kappler's Firestorm VR Mod, which works through SteamVR.[9] A community GitHub project that builds Firestorm with the "P373R VR Mod" describes itself as "VERY EXPERIMENTAL / PERFORMANCE VARIES".[38]

Linden Lab's position since 2020

When High Fidelity invested in Linden Lab in 2022, Rosedale said that "Big Tech giving away VR headsets and building a metaverse on their ad-driven, behavior-modification platforms isn't going to create a magical, single digital utopia for everyone."[20] MIXED, summarizing an interview Rosedale gave to Protocol, reported that he would not rely on VR to grow Second Life. It said he saw the mobile market, which Linden Lab had missed, as important, along with webcam-based avatar tracking and support for more avatars in one place, and quoted him saying of the Oculus Quest 2: "There are tons of people buying the Oculus Quest 2, but that doesn't mean there are many people using it."[39]

VR release history

Date Release Hardware Notes
March 2014 Limited beta of the Oculus Rift viewer Oculus Rift DK1 Given to a small group of testers[35]
21 May 2014 Project viewer 3.7.8.289834 Oculus Rift DK1 Public release; Windows and Mac[5]
13 October 2014 Project viewer 3.7.18.295296 Oculus Rift DK2 Positional tracking; extended-desktop mode only[37][6]
July 2016 Official Rift support suspended indefinitely Oculus Rift CV1 No further project viewer promised[7]
2019 onward Firestorm VR Mod (third-party) SteamVR headsets Unofficial[9]

Setup instructions

In the 2014 Oculus Rift project viewer, Ctrl+Shift+D (or "Display Select" in the Me menu) activated the Rift display, M cycled the camera into first-person mouselook, Q turned the avatar's walking direction to match the head direction ("Align to look"), Z moved the mouse pointer to the center of the interface, and X was the "Action Key" for using objects from mouselook.[5] In the DK2 build, residents could also use the "Toggle HMD Mode" item in the Me menu.[6]

System requirements

Linden Lab's current minimum requirements for the desktop viewer are as follows.[24]

Windows macOS Linux
Operating system Windows 10 (64-bit) Mac OS X 12 "A reasonably modern 32-bit Linux environment"
CPU SSE2 support, 2 cores 1.5 GHz Intel-based Mac 800 MHz Intel Pentium III or AMD Athlon
Memory 8 GB 8 GB 8 GB
GPU memory 4 GB 4 GB 4 GB
Graphics API OpenGL 3.2 OpenGL 3.2 OpenGL 3.2
Screen resolution 1024x768 1024x768 1024x768

For Windows, Linden Lab recommends Windows 11, an 8-core CPU, 16 GB or more of RAM, 8 GB or more of GPU memory and OpenGL 4.6.[24]

Research

Second Life has been used as a research site in the social sciences. In a 2007 paper in CyberPsychology & Behavior, Nick Yee, Jeremy Bailenson and colleagues observed avatars in Second Life. They found that male-male pairs kept larger interpersonal distances and less eye contact than female-female pairs, and that avatars that stood closer avoided gaze, as Equilibrium Theory predicts. This suggested that physical-world nonverbal norms carry over into virtual environments.[40] The same year, William Sims Bainbridge used Second Life and World of Warcraft in Science as examples of virtual worlds that support formal experiments, ethnography and quantitative analysis of economic markets and social networks.[41] The anthropologist Tom Boellstorff spent more than two years doing fieldwork in Second Life as the avatar "Tom Bukowski" for his book Coming of Age in Second Life, published by Princeton University Press.[42]

Reception

Metacritic lists Second Life with three critic reviews, too few for a Metascore. PC Format gave it 88 in its February 2005 issue, calling it "Fascinating, infinite possibilities, but it's rough around the edges."[43]

See also

References

  1. ↑ 1.0 1.1 1.2 "Second Life Celebrates 10-Year Anniversary". Linden Lab. 2013-06-20. https://lindenlab.com/press-release/second-life-celebrates-10-year-anniversary. Retrieved 2026-10-06.
  2. ↑ 2.0 2.1 "Buying Linden Dollars & Selling Linden Dollars". Linden Lab Support. Linden Lab. https://lindenlab.freshdesk.com/support/solutions/articles/31000138105-buying-selling-linden-dollars. Retrieved 2026-10-06.
  3. ↑ 3.0 3.1 3.2 3.3 "About". Linden Lab. https://www.lindenlab.com/about. Retrieved 2026-10-06.
  4. ↑ 4.0 4.1 4.2 "Original Metaverse Second Life Celebrates 20th Birthday". Linden Lab. 2023-06-22. https://lindenlab.com/press-release/original-metaverse-second-life-celebrates-20th-birthday. Retrieved 2026-10-06.
  5. ↑ 5.0 5.1 5.2 5.3 5.4 "Release Notes/Second Life Project OculusRift/3.7.8.289834". Second Life Wiki. Linden Lab. 2014-05-21. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Project_OculusRift/3.7.8.289834. Retrieved 2026-10-06.
  6. ↑ 6.0 6.1 6.2 6.3 Ben Lang (2014-10-15). "Second Life Now Has Official Oculus Rift DK2 Support". Road to VR. https://roadtovr.com/second-life-now-official-oculus-rift-dk2-support/. Retrieved 2026-10-06.
  7. ↑ 7.0 7.1 7.2 David Jagneaux (2016-07-26). "'Second Life' Indefinitely Suspends Official Oculus Rift CV1 Support". UploadVR. https://www.uploadvr.com/second-life-suspends-oculus-rift-support-vr/. Retrieved 2026-10-06.
  8. ↑ 8.0 8.1 David Jagneaux (2020-03-25). "Linden Lab Sells Sansar To Wookey Project To 'Streamline' Focus On Second Life". UploadVR. https://www.uploadvr.com/linden-lab-sells-sansar-focus-second-life/. Retrieved 2026-10-06.
  9. ↑ 9.0 9.1 9.2 9.3 Ai Austin (2022-02-20). "History of SecondLife and OpenSim VR Viewers". Ai Austin Blog. https://aiaustin.wordpress.com/2022/02/20/vr-viewers/. Retrieved 2026-10-06.
  10. ↑ 10.0 10.1 "Downloads". Second Life. Linden Lab. https://secondlife.com/downloads. Retrieved 2026-10-06.
  11. ↑ Christopher Williams (2007-01-09). "Second Life dips a toe in open source". The Register. https://theregister.com/2007/01/09/second_life_open_source. Retrieved 2026-10-06.
  12. ↑ "secondlife/viewer". GitHub. Linden Lab. https://github.com/secondlife/viewer. Retrieved 2026-10-06.
  13. ↑ "First millionaire in Second Life". Guinness World Records. https://www.guinnessworldrecords.com/world-records/first-millionaire-in-second-life. Retrieved 2026-10-06.
  14. ↑ "Ebbe Altberg Joins Linden Lab as CEO". Linden Lab. 2014-02-05. https://lindenlab.com/press-release/ebbe-altberg-joins-linden-lab-as-ceo. Retrieved 2026-10-06.
  15. ↑ 15.0 15.1 "Linden Lab Is Developing The Next-Generation Virtual World". Linden Lab. 2014-07-11. https://lindenlab.com/press-release/linden-lab-is-developing-the-next-generation-virtual-world. Retrieved 2026-10-06.
  16. ↑ "Linden Lab Opens Applications for Creator Preview of Project Sansar". Linden Lab. 2016-04-26. https://lindenlab.com/press-release/linden-lab-opens-applications-for-creator-preview-of-project-sansar. Retrieved 2026-10-06.
  17. ↑ Nick Summers (2020-03-27). "Why 'Second Life' developer Linden Lab gave up on its VR spin-off". Engadget. https://www.engadget.com/2020-03-27-why-second-life-linden-lab-sold-sansar.html. Retrieved 2026-10-06.
  18. ↑ Inara Pey (2020-07-09). "Linden Lab announces it is to be acquired". Inara Pey: Living in a Modemworld. https://modemworld.me/2020/07/09/linden-lab-announces-it-is-to-be-acquired/. Retrieved 2026-10-06.
  19. ↑ Inara Pey (2021-01-09). "Meet Linden Lab's new board of directors". Inara Pey: Living in a Modemworld. https://modemworld.me/2021/01/09/meet-linden-labs-new-board-of-directors/. Retrieved 2026-10-06.
  20. ↑ 20.0 20.1 20.2 "High Fidelity Invests in Second Life". Linden Lab. 2022-01-13. https://lindenlab.com/press-release/high-fidelity-invests-in-second-life. Retrieved 2026-10-06.
  21. ↑ Taylor Hatmaker (2022-01-13). "Second Life's creator is returning to advise the original metaverse company". TechCrunch. https://techcrunch.com/2022/01/13/second-life-philip-rosedale-returns-linden-lab-high-fidelity/. Retrieved 2026-10-06.
  22. ↑ 22.0 22.1 "Thunes announces agreement to acquire Tilia LLC". Linden Lab. 2024-04-23. https://lindenlab.com/press-release/thunes-announces-agreement-to-acquire-tilia-llc. Retrieved 2026-10-06.
  23. ↑ 23.0 23.1 "Thunes Acquisition of Tilia Frequently Asked Questions". Linden Lab Support. Linden Lab. 2025-06-04. https://lindenlab.freshdesk.com/support/solutions/articles/31000176356-thunes-acquisition-faq. Retrieved 2026-10-06.
  24. ↑ 24.0 24.1 24.2 "System Requirements". Second Life. Linden Lab. https://secondlife.com/system-requirements. Retrieved 2026-10-06.
  25. ↑ "26.4.0.35914774337 Release Notes". Second Life Release Notes. Linden Lab. 2026-09-24. https://releasenotes.secondlife.com/viewer/26.4.0.35914774337.html. Retrieved 2026-10-06.
  26. ↑ "7.0.1.6894459864 - GLTF Material Import". Second Life Release Notes. Linden Lab. 2023-11-29. https://releasenotes.secondlife.com/viewer/7.0.1.6894459864.html. Retrieved 2026-10-06.
  27. ↑ "GLTF PBR Materials, Mirrors, PBR Terrain and 2k textures FAQ". Linden Lab Support. Linden Lab. https://lindenlab.freshdesk.com/support/solutions/articles/31000173550-2024-materials-graphics-updates-faq. Retrieved 2026-10-06.
  28. ↑ "Lua Alpha". Second Life Wiki. Linden Lab. https://wiki.secondlife.com/wiki/Lua_Alpha. Retrieved 2026-10-06.
  29. ↑ Lewis Rees (2023-03-13). "Second Life is coming to mobile". PocketGamer.biz. https://www.pocketgamer.biz/second-life-is-coming-to-mobile/. Retrieved 2026-10-06.
  30. ↑ Inara Pey (2024-06-26). "SL Mobile Available to Premium Plus and Premium in Open Beta". Inara Pey: Living in a Modemworld. https://modemworld.me/2024/06/26/sl-mobile-available-to-premium-plus-and-premium-in-open-beta/. Retrieved 2026-10-06.
  31. ↑ "Second Life Mobile". Second Life. Linden Lab. https://secondlife.com/mobile. Retrieved 2026-10-06.
  32. ↑ Inara Pey (2026-04-22). "Linden Lab announces Project Zero to end". Inara Pey: Living in a Modemworld. https://modemworld.me/2026/04/22/linden-lab-announces-project-zero-to-end/. Retrieved 2026-10-06.
  33. ↑ "Premium Membership". Second Life. Linden Lab. https://secondlife.com/premium. Retrieved 2026-10-06.
  34. ↑ 34.0 34.1 Dean Takahashi (2024-12-19). "Linden Lab has spent $1.3B building Second Life and paid $1.1B to creators (updated)". GamesBeat. https://gamesbeat.com/linden-lab-has-spent-1-3b-building-second-life-and-paid-1-1b-to-creators/. Retrieved 2026-10-06.
  35. ↑ 35.0 35.1 35.2 Maria Korolov (2014-05-22). "Second Life releases Oculus Rift project viewer". Hypergrid Business. http://www.hypergridbusiness.com/2014/05/second-life-releases-oculus-rift-project-viewer/. Retrieved 2026-10-06.
  36. ↑ Julian Benson (2014-05-29). "Second Life adds Oculus Rift support". PCGamesN. https://www.pcgamesn.com/second-life-adds-oculus-rift-support. Retrieved 2026-10-06.
  37. ↑ 37.0 37.1 37.2 "Release Notes/Second Life Project OculusRift/3.7.18.295296". Second Life Wiki. Linden Lab. 2014-10-13. https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Project_OculusRift/3.7.18.295296. Retrieved 2026-10-06.
  38. ↑ "firestorm-gha: Build of the Firestorm Viewer + P373R VR Mod using Github Actions". GitHub. https://github.com/humbletim/firestorm-gha. Retrieved 2026-10-06.
  39. ↑ Matthias Bastian (2022-01-22). "Second Life comeback: Founder does not rely on VR". MIXED. https://mixed-news.com/en/second-life-comeback-founder-does-not-rely-on-vr/. Retrieved 2026-10-06.
  40. ↑ Nick Yee, Jeremy N. Bailenson, Mark Urbanek, Francis Chang, Dan Merget (2007). "The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments". CyberPsychology & Behavior, vol. 10, no. 1, pp. 115-121. https://doi.org/10.1089/cpb.2006.9984. Retrieved 2026-10-06.
  41. ↑ William Sims Bainbridge (2007-07-27). "The Scientific Research Potential of Virtual Worlds". Science, vol. 317, no. 5837, pp. 472-476. https://doi.org/10.1126/science.1146930. Retrieved 2026-10-06.
  42. ↑ Tom Boellstorff. "Coming of Age in Second Life: An Anthropologist Explores the Virtually Human". Princeton University Press. https://press.princeton.edu/books/paperback/9780691168340/coming-of-age-in-second-life. Retrieved 2026-10-06.
  43. ↑ "Second Life". Metacritic. https://www.metacritic.com/game/second-life/. Retrieved 2026-10-06.