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Second Life Isn’t Forgotten, It Just Didn’t Scale

Second Life Isn’t Forgotten, It Just Didn’t Scale

I recently stopped by the The Notorious Kingdom Tiny Empires Fishing POF Gaming Club in Second Life for their x2 Virtual Fishing multiplier event. Any chance to fish and earn a few Linden Dollars is a good day, right?

While I was fishing, I watched a video called “Second Life: The Internet’s Forgotten Metaverse.” That title made me laugh a little. Second Life isn’t forgotten. It just didn’t live up to the hype.

The biggest issue? It failed to scale.

You can’t build a true metaverse if only a handful of avatars can stand in one region before everything starts lagging. You can’t create immersive events if performance drops when more than ten people show up. I’ve said it before and I’ll say it again: lag kills fun.

Over the years, Second Life focused heavily on graphics. Avatars today look incredibly realistic, way better than back in 2009. But what’s the point of amazing graphics if your computer struggles to run it smoothly? Performance should always come first. Fun should always come first.

Speaking of 2009, that was my golden era with 7Seas Fishing. I created and sold custom fishing rods and ended up making over $2000 USD that year. That money helped put food on the table for my kids. I will never forget that. Second Life was more than just a game, it made a real-life difference for my family.

Of course, not everything was smooth sailing. I once got reported for “cheating” in 7Seas because I was fishing with a sword instead of a rod. All I did was transfer the scripts from the fishing rod into the sword. Nothing was modified. Even the creator confirmed it wasn’t cheating. It was just creativity. It was before Custom Creations were introduced.

These days, nobody really buys my custom rods anymore. They feel like relics of the past. But the memories are still there.

Watching another recent Second Life video reminded me of the same old issue. The world looked beautiful, stunning even. But the lag was obvious. You could literally see the choppiness in the footage.

Second Life isn’t forgotten.

It just never solved its biggest problem.

And until it does... lag will keep killing the fun.

Virtual Fishing, Unicorns, and a Side of Avatar Talk – My Hour in Second Life

Virtual Fishing, Unicorns, and a Side of Avatar Talk – My Hour in Second Life

If you’ve ever logged into Second Life, you know it’s a wild mix of creativity, commerce, and quirky community moments. Yesterday, I gave myself a simple mission: spend an hour earning Linden Dollars. My original plan? Tame unicorns with Pikoversum. Spoiler alert: the 24‑hour cooldown was still ticking, so I had to improvise.

Enter the Virtual Fishing event at The Notorious Kingdom Tiny Empires Fishing POF Club Gaming. They were running a 2× multiplier that day, which meant every catch could double my earnings. I grabbed a virtual rod, cast my line, and started reeling in those pixelated fish. By the end of the hour, I’d netted 22 Linden Dollars. Not a fortune, but enough to remind me why many avatars rely on these mini‑games to keep their virtual wallets happy.

While I was busy fishing, my mind drifted to a topic that’s been buzzing in the SL community: child avatars. Yes, you heard that right. Second Life allows users to create avatars that look like children. Personally, I find them a bit unsettling. They don’t fit the adult‑focused vibe many of us enjoy, and they can give newcomers the wrong impression about what the platform is really about. It’s a nuanced issue—some argue it adds diversity, while others feel it detracts from the overall experience. I’m firmly on the side that prefers a more mature aesthetic, but I respect that the community is diverse and opinions vary.

Back to the fishing—what makes it so addictive? The simple mechanics, the chance of landing a rare catch, and that sweet x2 multiplier that feels like a cheat code. For newcomers, it’s a low‑barrier way to dip a toe into the SL economy without committing to massive projects or pricey assets. For veterans, it’s a quick hustle between larger endeavors.

So, what’s the takeaway? Virtual Fishing is a legit, fun way to earn a modest amount of Lindens, especially during special events. And while I’m not a fan of child avatars, the conversation around them highlights how Second Life continues to evolve and grapple with community standards.

If you’re curious about trying it yourself, hop into the The Notorious Kingdom Tiny Empires Fishing POF Club Gaming during their next multiplier event. Bring a sense of humor, a willingness to chat, and maybe a fresh perspective on avatar choices. Who knows—you might end up with a bigger haul than I did, or at least a good story to share on your next livestream.

Happy fishing, and see you in the virtual waters!

7Seas Fishing: From Active Play to Auto-Casting AFK

7Seas Fishing: From Active Play to Auto-Casting AFK

I’ve always loved 7Seas Fishing in Second Life.

It’s not just another simple fishing script, it’s a real system that actually feels like a game inside SL. You catch different kinds of fish with different rarities, values, and sometimes special traits. Some are common, some are rare, and every now and then you get that little thrill when something unusual bites your line.

What I really like about 7Seas is how flexible it is.

If you own a 7Seas Fishing Area, you aren’t stuck with a boring default setup. You can create your own custom fish, collectibles, or even completely unrelated items to be caught. I’ve seen places where you can fish up treasure chests, event prizes, roleplay items, and funny novelty objects that have nothing to do with fish at all. That creativity is one of the best things about 7Seas.

Because of that, I’ve always considered 7Seas one of the better activity systems in Second Life. It gives landowners a reason to build themed areas, decorate their sims, and actually care about the environment instead of just dropping down a bunch of camping chairs.

For a long time, I didn’t really have anything bad to say about it.

Then auto-casting became a built-in feature.

And that’s the one thing I really don’t like.

Before official auto-casting existed, people still tried to automate their fishing. Many used gestures but those gestures weren’t perfect. Eventually they would stop or something would break and require manual intervention. The fisher still had to come back and restart everything.

It was lazy fishing but it still required some human presence.

Once auto-casting became official, everything changed.

At that point, 7Seas Fishing started to feel less like fishing and more like pure camping. People could sit in one spot indefinitely, casting over and over without ever touching their keyboard again. Their avatar could stay there for hours, sometimes even days, with no real participation from the person behind it.

I understand why landowners like this. Systems like 7Seas were partly designed to generate land traffic. More avatars on your parcel means higher traffic numbers, which can make your place look popular and attract real visitors. That has always been part of Second Life’s economy.

But before auto-casting, there was at least some level of engagement.

Even with gesture casting, people were still somewhat present. They had to check in, restart things, or press F2 every 24 seconds. You could still chat with them occasionally. You could still say hello. There was still a sense that actual people were there.

Now, most fishers are simply AFK.

You’ll see rows of avatars standing silently on docks, all auto-casting in perfect rhythm like machines. The sim might look full, but it often feels empty because the people behind those avatars aren’t really there.

At that point, it starts to feel less like a game and more like a bot farm.

That’s what bothers me.

I don’t hate AFK activities in Second Life. Camping has existed for years, and people have been sitting around for Linden Dollars since the early days of SL. That’s nothing new.

What bothers me is that 7Seas used to feel different.

It used to feel like an actual interactive activity, not just another passive income grind. You had to pay attention at least a little. You had to be there in some way. You were participating, even if the gameplay itself was repetitive.

Auto-casting removed that entirely.

I wish auto-casting had never been added, but that’s just me. If the wider 7Seas Fishing community wanted it, then who am I to argue with them?

I guess I just miss the old days, when I actually focused on timing each cast and pressing F2 at the right moment. It was tedious, repetitive, and honestly pretty boring at times but there was still something to it. Nailing the timing of your next cast felt like a small skill you developed over time.

It wasn’t exciting in a flashy way, but it was still participation.

You were still there.

I still love 7Seas Fishing though.

The system itself is fantastic. The creativity it allows, the custom fish, the unique fishing areas, and the mini-economies people build around it are amazing. Even with auto-casting, it remains one of the best activity systems in Second Life.

I just wish fishing still felt a little more like fishing and a little less like parking your avatar and walking away.

Space Warlord Baby Trading Simulator Is About As Evil As The Real Stock Market

Space Warlord Baby Trading Simulator Is About As Evil As The Real Stock Market

“Your life is going to be horrible, so that’s free money as far as I’m concerned,” streamer Northernlion said before setting a short position on a small alien baby made of molten igneous rock. He was playing Space Warlord Baby Trading Simulator, an absurdist stock market simulator that lets you speculate wildly on the lives of alien babies. Short, brutal and laugh out loud funny, it is a game that is only marginally more evil than the financial markets that rule our lives.

Chris Person (@papapishu.bsky.social) 2026-02-07T01:45:21.507Z

Space Warlord Baby Trading Simulator starts on a positive note: in the year 3478, devices called FutureSee terminals have given the intergalactic masses limited insight into the long term consequences of the future of companies, conflicts and star systems. This was a massive boon for civilizations everywhere, as technology improved and most wars were now avoidable. But it also devastated all speculative financial markets, as now nothing could be speculated on. With no other options, the financial industry turned to the only speculative asset it had left: the lives of individual babies, which were too volatile and immediate for the terminals to see. That’s right, it’s time to get out there and speculate on the lives of babies.

The latest game from publisher Strange Scaffold, Space Warlord Baby Trading Simulator feels retro in a thoroughly specific way. It feels like a throwback to a game like Drug Wars, a game I spent endless hours playing on a TI-83 instead of getting work done in math class. Tonally and aesthetically it feels indebted to games like Dinopark Tycoon, Afterlife (a game I was obsessed with) and the masterpiece that is Star Control 2. It is absurd on its face, totally unsubtle with what it’s saying, and none the worse for it.

Space Warlord Baby Trading Simulator Is About As Evil As The Real Stock Market
"Likely event: MELTED DOWN FOR BEING TOO OLD" Credit: Strange Scaffold

Like Drug Wars before it and the stock market generally, the goal is to buy low and sell high. You follow the lives of individual babies on a market-style ticker, buying stock in their lives at their worst and selling at their best. The baby’s overall health is indicated by a beating heart on the right side of the screen. The goal is to optimize your profit and make more than you started with plus the cost of the entry fee. The stock ticker will flash various events in the baby’s life from “covered in gleple poop” to “learned what reading is” (their value goes down after this event). 

On top of simply buying stock, you can short a baby if you are confident their life will get measurably worse in the near future. However, this can backfire tremendously and potentially bankrupt you should you be wrong and they get a promotion or find love. If a baby dies in the span of the short, the short is voided. And though you can choose one of four potential babies every day, side bets can be placed on each of them for potential events, life span and overall value.

Space Warlord Baby Trading Simulator Is About As Evil As The Real Stock Market
"BURNED IN JAIL CELL." Credit: Strange Scaffold

The campaign features nine distinct characters and scenarios representing different traders. The plot of each character adds a significant mechanical tweak to each trading period, with four distinct outcomes to each scenario: failure, bronze, silver or gold. For example, trader Holmit Miskie is a disgraced junior financial planner at Holmit & Spawns whose elderly clientele wishes to get in on the new baby trade, a market his bosses are not confident in and thus are setting him up for failure. He is a sad sack who looks like the alien equivalent of Jack Lemmon in Glengarry Glen Ross, and mechanically he is not allowed to take side bets. Nuria Voll is a retail trader who puts their rent and everything they have to get into the lucrative baby trading market. Mechanically, she is scammed every day by the lease on her “HiValue Guaranteed trade license” and enters the market just as the entire thing goes to shit in what’s known as “The Great Flip.” Mechanically, the market gets twice as expensive and half as profitable halfway through her run. Rep. Hoddle is a legislator who regulates the market, and thus is not allowed to interact with it, save through an intermediary named Willy “No Hands” Shig. Mechanically, this legal loophole of an unscrupulous proxy adds a significant delay to every purchase and sale, making it harder to trade on volatility.

Space Warlord Baby Trading Simulator Is About As Evil As The Real Stock Market
Wenbill is one of the most vile creatures in all of video games. Credit: Strange Scaffold

In addition to this, there are seven different planets you can trade on, each of which have wildly different market tendencies for the babies on them. For example, Google Gibby is a “war world,” where half of the planet is permanently in conflict to benefit the arms industry. This constant state of war means that baby investments tend to trend steady upwards before the baby’s life turns reliably horrible, often for war-based reasons. Cantor Vantis, meanwhile, is a tropical reality tv show planet where galactic children are sent to compete on the show “Get Big or Die Trying,” and which can lead to sudden fortunes before sudden, comically

Space Warlord Baby Trading Simulator Is About As Evil As The Real Stock Market
"Legally, not a dog." Credit: Strange Scaffold

Real Housewives-themed deaths. Though the potential for wealth is high, you could lose everything if they die in a celebrity mishap while you’re holding the bag.

Assisting in your buying and selling are advisors, who can lend insight into the lives of each baby for a fee with varying degrees of accuracy. Details range from the average price of the baby, the value of the baby at age 30, the floor price of the baby, random events in the baby’s life, the longest duration of its positive upswing, and so on. Advisors are key to making money. For example, if you know the average price of a baby is about $3,000, and the baby has been trading below that for several decades, you know that it will have to swing upward above $3,000 for a specific period of time for the overall amount to average out. Occasionally, the knowledge of the advisors will sometimes intersect with the side bets, allowing you to make smarter calls on which baby will pay out aside from the general odds given by the bookies.

Space Warlord Baby Trading Simulator Is About As Evil As The Real Stock Market
What if ancient Greece was also Disney Land.

Space Warlord Baby Trading Simulator is exhilarating, absurd and compelling in the same ruinous way that day trading or speculative investment is. Like Q-UP, it is a game that takes the mechanical form of the thing it is lampooning, successfully having its cake and eating it too. It is the ideal game for someone like Northernlion to stream, and him screaming like a r/WallStreetBets guy is an incredible bit of comedy. It is not a game that overstays its welcome, and it leaves you wanting more to play (an endless mode would be nice, but maybe that defeats the purpose). 

He really does sell it well.

Space Warlord Baby Trading Simulator is also a game that could not be more germane to the moment. The last six years have been maddening if you believe in anything resembling financial regulation. Gambling is functionally legal from your phone in most of the country, the market has never been less rational, insider trading is happening nakedly on a historic scale and the entire economy is held together by bubble gum, petty scams and investments that mathematically could never pay out. Every day you wake up, and every day you think “this will be the day that the bottom falls out,” and that sensation of freefalling you felt in 2008, if you were old enough to remember it, forms like a lead ball in your stomach.

This is not to say that there was some golden era in which the markets were ever ethical–the average 401k or pension quietly finances pure evil–but there was a degree of plausible deniability diffused in the market. Private equity, crypto, and the AI bubble have made those realities increasingly harder to ignore, and now everything is gambling to some degree. And now prediction markets like Kalshi and Polymarket let you bet on the outcomes of everything including war with little to no oversight. There’s literally a grotesque Kalshi ad with roughly the premise as this game made with enthusiastic generative AI slop aliens and zero self awareness. Given how supremely warped the world we live in is, how much worse is it, really, to short a baby?

The Daily Grind: Is the MMO’s greatest strength social interaction, player creativity, or power progression?

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It feels like we’ve been dancing around this maddening question for decades now: What makes MMORPGs so compelling, addicting, and immersive? What is that “special sauce” that’s hooked us for a long time now? There are a few contenders for answers. Perhaps it’s the interaction between a “massively multiplayer” community that gathers in a virtual […]

MMO-lite Tower of Fantasy yeets gacha elements for a fresh start ‘revolution’ tomorrow

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For those who consider gacha elements in MMOs and online games an immediate deal-breaker, Tower of Fantasy has something to say: It’s going to deliver the gacha-free experience that players have wanted since the sci-fi RPG’s beginning. As we’ve been covering, a new version of the game called Warp Server is rolling out to fans […]

MMO Hype Train: Is Ashes of Creation ready for the internet’s judgment next month?

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One of our internal running gags at Massively OP is that there’s this hypothetical bingo prediction chart that’s full of incredibly specific events that absolutely nobody could see coming — until those events occur, and then we claim that they were on the bingo sheet all along. So I like to imagine that square G-4 […]

Slime Rancher 2 Review

11. Listopad 2025 v 20:00

A Whole Lot Of Ex-Plort-Ation

HIGH Adorable slimes and fantastical environments.

LOW The frustrating progression system.

WTF The ethics of my “ranch”.

All the way back in 2016 I picked up a Humble Bundle containing the original Slime Rancher and tried it on a whim. Stardew Valley had only just been released and the indie farming mania had yet to fully take effect. So, while it had some problems, Slime Rancher felt fresh and I was quite taken by it thanks to the whimsical charm of the Far Far Range, filled with all its gelatinous inhabitants. Many hours were spent enjoying the feeling of discovery as I explored new areas, built up my ranch and let it devolve into Dickensian work standards as overcrowded cells of slimes generated income for my capitalist vices.

Over eight years later, Slime Rancher 2 finally got its full release and I was eager to get back and start rounding up some colorful creatures. After finally making my way through the main content, let’s just say I have some thoughts…

To set the scene, the player reprises the role of Beatrix LeBeau, an intrepid slime rancher who has made her way to a new land with a conservatory most could only dream of, ripe for turning into a brand new Slime Ranch. Alongside is her trusty ‘Vacpack’ — a gun capable of sucking in and firing out nearby food, slimes and the occasional decorative pot.

The system is quite simple — catch a slime, feed it food and out plops a ‘plort’ which can be sold for sweet, sweet cash. Different slimes have different food preferences and conditions needed to keep them, so if the player wants to “catch ‘em all” they’ll need to expand their ranch with a number of different environments. Amateur geneticists can also crossbreed slimes by feeding them each other’s plorts (I would advise not dwelling too deep on this) creating a larger and feistier, but also more profitable Largo Slime.

For the first act of the campaign I was enjoying myself as the trappings feel immediately similar to the original Slime Rancher. I was a little disappointed to find the majority of slimes were reused from the first game, but SR2 manages to maintain the same whimsy and comical interactions as slimes bounce around looking for food and bumping into each other. The initial areas are relatively colorful and diverse, and the player will have some immediate goals to fill out the ranch and get a few key upgrades.

On that note, Slime Science is back from the original and has a much larger role to play. Alongside stockpiling plorts, the player will need special science materials that randomly spawn around the map. Initially this added an element of excitement as I stumbled across rare resources and hurriedly carried them back to base. (Slime Rancher 2 assumes the player loves running, by the way — it forces them to do it a lot!)

One of the main areas Slime Rancher 2 has evolved is in the use of this Science to unlock both utilities and decorations. Warp devices move people and resources, utilities to help recover health or stamina, and aesthetic pieces liven up the ranch and bring it to life.

Overall, there’s a lot to like here. Slime Rancher 2 is split into two distinct acts, and the first is certainly a continuation of the original formula. Act 2, or “The Grey Labyrinth”, is where the story truly starts — and frankly, I consider this section to be actively harmful to the overall experience. Judging by player reviews I might be in the minority, so allow me to defend myself.

As I made my way further out from my main base, the sheen started to wear off as trekking through the same landscapes time after time became frustrating. There are a couple of portals and shortcuts that help skip some of the journey, but the ability to create teleporters is locked until almost the very end of the game. An issue, since Slime Rancher 2‘s primary focus becomes less about ranching and more about exploring as the adventure progresses.

Worse, there are not one, not two, but three RNG resource grinds in order to get to endgame, which just means running around in circles to find the needed items — and maybe I’m just going crazy, but I’d swear the RNG odds decrease for areas that have already been explored until time passes to reset them. This often resulted in me having to go back to base and do a long runback to grind more resources because I hadn’t found all the rare spawns I needed.

With limited stamina that takes slightly too long to recover, these grindy late game utility unlocks, and lack of focus on the actual ranching, Slime Rancher 2‘s second half was not a great time. Achieving these goals were often met with relief that I didn’t have to grind further or deal with frustrating mechanics any longer, rather than being excited about finally getting a cool, new toy. It’s just not enjoyable, and feels like such a weird design choice in an otherwise cozy title.

It’s not all bad in the back half, though. The later stages do feature the most impressive environments the series has to offer, and numerous times I stopped in awe to admire the scene before me. The dynamic soundtrack is also consistently good throughout. Some of the new slimes have interesting designs and quirks that immediately made me want to add them to the collection. The story… well, the story doesn’t actively detract from things and does justify some interesting world events and settings.

Ultimately, Slime Rancher 2 is a strange beast. On paper it has everything the original does, and more. More slimes, more unlocks and more imaginative environments. Sadly, the frustrations overshadowed many of those positives for me, as many of the new additions actively work against the tone of the experience. Quicker access to fast travel or unlimited stamina would go a long way to easing these complaints, and make me feel less like my time was being wasted.

I’ve been rather negative on its latter sections, but for those who enjoyed the original Slime Rancher, it manages to hit many of the same pleasant notes — but maybe have a guide handy to minimize the travel and grinding. 

— Adam Sharman

Rating: 6 out of 10

Buy Slime Rancher 2PCPSXB


Disclosures: This game is developed by Monomi Park and is self published. It is currently available on PC, PS and XB. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 15 hours of play were devoted to the single-player mode, and the game was completed. There is currently no multiplayer option.

Parents: The game has an ESRB rating of E10+ due to Fantasy Violence. Evil slimes known as Tarr that will consume friendly slimes are able to be toggled off on game start, however the player can still be damaged and bitten. All “fighting” is done by launching enemies away or shooting them with water. 

Colorblind Modes: There is no colorblind mode.

Deaf & Hard of Hearing Gamers: This game does not offer subtitles, but there is no audible dialogue — all story is conveyed via text. (See example above.) Slimes do make noises but they do not affect gameplay with the exception of the lucky slime which does have a jingle to indicate its presence. Without a matching visual cue, it is not fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls on both keyboard and controller.

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