Yet Another One Bites the Dust: Meta’s Shutdown of Horizon Workrooms

In a recent blogpost about the shutdown of MeetinVR, I wrote:

Facebook (which had gone to all the trouble and expense of rebranding as Meta during this ridiculous hype cycle) has dropped literally hundreds of millions of dollars into acquiring Oculus and trying to build a business metaverse platform, and failed to even to entice its own employees into using it (let alone anybody else)…

I predict that we are going to see a “metaverse winter,” much like the previous “AI winters,” when the initial promise and hype of the technology hits what the Gartner Group politely calls “the trough of disillusionment.” And I predict we are going to see a lot more shutdown announcements like this throughout 2026.

Well, guess what? Once again, I am late in reporting this, but Meta has finally shut down its Horizons Workrooms product, a social VR platform intended for business use. According to a Road to VR news report by Scott Hayden, Horizon Workroom’s final day was Feb. 16th, 2026.

Scott Hayden’s article on the shuttering of Horizon Workrooms, Road to VR, Jan. 16th, 2026

This is hardly a surprise. As I said up top, I don’t think anybody was using Workrooms. I wrote about the launch of the open beta of Workrooms in August 2021, at a time when Facebook Horizon (as it was then called) was still in closed, invitation-only beta. One neat feature is that it allowed you to bring your physical keyboard into the virtual space via keyboard tracking (this only worked for certain models of keyboard, though). One month later, they announced a collaboration with Zoom, but I don’t know if that went anywhere.

By October 2022, rumours were rumbling, with leaks from internal memos stating that even Meta’s own employees were avoiding the use of Workrooms. Shortly thereafter, The Verge issued a savagely critical evaluation of Workrooms. The product was buggy, the avatars were cartoony, and compared to simpler solutions like Zoom and Microsoft Teams, there just seemed to be too high a cost to entry for its designated use case. Meta finally decided this year to take the ailing dog out back and shoot it. I’m surprised it lasted as long as it did. Scott Hayden reported:

For existing users, Meta has not announced a direct replacement for Workrooms; the company suggests users look into third-party apps such as Arthur, Microsoft Teams Immersive and Zoom Workplace.

Oh, and Meta has also been shelving projects, and laying off staff in its Reality Labs division, according to Scott’s article and CNBC. So it would appear that our metaverse winter is now in full swing.

Photo by Bob Canning on Unsplash

But keep in mind that winter is only one season out of four. And winter has its own special beauty, even if it doesn’t seem like there’s very much going on under all that ice and snow.

Yes, we are probably going to see more platforms shut down, like Workrooms, and more companies go out of business (not Meta of course, smaller ones). But those of us who have already been active in the metaverse for many years aren’t going anywhere during these lean, cold times. We’ve found our people, our communities, wherever we happen to meet up, whether it’s a flatscreen virtual world like Second Life or a meetup in social VR like VRChat. We hop from world to world as needed.

Yes, the current marketplace struggles will still impact us all in some way. We can expect moments of panic and chaos (e.g. when Ready Player Me was bought out by Netflix, and thousands of developers had to scramble to replace their avatar systems). But we will hunker down, use the downtime productively, and wait for the next season to arrive.

My Notes from an XRHQ Live Streaming Event on LinkedIn and YouTube — Pixels & Pills: Breaking Research on Immersive Treatment for Mental Health, using the Apple Vision Pro and Explore POV (January 29th, 2026)

PLEASE NOTE: This is now a somewhat edited first draft of the notes I was frantically taking during this livestream, because I wanted to get the information out there on this very interesting application of the Apple Vision Pro! Yesterday I came across this announcement of how the Apple Vision Pro was being used in research to determine its effectiveness as a support for those suffering from anxiety and depression. As an avid AVP user, as a subscriber to Explore POV, and as a mental health consumer, I was definitely not going to miss this presentation, which was being streamed on LinkedIn (a first for me; usually I am on Microsoft Teams or Zoom for this sort of online event).

I was originally thinking I would go in using my AVP’s Virtual Display feature with my MacBook Pro (my usual work setup lately, what with my neck and shoulder pain), and then I thought: naaah, let’s not overcomplicate things. Apparently, this is also being streamed to YouTube, which I will look for later. UPDATE: Added the YouTube link at the end.

Any omissions and errors are my fault; sorry guys, I can only take notes so quickly!

The speakers in the livestream were:

Hala Darwish, Associate Professor, School of Nursing/Neurology/Neuroscience Graduate Program, University of Michigan (currently conducting research, still in its very earliest stages)

Jeremy Dalton, XRHQ (moderator of the event; formerly PwC Head of Immersive Technologies)

James Hustler, Explore POV (3D video creator, whose app was chosen as the Apple Vision Pro App of the Year 2025, https://exploreimmersive.com)

Event description: By immersing patients in breathtaking natural environments using the Apple Vision Pro, research is now underway to discover whether these experiences can support those suffering from anxiety and depression. Join James Hustler, creator of the award-winning Explore POV app, and Dr. Hala Darwish, Associate Professor at the University of Michigan, for a live discussion hosted by Jeremy Dalton from XRHQ. Together, we will explore the technology, the clinical thinking that inspired it, and what it could mean for the future of digital therapeutics.


(Unfortunately, I missed the first few minutes while I was fiddling with my sound settings, and trying to get my earbuds to work properly, so I missed Jeremy’s and Hala’s introductions.)

James Hustler travels the world to record amazing 3D videos and share them via his subscription service, Explore POV (which I have written about before here). He had been living in a motor home in New Zealand during the pandemic, when he had started recording 3D videos to share with friends.

Hala is in early stage research, interested in the relationship between mental health and the environment. Many people do not have access to certain environments (e.g. an urban environment with very little nature). Also, people can have access issues (e.g. a disability). Hala was looked into VR as an alternative to real-life nature experiences, and in 2019 when she started, the tech wasn’t quite ready (they tried with 360-degree videos, and she felt it didn’t really work well, i.e. low resolution; caused motion sickness, etc.). She then tried computer-generated nature graphics for patients with MS (multiple sclerosis). In 2023, the Apple Vision Pro was released, and Hala had a demo. The decision was made to switch from 360-degree VR video to 180-degree VR video.

James: The VR 360-degree video format is not new, but until recently, it hasn’t been at a high-enough resolution to create a true sense of presence. i.e., it changes from an intellectual response to an emotional response of being there. Explore POV is now recording at 16K resolution, and experimenting with Apple Immersive Video. The goal is to capture a scene so that the user feels like it’s lifelike and real to them.

Hala: transporting the individual to these natural environments does appear to have health benefits (mental and physical health, stress relief, etc.). In addition to anxiety and depression relief, Hala’s area of research, VR is also being used for the treatments of phobias (exposure therapy), performance anxiety (e.g. fear of public speaking), and as a method of pain management and distraction, among other uses.

James, when asked about feedback to his videos: Explore POV was created as a travel app, but people by the hundreds are contacting him about the mental and emotional response to the VR video scenes, telling him it’s the first time they’ve climbed a mountain or paddled a kayak. People have told James that they use the Explore POV app to relax after a stressful day’s work. This sort of feedback has opened James’ eyes to the possibilities of 3D video in VR. He had originally approached his work from a technical challenge (e.g. how do I create the highest-resolution 3D videos in VR?). He stressed that all these responses are anecdotal, but that we need scientific evidence.

Hala, in talking about her research: we want to run clinical trials (but we are currently testing feasibility and safety with a limited number of patients with progressive multiple sclerosis and depression). If we give AVPs to patients to use at home (e.g. with disability), how are they going to be able to use the headsets? The first study splits the patients into three groups. It’s a cross-over study: one group gets standard treatments first, then VR treatment, the second group gets VR treatment first, then standard treatments. The third group has just standard treatments, with no VR intervention. It is an early-stage feasibility study, with 14, 14, and 12 patients in the three categories of patients being looked at. She is also interested in researching longer-term responses to VR treatment.

Hala: in my opinion, exposure to natural scenes in VR appears to be a good adjunct to standard therapy. It’s still too early to come to any definitive conclusion. We first want to see if it has an impact on stress and anxiety levels, and then eventually expand to a larger number of patients (right now it’s a small number).

Which environments create greater impacts? James: we would expect to see what we’ve seen compared to previous academic research studies using real-life nature scenes (e.g. MRI brain scans after exposure to nature, e.g. taking a hike). There is already a good body of academic literature dealing with the impact of real-life nature on people’s anxiety and depression.

But we don’t have anything beyond anecdotal results for the use of nature in VR so far, nothing scientific; this research is still in its very earliest stages. For example, one early patient had a very good response to a desert environment (but it’s only a sample size of one!). James: if we’re aiming for calmness, certain VR video environments would probably help with that, e.g. flowing water, watching a sunset while sitting on a mountain, etc.). But again, at this point it’s purely anecdotal.

I asked a question in the text chat during the livestream that was actually asked of James, the creator of Explore POV, which was: Has James created specific VR video environments for Hala’s research? The answer was no; James has not yet created specific VR video environments for Hala’s research. However, they’ve now shot approximately 200 videos in 20 different countries so far for the Explore POV app (I think he said 200, but it was hard to take accurate notes!). He notes that they are a small, nimble team who can rapidly adjust to meet any requests from Hala’s research team, if needed in the future.

My question got asked!!

In response to a question from another user about the use of Apple’s SharePlay feature, where you can share an experience together with other Apple users via their Personas: James would love to add this feature, if he can. Yes, he would love to make Explore POV more of a multiplayer experience, if possible. He talks about people sequentially experiencing the same VR video in Explore POV, and thereby “sharing” the experience with others (e.g. a father and his daughter, if I remember correctly).

James: for people who can’t physically travel due to disability or for soke other reason, the technology is unlocking experiences that they might never experience otherwise. He thinks that it’s an amazing position to be in where we can give some of these people a taste of visiting remote places, with impacts in not just healthcare but also conservation, education, etc.

Hala: the academic research process is slow due to recruitment bottlenecks, but she estimates 2 years for the duration of the study (before results are published). he notes that most of the time, the people who most need the nature exposure do not have the opportunity to access it (for example they cannot afford an Apple Vision Pro).

(Unfortunately, Hala crashed out of the stream soon her comments, and the other two speakers wrapped it up!)

Conservation, education and healthcare are the three areas of what James wants to focus on with Explore Immersive. In addition to working with Hala on her research study, he’s also working on conservation and education applications as well. He hopes to start new partnerships in these three key areas, and wants to make Explore POV more than “just a travel app.”

Here’s the 53-minute YouTube video, in case you missed the livestream (unfortunately, you do have to actually go over and watch it on YouTube, as I am not allowed to embed it into my blogpost). Sorry! I do very strongly urge you to go over and watch it, though; it was amazing and inspiring.

UPDATED JAN. 20th, 2026 WITH EXTRA COMMENTARY: Metaverse Bombshell: NETFLIX Acquires Ready Player Me—What Does This Mean for Metaverse Platforms Using Ready Player Me Avatars?

I somehow missed a major piece of news that dropped last Friday, which will definitely impact a lot of existing metaverse platforms (including big names like VRChat). On Dec. 19th, 2025, Sarah Perez wrote, in an article on the tech news website TechCrunch:

After shifting its gaming strategy to focus more on games played on the TV, Netflix announced it’s acquiring Ready Player Me, an avatar-creation platform based in Estonia. The streamer said Friday it plans to use the startup’s development tools and infrastructure to build avatars that will allow Netflix subscribers to carry their personas and fandom across different games.

Terms of the deal were not disclosed. Ready Player Me had raised $72 million in venture backing from investors, including a16z, Endeavor, Konvoy Ventures, Plural, and various angels, including the co-founders of companies like Roblox, Twitch, and King Games.

Netflix told TechCrunch the startup’s team of around 20 people will be joining the company. Of the four founders Rainer Selvet, Haver Järveoja, Kaspar Tiri, and Timmu Tõke, only CTO Rainer Selvet is moving to Netflix. It doesn’t have an estimate of how long it will be until avatars launch. Nor does it detail which games or types of games will be first to get avatars.

Following the acquisition, Ready Player Me will be winding down its services on January 31, 2026, including its online avatar creation tool, PlayerZero.

Scott Hayden, in an article written for The Road to VR website, adds:

“Our vision has always been to enable avatars and identities to travel across many games and virtual worlds,” Ready Player Me CEO Timmu Tõke said. “We’ve been on an independent path to make that vision a reality for a long time. I’m now very excited for the Ready Player Me team to join Netflix to scale our tech and expertise to a global audience and contribute to the exciting vision Netflix has for gaming.”

Avatar creation using Ready Player Me in the metaverse platform Spatial

Additionally, Ready Player Me announced its taking avatar creation services offline starting January 31st, 2026.

And, indeed, when I head over to the Ready Player Me website, the banner across the top of my screen declares:

Thank you for the chance to build together with you. Our services will become unavailable starting January 31, 2026. Please reach out to devs@readyplayer.me for any questions.

I pity the poor person on the receiving end of all those emails, because there are countless metaverse platforms which have relied on Ready Player Me as their avatar creation component, rather than try to build their own avatar design system in-house. All of these platforms now have a little over a month to come up with a replacement for the services provided up until now by Ready Player Me, which is shutting down on January 31st, 2026!

Ready Player Me’s avatar creation tools, which have been used by many virtual worlds and social VR platforms, will be shutting down on January 30th, 2026.
Among the tools affected by the NETFLIX acquisition of Ready Player Me are the Avatar Creator SDK, and the newer PlayerZero SDK, which allowed for users to create and sell avatar modifications and updates.

Ready Player Me has been the go-to solution for both gaming and metaverse companies for outsourcing much of its avatar creation process. Among those companies is VRChat. Scott Hayden opines:

Netflix hasn’t intimated it’s getting into XR gaming yet, so it’s pretty safe to say the Ready Player Me acquisition and subsequent shutdown is more or less a blow to one specific group of people: namely, VRChat users.

VRChat beginners looking to make their own avatars over the years were almost always pointed to Ready Player Me, with the platform even allowing users to upload a personal photo and generate a cartoony persona that was easy to mix-and-match with a variety of parts.

And while they weren’t always the most original avatars out there, it’s difficult to argue with the platform’s ease of use, as the web-based tool basically got you a (mostly) unique avatar that was not only cross-platform, but also already rigged for VRChat.

I’m not too worried on the impact to VRChat; as Scott goes on to write in his article, there are alternatives, albeit ones requiring a bit more technical know-how on the part of the user. VRChat also has a thriving third-party avatar creation and sale ecosystem, including a very popular series of Virtual Market avatar shopping events). VRChat will be fine. But it’s the smaller metaverse platforms like Spatial.io, which wholly rely on Ready Player Me’s services, that are now going to have to scramble to find and implement a replacement in very little time.

NETFLIX’s acquisition of Ready Player Me reminds me, at first glance, of when the fledgling metaverse platform Cloud Party (which I have written about on my blog before) was acquired by Yahoo! back in early 2014, over a decade ago. The entire small company (only 3-4 people) was “acquihired” by Yahoo!, and they shut down the Cloud party platform (with a truly memorable sendoff, as they shut down the servers, that made me emotional; this link is from a former Blogger.com blog I used to write about Cloud Party, which is still up!). The staff were absorbed into Yahoo! to work on Yahoo! projects, and God only knows what happened to them, or the projects they were hired to work on. (And, of course, Yahoo! is a shadow of its former self; does anybody still use it?)

It is very clear from this news that NETFLIX has big plans for its gaming service, and they “acquihired” the staff (and assets) of Ready Player Me, in order to use them for some future project. Their gain (for whatever project they are working on) is the loss of the hundreds of virtual worlds, games, and social VR/AR platforms which relied on Ready Player Me.

The fallout from all this is going to be fascinating to watch.

UPDATE Dec. 23rd, 2025: Another thing that came to mind after I posted this blogpost is this: metaverse-building companies who choose to outsource aspects of their services to other companies like Ready Player Me, have to be prepared for the possibility that that other company could be bought out, change the terms of their service, or even shut down. While it might be more time and money consuming to build something like an avatar system in-house, at least it’s under your control, and you don’t run the risk of having the rug pulled from under you.


Thank you to my metaverse friend Carlos Austin for the heads-up on this news.

UPDATE Jan. 20th, 2026: Today I came across an article on LinkedIn by Terry Proto for the group with the lengthy title, Reality Innovators Network for Spatial Computing, Metaverse, AI & XR – Virtual, Augmented Reality (whew, that’s a mouthful!):

8,000 developers. 6 weeks. One lesson. Netflix bought Ready Player Me, and January 31st is the deadline to replace avatar infrastructure for a lot of companies.

This isn’t the first time we’ve seen this. Altspace. 8th Wall. The pattern repeats.

The lesson? Interoperable ≠ open.

RPM worked everywhere. But it was still owned by one company. One acquisition later, and thousands of production systems are scrambling.

That’s the difference between building on convenience vs. building on ownership.

I just wrote a new article on why the spatial internet can’t be built on rented land. Have a look here: https://lnkd.in/etu3xpiF

(Note: I don’t know if you actually have to have a LinkedIn account to read this article.)

In the linked article from the above quote, Terry goes to give a very good summary of why relying on a third-party solution (even one that is interoperable), is still not as good as having open standards.

He writes:

Netflix acquired Ready Player Me on Dec 19 and 8,000 developers have until January 31st to rip out and replace their avatar infrastructure.

That’s six weeks.

Six weeks to rebuild identity systems that many teams integrated as foundational layers, not optional features. For some developers, RPM wasn’t just powering avatars. It was powering user accounts, social presence, cross-platform persistence, and the entire notion that their users could carry an identity across virtual worlds.

As Jose Antonio Tejedor Garcia of Virtway put it: “Trust built over years is breaking in weeks.”

As I write this, that six-week window has narrowed to (checks calendar) just twelve days. And, as Terry has stated, many of the 6,000 developers who used Ready Player Me, used it for a lot more than just avatar appearance. He goes on to add what I was trying to get at in my original blogpost, but does it much more concisely:

ack in June 2023, I wrote about “life after Altspace”, exploring which platforms could fill the void when Microsoft shut down one of the oldest social VR spaces. Altspace launched in 2015, got acquired by Microsoft in 2017 and closed in March 2023. The community scrambled to find new homes.

Sound familiar?

But back then, I was asking the wrong question. Finding alternative platforms doesn’t solve the underlying problem. It just kicks the can down the road until the next acquisition, the next pivot, the next “strategic realignment.”

The real question is: why do we keep building critical infrastructure on top of proprietary platforms?

I am not going to quote it all, but I do strongly recommend you read the entire article here (even if I very strongly disagree with any potential solution which requires blockchain, cryptocurrencies or NFTs, all of which by now are tainted beyond redemption by numerous scandals, scams, and rugpulls). And I will watch with keen interest as the deadline of January 31st, 2026 comes and goes.

Editorial: Changing Gears, Letting Go, and Embracing Change

Photo by Zoltan Tasi on Unsplash

NOTICE: Except where explicitly stated in this blogpost, I have not used AI to write this editorial. This is me, Ryan, writing (and yes, I have been using em-dashes long, long before ChatGPT was a thing—and I will continue to do so!). See what I just did there? 😉

While my continuing neck and shoulder pain unfortunately limits the amount of time that I can spend sitting in front of a desktop computer (both at work and at home), I wanted to set aside some of my precious “good neck” time to talk a little bit about this past twelve months, and where I am planning on taking this blog in the future. Because, yes, I do have plans moving forward. (Update: as it turns out, because of my neck and shoulder pain, I had to split up the writing of this post over a couple of days, rather than one hours-long marathon sesssion.)

As many of you know, I took a lengthy hiatus from blogging, starting late last year, up until very recently. Part of the reason was that I was juggling a lot of responsibilities at work, notably being part of a virtual reality lab which was being set up in one of the libraries of the university library system in which I have been working for the past 30-odd years (yes, it’s really been that long; I started in 1992!).

I am happy to report that, although I am no longer involved with that particular project, the virtual reality lab at my university library system has already had a successful soft opening, with a dedicated staff person hired to manage it (not me; as I said, I already have my hands full being a liaison librarian for both the faculty of agricultural and food sciences and the computer science department at my university!). In fact, I have been so busy at work that I haven’t even had time to sit down and use any of the equipment in the new lab, although I have chatted a few times with the new manager. Everything is moving along fine without me.

As part of my responsibilities as agriculture librarian, I had volunteered to give a presentation to an upcoming faculty council meeting about artificial intelligence in general, and generative AI in particular. I have only myself to blame for getting myself into this situation! You see, the Faculty of Agricultural and Food Sciences at the University of Manitoba still has an active library committee, and at a recent in-person meeting, I was talking about how I have had to add a few slides to the PowerPoint presentation which I give to students about how to use the U of M Libraries, talking about AI. One thing led to another, and lo and behold, yesterday afternoon, I gave a half-hour presentation on artificial intelligence in general, and generative AI in particular, to a room full of agriculture and food science professors!

I spent a significant chunk of my summer reading through books and websites, working through online courses, and essentially getting myself up to speed (it helps that this librarian has an undergraduate degree in computer science!). And I had the good fortune to be able to give a version of my presentation to a class of graduate student advisors, and to a class of graduate students, as part of a series of special courses targeted to U of M grad students, before yesterday afternoon’s talk. Both times it was well received, as it was yesterday. (I have already shared my slides and notes with my fellow librarians and agriculture professors, and I might decide to also share a version of them with you, my faithful blog readers, as I have done in the past with presentations about virtual reality in higher education, and the virtual world of Second Life. But I think I will make that a separate blogpost, perhaps my next one.)

At this point, I will draw your attention to the tagline of my blog in the upper left-hand corner of the screen if you are looking at this page on a desktop computer. You might notice that it has changed.

It used to read, pretty much since I began this blog in 2017:

News and Views on Social VR, Virtual Worlds, and the Metaverse

As of yesterday, it now says:

News and Views on Social VR, Virtual Worlds, and the Metaverse, plus Artificial Intelligence and Generative AI’s Impact on the Metaverse

Now, that’s rather a mouthful (and yes, I might need to edit it a bit), but essentially, it’s all a part of the “embracing change” which I mentioned in the title of this blogpost.

As a matter of fact, I was having a bit of a brain fart coming up with a suitable title, so to assist me with the wording of the title of this blog post (and only that), I pulled up Anthropic’s generative AI tool, Claude, for a little chat, asking it:

I need a way of saying “to add something new” to contrast with the opposite idea of “letting go of something.” What are some ways that I could say that?

And here are screen captures of the resulting conversation:

Now, could I have done this without generative AI? Absolutely; thesaurus websites have been around since the earliest days of the World Wide Web (trust me, I was around then!). But I doubt I could have actually had a back-and-forth conversation with a tool that presented the information in such a helpful, tabular way, prior to November 2022, when the first public version of ChapGPT was unleashed upon an unsuspecting public. I could pose my question in dozens of different ways, asking for countless ways of expressing the concept of “letting go of something,” and the Claude GenAI (generative AI) tool never gets bored or impatient or irritated with me.

Simply put, I will now be writing about artificial intelligence in general, and the new wave of generative AI tools like ChatGPT and Claude in particular, as part of the RyanSchultz.com blog. In particular, I will talk about how these fast-developing and evolving tools will inevitably impact the metaverse.

I will give two quick examples of how GenAI is already impacting the metaverse. First, in my recent write-up of virtual sessions I attended as part of the Berlin-based Immersive X metaverse conference i attended a couple of weeks ago, there was a proof-of-concept working demonstration of a generative-AI-driven virtual diabetes counselor in a virtual world platform called Foretell Reality.

Second, were you aware that there is already a website called MeshZEUS, which will create a three-dimensional object for you from a text description, in a format ready to be uploaded to Second Life and sold on the SL Marketplace or an in-world store?

The MeshZEUS website

Yes, that’s right! You may choose, if you wish, to no longer work your way up the rather steep learning curve of Blender or Maya or 3Ds Max to painstakingly create an object from scratch; instead, all you have to do is describe your desired 3D object in enough detail, and hey presto, it gets delivered to you! (Provided you buy enough credits, and have enough patience to go through multiple iterations of text prompting, that is. But we’ll also leave that discussion, plus the whole enchilada of issues that using a GenAI tool like this raises, for another day, shall we? Trust, there’s lots to talk about.)

It’s now pretty obvious to me that the current hype cycle of artificial intelligence, which was ignited by startling new leaps forward in the capabilities of AI tools since 2022, is going to have an impact on the metaverse. And, unlike the previous short-lived hype cycle of the metaverse itself (which, hello, I was around for—beginning, middle, and end!— documented on this very blog), this new, AI-powered hype cycle might actually have a more direct impact on society than the still-somewhat-nebulous concept of the metaverse, sooner than any of us might have expected. Buckle up, folks, I predict that things are about to get deeply, deeply weird.


So, I have talked about changing gears for the RyanSchultz.com blog, returning to blogging, and also about embracing change, i.e., adding the topic of AI and GenAI to the subjects I will write about. Now I come to the part where I talk about letting something go.

Unfortunately, because of my neck and shoulder pain, I regret that I must conserve the time that I can spend productively sitting in front of a desktop PC. Obviously, first priority goes to the paying job, which keeps the lights on, the internet bill paid, and puts food in my belly and gas in my car. Second priority will likely be writing this blog, now that I have decided to keep blogging. Between these two, that probably is the limit of what I can reasonably accomplish.

What I am choosing to let go of is writing aboutt the virtual world of Second Life on this blog (in particular, reporting on fashionista freebies and bargains). I have made a similar announcement on Primfeed, which over the past year is where I have usually posted my freebie fashionista finds rather than on my blog. Because my Primfeed account is deliberately set to private (i.e., you need to have a Second Life account to join Primfeed, follow me, and read what I post there), I have done a screen capture of that particular post, plus a transcription:

Every December, I try to juggle four tasks (not very successfully, mind you):

1, Drag my small army of alts through a curated selection of Advent and 12 Days of Christmas calendars to vacuum up some fabulous gifts, every day from December 1st to December 25th;

2. Do the same thing at the annual Holiday Shop and Hop event;

3. Pick up free heads and skins during the LeLutka December event; and

4. Navigate real-life Christmas events, shopping, and other obligations. (My family, God bless them, finds #1-3 above to be very amusing, and last Christmas, they all chipped in to give me a cash-filled envelope marked “L$”, since they couldn’t actually buy me a gift card to buy Linden dollars. (Second Life, you need to look into this! There’s an untapped market here.)

I’m sure some of you here on Primfeed can relate to this! Often I ask myself: why am I doing this? But I still do get a great deal of personal satisfaction and fulfillment from designing a complete avatar look from head to toe, looking great while doing it as inexpensively as possible. And in order to do that, you need to acquire the knowledge and expertise to sniff out freebies and bargains (which I have often shared with you, either here on Primfeed or via my blog). I’ve loved doing it for years!

But, as I said, something has to give. I can no longer spend extended hours sitting in front of a desktop PC without significant, and sometimes severe, neck and shoulder pain. Therefore, in addition to NOT doing as much of numbers 1 through 3 as in previous years, I have made the difficult decision to cut back on telling all of you about the great deals I find. It’s not a decision I take lightly, but I do need to listen to my body, and my body is telling me to rest. And I need to pay attention.

So if you don’t see me post as often here, that’s why. ❤️ I’m just trying to rebalance my life a little better, that’s all. I’ll still be around, reading, scrolling, liking posts, following people and stores, but not posting so much. Thanks for understanding.

Don’t get me wrong; I am not leaving Second Life! In fact, I need SL as a sort of counter-balance to deal with all the batshit-craziness happening in my real life. Second Life is my temporary escape from the hamster-wheel of worry, anxiety, and despair inside my head, where I can reliably get into a pleasant flow state for an hour or two, and escape from the real world (where I have little to no control over what is happening).

In fact, one of the reasons I love SL so much is that it is such a vast, three-dimensional creative canvas over which I have so much control over what happens, where I choose to go, who I choose to interact with, and even what I look like to others! I still derive an inordinate amount of personal satisfaction from styling a complete avatar look from head to toe, as inexpensively as possible while still looking fabulous, darling! I call it “digital drag” 💅 (and yes, I do have a drag queen alt, whom I have written about numerous times on my blog, and who is about to embark on various antics, drama, and misadventures in a roleplaying region based on the U.S. Deep South). To my friends and acquiantances in Second Life: I am not going anywhere. I’m just not going to write about it here any more, that’s all. (I’m also cutting back on my Primfeed posting, but I’ll still be there, too.)


So, to sum up:

Yes, I am back.

Yes I will be blogging about the metaverse in all its forms and manifestations again, but with the added wrinkle of AI/GenAI and its potential impact.

No, I will no longer be writing about Second Life, although yes, I still will be playing it.

Stick around, folks, this should be both entertaining and educational! As RuPaul herself said: