Nevermet: An iOS Mobile Dating and Matchmaking App for the Metaverse

Nevermet is a new iOS mobile app by California-based Cheerio, which can best be described as Tinder meets VRChat. The app, which launched on Valentine’s Day, had over 2,000 people sign up on the first day!

According to their official press release:

As now the majority of new couples are meeting online, a new and uncommon app comes to the fore. Enter Nevermet. It’s the latest kind of “limitless” experience making love connections more accessible for people through avatars and VR. The brainchild of co-founders Cam Mullen and Solaris Nite, Nevermet offers to redefine how avatars connect to form meaningful relationships. Mullen and Nite previously launched three social VR apps together, each of which has tens of thousands of users on the Oculus App Store.

The problem is, it’s hard to find a VRBF or a VRGF (ahem, a “virtual reality boyfriend / girlfriend”). Walking up to an avatar in a digital world, just like in the real world, is nerve wracking! It’s even tougher when one doesn’t know the gender or age of the other person, if they’re single, or if there’s anything in common. As Tinder made it easier for people looking for a relationship to find each other in the real world, Nevermet wants to make it easier in VR and the Metaverse. Nevermet is focused on enabling romantic relationships in VR, but users who are looking to make friends are also welcomed.

So how does it work? It’s just like Tinder, Hinge, Bumble, or Grindr, but the key difference is instead of posting content of yourself, users post content of their avatar — no human faces allowed. A profile (which must be approved by the moderation team), can only showcase an avatar. After creating a profile and setting the age and gender filters, users swipe on potential love interests. If there’s a match, they can then text to coordinate a meet up for a VR Date. One thing’s for sure: Nevermet isn’t a dating app based on natural looks. Appearance is off the table, and avatar movements, style and the sound of one’s voice takes the floor.

Of course, dating and matchmaking in social VR and virtual worlds is not a new concept. For example, I personally know of at least five couples who met because of the social VR platform Sansar! And Bernhard Drax (a.k.a. Draxtor Despres in Second Life) has a whole series on YouTube called Love Made in Second Life, where he profiles couples who first met in SL and partnered up in real life! And Joe Hunting recently premiered his feature-length documentary We Met in Virtual Reality at the 2022 Sundance Film Festival, featuring two romantic couples in VRChat. I’m sure that many other metaverse platforms have similar stories. So it seems a natural next step to have an app like Nevermet, for avatars to meet new friends or potential dates.

While the starting target community for Nevermet is VRChat, there are many users who overlap with other platforms, such as IMVU. While the Nevermet app is for iOS devices only now, Cam Mullen tells me that there are future plans to expand to Android mobile devices.

For more information on Nevermet, you can visit their website, or follow them on TikTok. You can also follow Cheerio, the company behind Nevermet, on Twitter and Instagram.

Herding Cats: Taking a First Step Towards Developing a Taxonomy of Metaverse Platforms by Looking at Virtual Worlds That Do NOT Support Virtual Reality

What’s the Best Way to Organize Social VR and Virtual Worlds?
(Photo by Edgar Chaparro on Unsplash)

This evening, I thought I would start working on a task I have put off for far, far too long: organizing my comprehensive list of social VR platforms and virtual worlds (almost 150 entries) into some better semblance of order. (And, in some cases, provide an overdue status update. For example, I had forgotten to remove my note that Decentraland was not yet open to the public after their February 2020 launch.)

I hope to be able to come with a classification scheme, a taxonomy where similar platforms are grouped together. But how to do this grouping? Where to start?

Well, we could start by taking a look at the oldest, so-called “first generation” section first: the virtual worlds that can only be accessed via desktop on a flat monitor, the so-called “pancake worlds” that do not support virtual reality.

This list could further be divided by whether the virtual world was sill operating or was dead. Sometimes, you are lucky enough to get an official “Closed” sign when you visit their website, like with The Deep when you visit their website.

Some projects never are officially closed…
(Photo by Tim Mossholder on Unsplash)

But of course, not all virtual world projects are so clear-cut as “closed” or “open”; “dead” or “alive”. Think of all those projects in between, that may be stuck in some sort of software development hell, or slowly circling the drain, or on life support at best. Let’s call those “Questionable Status / Stalled / Moribund” as a catch-all category.

In drawing up this first list, I will be removing any products which are clearly more MMO/MMORPG games instead of open-ended worlds (although the line between those is also frustratingly blurry at times). I’m also not going to bother with primarily adult/sex-oriented worlds such as Utherverse/Red Light Center, although I do know that some people do use this type of virtual world for non-sexual socializing. If it’s marketed as a word primarily for virtual sex, I’m not interested, sorry!


“Pancake Worlds” (Virtual Worlds That Do NOT Support Virtual Reality)

Still Operating

  • Second Life (now almost 17 years old, and still the most commercially successful and popular virtual world to date, with approximately 600,000 regular monthly users)
  • Active Worlds (the granddaddy of all virtual worlds, launched on June 28th, 1995, and now almost 25 years old)
  • Avakin Life (a mobile app)
  • Decentraland (blockchain-based virtual world, which launched in February 2020)
  • Dreams (a game and world-building platform for PlayStation, which currently does not support VR, although future PSVR support is planned)
  • Ever, Jane (latest update was October 2019, so it’s still operating!)
  • IMVU
  • Kitely (an OpenSim grid, which has also announced that they are working on a fork of the open-source High Fidelity software code)
  • Occupy White Walls
  • OpenSim based virtual worlds (e.g. OSGrid); here’s a list of active OpenSim grids (trying to keep track of which ones are open or closed is like herding cats)
  • There.com (their blog was just updated today; they’re still operating!)
  • VirBELA*
  • Virtual Paradise (an older virtual world very similar to Active Worlds; the latest update was in October 2019, so it’s still operating!)

Questionable Status/Stalled/Moribund

Well and Truly Dead (Amen and Hallelujah!)

  • Aether City (a blockchain-based virtual world that never got off the ground)
  • Blue Mars
  • The Deep  (another blockchain-based virtual world that never got off the ground)
  • InWorldz (This grid, which was based on OpenSim, closed on July 27th, 2018.)
  • Islandz Virtual World (the successor to InWorldz; closed in February 2019)
  • NeoWorld (another blockchain-based virtual world…seeing a trend here?)

Looking at this list of virtual worlds that do not support users in VR headsets, several thoughts on other ways to organize it come to mind:

  • We could easily pull out the many blockchain-based virtual worlds into a separate list
  • We could pull out Second Life and all the OpenSim-based virtual worlds (e.g. Avacon, Kitely) into a separate list
  • We could put Active Worlds and Virtual Paradise in their own category, too
  • Some products, like Avakin Life and IMVU, have literally dozens of similar products, all pitched at the teen/tween market (another category I do not wish to cover on this blog)

Another interesting point is that many of these “pancake worlds” are older (and some quite old), with an exception: the brand-new, blockchain-based virtual worlds such as Decentraland and The Sandbox. I find it interesting that many of the companies building blockchain-based platforms decided to avoid virtual reality completely (although, of course, many did include VR support in their products, as we shall see in the next blogpost I make about my progress in constructing a taxonomy).

Anyway, I thought I would publish this work-in-progress to the blog, for my readers to comment on. Which of the products in the Questionable Status category should be declared well and truly dead, and given a decent burial? What products were you surprised to see here, or surprised at how I categorized them? What ideas do you have about to go about the Herculean task of organizing them into categories?

Please feel free to leave a comment, thanks!

*UPDATE May 6th, 2020: A commenter to this blogpost informs me that VirBELA now supports virtual reality. Thank you to reader Alexander Grobe for this update!

IMVU: A Brief Introduction

IMVU screen.png

IMVU is one of those virtual worlds that is constantly being compared to Second Life. IMVU was started in 2004, just one year after Second Life opened its doors to the public. Through the years, there has been a friendly (and sometimes not-so-friendly) rivalry between the two platforms. IMVU folks tend to put down SL, and vice versa.

The biggest difference between the two platforms is that in Second Life, you can move your avatar around freely, whereas in IMVU, you can only have your avatar jump from node to node in a room, where a node may be a pose, an animation, or just a simple place to stand or sit. You can’t move around freely, and it’s one of the reasons I never liked IMVU or got into it, personally.

But apparently, a lot of other people do like it. According to this IMVU FAQ, the platform has over 50 million registered users, 10 million unique visitors per month and three million monthly active users (December 2016 statistics). Those figures would place IMVU behind only Second Life as the second most popular virtual world. (Second Life has 57 million registered user accounts, according to statistics released for their 15th-anniversary celebration.)

One thing that sets IMVU apart from Second Life is that you can also run it on mobile devices (iOS and Android) as well as on the desktop. Being able to access IMVU from your cellphone is a big reason why IMVU is still so popular.

One thing that both Second Life and IMVU do have in common is a creative, healthy avatar fashion market. Here’s a snapshot of my IMVU avatar, which I created late last year on a lark, who has got that whole Miami Vice look going on:

IMVU avatar 23 July 2018.jpg

Basically, IMVU is a series of three-dimensional chatrooms. You select a chatroom from the list (e.g. a nightclub) and join in the conversation that is taking place there. That’s really pretty much all there is to it. Here’s an example of a chatroom in IMVU:

Example of a chatroom in IMVU 23 JUly 2018.png

(Yes, like Twinity, you have the word “Guest” prefixed to your username unless you pay to become a VIP member. Most people don’t seem to bother.)

Now, you could argue that Second Life is basically a glorified chatroom too, but that omits the many rich subcultures—everything from motorcycle clubs to pro wrestling—that currently exist in SL. I would argue that you can do a lot more in Second Life than just chat!

If you’re interested in exploring IMVU, visit their website and download a client for your desktop or mobile device (you can also run IMVU from your web browser). The company website features an active community forum as well as a blog called IMVU Insider, which covers news and events in the virtual world.