The Project Athena Fork of High Fidelity Now Has a New Name: Vircadia

The company’s new logo

Project Athena (which I first wrote about here) is one of at least three forks of the open-source High Fidelity software code that have sprung up since Philip Rosedale’s company essentially pulled the plug on January 15th, 2020.* (The other two forks are Tivoli Cloud and an as-yet-unnamed project by Kitely.)

In a blogpost published today to announce the first alpha release of Vircadia, developer Kalila L. wrote:

The team has been hard at work to produce the first release of Vircadia, codename “Project Athena”. It’s a bit rough around the edges but it serves a great many functions effectively to fulfill various needs. We provide both desktop and VR, knowing full well that desktop is the gateway drug to VR.

What is Vircadia?

In short, Vircadia is a social metaverse platform and engine. It is completely open source and decentralized while still maintaining its always connected functionality. Think VRChat or Second Life except with far less restriction on your ownership and control. As a result, your creativity in the worlds have no bounds.

Because of the high efficiency and of the platform servers, the cost to run your own instance is very low. A basic world can run on a $10/mo server from DigitalOcean, which you can scale up as needed for events or to support more of your friends in the virtual world.

Vircadia is the only open source full-featured desktop and VR solution available which enables enterprise customization and security while simultaneously paving a way for every day social use.

What you do with it is up to you.

I spent some time this morning interviewing Kalila L. via text chat in Discord, and here is an edited version of that interview:


Ryan: So, why the rebranding?

Kalila: So, there were concerns about competing against say Intel’s Project Athena, and since Google is tougher on new entries it would take forever to climb past [Intel’s project], we figured it would be:

  1. Easier to pick a name completely unique to us; and
  2. Get one that’s short and sweet, so when you say it… it refers to us, no matter what.

Ryan: How big is your development team? How many people are working on this project and how many are former HiFi staff?

Kalila: The core team is six people, the wider development group is over 20 people. The core team has two former HiFi staff, the wider group has active (still working there!) and former staff. We are all volunteers, as always.

Ryan: How do you plan to differentiate Vircadia from the other two known forks of the open-source HiFi codebase?

Kalila: So the main selling point is: FOSS (Free and Open Source), an Apache 2.0 license means that we’re the only one that businesses can use if they want to protect their investments while keeping the door open for returning contributions, if they desire.

Vircadia scales, so we can support any business, large or small. Even just one or two people who want a co-working space for their little startup, or maybe your IRL work group needs a place to meet and share presentations. We currently have multiple small business/professional people looking into implementing the platform as we speak.

Secondly, we have a huge focus on open-ended ecosystems, so every vital component is open source and deployed, even the in-development launcher. It’s all there, so you have a secured social future.

Thirdly, our focus is UX and working towards making it a usable experience for enterprise and social in these troubling times.

This is alpha! So there will be bugs (and I’m sure you remember that HiFi left us with their own bugs…), but! No one who is FOSS (Apache 2.0) is as feature complete as us. So Vircadia is the best option if you need a deployable social platform.

Ryan: So could you share what you hope your roadmap/timeline will be for the rest of this year for Vircadia? You said it was alpha.

Kalila: I mentioned a lot about the open source and its licensing in the blog post so that can help explain that. So, our timeline is currently where we want to shorten the release cycle, so our next release will have less neat stuff, but we still want to get the same amount of updates/features/fixes out in the same amount of time.

Shortening the release schedule just means we get those interim points of progress out to everyone faster! We want to merge in many new features but I’ll give you more on that later, we’re still ironing out which features we want to add in and which we want to wait on. But I can say it’s pretty awesome what we’ve got in store on a technical level which will result in better, more vibrant worlds for all.

Our plans are to really grow the platform by focusing on groups and people who would like to use it for their various purposes such as holding meetings or get-togethers. But as always, all are welcome and our true goal is fully decentralized, social living metaverse.


If you want more information about Vircadia, you can

I have added the tag “Vircadia” to all my previous blogposts about Project Athena, and moved the link to the project from the P’s to the V’s on my alphabetical, comprehensive listing of social VR platforms and virtual worlds. Thanks for Kalila L. for answering all my pesky interview questions! 😉


Vircadia’s new icon

* I did also ask today in the Vircadia Discord channel if I could still use my original High Fidelity user account to connect to Vircadia, and I was told that existing HiFi accounts can still access the original platform. However, I learned today that this relies heavily on High Fidelity’s infrastructure remaining active, and that it might be shut down at any time without warning (although the company actually did promise to keep it up until the last registered place/domain name expires, which will be closer to the end of this year). Kalila L. tells me that Vircadia has a new user account system under development.

Alloverse: A Brief Introduction

Alloverse (which has not yet been released) is a Swedish social VR company with an extremely ambitious goal:

The goal for the Alloverse is to lay the foundations for the “3D internet”: introducing a set of federated, distributed and open protocols to supercede HTTP, building a set of open source tools and applications that are compatible with those protocols, and fostering application development on top of these.

Alloverse is distributed by design. No single company can own the Alloverse, just like no single company can own the Web. Alloverse lets you create your own places, and use software from all over the internet within them. It is not a single platform where a single entity sets the rules.

Among the intended uses of the open source platform are:

Virtual classrooms. The social XR aspect of the Alloverse allows students and teachers to come together in a space. The application platform aspect of the Alloverse allows a wide variety of educational software to run concurrently and collaboratively in this space. 

Collaborative construction. By building your CAD, fashion or art creation application on top of Alloverse APIs, the app is automatically collaborative. Multiple people can work on pieces together, and you could even run multiple creation apps in orchestration to see your full creation in one go. One app could be used to create a garment, while another to create the spaces in which it will be shown off; and they’d both run at the same time.

Pair programming. Since apps can run on any computer anywhere, you could collect programmers, IDEs, and runtime monitoring from many different servers and all over the world all into the same space: perfect for a remote organization.

Business meetings. Bringing people and instrumentation together into dedicated spaces, saving airfare and increasing understanding.

Alloverse is obviously marketing itself to the furry community 😉

If the Alloverse project sparks your curiosity, and you want to help get it running, the Alloverse team would love to hear from you!

The Alloverse is an open source work in progress. If you’re an interaction designer, programmer or visual artist interested in the frontiers of HCI, we’d love to collaborate with you! Send us an email at: info@alloverse.com

They also have an Updates blog you can follow, which gives a bit more of the background of the project.

UPDATED! Guest Editorial by Theanine: High Fidelity—What Went Wrong?

I was planning to write up a detailed post-mortem blogpost about High Fidelity, when my friend Theanine wrote an excellent article on the same topic, and posted it to his Medium account today. Theanine wrote a well-argued, thoughtful essay, which is far, far better than anything I could have written myself, informed by his many years of working on the platform as a content creator, with his background as a game developer and a game artist.

Theanine very kindly gave me his permission to repost his work here as a guest editorial, along with his pictures.


Please note that Theanine has asked me to remove his guest editorial from here, and refer people to his original write-up on Medium. Thanks!