Everything that has been built, and when.
Nine milestones, from the first prototypes to the product as it stands.
Rounded, as of August 2026
A public product
Plurion goes public
The public site goes online: home, pricing, security, about, privacy, terms, FAQ and contact. Pricing gains its calculator for the two payment models.
The manual
32 chapters and 179 sections, in English and French, documenting every part of the system. It works as a single page with JavaScript switched off — every chapter, every anchor.
Security hardening
An independent review against the OWASP list leads to another round of hardening, and every fix is kept permanently as a test so it cannot come back.
The security page grows from 18 to 31 documented attacks, each one derived from the test that proves it is stopped.
The Plurion Network
The commerce constellation of v0.4 becomes the Plurion Network. A shop chooses independently whether its brand and its regions appear, and its history can be replayed month by month. The engine reaches the public home page — it is the live one, not a picture of it.
Gacha
An autonomous machine registers itself and is claimed through a link. Then the full sales path behind it: the roll happens on the server, the odds are readable before paying, and the prize is delivered by the same pipeline as any other purchase — with rarity presets, prize ordering and an expected cost per prize.
Somewhere to talk
A Discord server opens. Releases, questions and feedback in the open; a merchant area that unlocks once a shop is verified; and a pinned list of the only addresses that are really ours — so a fake one can be checked against something.
- ImprovedThe merchant hub is rebuilt around one visual system — one theme, one palette, and a phone layout that puts the figure before the identity.
- ImprovedPioneer expands into four tiers — first 10, 20, 40 and 100.
- Customer sessions expire on their own — nobody stays signed in longer than they should.
- FixedA deleted shop leaves the hub, and one on its way out shows its countdown.
Moving a real shop
Conversion in place
Migration moves past importing data. A vendor from another system is scanned, emptied and taken over exactly where it stands — nothing re-rezzed, nothing repositioned, and nothing that changes from a customer’s point of view.
The customer hub
The buyer’s page of v0.3 becomes a real account: one per avatar, across every shop they have bought from. They get in by touching a terminal, by a six-digit code sent as an instant message, or with a password — then browse the catalogue, manage their purchases and see their balance.
The Plurion Terminal
Redelivery, gifting and top-up are merged into one object, replacing the separate redelivery terminal and gift kiosk that came before it.
Notifications
Events leave by instant message in-world and as a push to your phone. The dashboard becomes installable as an app, with a switch per kind of event.
- NewSupport tickets connect an in-world terminal to an inbox on the web, with canned replies, internal notes, assignment, and a personal discount code issued straight from the thread.
- NewSecond Life right now reaches the merchant hub: residents online and new residents per 24 hours — real figures, never estimates.
- ImprovedProduct photography loads at web speed, however large the catalogue.
Credit, gifting and the Marketplace
Gift cards and store credit
A gift card is bought at a kiosk in-world and shared with another resident. The credit is then spent from the buyer’s own page, against a catalogue the merchant chooses product by product.
Spent credit stays visible in your sales and stays out of your revenue — you were paid for it once, when the card was bought.
The Marketplace
Marketplace sales are routed to the right shop by keyword, for merchants running more than one brand. And distributions report the honest net of a Marketplace sale — what is left after the cut you actually lose.
- ImprovedLoyalty offers and promo codes each gain a real figures strip and a page of their own for creating one.
- ImprovedA gift addressed to someone you have banned is refused before the money moves, not refunded after.
Billing, loyalty, and a name
Two ways to pay
Two billing models arrive: a share of each sale, or a flat prepaid rent with nothing taken per sale. Both give the same product. Rent is paid in-world, in Linden dollars, at the Plurion kiosk.
One place for every shop you own
Running more than one shop stops meaning running more than one dashboard: a hub sits above them all and shows each shop, its plan and what it is doing, on one page.
Loyalty
Own X, get Y% off Z — worked out for each buyer at the moment of the sale, with no code to type and nothing to announce. Gift mode turns it around: buy A, receive B free, delivered on its own.
Shop protection
Bans gain three cumulative levels: refuse the sale and refund it, cut off redelivery, and remove them from the parcel. A resident can also be banned by name, before they have ever bought anything.
The project gets its name
After months of development under a working name, the system becomes Plurion — from Plutus, the god of wealth, and Orion. The wordmark is set in Space Grotesk; the mark is three fused shapes, for the three aligned stars of Orion’s Belt. The palette is settled with it: 90% dark neutrals, 8% electric blue, 2% cyan.
16 May 2026 — plurion.io is registered, at 19:28 UTC. The api and app subdomains are wired the same day, and the codebase stops calling itself by its working name.
Understanding the shop
Visitor counters
Rez a counter and read what it saw three ways — as a live swarm, a funnel, or a table — with parcel and region detection built in.
Conversion and spend are measured per counter, so a busy corner that sells nothing stops looking like a good one.
A dashboard shaped like the working day
Hourly activity, the comparison against yesterday, and a live view of who is in the shop right now. Customer records gain profile pictures, segment badges and a quick-view drawer.
Knowing who is who
Resident names are resolved automatically wherever Plurion needs to identify an avatar. Type a name for a split, a ban or a gift — there is no identifier to go and find.
- NewThe first achievement badges.
- NewA first experimental commerce constellation draws shop activity as a network.
Customers and deliveries
Deliveries that fail safely
A sale that was paid but not delivered is surfaced on its own and retried; a store-credit purchase is refunded automatically. It is not left for the customer to notice.
Customer records
Purchases start building a lasting record for each resident, so a merchant has a history rather than a list of transactions.
Buyers get a page of their own, too: what they bought, and a way to ask for it again without asking anyone.
Splits become visible
Revenue distribution gains a visual breakdown, per beneficiary and for the shop as a whole. Beneficiaries are brought in by invitation, and what they earned before joining attaches to the new account.
They see their own earnings without seeing the shop — which is why an account and a shop stop being the same thing: someone can be invited in, be paid, and never own a shop at all.
- NewPulse brings the handful of things worth knowing this morning onto the dashboard.
- NewMerchants gain a password at the account level, above any single shop.
- A first dedicated security review closes a series of early findings.
Sales become a system
Revenue splits
A collaborator is paid in Linden dollars at the instant of the sale — several scopes, and rules that stack.
Sales, discounts and codes
The sales page gains a breakdown you can drill into, rather than a total you have to trust. Discounts run shop-wide or per product, with a start and an end. Promo codes are entered in-world, on the vendor itself.
Teams
Roles and invitations arrive, with permissions that genuinely restrict what someone can do — not just what they can see.
Bringing a catalogue in
An existing catalogue can be brought over from another system, arriving with its products, its history and its prices intact. A shop with hundreds of items stops having to be typed in by hand.
- ImprovedVendor configuration updates propagate automatically, with a fallback for interrupted connections.
- ImprovedThe same fault monitoring now covers the dashboard as well.
The first working shop
Vendors
The first complete vendor flow works: an object registers itself, receives its configuration from the web, and sells a product in-world.
Vendors work out which side of themselves to display on, show the right image as their state changes, and notice when they have been copied.
Products
Products are created and managed from the dashboard, with photography at full resolution uploaded from the desktop rather than from inventory.
Quick Setup gives the first short path from an object that has just arrived to a product ready to sell.
Inventory
The DropBox links Second Life inventory to the web catalogue — and a large inventory arrives complete, however large it is.
- NewThe first sales history, and a lasting record of who owns what — so a delivery and its receipt can never disagree.
- NewThe first merchant dashboard.
- NewFaults start being caught and traced on their own, rather than waiting to be reported.
Work begins on the system that would become Plurion.
The first prototypes work through the basics: how a purchase is remembered, how a vendor is set up, and what the commerce model underneath all of it has to look like.
There is no public product at this point, and no name. The goal is only to prove that an object in-world and an application on the web can behave as one connected system.
Version numbers are how this page is organised, not something Plurion announces. There is one deployment, it is always the current one, and nobody is ever asked to upgrade.