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There.com: reopening a virtual world and rebuilding its population

There.com opened to the public in October 2003 with a simple pitch: a 3D place to hang out. Where most online worlds of the era sold combat and loot, There sold avatars, beach houses, and buggy races. By 2009 the operator, Makena Technologies, claimed more than a million registered members. Then it shut down in a week in March 2010. That the same world is running again — and drawing new people — raises questions that have little to do with software.

A world built around being there

The social ties came from coordination. There gave players dressed-up avatars, vehicles, and customizable land, then pointed them at activities — paintball, hoverboard runs, card games, dances, scavenger hunts — that worked better with company. Players became designers too: an auction house filled with member-built furniture and clothing priced in Therebucks, the in-world currency, and land could be rented inside themed neighborhoods rather than hoarded. Friendships formed around shared schedules, not just open chat windows.

The 2010 closure and the 2012 return

The shutdown followed the familiar script: the world closed in March 2010 and the community scattered across forums and friendships outside the service. The less familiar part came next. There eventually returned in 2012 under a different business model. The company’s current returning-member documentation still distinguishes the pre-2010 world from the rebooted service and lets legacy members recover old avatars, inventories, developer submissions, and skills.

What the reopening changed

Old members did not keep their standing automatically; the relaunch asked them to resurrect their avatars through a registration window. Much of the early revenue model did not return either — the branded MTV and Coca-Cola spaces that had financed the original site were gone. What the community rebuilt by itself had to carry the world: the event calendar, the designers, the neighborhoods that filled up again.

The 2025 surge

The world spent more than a decade quietly humming along, then found itself on YouTube. In April 2025 a creator named Globert posted a video about spending thirty days in There. The official blog says the video brought a major surge of new and returning players; by 2026 its Globert archive described the original video as having passed 15 million views. The operator’s blog soon announced an in-world event with the same creator. The updates kept coming through 2026: scheduled maintenance notices, a quest-kit auction tied to community feedback threads, a teaser post about “something new,” weekly paintball Thursdays.

Measuring a revived community

Registered-account totals tell you little about whether a revival worked. A signup is a click, not a friendship. Better signals are whether the service is still maintained and whether people keep arranging things to do together. There’s 2025 maintenance and event posts show both: client updates and scheduled outages sit beside member events and community gatherings. The counter may report millions; the schedule reports who actually comes back.