there com

April 22, 2025

There.com: When the Internet Was Actually Fun

If you’ve been online long enough, you probably remember a time when the internet felt more like a weird digital neighborhood than a corporate billboard. There.com was one of those places that nailed that vibe. It wasn’t trying to be a game, or a marketplace, or a metaverse buzzword—it was just a laid-back virtual world where people logged in to hang out, mess around, and get a little creative.

What Was There.com All About?

There.com launched in the early 2000s, built by a team led by Will Harvey and Jeffrey Ventrella. It came out swinging with a simple but powerful idea: give people a digital place to socialize in 3D, no pressure, no grind, just fun.

Unlike Second Life—which often felt like a world-building simulator with a steep learning curve—There.com kept things accessible. The focus was on chatting, exploring, customizing your avatar, and doing low-stakes activities with other people. Not trying to build a virtual empire. Just trying to vibe.

The Avatar Culture Was Its Own Thing

Avatars in There.com weren’t hyper-realistic. They were stylized, kind of cartoonish, and full of personality. People got into their avatars. You could change your look with clothes, hairstyles, and accessories, and if you had the skills, even design and sell your own stuff.

It wasn't just about vanity. Dressing up was part of the social glue. Fashion shows were a thing. People strutted their new outfits on digital runways. And yes, there were virtual photographers, fashion designers, and entire cliques based on style. It felt like high school, but the good parts—without the awkward cafeteria moments.

The World Itself Was Surprisingly Big

The environments were gorgeous in a charming, early-2000s kind of way. Think island beaches, desert dunes, floating sky zones, and neon-lit clubs. You could hop in a hoverboard race, take a dune buggy out for a spin, or just chill by a campfire while people chatted about nothing and everything.

There were actual in-world games, like paintball and card games, but they weren’t the main attraction. What kept people coming back was the feeling of being part of something bigger than just gameplay. You weren’t just logging in to win. You were logging in to be somewhere with people you liked.

Social Interaction Was the Core

This wasn’t just a multiplayer game with chat features slapped on. Socializing was the point. You’d meet up with friends, go to events, maybe fall into a random late-night deep talk with someone halfway across the world. Voice chat and text were both built in. No external Discord servers or Zoom calls. Everything was inside the world.

And the events? Users ran the show. Dance parties, game nights, talent shows—if someone could think it up, they could host it. The community wasn’t just active. It was alive.

User-Generated Content Ran the Economy

One of the smartest things There.com did was let users create and sell digital goods. Clothes, vehicles, furniture—you could design it, put it up in the marketplace, and make real money from it. Not tokens. Not exposure. Actual cash.

This system gave players creative control and a sense of ownership. Some people treated it like a side hustle. Others just liked seeing their stuff used by other avatars. Either way, it turned the whole world into a collaborative project.

Then It Shut Down—and People Took It Hard

In 2010, There.com shut down. The devs cited economic issues, and that was that. But for the people who lived in that world, it wasn’t just a game going offline. It felt like a community getting erased. Screenshots and videos from the final minutes are still floating around—avatars gathering for one last night under digital skies. Total gut punch.

Not surprisingly, that wasn’t the end of the story.

The Comeback (Sort Of)

A few years later, There.com quietly came back online. Not with a huge marketing push, not with any flashy updates—just the world, open again, waiting. It didn’t reclaim its old popularity, but a lot of OG users returned. And for the ones who never left it behind mentally, logging in again was like walking into an old hangout spot that hadn’t changed a bit.

The tech is a bit outdated now. The graphics aren’t going to blow anyone away. But the core idea still works: a place where you can go to just… be. No battle passes. No NFT schemes. Just you, your avatar, and whoever else shows up.

Why It Mattered (And Still Does)

Here’s the thing: There.com wasn’t trying to be everything to everyone. It had a simple mission—create a chill virtual world where people could connect. And that worked, because the internet back then wasn’t so obsessed with algorithms, data mining, or turning every user into a customer.

There.com created real friendships. Real memories. Some users even met their future spouses there. Not many platforms can say that with a straight face.

Comparing It to the Current "Metaverse" Buzz

Let’s be real. Most modern metaverse projects feel more like brand playgrounds than community spaces. You log in and see billboards, big-name partnerships, and some weird half-functioning avatar builder. And nobody’s really there. Just ghost towns with PR budgets.

There.com, by contrast, didn’t need to pretend. It was small, weird, and human. And that’s what made it unforgettable.

Still Worth a Look?

If you’re into retro internet culture, early 3D social worlds, or just want to understand where the current wave of digital spaces came from—yeah, it’s worth checking out. The official site is still up. You can create an account and explore. It’s not going to be bustling, but it doesn’t need to be. Sometimes, just a few good conversations in a place that feels like home is enough.

And if you were there the first time around, logging back in is like finding an old mixtape you forgot you made. It’s rough around the edges, sure—but it still hits.

Bottom line: There.com didn’t try to be the future. It just tried to be a good time. And honestly? It succeeded.