An electronic games company has created a massive online universe it claims will "push the boundaries" of internet-based computer gaming.
Galaxylife, based at the Sussex Innovation Centre in Falmer, says it has created a new form of online game playable "any time and anywhere".
The game, also called Galaxylife, is part of a new generation of social or "community" games which focus on interaction and personal expression.
Unlike its predecessors, Galaxylife allows people to play each other on any device - PC, laptop, Apple, mobile phones, Smartphone and PDAs.
It is one of the game's unique selling points and why venture capitalists took a 23 per cent stake in Galaxylife during the research and development phase.
Each player has their own eightkilometre planet where they can build houses and offices, breed animals, grow crops and trade goods with fellow gamers.
The 3D game uses artificial intelligence techniques which affect the behaviour of animals, crop growth patterns, and how robots respond to individual players.
A vast space station containing shops, bars and restaurants and a forum for debate and discourse will act as the initial meeting point for competitors.
The game is free to download and free to play. Galaxylife will make money by selling virtual goods.
Players who want to decorate their homes, for example, will be able to buy a virtual item of furniture or a painting from a virtual shop.
These items might cost as little as 30p but evidence from other community games suggest Galaxylife should make up to £6 a month from a typical player.
Tim Greenhalgh, chief executive of Galaxylife, estimates sales could hit £11 million within two years - with net profits touching £7 million.
He said: "We have designed this game so that the overheads are very low and it's very accessible. You won't need a top-of-the range computer or a fancy mobile phone.
"As such we can be profitable very quickly. There are other revenue streams like in-game advertising which is a bit like product placement on television.
"And that is one of the reasons we have set this game in the future.
Nike or Reebok trainers would jar somewhat if this was set in Medieval England."
The online community games market is one of the fastest growing in the gaming world which is expected to be worth roughly £2.3 billion by 2010. At the same time, sales of single-player games are in decline.
Computer gaming in general is still largely the preserve of men.
Galaxylife bosses hope certain aspects of their game, such as chatting, shopping and home-building, will help to attract more women to the world of gaming.
Most community games have an element of combat which means newcomers often find it very difficult to compete against more experienced gamers.
This has also been identified as a barrier to women and Galaxylife has made the combat part of the game optional.
Operations director Anne O'Rourke said: "Novice gamers have told us they often feel frustrated or foolish when they are thrown straight into combat situations because they just get zapped straight away, so we have made combat optional."
Galaxylife will be launched at the end of January.
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