Instruct: Given a question, retrieve relevant passages that can help answer the question.
Query: What was the first game developed by Daydream Software?
Their first game was Safecracker, a point and click adventure game published by DreamCatcher Interactive. The game had a tumultuous production, starting when GT Interactive bought initial publisher Warner Interactive Europe.[5] Daydream Software went public in late 1996.[6][7] The company's goal was to increase its economic and decision-making freedom, and to secure the ability to select a publisher at the end of each game's development rather than at the beginning.[7] President Jans Phersson-Broburg argued that self-financing Daydream's future games with money from Swedish investors, instead of obtaining "funding linked to specific projects" from publishers, would offer the developer more stability, flexibility and room for growth.[8] For Daydream's public launch, roughly 20 million kr worth of shares, or 45.5% of the company, were offered to investors in Sweden.[7] The initial public offering was a success,[9] and Daydream opened on the Stockholm Stock Exchange's Stockholm Börsinformation (SBI) list in January 1997.[10] Daydream was eventually able to buy back the rights to Safecracker.
Daydream Software went public in late 1996. The company's goal was to increase its economic and decision-making freedom, and to secure the ability to select a publisher at the end of each game's development rather than at the beginning. President Jans Phersson-Broburg argued that self-financing Daydream's future games with money from Swedish investors, instead of obtaining "funding linked to specific projects" from publishers, would offer the developer more stability, flexibility and room for growth. For Daydream's public launch, roughly 20 million kr worth of shares, or 45.5% of the company, were offered to investors in Sweden. The initial public offering was a success, and Daydream opened on the Stockholm Stock Exchange's Stockholm Börsinformation (SBI) list in January 1997. Around the time that Daydream Software launched its initial public offering, Warner Interactive was purchased by GT Interactive.
Criterion Software Ltd was created in 1993 to commercialise 3D graphics rendering technology. It was set up by David Lau-Kee and Adam Billyard within Canon's European Research Lab, before being spun out as a majority Canon-owned startup. Criterion Software was a technology company specialising in the development of the RenderWare family of middleware technology, including graphics, AI, audio and physics components. Originally Criterion Games was a division within Criterion Software, set up to develop games, using the Renderware engine, which would act as showcases as to what was possible with the platform. RenderWare is used in such games as "Grand Theft Auto III", "" and "", which are developed by Rockstar North, and the "Burnout" series, developed in-house by Criterion Games.
Daydreamer is a video game developed by Roland Studios.
"Traitors Gate 2" was commissioned by The Adventure Company following its success with the North America release of Daydream Software's "Traitors Gate", which sold roughly 250,000 units in the region by August 2003. Daydream told its investors that a deal with "an internationally recognized publisher" to develop the sequel was reached in April 2002, and that it was funded ahead of time by this outside party. The project was scheduled for a 14-month development cycle. "Traitors Gate 2" was ultimately developed by the company 258 Productions. Nigel Papworth, who conceived and designed the game at 258, recalled, "I didn't really want to go back and do a pre-rendered game. It's an awful lot of administration and the actual workload is huge. But I said [to TAC]: 'I'll do it if you'll let me do it in real-time 3D.' " He felt that graphics technology had advanced enough to make this leap, and that the switch offered him "a huge amount of freedom for the gameplay." As a result, the team licensed the Gamebryo engine to create "Traitors Gate 2". By June 2002, the game was set for a September 2003 release.
Safecracker is a 1997 graphic adventure game developed by Daydream Software and published initially by GT Interactive. It sold 300,000 units by 2001.
In the late 1960s, cognitive psychologists Jerome L. Singer of Yale University and John S. Antrobus of the City College of New York, created a daydream questionnaire. The questionnaire, called the Imaginal Processes Inventory (IPI), has been used to investigate daydreams. Psychologists Leonard Giambra and George Huba used the IPI and found that daydreamers' imaginary images vary in three ways: how vivid or enjoyable the daydreams are, how many guilt- or fear-filled daydreams they have, and how "deeply" into the daydream people go.
Humanistic psychology on other hand, found numerous examples of people in creative or artistic careers, such as composers, novelists and filmmakers, developing new ideas through daydreaming. Similarly, research scientists and mathematicians have developed new ideas by daydreaming about their subject areas.
Daydream is a virtual reality (VR) platform developed by Google that is built into the Android mobile operating system (versions "Nougat" 7.1 and later). Compatible phones that follow the platform's software and hardware specifications (and are thus designated "Daydream-ready") are used in the Google Daydream View VR headset. The Daydream platform was announced at the Google I/O developer conference in May 2016, with the first VR headset released on November 10, 2016. Daydream is the company's second VR platform following Google Cardboard, which was a low-cost system intended to encourage interest in VR and was built into compatible mobile apps rather than the operating system itself.
Daydreamer was showcased at the Moscone Center’s GDC Play Area at the 2015 Game Developer Conference. It is set for release in summer 2015. It had an unsuccessful crowdfunding campaign.
The Grinder is an unreleased first person shooter video game for the Wii, and a top-down shooter for the PlayStation 3, Xbox 360, and Microsoft Windows by High Voltage Software. The game failed to meet its original release date of the fall of 2011, and has since remained unreleased. Although High Voltage Software has yet to make an official statement about what had happened to the game, the game is no longer in development and mostly considered to be unofficially cancelled. 
Traitors Gate 2: Cypher is a 2003 graphic adventure game developed by Swedish studios 258 Productions AB and Data Ductus AB and published by The Adventure Company. It is the sequel to Daydream Software's game "Traitors Gate".
Daydream's next game was a more ambitious title called Clusterball, a futuristic sports game released in late 2000 for PC computers after a successful run as a downloadable title on Real.com. The game garnered mixed to positive reviews[13] but low sales for the company.[14]
Most of Daydream Software's games were continued by other companies later.
Clusterball is a 2000 video game featuring futuristic sport gameplay created by the Swedish Company Daydream Software and published by Strategy First, RealNetworks and Daydream Software itself.
Daydream Software is a defunct Swedish video game developer founded in 1994.[1] They released four games[2] (with another in the works)[3] before closing in 2003.
Micro Users Software Exchange, Inc., doing business as Muse Software, was an American video game developer based in Baltimore, Maryland, focusing on the development of games for the first generation of home computers. The company began with developing games for Apple II, and later expanded to the Commodore 64, Atari 8-bit family, and MS-DOS. They are best known for creating the "Wolfenstein" series, having developed the first two installments: 1981's "Castle Wolfenstein" and its 1984 sequel, "Beyond Castle Wolfenstein". The series is now owned by id Software.
"Traitors Gate" was built with Live Picture Inc.'s RealVR tool, software that displays virtual-reality photographic panoramas. Papworth explained that the techniques Daydream developed while working on "Safecracker", a game created with QuickTime VR, had since been incorporated into the newer RealVR software suite. The decision to move to RealVR was heavily inspired by the software's ability to display spherical 360° panoramas, a necessity given the tall structures modeled in "Traitors Gate". To construct the game's panoramic environments, Erik Phersson implemented image stitching with BBEdit and Live Picture's PhotoVista editing software, combining multiple rendered stills from the graphics team into larger images. The panoramas were made playable and interactive by Peter Lundholm, with the tools DeBabelizer and Macromedia Director. Phersson also handled "Traitors Gate"s sound effects, added to the game environments with MacPaint and SoundEdit. The music, created by local musicians Toontrack, was purposely limited in-game to build atmosphere.
The game was announced at Microsoft's press conference at the Electronic Entertainment Expo 2014 in June 2014, as an Xbox One exclusive. While the game was still at an early stage at the time of its reveal, Microsoft's Phil Spencer said that the title came about from talks with Dave Jones who, after leaving Realtime Worlds, joined Cloudgine, a software company that is developing technology allowing game developers to take advantage of cloud computing features. Cloudgine had been previously rumored to be a core part of the Xbox One software, with their software used in a technology demonstration at a Microsoft developer's conference in April 2014, demonstrating the use of cloud computer to speed up the physics modeling and rendering in a fully destructible city environment. Spencer revealed that the demo world was the start of this newest "Crackdown" title, with ability to destroy any part of the city expected to be carried over to the final game. According to Spencer, Cloudgine will help to develop the core engine, while Reagent Games, a studio located in close proximity to Cloudgine, will develop the gameplay and art assets for the game, with Sumo Digital developing the game's campaign mode and "Crackdown 2" developers Ruffian Games developing the multiplayer. Microsoft Studios' creative director Ken Lobb asserted that the game will only be called "Crackdown" instead of "Crackdown 3", stating that the game is set in the future of the first game but represents an alternate timeline from what "Crackdown 2" provided.
"Traitors Gate" was commercially successful and became Daydream Software's top-selling game. It sold 48,000 units worldwide by the end of May 2000, and was a hit in Spain, which accounted for 22,000 sales by April 10. The game spent over three months in the top 10 of Spain's sales charts. However, it was a commercial failure in Germany, where it sold 4,000 copies; and in the United Kingdom, which bought 3,000 units. It also failed in Italy. The European Foundation for the Improvement of Living and Working Conditions (Eurofound) traced "Traitors Gate"s country-by-country success rate to the quality of Daydream's distribution partners in each region. By September 30, worldwide sales of the game had risen to roughly 120,000 copies. Daydream told investors that the jump from May came due to "increased marketing efforts by us and our distributors."
Vulcan Software is an independent computer games company founded in 1994 in the UK. Vulcan started creating software for the Amiga computer systems. Its first commercial game was "Valhalla and the Lord of Infinity", which was notable for being the first ever Amiga speech adventure game. In January 1999, Vulcan Software started development for PC computer systems. The Director of Vulcan Software is Paul Carrington. In 2007, Vulcan announced a partnership with Amiga, Inc to develop older Amiga games for PCs and other devices.
Daydream Software was founded in 1994 in Umeå, Sweden.[4] Its starting team of five was headed by lead designer Nigel Papworth on the principle that they would develop their own games without working with other major publishers to develop commissioned games.
When asked how the team initially came up with the idea for "Clusterball" in an interview with Eurogamer, Daydream Software's Nigel Papworth responded with "We sat around and discussed what we thought were the greatest aspects of real life games and computer games, and concluded that ball games rule in real life, flight sims in the digital universe. The conclusion was to build a flight sim ball game!"
Daydream Software was put through liquidation in February 2003[17] before closing in 2004. Most employees moving on to form a new development company: Resolution Interactive, which focused on iPhone games.[18] The company filed for bankruptcy in 2012.[19]
Engine Software BV was founded in 1995 by several friends who met and worked together previously in the active Dutch demo scene for the MSX home computer. After seeing their first game, developed for the Super NES, unreleased, the company was asked by fellow game developer Vicarious Visions to support them in the development of several Game Boy Color games. The relation between Vicarious Visions and Engine Software lasted another generation of handheld consoles, the Game Boy Advance, after which the companies each went their own way. Engine Software still often works or has worked with other developers, most notably A2M, 1st Playable Productions, and PopCap Games. In 2011 the studio switched from being a handheld developer to a full multi-platform development studio developing games for iPad, PlayStation 3, Xbox 360 and PlayStation Vita. In 2012 Engine Software was signed by 505 Games to bring the highly rated indie title Terraria to consoles, followed by a Vita release of the same game in December 2013.
Silicon Beach Software was an early developer of software products for the Macintosh personal computer. It was founded in San Diego, California in 1984 by Charlie Jackson and his wife Hallie. Jackson later co-founded FutureWave Software with Jonathan Gay, the company that produced the first version of what is now Adobe Flash. Although Silicon Beach Software began as a publisher of game software, it also published what was called "productivity software" at the time.