the availability of Double Fine's staff resources. The game went gold in March 2005; Esmurdoc attributes much of the success of this on the solidarity of the development team that kept working towards this point. Esmurdoc stated that Psychonauts took about 4.5 years to complete — though that without all the complications the real development time was closer to 2 years — with a team of 42 full-time developers and additional contractors, with a final budget of $11.5 million. Music The soundtrack to Psychonauts was composed by Peter McConnell, known for his work on LucasArts titles such as Grim Fandango and Day of the Tentacle. Schafer's familiarity with McConnell, having worked with him on numerous projects in the past, led Schafer to select him for the soundtrack composition. The Psychonauts Original Soundtrack, featuring all the in-game music, was released in 2005. The following year, in late 2006, Double Fine released a second soundtrack, Psychonauts Original Cinematic Score, containing music from the game's cutscenes as well as a remix of the main theme and credits. Release history The final U.S. release date for the game on Xbox and Windows was April 19, 2005, with the PlayStation 2 port following on June 21, 2005. Psychonauts was re-released via Valve's Steam digital distribution platform on October 11, 2006. Acquisition of rights In June 2011, the original publishing deal with Majesco expired, and full publication rights for the game reverted to Double Fine. In September 2011, Double Fine released an updated version for Microsoft Windows and a port to Mac OS X and Linux through Steam. The new version provided support for Steam features including achievements and cloud saving. The Mac OS X port was developed in partnership with Steven Dengler's Dracogen. In conjunction with this release, an iOS application, Psychonauts Vault Viewer!, was released at the same time, featuring the memory vaults from the game with commentary by Tim Schafer and Scott Campbell. With control of the game's rights, Double Fine was able to offer Psychonauts as part of a Humble Bundle in June 2012. As a result, the game sold well, with Schafer stating that they sold more copies of Psychonauts in the first few hours of the Bundle's start than they had since the release of the retail copy of the game. Later in 2012, Schafer commented that their ability to use digital venues such as Steam that "[Double Fine] made