LSD: Dream Emulator is a 1998 exploration game by Asmik Ace Entertainment that released for the PlayStation. In LSD, the player explores surreal environments without any objective. The player can only move and touch objects that will warp them to another setting. The game was conceived by Japanese artist Osamu Sato, who rejected the idea of games, and wanted to use the PlayStation as a medium for creating contemporary art. The game's concept is based on a dream diary kept by an Asmik Ace employee for over a decade. The game received a limited release in Japan, alongside a soundtrack and a book composed of excerpts from the dream diary. LSD quickly fell into obscurity, but in years since has experienced a resurgence in popularity due to its eccentricity being an engaging point of discussion for humor blogs and Let's Play commentators. The game was also released on the Japanese PlayStation Store in 2010. Critics have praised its whimsical qualities, with it being cited as one of the most experimental video games of all time. Gameplay LSD: Dream Emulator is an exploration game that has been described as a "playable dream" in which the player explores surrealistic environments without any overarching goals. Gameplay takes place in a first-person perspective in a 3D environment with the player's control limited to moving frontward and backward, turning, strafing, running, and looking behind. The game is played in levels or "dreams" lasting up to ten minutes. The player begins each dream in a random area in which they can begin exploring. By walking into any object or walking through certain tunnels, the player will be transported to another setting. LSD has a set of several static and defined environments to explore including a Japanese village, a field, a city, houses, and a factory, among others. While the environments are static, the default textures are sometimes swapped and they may also be populated with random objects, animals, and characters roaming about to add variety. Each dream ends after ten minutes in which the character wakes up, or ends early if the player interacts with certain objects or dies. After each dream, one day passes in the game, and the dream the player just experienced is marked on a graph. The graph rates dreams in relation to being an "Upper", "Downer", "Static", or "Dynamic" dream. As a player plays through more and more dreams, the game