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Peak has officially become a sleeper hit with gamers. The co-op climbing game recently reached over one million sales in under a week and is in the top 40 of the most-streamed games of the past few months. The game was created as a partnership between Another Crab’s Treasure developer Aggro Crab and Content Warning creators from Landfall, with most of the development taking place during a month-long jam session.
In an interview with PC Gamer, Aggro Crab studio head Nick Kaman talked about the making of the game and being jealous of Landfall’s whirlwind method with Content Warning that he felt “turned everything we know about game development upside-down.”
At the time, Aggro Crab was about to launch its biggest game ever, Another Crab’s Treasure, an intense three-year-plus-long project that he felt burned out his team. “While it was a success, Content Warning was a much bigger one made in much less time,” Kaman said via email. Lucky for Kaman’s team, there was already an established friendly relationship between the studios, so when he asked if they could join the other team in Seoul, they got an enthusiastic yes.
“We brought our computers to an Airbnb in Hongdae and locked tf in for a month. As soon as we landed, we beelined straight for the nearest IKEA and spent the day assembling office chairs and desks,” Kaman added.
It should be noted that Peak wasn’t built entirely from scratch during those four weeks, as Aggro Crab creative director Caelan Rashby-Pollock had already pitched the idea a year ago in Sweden. “The concept was a lot more vague then and much closer to an open-world survival thingy, but we all quickly got excited about being a group of lost scouts on an island, and the macabre slapstick that can come from that.” From there, it was all systems go.
“Basically, any given moment was either working on Peak or getting food while talking more about Peak,” Kaman continued. “While it was pretty intense, it was also the most fun I’ve ever had working on a game. On a silly multiplayer game like this, the player experience often mirrors the development,” Kaman said. “Most of the design was driven by the question: ‘Wouldn’t it be funny if this happened?’ And now every TikTok I’ve seen of a great moment in Peak reminds me of the great moment we had while implementing it.”
Peak is available now on Steam.
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