How The Developers Of Peak Primarily Made The Game Out Of Jealousy
Briefly

The co-op climbing game Peak has exceeded expectations, selling over one million copies within a week and becoming one of the most-streamed games recently. Developed collaboratively by Aggro Crab and Landfall during an intense jam session, the game showcases an innovative approach to game design. Studio head Nick Kaman expressed admiration for Landfall's rapid development methods, highlighting the stark contrast to the exhausting process of their previous game. The project evolved from a vague survival concept into a fun experience about lost scouts, fueled by collaboration and shared enthusiasm.
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.
“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.”
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.
Read at GameSpot
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