16 Articles
16 Articles
‘PEAK’ Lives up to It’s Namesake, and I Absolutely Cannot Wait To See All of the Memes Coming From It
Friendslop this, Lethal Company-ripoff that. I’m all in on these goofy games. The Headliners, R.E.P.O., Lockdown Protocol. Give me all of these silly little adventures. After seeing a few videos on TikTok of players falling to their doom in PEAK, I figured it was about time that I saw if this one truly was… well, peak gaming. It is. It absolutely is. Although we only made it to the second day before falling and breaking our legs and dying the mo…
Smash hit co-op climber Peak sells another million as studio outlines future update plans
Just days after barreling through the 1m sales barrier, Peak - the daft co-op climbing game from developer Landcrab - has reached another impressive milestone. It's now sold over 2m copies, and Landcrab is celebrating the occasion by talking a little about its plans for future updates.
New co-op game Peak is a hit on Steam; learn more, see cosmetics and more
Indie game pits up to four players against each other in climbing challenges that require teamwork; learn about Steam’s new phenomenon Peak is a new cooperative indie climbing game developed by Landcrab (a collaboration between publishers Aggro Crab and Landfall), which has quickly become a phenomenon among the Steam audience . The title offers a chaotic, collaborative and procedural experience, with maps that change daily, which makes the gamep…
Peak Creators Tease More Game Updates After Welcoming Over 2 Million Players
The co-op climbing game Peak took players and Steam by surprise, topping charts incredibly quickly on launch day. Now, within a little over a week, Peak has sold over two million copies, surprising even the developers. As a result of the game’s success, developers Aggro Crab and Landfall have teased the possibilities of future updates. This announcement comes after patches have been released to target bug fixes and improve stability. The nature …
Peak developers react to selling 1M copies after suffering 'a lot of burnout' from making bigger games: 'The realization that smaller projects like this can work has set our studio in a new direction'
"We want to mostly make smaller projects moving forward, with clearer scopes and shorter development times."
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