Viral co-op game Peak was mostly made in just four weeks: “We locked in”

Recently, the indie sensation ‘Peak’ has been captivating Steam users. Interestingly, this widely acclaimed cooperative climbing game was primarily developed within a span of four weeks by its creators – a feat they describe as “going into lockdown mode.

Occasionally, an indie game emerges that surpasses anticipations. For instance, from 2023’s Lethal Company to 2024’s Content Warning, and games like R.E.P.O. more recently, these titles, frequently centered around chaotic multiplayer scenarios, have gained significant popularity online.

Currently, the newest game mirroring that achievement is called Peak. Initially, it gained popularity due to its amusing title; but soon, people started recognizing the genuine value of the game itself. The concept is straightforward: connect with friends online and ascend a mountain together. Each day, though, a fresh mountain awaits, bringing new hurdles to conquer.

Man, I’ve been absolutely hooked on this game that’s been blowing up on Steam! It’s consistently drawing in over 100,000 players at once, and it’s not hard to see why – they’ve moved over a million copies in no time!

Actually, you might be wondering what sparked this viral sensation? It seems that the creators worked tirelessly for nearly a month to construct most of it.

The game, an indie cooperative climber, achieved phenomenal success within a week of its release, selling over a million copies largely without any promotional efforts.

— TopMob (@TopMob) June 22, 2025

Peak was mostly made in just four weeks

To be honest, what really fueled our creation of Peak was a dash of good old-fashioned jealousy. As the boss at Aggro Crab, I couldn’t help but feel inspired (and slightly envious) by one particular game: Content Warning. It was that title that truly ignited the spark within us to craft something extraordinary.

The studio was about to launch Another Crab’s Treasure, an adorable yet mercilessly challenging underwater Souls-like game they had been working on for more than three years. Although the game was successful, it made them consider other projects such as Content Warning.

Instead of investing more than three years into a game that performs moderately well, it would have been more advantageous to create “Content Warning,” which turned out to be a greater success and was developed in significantly less time, as mentioned by Kaman.

Moved by the identical course, a small group of Aggro Crab creators gathered their belongings and embarked on a journey to Seoul. Once there, they connected their computers and essentially dedicated themselves for an entire month.

Essentially, at any point, Kaman was either engrossed in work on Peak or grabbing a bite to eat and discussing Peak further. Despite its intensity, he found it to be the most enjoyable experience he’s had while developing any game.

Indeed, not every aspect of the cooperative game was fully developed during that period, but most of it has certainly taken shape to resemble the version available on Steam today. It’s clear that their hard work and dedication have been rewarded.

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2025-06-25 05:48