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Peak devs admit to committing a "cardinal sin of game development," but their excuse is the viral co-op climbing game was just supposed to be a game jam project

News
By Kaan Serin published 11 December 2025

Expected for a game first made in four weeks or so

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Peak mesa biome
(Image credit: Aggro Crab / Landfall)
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Co-op comedy smash hit Peak just dropped a new update, and while fixing a bug that's persisted since this summer's launch, the devs admitted to a "cardinal sin."

What did developers Aggro Crab (of Another Crab's Treasure fame) and Landfall (of TABS, Content Warning fame) do to align themselves with the seven deadly sins? "This whole time, the speed at which you climbed chains and vines was dependent on your FPS," a patch notes video confess. "This is no longer the case."

"This is a cardinal sin for any game developer and very embarrassing for us," it goes on. "I'm once again pointing at the sign reminding that this whole game was originally a one-month game jam."

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  • Peak screenshot of pink and orange characters on a massive tree Peak's lead wants to keep its game "jam-like spirit" for future updates
normal patch notes video - YouTube normal patch notes video - YouTube
Watch On

For those unpeaked among us, the story goes that a few Aggro Crab devs burnt out by the team's underwater soulslike linked up with a few regular Landfall collaborators in Seoul, South Korea for a four-week-long game jam, per PC Gamer – repeating Content Warning's swift production process, which also happened to have been made in a month in Seoul. The rest is history, but the devs really didn't expect it to become such a bona fide success, so we can understand how a few pesky bugs are still hiding in the cracks of the game's code.

More importantly, the video update also came with new Bing Bong lore. The recent divorcee is apparently a fan of bbno$ and has been depressed about the rapper supposedly quitting music... I guess no one's told Bing Bong about the tour next year?

After a few months of work led to 11 million copies sold on Steam, Peak devs embrace what many companies refuse to learn: "We're not going to continually have a graph go up"

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Kaan Serin
Kaan Serin
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Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.

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