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PEAK

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PEAK is a co-op climbing game where the slightest mistake can spell your doom.

Latest · by Team PEAKWebsite

Changelog

patch 1.65.a

Added
  • Added LevelGeneration.Run console command
Changed
  • Decreased patch install size slightly
  • Improved randomization of map gen seeds
  • Optimized a lot of meshes for improved performance, especially in Roots
  • Updated Unity project version to 6.3.15f1
  • Number of maps in build changed from 21 to 42
  • Raytrace shaders are now serialized into their respective fields in LightVolume
  • LightVolume.Bake and PropGrouper.Run have been made async methods
  • PropSpawner_* classes are now child classes of PropSpawner
  • BiomeResults inside MapBaker.selectedBiomes now includes a list of the selected variantName for each respective biome
Fixed
  • Fixed most remaining cases where taking an item out while facing a wall would cause it to clip through the world and disappear
  • Bonking into the wall during a failed Helping Hand will no longer rapidly drain all your stamina
  • Significantly reduced the number of cases where Helping Hand would fail to be helpful
  • Fixed issue where voice chat would break after leaving and rejoining a game
  • Reconnecting to a game with an item in your hand will no longer sometimes cause the player to take fall damage
  • Autosaves will now self-destruct after a player successfully resumes the run, rather than when they start loading the map
  • Fixed Magic Beanstalks not showing up for late-joining players
  • Fixed lava rivers never showing up inside the Kiln
  • Mesa Oasis/Mirage will now appropriately randomize their trees and bushes
  • Scouts will no longer sometimes get Mentorship Badge for no reason

Hey Scouts! The team is still cooking on the final biome BUT we've also been working on a bunch of bug fixes, try it out.

**

Patch Notes 1.65.a**

Major Fixes:

  • Fixed MOST REMAINING CASES where taking an item out while facing a wall (especially the backpack) would cause it to clip through the world and disappear. IT SHOULD NOW BE SUPER HARD TO DO

  • Bonking into the wall during a failed Helping Hand will no longer rapidly drain all your stamina

  • Significantly reduced the number of cases where Helping Hand would fail to be helpful

Minor Fixes:

  • Fixed issue where voice chat would break after leaving and rejoining a game

  • Reconnecting to a game with an item in your hand will no longer sometimes cause the player to take fall damage

  • Decreased patch install size slightly

  • Improved randomization of map gen seeds

  • Autosaves will now self-destruct AFTER a player successfully resumes the run, rather than when they start loading the map

  • Fixed Magic Beanstalks not showing up for late-joining players

  • Optimized a LOT of meshes (performance should be most improved in Roots)

  • Fixed lava rivers never showing up inside the Kiln

  • Mesa Oasis/Mirage will now appropriately randomize their trees and bushes

  • Scouts will no longer sometimes get Mentorship Badge for no reason

Modder Notes:

  • Updated Unity project version to 6.3.15f1

  • Number of maps in build changed from 21 -> 42

  • Raytrace shaders are now serialized into their respective fields in LightVolume

  • LightVolume.Bake and PropGrouper.Run have been made async methods

  • PropSpawner_* classes are now child classes of PropSpawner

  • Added LevelGeneration.Run console command (doing this during a run will probably just break your game, though)

  • The BiomeResults inside MapBaker.selectedBiomes now includes a list of the selected variantName for each respective biome

OK BYE

BETA PATCH 0.65.d

Fixed
  • Fixed cases where taking an item out while facing a wall would cause it to clip through the world and disappear
  • Bonking into the wall during a failed Helping Hand will no longer rapidly drain all your stamina
  • Significantly reduced the number of cases where Helping Hand would fail to be helpful
  • Fixed an issue where most or all of the luggage would fail to spawn in the Kiln
  • Fixed EVEN MORE CASES where taking an item out while facing a wall (especially the backpack) would cause it to clip through the world and disappear. IT SHOULD NOW BE SUPER HARD TO DO

  • Bonking into the wall during a failed Helping Hand will no longer rapidly drain all your stamina

  • Significantly reduced the number of cases where Helping Hand would fail to be helpful

  • Fixed an issue where most or all of the luggage would fail to spawn in the Kiln (maps have been regenerated)

BETA PATCH 0.65.c

Changed
  • Mesa campfire LODs reinstated
  • Mesa Oasis/Mirage will now appropriately randomize their trees and bushes
  • Map count temporarily reduced to 14 to improve patch sizes until build stabilizes
Fixed
  • Plastic not rendering on Airplane Food and Trail Mix
  • Low-res meshes in Title screen
  • Broken Landcrab splash screen
  • Hidden spore shrooms in Roots
  • Invisible rocks in Mesa
  • Fixed plastic not rendering on Airplane Food and Trail Mix,

  • Fixed low-res meshes in Title screen,

  • Restored broken Landcrab splash screen,

  • Mesa campfire LODs reinstated,

  • Pulled hidden spore shrooms back out of the ground in Roots,

  • (Hopefully) Fixed all the invisible rocks in Mesa,

  • Mesa Oasis/Mirage will now appropriately randomize their trees and bushes,

  • Map count temporarily reduced to 14 to improve patch sizes until build stabilizes

BETA PATCH 0.65.a

Added
  • Re-instated TornadoHell and BombBeetle variants for beta testing
  • Added LevelGeneration.Run console command
Changed
  • Decreased patch install size slightly
  • Improved randomization of map gen seeds
  • Autosaves will now self-destruct after a player successfully resumes the run, rather than when they start loading the map
  • Optimized a lot of meshes for improved performance, especially in Roots
  • Updated Unity project version to 6.3.15f1
  • Number of maps in build changed from 21 to 42
  • Raytrace shaders are now serialized into their respective fields in LightVolume
Fixed
  • Fixed Magic Beanstalks not showing up for late-joining players
  • Fixed lava rivers never showing up inside the Kiln

BETA PATCH COME GET YA BETA PATCH NOTES!

_Reminder: the beta patch is for us to test updates before they reach the main game. If you'd like to contribute feedback, you can join the beta branch using the password _playpeakbeta

A second reminder: log all bugs and feedback for the beta branch to Beta Testing Reports or Our discord adjacent channel so we don't get mixed up! Otherwise I'll hunt you down.

General Notes:

  • Decreased patch install size slightly

  • Improved randomization of map gen seeds

  • Autosaves will now self-destruct AFTER a player successfully resumes the run, rather than when they start loading the map

  • Fixed Magic Beanstalks not showing up for late-joining players

  • Optimized a LOT of meshes (performance should be most improved in Roots)

  • Fixed lava rivers never showing up inside the Kiln

  • (Beta only for now) Re-instated TornadoHell and BombBeetle variants

Modder Notes

  • Updated Unity project version to 6.3.15f1

  • number of maps in build changed from 21 -> 42

  • Raytrace shaders are now serialized into their respective fields in LightVolume

  • Added LevelGeneration.Run console command (doing this during a run will probably just break your game, though)

  • The BiomeResults inside MapBaker.selectedBiomes now includes a list of the selected variantName for each respective biome

We're also looking for feedback on this beta patch! Let us know your thoughts on:

  • Is LOD pop-in too aggressive now? Do you notice the rocks changing shape as you approach them?

  • Are you encountering any invisible level geometry?

  • Did you find any out-of-place assets?

  • Floating vegetation/rocks?

  • Vegetation/rocks with textures from a different biome

  • Objects that are obviously the wrong scale or the wrong orientation

  • Did you find any weird lighting/shadows, especially in Alpine or Mesa?

ok back to working on the final biome update....................................................... SEE YA

Patch Notes 1.64.a

Changed
  • Reduce spore clouds on some of the more challenging Roots variants
Removed
  • Remove BombBeetles and TornadoHell from the list of potential variants for Roots and Mesa

This is just another small patch with some minor changes to map generation! Although most of our work continues to be on the final biome update, we'll be making some other updates in the coming weeks, prior to the final update, to address some pressing community concerns around game balance, performance, and mod support. Don't worry, we see your bug reports on Discord and are still working on them! We have some relatively big under-the-hood changes to the engine on the way as well, so the next big patch will be on the beta branch first to ensure it's extra stable and give modders an opportunity to update their mods before it goes live. If you'd like to help us test these changes, be sure to check in on the official PEAK Discord from time to time! When the patch is ready for beta, we'll let everyone know there. You can find the link to our Discord at the bottom of this post.

Changes for this patch:

  • Removed BombBeetles and TornadoHell from the list of potential variants for Roots and Mesa
  • There should be slightly less spore clouds on some of the more challenging Roots variants (this is a temporary change to make these variants slightly less brutal while we look into making more holistic changes around Roots balance)

SMALL patch 1.63.a

Added
  • Add a new batch of maps for the daily rotation
  • Add a shoutout to Aggro Crab's new game on the main menu
Fixed
  • Fix the lighting issue in the Kiln

IT'S A SMALL PATCH DON'T GET TOO EXCITED

Added a new batch of maps for the daily rotation! Fixed the lighting issue in the Kiln that showed up last time we tried to post this patch!

And on the main menu you'll see a shoutout to Aggro Crab's new game :)

people ask whenever we add new maps so as an fyi: we have to generate new maps every month or so and add them to the game ourselves for the daily rotation. We'll have a solution sorted whenever we finish development on peak!

also yes we are working on the final biome! no you can't know when it'll be finished.

SMALL patch 1.62.b

**patch 1.62.b

EDIT: Patch has been rolled back because of a lighting issue -- we'll try again next week!

**

~~IT'S A SMALL PATCH DON'T GET TOO EXCITED ~~

  • Added a new batch of maps for the daily rotation!

  • And on the main menu you'll see a shoutout to Aggro Crab's new game :)

_~~people ask whenever we add new maps so as an fyi: we have to generate new maps every month or so and add them to the game ourselves for the daily rotation. We'll have a solution sorted whenever we finish development on peak!

also yes we are working on the final biome! no you can't know when it'll be finished.~~ _

SMALL patch 1.62.a

Added
  • Added a new batch of maps for the daily rotation

patch 1.62.a

IT'S A SMALL PATCH DON'T GET TOO EXCITED

  • Added a new batch of maps for the daily rotation!

_people ask whenever we add new maps so as an fyi: we have to generate new maps every month or so and add them to the game ourselves for the daily rotation. We'll have a solution sorted whenever we finish development on peak!

also yes we are working on the final biome! no you can't know when it'll be finished. _

Patch Notes 1.61.b

Fixed
  • Night will once again be cold in Ascent 5+ and on custom runs when the setting is active
  • Players that disconnect in Caldera and reconnect in the Kiln will come back dead unless the revive statue was used to revive other scouts
  • Guidebook pages will no longer spawn in custom runs
  • Progress towards multi-run achievements won't accumulate in Custom Runs where all achievements are supposed to be disabled
  • Reconnecting players would fail to spawn their scout
  • Campfires' lit status will now sync when a player joins after a campfire is lit but before it burnt out
  • Major issue with ropes that was causing the game to hitch if many ropes were placed in the same biome
  • Some cases where items were not cooking in lava when they should
  • Mycoacrobatics Badge would calculate height wrong after multiple bounces
  • Falling but taking 0 damage could still invalidate the Balloon Badge requirements
  • SHORE title card not showing up when starting a new run
  • Night will once again be cold in Ascent 5+ and on custom runs when the setting is active
  • Players that disconnect in Caldera and reconnect in the Kiln will come back dead unless the revive statue was used to revive other scouts
  • Guidebook pages will no longer spawn in custom runs
  • Progress towards multi-run achievements won't accumulate in Custom Runs (where all achievements are supposed to be disabled)
  • Fixed a case where reconnecting players would fail to spawn their scout
  • Campfires' lit status will now sync when a player joins after a campfire is lit but before it burnt out
  • Fixed a major issue with ropes that was causing the game to hitch if many ropes were placed in the same biome
  • Fixed some cases where items were not cooking in lava when they should
  • Fixed a case where the Mycoacrobatics Badge would calculate your height wrong after multiple bounces
  • Fixed a case where falling but taking 0 damage could still invalidate the Balloon Badge requirements
  • Fixed the SHORE title card not showing up when starting a new run

BETA branch Patch 1.61.b

Changed
  • Campfires' lit status will now sync when a player joins after a campfire is lit but before it burnt out
Fixed
  • Night will once again be cold in Ascent 5+ and on custom runs when the setting is active
  • Players that disconnect in Caldera and reconnect in the Kiln will come back dead unless the revive statue was used to revive other scouts
  • Guidebook pages will no longer spawn in custom runs
  • Progress towards multi-run achievements won't accumulate in Custom Runs where all achievements are supposed to be disabled
  • Fixed a case where reconnecting players would fail to spawn their scout
  • Fixed a major issue with ropes that was causing the game to hitch if many ropes were placed in the same biome

How do I join the beta branch?

  • To access the PEAK public beta go to steam and find peak in your library.

  • Find the "gear" icon or right click the game and click "Properties" and a new window will appear.

  • In the new window find the beta section and enter the beta password: playpeakbeta

  • That will unlock the beta that you can now select in the beta participation drop down.

**

BETA BRANCH PATCH 1.61.b**

  • Night will once again be cold in Ascent 5+ and on custom runs when the setting is active

  • Players that disconnect in Caldera and reconnect in the Kiln will come back dead unless the revive statue was used to revive other scouts

  • Guidebook pages will no longer spawn in custom runs

  • Progress towards multi-run achievements won't accumulate in Custom Runs (where all achievements are supposed to be disabled)

  • Fixed a case where reconnecting players would fail to spawn their scout

  • Campfires' lit status will now sync when a player joins after a campfire is lit but before it burnt out

  • Fixed a major issue with ropes that was causing the game to hitch if many ropes were placed in the same biome

Patch 1.61.a: Stability and bug fixes

Hey Scouts! Got some patches that should help with stability and commonly reported bugs.

Patch Notes 1.61.a:

  • Campfire saves will now correctly save the state of spawned items around the campfire, such as marshmallows.

NOTE: This refers to items that spawned there naturally! Restoring the state of items that have been dropped on the ground by players is NOT part of this feature! Make sure everything you need is in your pockets before disconnecting!

  • Fixed some cases where the scout report would draw off-screen

  • Scout report now plays back at constant speed regardless of how long a run took

  • Fixed an issue where loading a campfire save could give you certain unearned badges related to previous biomes (such as the Tread Lightly Badge

  • Made some performance improvements related to disabling unneeded code when items are inert on the ground

  • Fixed bug where Ascent 5+ players loading from save or connecting to an ongoing run would get cold in the Caldera

  • We had to make some structural changes to the campfire saves, so your old save is gonna get deleted when you first launch this update. Sorry about that! Ideally this will happen less in the future outside of major updates.

Enjoy!

1.60.d Patch Notes (Friendship Restored)

Sorry about that, everyone! I don't know what came over me. I forgot Rule 0 for a moment and thought it was acceptable to kick your friends off a cliff to their death. Let's move it to the Custom Run menu and forget this ever happened.

1.60.d Patch Notes:
  • Moved the new "Kick" feature to the "Stupid Stuff" section in Custom Runs.

  • Added the ability to turn off Scorpions in Custom Runs. Not sure how we missed that one.

  • Fixed an issue where the new "chill campfires" would not properly prevent the lava from rising in The Kiln.

  • Fixed an issue where the completed Ascent (as well as the player's highest completed Ascent) could display the wrong value and/or sash color.

  • Marshmallows will no longer spawn at the start of a Mini Run.

None of you actually broke rule 0 right?... Right scouts????

1.60.c Patch Notes

Hey Scouts! Just a quick patch update!

1.60.c Patch Notes
  • Fixed several scenarios where players could end up with mismatched custom run settings (such as joining a run for the first time after the run had already started).

  • Fixed an issue where the Accolades menu would display the wrong Sash color and Scout Rank

  • Fixed an issue where the Continue Run button could not be selected on controller

  • Toned down the brightness of the pre-splash logo sequence.

  • Expanded Kick functionality...

1.60.b Patch Note

  • Fixed a bug where flares that were supposed to be at the Peak weren't spawning when loading a campfire save inside the Kiln

THE PLAY IT YOUR WAY UPDATE

THE PLAY IT YOUR WAY UPDATE!

Duck and cover, scouts! Major update coming your way with a lot of long-requested quality of life features … but we snuck in some weirder stuff, too.

The trailer explains all.

MAJOR FEATURES ːPEAKpointː
CUSTOM RUNS!

You can now modify all sorts of things about your run, such as individual difficulty settings, the presence of certain gameplay hazards, which items spawn in luggage… and more! Explore this menu at the Boarding Kiosk in the Airport. There are a few fun surprises for you, and more to come!

(Note: Achievements are disabled while using the Custom Run feature)

MINI RUNS!!

As part of the Custom Run menu, we’ve introduced Mini Runs that let you play a single biome of today’s map. If you haven’t got time for a full run in the evenings, this mode is for you!

CAMPFIRE AUTOSAVES!!!

Our top scientists have been hard at work figuring out how to let you continue from your most recent campfire. And we’re pleased to report we’ve finally cracked the code. You can now leave an expedition and continue it later! The campfire autosave lasts until you win, lose, or start a new expedition.

(Note: If the game updates and we remove the map you were playing on, your save is gonna get erased. Sorry! Use it or lose it!)

CHILL CAMPFIRES

You can now hang out as long as you like by a campfire without gaining hunger or the fog progressing. It will not extinguish until any scout leaves.

MINOR FEATURES ːPEAKblushː
Zombie Phobia Mode

Everyone likes zombies… okay, maybe most people hate them. But some people really, really hate them. If you can’t stand the idea of your friend’s brain being taken over by mushrooms, we’ve introduced an alternative aesthetic for the mushroom enemies in the Roots that hopefully squicks you out less. As always, we’re very open to feedback on these sorts of accessibility options!

(Note: Zombies can also be removed entirely in the new Custom Run settings, or, as always, by playing in Tenderfoot difficulty.)

BUGFIXES + BALANCE ːPEAKsaluteː

ːPEAKbingbongː Achievements that need to be done in a single run will now maintain their progress if a player disconnects/reconnects (such as Gourmand or Mycology badges)

ːPEAKbingbongː Fixed a long-standing issue where interacting with a rope shooter's rope immediately after it was fired could cause a division by zero, causing chaotic behaviour, including locking the player's controls or sending them to the void.

ːPEAKbingbongː Fixed issue where sometimes scouts would not revive when reconnecting in cases where they should have.

ːPEAKbingbongː Made the endgame scout report work properly after disconnecting and reconnecting to a game.

ːPEAKbingbongː Audio sliders and kick button will now show up immediately when a new player joins without needing to re-open the menu.

ːPEAKbingbongː Scouts that were skeletons when they disconnected will still be skeletons when they reconnect.

ːPEAKbingbongː Fixed a bug where Player 3 and Player 4 would spawn in the same location.

ːPEAKbingbongː Rescue Hook now doesn't put you in a ragdolled state for as long, making it easier to use.

If you're only interested in the game and not in merch or other stuff, you can stop reading here!
MERCH

We have some more merch dropping together with Makeship and YouTooz!

SCOUTMASTER MYRES

We've seen the fanart and tweets.... yes even the thirsty ones!

Get the Scoutmaster Myres plush here.

BING BONG KEYRING

Your dream of having your very own Bingbubu is real!

Pre-order on YouTooz here.

See the other merch we have here.

SCOUTS IN FORTNITE

The scouts dropped in Tomato Town this weekend!

THEY EVEN MADE A BING BONG GUN WRAP!

BUGS OR FEEDBACK?

As per usual, please report any bugs in the Steam forums or reach out to support@landfall.se so we can help you out. Some of our more common troubleshooting stuff can be found here.

Climb away!
/The Peak Team

maintenance patch 1.54.c

Hey scouts!!! Just a tiny patch today but we'll likely have a bug fix patch later this week.

PATCH 1.54.c

  • added a new batch of maps

1.54.b Patch notes: Fixed the Wizard Hat

Hey Scouts! Got a HUGE patch to follow up from yesterday...

PATCH 1.54.b

  • fixed the wizard hat, it's no longer invisible.

1.54.a Patch Notes: More lobby security, invisible player fix etc!

**Heya scouts! Here's the biweekly patch adding more maps into rotation (that's why the patch is so big, they're full of maps, so stop asking). We also tightened up the lobby security and fixed the invisible player issue etc! **:PEAKsalute:

As we mentioned in our holiday post, it will take a while between bigger updates. The next one we're working on right now focuses on some requested features, but there won't be another biome until later this year ːPEAKbingbongː

Enjoy!

1.54.a Patch Notes

Added:

  • More generated maps for the map rotation

Fixes:

  • Fixed some broken idle animations

  • Tightened up lobby security so players who shouldn't be in there get kicked faster

  • Fixed some cases where the scout report does Weird Stuff

  • Fixed the issue where the lobby host would sometimes be invisible to players with slow computers

Modder Notes

  • PEAK has been updated to build off of Unity 6.0.62f1

BETA PATCH 1.54.a

The beta branch is BACK to help us test some maintenance patches before reaching the full community!

How do I join the beta branch?

  • To access the PEAK public beta go to steam and find peak in your library.

  • Find the "gear" icon or right click the game and click "Properties" and a new window will appear.

  • In the new window find the beta section and enter the beta password: playpeakbeta

  • That will unlock the beta that you can now select in the beta participation drop down.

  • If you run into issues on the beta branch, please use the ⁠beta-branch-bug-reporting channel in the official Discord Server so we know it's a beta related issue.

BETA PATCH NOTES
  • Potential fix for lobby hosts being invisible to other players with slow computers

  • Potential fix for hackers bypassing the kick system to grief a lobby

1.53.a: Host kick and connect/reconnect fixes!

Hey scouts!

You can now kick people in PEAK!

No, not actually kick them physically - this is a friendly game! But hosts can now kick other players from the lobby if they misbehave. We've also made fixes to the connection and reconnection issues, and we hope it will function better now.

1.53.a Patch Notes

Player Kicking

  • Hosts will now see a little boot next to each audio slider in the pause menu. Clicking this boot will remove the indicated player from the current game. Kicked players will not be able to re-join a game they have been kicked from. The only way to "un-kick" a player is to start a new game from the main menu. Banlists reset every time a new game session starts

Mid-run Connect/Reconnect Overhaul

  • If a player connects to a game in a state that would normally cause them to spawn as a ghost, we now check if the scouts already in the game are close to a campfire with a used scout statue. If the scout statue was used to revive other scouts, the connecting player will get revived as well

  • Scouts should be less likely to spawn/revive with a broken ragdoll.

  • Reviving players will no longer send a bunch of network spam while respawning

  • Players connecting at the final campfire should no longer get stuck behind the fog wall

Misc. Fixes

  • Scorpions will stop stinging you immediately when picked up. You once again have enough time to throw them before they sting

  • Some players with newer Radeon graphics cards should get slightly better framerates

  • Players can no longer use rich text tags in their names to annoy their friends

  • Scouts can once again roll snowballs to make them bigger in Alpine

  • Fixed a bug which was making it unnecessarily difficult to adjust mic levels in the pause menu with a controller

  • The game now asks you "Are you sure?" if you hit Leave Game on the pause menu.

Modder Fixes

  • Restored CharacterAfflictions.RPC_ApplyStatusesFromFloatArray (only the host may send this)

  • It is not longer possible to set yourself as host from within a mod

Enjoy! /The PEAK team

Patch 1.52.a

Happy New Year Scouts!

We have a small patch for you today adding more maps to the map rotation and removing the holiday stuff. If you liked making snow balls, don’t worry! The snow piles will remain on Alpine.

The Steam Awards

PEAK won the better with friends category!!! Thank you all so much, it’s the first steam award for both Landfall and Aggro Crab and it means a lot to us that it was voted on by all of you.

Patch notes
  • Removed the holiday event changes (except snow piles which can still be found in Alpine)

  • Added more maps into the rotation

Also, in our last patch we accidentally made the scorpions really mean. Unfortunately, because we all just got back from holiday, we haven't had a chance to verify a fixed build with QA. So, the scorpions are going to stay mean until next week's fixes. For this week, I would avoid trying to pick them up if I were you unless you enjoy getting stung in the face!!

/Team PEAK

Patch 1.51.a

Patch 1.51.a

Some small last-second fixes before we sign off for real!

Patch Notes

  • Removed an exploit that would allow malicious players to force disconnect everyone in a game

  • Handled some edge cases where items would get stuck in a player's hands

  • Fixed issue where players would sometimes time out when loading the next biome

  • Snowballs should be slightly less glitchy

  • Blocked scouts from being able to leave Kiln tunnel after the campfire is lit (and getting stuck on the wrong side of an invisible wall)

Patch 1.50.a - Happy Holidays everyone!! + WE'RE TAKING A BREAK + POINTS SHOP

Happy holidays scouts!
We hope you enjoyed the BBNO$ concert this weekend, and for those of you that don't like fun it's now safe to return to the game! ːPEAKsaluteː

The amount of scouts playing peak DOUBLED in the weekend to experience the concert, so thank you to everyone who joined in for the event! We saw all your clips, streams and reactions - it's really fulfilling for us as a team to celebrate such a hype year with you all.

We know a lot of you figured out how to get the Ironmouse wig we made for the concert WHICH WAS MEANT FOR HER ONLY BUT YOU ARE ALL TOOOOO GOOD AT FINDING STUFF... We've seen you all rejoice but sadly you don't get to keep it! We prefer cosmetics referencing creators to be temporary but we hope you took enough screenshots and recordings to remember the incredible event! We're pretty sure some nifty modders can make it come back for those who want it hint hint

Thank you again to bbno$, Ironmouse and vanillamace for being part of the concert. Bing Bong really appreciated it ːPEAKbingbongː<3

WINTER UPDATE

We just updated the game with some holiday cheer! You'll find the airport lobby is looking a little more festive BUT THAT'S NOT ALL...

Biomes will now be snowed over where applicable! Obviously The Caldera won't have snow because well....lava.... BUT the rest of them should be snowed over for PEAK holiday vibes. If you live in the southern hemisphere like some of us do, just don't worry about it.

You should also be able to find snow mounds throughout the level, interact with them to form....a snowball. The ultimate weapon for enraging your friends.

STEAM POINTS SHOP ADDITIONS

New items have been added to the Steam Points Shop! Including some animated stickers, avatar profile frames, backgrounds, and a special loading screen for your Steam Deck!

Seriously look how cool this steam deck loading screen is...

WHAT'S NEXT FOR PEAK?

These last 6 months have been life-changing, and we're so happy you've all been on this journey to the peak with us.

The team will be taking a well-deserved holiday break to rest up and be with our loved ones, so this is the last content patch of the year. We have a couple of cool things in the works for 2026 but we do want to be transparent with the fact that the frequency of patches and updates will be slower.

As you all know, we've always said that we're not turning PEAK into a live service game, and that is still true. Doing frequent updates with a team of just a few people takes it's toll, we've been running on pure adrenaline and hype for the last couple of months, and both Aggro Crab and Landfall also have two separate studios to keep running alongside Landcrab! So keep an eye out on both studios for new projects too ;)

That said, don't worry - there will be more PEAK in the future! Updates may just take a little longer.

OKAY! Thanks for a PEAK 2025 scouts. Enjoy the holiday season, and see you in 2026.

~ Aggro Crab & Landfall

PATCH NOTES
FEATURES
  • Winter Map!!! (ok I know this is the most live-service game thing to do ever but I am so serious this is not a live-service game)
HUGE FIXES
  • The airport and most of the mountain should no longer disappear when using DirectX12 with an integrated graphics card.
MAJOR FIXES
  • Beetles and scorpions will no longer attempt to DDoS non-host players by sending 1 million data over the network.

  • Dynamite should be less likely to blow up a player's entire computer when it goes off.

  • Fixed a bug where controller players' inventory would sometimes be unresponsive after dropping an item.

  • Beetles shouldn't be able to stunlock and juggle a single player any more.

  • Players on Geforce NOW should be able to join other Geforce NOW players' games. (probably. please help us confirm this)

MINOR FIXES
  • Fixed bug where players were going 1/2 speed on Chain Launcher chains.

  • The Ancient Luggage no longer one-shots you if you're a skeleton from the Book of Bones.

  • Fixed a bug where only the host would see the healing cloud from items that can break on impact such as Cure-All and Antidote.

BBNO$ x PEAK CONCERT

Hey Scouts!

You might've seen that mysterious statue on the shore the past few days. Some of you thought it would finally give purpose to the mysterious gem and well... nope that thing is still absolutley useless.

The statue will now be holding a bugle which you can choose play after spawning on the shore. Blowing the bugle will start your very own **BBNO$ CONCERT FOR THIS WEEKEND ONLY!

Check out the announcement trailer: **

If you don't know bbno$, he's a rapper and songwriter who's collabed with almost everyone on the internet at this point. Most importantly, he's always down to f*ck around and find out - which you all know by this point that we are too! Bing Bong is a huge fan of bbno$ so we're hoping this concert will cheer him up from the divorce... and the recent loss at the game awards...

The concert consists of 3 song performances with TWO MORE special guests, (https://www.youtube.com/@IronMouseParty) and (https://www.youtube.com/@Vanillamacee) !!

Gather your scout troop for a personal concert on The Shore before starting your adventure to the peak. There's music, lights, and bbno$'s BIGGEST FAN Bing Bong will be there with you for the party.

This concert is not just a shameless clout moment (ok it is a little), but it's also a thank you celebration for such an amazing year on PEAK! Thank you for all the awards and love on our goofy friendslop game- we couldn't have done it without our PEAK community backing us up <3

So grab your friends, and enjoy the concert! Stay tuned for a little festive fun next week as our final patch for the year (unless something breaks and we have to fix it).

_...And if you DON'T like the idea of a fun silly concert - it's only available for this weekend so it'll be gone by Monday ;) _

Patch notes:

  • Added BBNO$ concert to The Shore._ _

~ Aggro Crab & Landfall... and bbno$

Patch 1.48.a: Rope exploit is back and potential vine/chain fixes

Patch 1.48.a

Just a routine bugfix patch la-di-da nothing to see here.

PATCH NOTES
FIXES:
  • Climbing on vines and chains should do less Weird Stuff if the game lags

  • For a long time we've had an issue where, on rare occasion, a chain launcher could fire a chain that was so buggy that it would crash entire runs. We've dragged our feet on a fix for this because unfortunately neither us nor our QA team have been able to reproduce the issue. This patch introduces a bunch of refactor work to the chains and vines that we THINK will fix the bug, but if it still happens to you, please reach out at support@aggrocrab.com or on discord.

  • This also makes vine/chain climbing framerate-independent, because we realized it wasn't. That means this WHOLE time, the speed at which you climbed chains and vines was dependent on your FPS. This is a cardinal sin for any game developer and very embarrassing for us. points at sign reminding that this whole game was originally a 1 month game jam

  • You may notice that you go really fast on the vines, we hope to balance it better but just wanted to get this fix out!

  • The "rope storage" exploit has been brought back. Real PEAK heads will know what this means. Sorry, sometimes we just see a bug and we fix it, and then only after the fact realize the community wants us to leave it in. In this case, we're happy to! See? We listen!!

  • The Statue has been added to the Shore.

Patch 1.47.a AND a bunch of new merch!!

Patch 1.47.a

Time for the biweekly maintenance patch, updating the game with new maps to climb! Additionally, some small bugfixes.

As per usual please let us know if something's fishy. Patch notes are below!

NEW MERCH??

Last week, we also released a bunch of merch in collaboration with Mighty Merch, Fangamer and Youtooz! The perfect holiday gift for the PEAK obsessed person in your life (consult vendors for shipping estimates.)

Mighty Merch - Stickers, T-shirt, notebook, pins and hat!
Fangamer Europe or (https://fanga.me/r/peak) - T-shirts, hats and poster!
(https://youtooz.com/collections/peak) pre-orders for a figurine and keychain! (limited time so act quickly!)
PATCH NOTES

MAJOR FIXES

  • Players playing in Offline Mode will now most likely get the same map rotation as they would if they were playing online (based on their local system clock)

  • Quitting from the pause menu during end-game credits will no longer break your game.

  • Fixed an issue where unpocketable items (Mandrakes, Scorpions, etc) could be pocketed while climbing under certain circumstances.

  • Fixed an issue where pressing the Sprint input on controller while sprinting would not end the sprint.

MINOR FIXES

  • Fixed an issue where cooking Fortified Milk multiple times without putting it away would continue to stack the amount of invincibility it gave you.

  • Fixed an issue where lava pools would not damage you unless you were over halfway submerged in them (careful!)

  • Fixed an issue where certain weather conditions (Rain, Snowstorm) could cause the player to regenerate stamina while holding still on a wall.

Patch 1.45.a

OK BEFORE ANYTHING ELSE:

PEAK IS NOMINATED FOR BEST MULTIPLAYER IN THE GAME AWARDS

omgomgomgomgomgomg??????????????????

This might just be the biggest award either of us have ever been nominated for. We are absolutely stoked and so thankful for this community's continued support <3

Please consider giving us your vote at https://thegameawards.com/nominees!!

You can also vote for us in The Streamer Awards for Stream Game of the Year!! https://thestreamerawards.com/vote

PATCH 1.45.a 1.46.a

_ EDIT: We had an issue that required rolling back the patch, but it's fixed now! _

The biome you guys love to hate, the TROPICS, is back in the rotation!!

Or do we all forgive the TROPICS now that ROOTS is out? lol...

FEATURES
  • The Tropics are back in the rotation. We now have a new map rotation algorithm instead of just swapping between MESA and ALPINE every other day:

  • The map cannot be the same exact configuration two days in a row.

  • You will never see the same biome three days in a row.

  • The Roots now has biome variants. You know how sometimes the tropics is freaky and full of more bombs than usual? We did a pass like that to the Roots.

BALANCE CHANGES

  • Fortified Milk has gone from an Uncommon to a Rare loot.

  • Beetles knock you slightly less far and put you in ragdoll state for less time, making it less likely they stunlock you.

BUGFIXES
  • Fixed an issue where players could still become zombies in Tenderfoot, despite zombies not spawning in the world.

  • Thickened giant mushroom colliders to make it less likely to get stuck in them when falling from a great height

Patch 1.44.a

Hey Scouts! The Roots weeks are almost over, and soon Tropics will be back in rotation on November 17th! In the meantime, we've got a big variety of bugfixes and optimizations for you!

BALANCE/GAMEPLAY CHANGES
  • The death timer now still ticks down even when carried by another scout if you have enough spores to become a zombie. Good luck...

  • We're buffing the Scout Cannon!

  • Scout Cannons can launch zombies now.

  • Scout Cannon weight reduced 6 -> 4

  • Scout Cannon forced ragdoll time reduced 2-> 1

  • Made the Scout Cannon slightly easier to jump out of.

  • You will now be able to walk in the Caldera lava if you are invincible.

  • Removed the ability to fly if you have the wind walking ability from a Shroomberry and one balloon. You now need at least three balloons.

  • Lava will no longer cook items that are being held in your hands. (This was getting a little too crazy now that several more items blow up when cooked)

MAJOR FIXES
  • ‼️ Okay, so this is pretty embarrassing. Turns out, gamepad sensitivity has been dependent on user framerate since we originally launched the game. (Remember how this was a game jam...?) That's fixed now, but because of that, If you play on gamepad, there's a good chance your look sensitivity will have changed when you next open the game and you'll need to tweak it a bit.

  • Removed the prompts to swap your spectate target if your character is unconscious but not fully dead.

  • Fixed visual issues relating to using the Book of Bones with the Third Eye accessory equipped.

  • Fixed visual issues on the player ghost when the Third Eye accessory is equipped.

  • The Checkpoint Flag now respawns scouts slightly above the ground to reduce clipping/physics issues upon respawning.

  • Fixed an issue where zombie footsteps would play from the wrong position.

  • Fixed an issue caused by the cooking update where dynamite would create two explosions.

MINOR FIXES
  • Fixed an issue where scouts in a ragdoll state would bounce off mushrooms way too high.

  • Fixed an issue where the campfires would no longer burn players.

  • Fixed shroomberries spawning on the wrong side of the vine.

  • Fixed players not being able to grab a piton while hanging from a vine.

  • Fixed an issue where holding the Ancient Idol while having thorns stuck on you could cause erratic stuff to happen to your status bar.

  • Fixed an issue where a spawn point could spawn a zombie more than once if an old one died, resulting in some comedic infinite spawns if the spawned zombie ragdolled off a cliff.

  • Fixed an issue where a frisbee that landed in the water would still be considered "in flight" for purposes of the Ultimate Badge.

  • The Emote wheel can no longer be accessed as a ghost.

  • Fixed an issue where you would take increased fall damage if your wind walking from a Shroomberry expired while in midair.

  • Dynamite explosions slightly more optimized.

  • Added a failsafe to ropes being destroyed while they were being climbed (in rare situations).

OTHER THINGS

  • PlayerHandler.OnCharacterRegistered event re-instated (modders will know what this means)

Patch 1.43.a

Hey scouts! Another round of small changes and fixes. We're continuing to look at feedback and bug reports for the ROOTS update so keep it coming and have a fantastic, zombie-filled weekend!

BALANCE CHANGES
  • If scouts have been infected by enough spores, your death timer still decays when carried. So, they can now turn into zombies while being carried by another scout!! Good luck!! Sorry, this one actually didn't make it in. Expect it in the next patch.

  • Added a tell on the Death Bar for knowing when a player has enough spores to become a zombie,

  • Zombies will now recalculate their aggro target and begin chasing the closest player every ~10 seconds.

MAJOR FIXES
  • Fixed a bug where throwing a Cursed Skull in the lava would crash the game.

  • Fixed missing root collision on redwood stumps.

  • Fixed an issue where you would jump unnaturally high on mushrooms if falling with a parasol,

  • Player-specific audio sliders will now properly save their settings after a player disconnects and reconnects.

  • Fixed an issue where a player's zombie could bite you on the first frame they turned into a zombie.,

  • Re-allowed the Scout Cannon Glitch but only with the backpack.

  • Look, let's talk about this. We removed the glitch and you know why? It was never really a glitch. Cannons are supposed to shoot items with a force of 30. For some reason we typed in 5000 instead. It was literally just shooting them at Mach 10 for no reason. As a game developer it would hurt me not to just fix that. But hey we're reasonable. We know you want to skip the whole level for some reason. Great. This is our compromise. Only the backpack will still shoot with a velocity of 5000. Let's never speak of this again.

MINOR FIXES

  • The Cursed Skull and Book of Bones ambient sfx are now muted when in the backpack.

  • Fixed a typo in the description of Applied Esoterica Badge.

  • Fixed Mandrake scream volume not being affected by the SFX slider,

  • Fixed rare cases where the Mandrake wouldn't stop screaming even when far away.

  • Fixed an issue where the extra stamina bar wouldn't update if you only had a sliver of extra stamina remaining

Hotfix 1.42.a (Zombie Nerf)

ALRIGHT, what a day. Hope you've been enjoying the ROOTS!

We'll be continuing to balance things during the coming days, but the big immediate thing on our radar is tweaking the zombies' stats. We want them to feel properly terrifying for, well, a zombie, but they're clearly feeling like too much of a constant run-ender in the area and deserve to be nerfed a bit and show up significantly less often.

But to those being mean to me, yes, we did playtest the zombies. I guess the playtesters were just too good at the game ;)

Balance Changes

  • Removed zombies entirely from Tenderfoot difficulty.

  • Significantly reduced the number of zombie spawn points on the map.

  • Slightly reduced zombie walk and sprint speed.

  • Increased the amount of time a zombie will take to recover after a lunge.

  • Reduced the radius at which a sleeping zombie will wake up and begin chasing the player.

  • Reduced the distance at which a zombie will go from a walk to a sprint.

  • BUT, zombies will now attack skeletonized players. Good luck!

Minor Fixes

  • Fixed faulty text on the Applied Esoterica Badge.