# PEAK patch 1.65.a - Product: PEAK (https://whatsnew.fyi/product/peak) - Vendor: Team PEAK - Date: 2026-07-23 - Original notes: https://store.steampowered.com/news/app/3527290/view/674001285755699836 - Permalink: https://whatsnew.fyi/product/peak/releases/2026-07-23-patch-1.65.a What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **fixed** — Fixed most remaining cases where taking an item out while facing a wall would cause it to clip through the world and disappear - **fixed** — Bonking into the wall during a failed Helping Hand will no longer rapidly drain all your stamina - **fixed** — Significantly reduced the number of cases where Helping Hand would fail to be helpful - **fixed** — Fixed issue where voice chat would break after leaving and rejoining a game - **fixed** — Reconnecting to a game with an item in your hand will no longer sometimes cause the player to take fall damage - **changed** — Decreased patch install size slightly - **changed** — Improved randomization of map gen seeds - **fixed** — Autosaves will now self-destruct after a player successfully resumes the run, rather than when they start loading the map - **fixed** — Fixed Magic Beanstalks not showing up for late-joining players - **changed** — Optimized a lot of meshes for improved performance, especially in Roots - **fixed** — Fixed lava rivers never showing up inside the Kiln - **fixed** — Mesa Oasis/Mirage will now appropriately randomize their trees and bushes - **fixed** — Scouts will no longer sometimes get Mentorship Badge for no reason - **changed** — Updated Unity project version to 6.3.15f1 - **changed** — Number of maps in build changed from 21 to 42 - **changed** — Raytrace shaders are now serialized into their respective fields in LightVolume - **changed** — LightVolume.Bake and PropGrouper.Run have been made async methods - **changed** — PropSpawner_* classes are now child classes of PropSpawner - **added** — Added LevelGeneration.Run console command - **changed** — BiomeResults inside MapBaker.selectedBiomes now includes a list of the selected variantName for each respective biome 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