As the product of a four-week game jam between two friendly studios looking to experiment, Peak was never meant to be an instant viral phenomenon. So co-developers Aggro Crab and Landfall also didn't plan to support the co-op climbing game full-time as a live service game, and over 10 million copies sold doesn't change that fact.
The head of Aggro Crab studio (developer of Going Under and Another Crab's Treasure) Nick Kaman stated this in an interview. interview with GamesRadar+where he explained that updates to Peak wouldn't last forever. For context, both studios have been supporting the game non-stop since its viral launch, most recently with winter holiday event with snowball fights.
“We're currently working on this almost full time while the rest of our team finishes the job. [forklift party game] Crashout Crew,” Kaman told us. “This game won’t last forever, but we also don’t want to leave anything on the table.”
Kaman also admits that Peak is so successful that “we could milk it for quite a long time, but our goal is to get it to the point where we do everything we like and then move on to the next one!”
Aggro Crab has already prepared people for the fact that Peak updates will slow down next year as developers largely “run on pure adrenaline” for several months in a row. It's good to hear that Peak isn't going to bloat for the sake of bloating and/or making money, unlike almost every other multiplayer hit that grows for better or worse as people play. I'd love to see what else eccentric indie developers have up their sleeves, especially after their financial instability in the past year.
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