How The Developers Of Peak Primarily Made The Game Out Of Jealousy
Peak has officially become a sleeper hit with gamers. The co-op climbing game recently reached over one million sales in under a week and is in the top 40 of the most-streamed games of the past few months. The game was created as a partnership between Another Crab's Treasure developer Aggro Crab and Content Warning creators from Landfall, with most of the development taking place during a month-long jam session.In an interview with PC Gamer, Aggro Crab studio head Nick Kaman talked about the making of the game and being jealous of Landfall's whirlwind method with Content Warning that he felt "turned everything we know about game development upside-down."At the time, Aggro Crab was about to launch its biggest game ever, Another Crab’s Treasure, an intense three-year-plus-long project that he felt burned out his team. "While it was a success, Content Warning was a much bigger one made in much less time," Kaman said via email. Lucky for Kaman's team, there was already an established friendly relationship between the studios, so when he asked if they could join the other team in Seoul, they got an enthusiastic yes.Continue Reading at GameSpot

Peak has officially become a sleeper hit with gamers. The co-op climbing game recently reached over one million sales in under a week and is in the top 40 of the most-streamed games of the past few months. The game was created as a partnership between Another Crab's Treasure developer Aggro Crab and Content Warning creators from Landfall, with most of the development taking place during a month-long jam session.
In an interview with PC Gamer, Aggro Crab studio head Nick Kaman talked about the making of the game and being jealous of Landfall's whirlwind method with Content Warning that he felt "turned everything we know about game development upside-down."
At the time, Aggro Crab was about to launch its biggest game ever, Another Crab’s Treasure, an intense three-year-plus-long project that he felt burned out his team. "While it was a success, Content Warning was a much bigger one made in much less time," Kaman said via email. Lucky for Kaman's team, there was already an established friendly relationship between the studios, so when he asked if they could join the other team in Seoul, they got an enthusiastic yes.Continue Reading at GameSpot