Peak Hits 5 Million Sales in Under a Month, Adds Language Support and New Gameplay Tweaks in Latest Update
- Sagar Mankar
- Jul 12
- 3 min read

Aggro Crab’s surprise hit PEAK has officially crossed 5 million copies sold — and it did so in under a month.
The climbing survival game, developed in collaboration with Landfall Games, continues to gain traction at lightning speed, and the developers are now celebrating the milestone with a major new update (v1.7) that introduces localization and several gameplay changes.
In the latest patch, PEAK now supports 13 languages including French, German, Japanese, Korean, Simplified Chinese, Russian, and both Latin American and European Spanish. Previously, the game was only available in English, so this update dramatically expands accessibility for international players.
The developers expressed their gratitude to the global community, thanking them for playing despite the language barrier and promising possible support for more languages in the future.
Alongside the localization efforts, the game has officially launched on GeForce NOW, allowing more players with lower-end PCs to experience the chaos of mountain-climbing with coconuts and rope launchers.
Gameplay-wise, the update brings in a slew of balance changes and bug fixes. Players can now throw whole coconuts at scouts, and once again knock down fruits and beehives by tossing items at them. There’s also a rebalancing of rope tools, like a reduced angle for chain launchers to prevent unintended vertical exploits and increased rope output for rope shooters. Plus, items now carry more accurate weight values.
Bugs have also been squashed. Backpacks are no longer randomly unclickable, explosive spores (which previously caused game crashes) have been stabilized, and players will no longer wake up stuck mid-air on pitons. All in all, the update is aimed at improving both co-op and solo experiences across the board.
Despite launching as a “side project,” PEAK has taken on a life of its own. According to a story covered by Polygon, the game was developed in just a month during a game jam in Korea, born from a burnout recovery phase after Aggro Crab's more ambitious title, Another Crab’s Treasure. Initially meant to be a creative breather, PEAK has turned into a breakout phenomenon — hitting over 114,000 concurrent players at its all-time peak and still hovering above 100,000 daily players at the time of writing.
This explosive popularity has caught even the devs off guard. In the Polygon interview, Aggro Crab’s art director Galen Drew said, “We really didn’t have any idea it would sell this well so we were kind of blindsided. Every day was us frantically checking numbers and losing our minds.”
And the momentum doesn't seem to be slowing. With the weekend approaching and broader language support now in place, another record-breaking player surge is likely around the corner.
The game’s success is also spilling beyond the digital world. After fans launched petitions and joked online about owning their own in-game characters, the devs confirmed they’re working on PEAK plushies — starting with Bing Bong and fellow scouts. It’s a fun nod to the passionate community that has helped make the game such a viral hit.
Player reviews online echo that enthusiasm. Many praise the simple-yet-genius design of the game, calling it one of the most compelling indie titles of the year. The mix of physics-based mechanics, proximity voice chat, and procedurally generated climbing challenges has created unforgettable co-op moments — both hilarious and stressful. Some even say it’s the most fun they’ve had in years for just $8.
One Steam user noted, “Absolutely satisfied with my purchase. Definitely my top indie game of the year by a huge stretch.”
Aggro Crab and Landfall have confirmed they’re planning more updates and additional content, though no official schedule has been announced yet. What started as a passion project now has the potential to shape the future of both studios.
From canceled prototypes and burnout to a viral Steam bestseller, PEAK is a remarkable indie success story. And with momentum still climbing, it’s safe to say — the game has truly lived up to its name.
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