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Peak devs originally borrowed from Zelda Breath of the Wild's climbing, but "everything changed" 1 week into development: "At this point, the game kind of made itself"

2026-03-11 16:41
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Peak devs originally borrowed from Zelda Breath of the Wild's climbing, but "everything changed" 1 week into development: "At this point, the game kind of made itself"

"It was a beautiful time"

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  2. Co-op Games
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Peak devs originally borrowed from Zelda Breath of the Wild's climbing, but "everything changed" 1 week into development: "At this point, the game kind of made itself" News By Anthony McGlynn Contributions from Austin Wood published 11 March 2026

"It was a beautiful time"

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Peak (Image credit: Aggro Crab/Landfall)
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It's no secret that Peak, the chaotic multiplayer climbing game, was made quickly during a game jam, with the full release coming just five months after ideation. Towards the start of that process, The Legend of Zelda was a big influence, before the central mechanics actually came into view for the team at Aggro Crab and Landfall.

"Day two, [there are] ones working on this climbing mechanic from like, Breath of the Wild, so we can climb anything, and that's looking really exciting, right?" Nick Kaman, Aggro Crab co-founder, recalls during a GDC 2026 talk attended by GamesRadar+. "Meanwhile, our team is kind of finalizing the scout design."

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"This is our best idea ever," he explains. "Basically, you get afflictions like hunger, injuries. Items carry weight, and they all take up spots on the same bar that lowers the amount of stamina you have for that entire amount; this solves every design problem you could ever think of."

They keep pushing on this central concept, creating a proper prototype by day seven. This includes multiplayer, the physics, and several other facets that'd remain in the finished game. "At this point, the game kind of made itself," Kaman adds. "The whole game is just the client, the wall, and the stamina bar preventing you from getting onto the wall. So we all really clearly understood what this game was about."

As long as they centered on the wall or the stamina bar, ideas were free-flowing, leading to a massive creative buzz as the devs excitedly put together what we'd come to know as Peak. "It was a beautiful time," he states. Honestly, I can think of nothing more peak than that.

"Whoever sells more copies pays for the other's therapy": Peak came about after a bet between Content Warning and Another Crab's Treasure leads, and ironically the friendslop collab that followed sold more than both games combined

Sign up to the GamesRadar+ NewsletterContact me with news and offers from other Future brandsReceive email from us on behalf of our trusted partners or sponsorsBy submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. CATEGORIES PC Gaming Platforms Anthony McGlynnAnthony McGlynnSocial Links NavigationContributing Writer

Anthony is an Irish entertainment and games journalist, now based in Glasgow. He previously served as Senior Anime Writer at Dexerto and News Editor at The Digital Fix, on top of providing work for Variety, IGN, Den of Geek, PC Gamer, and many more. Besides Studio Ghibli, horror movies, and The Muppets, he enjoys action-RPGs, heavy metal, and pro-wrestling. He interviewed Animal once, not that he won’t stop going on about it or anything.

With contributions from
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