{"id":1248719,"date":"2026-02-28T21:39:06","date_gmt":"2026-02-28T21:39:06","guid":{"rendered":"https:\/\/www.polygon.com\/?p=611853"},"modified":"2026-02-28T21:39:06","modified_gmt":"2026-02-28T21:39:06","slug":"peak-went-from-a-canceled-game-that-couldnt-get-funding-to-selling-millions-on-steam","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/peak-went-from-a-canceled-game-that-couldnt-get-funding-to-selling-millions-on-steam\/","title":{"rendered":"Peak went from a canceled game that couldn\u2019t get funding to selling millions on Steam"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/peak-went-from-a-canceled-game-that-couldnt-get-funding-to-selling-millions-on-steam.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">The folks at Aggro Crab were feeling the fatigue.<\/p>\n<p class=\"has-text-align-none\">Their previous game, the underwater Souls-like <em><a href=\"https:\/\/www.polygon.com\/23065617\/another-crabs-treasure-soulslike-aggro-crab-nintendo-switch-pc-release-date\">Another Crab\u2019s Treasure<\/a>, <\/em>was their biggest undertaking since the studio was started back in 2019. While the creative action game had been received well by reviewers and players alike, it also took three years to make. A prototype for their next game, a sequel to <a href=\"https:\/\/www.polygon.com\/2020\/4\/2\/21204448\/going-under-ps4-pc-switch-xbox-one-trailer\">2020\u2019s roguelike <em>Going Under,<\/em><\/a> was spun up almost immediately after wrapping that project. Everyone was excited at the prospect of revisiting the corporate world that had put the team on the map in the world of indie games. It was going to be bigger, it was going to be better.<\/p>\n<p class=\"has-text-align-none\">But a few months into development, differences in creative vision caused the new project to lose its funding. It was a bummer, but Aggro Crab knew that things like these happen during game development. The team regrouped and spent months pitching the project to new partners. Despite their best efforts, no one felt like the right fit.<\/p>\n<p class=\"has-text-align-none\">Worse, the prototype just wasn\u2019t shaping up into something Aggro Crab felt proud of. Nothing was clicking. The situation was enough of an ordeal that the team started to feel resentful toward working on the game at all. A cosmic irony, considering <em>Going Under<\/em>\u2019s theme of modern toxic workplace culture. Rather than push through the burnout, Aggro Crab ended up canceling the project.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/peak-went-from-a-canceled-game-that-couldnt-get-funding-to-selling-millions-on-steam.gif\" alt=\"A player in Peak carries a fellow scout, while another pulls them up the mountain.\" title=\"A player in Peak carries a fellow scout, while another pulls them up the mountain.\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Aggro Crab\/Landfall Games\" \/><\/p>\n<p class=\"has-text-align-none\">Though it may not have seemed like it at the time, the failure may have been a blessing in disguise. In the aftermath, the studio was pushed to reconsider its priorities and approach to sustainability. You can\u2019t run a studio running on fumes, as Aggro Crab had been operating for a while. A shake-up was in order.<\/p>\n<p class=\"has-text-align-none\">Aggro Crab would start small. Nothing serious; ideally, it would work on something fun and silly. Something that could bring the spark back and make them remember why they\u2019d spent their childhoods dreaming of making video games. <a href=\"https:\/\/www.pcgamer.com\/games\/sim\/peak-devs-say-the-hit-comedy-climber-was-pitched-in-a-swedish-hot-tub-and-developed-in-a-frantic-4-week-korean-game-jam-we-brought-our-computers-to-an-airbnb-in-hongdae-and-locked-tf-in-for-a-month\/\">The team thought of their friends at Landfall Games<\/a>, and the way their recent hit <em>Content Warning <\/em>was the result of a month-long game development sprint during an offsite in Korea. The game had been a massive success, at a fraction of the development time for something like <em>Another Crab\u2019s Treasure<\/em>. Aggro Crab pitched Landfall: What if they could tag along the next time their studio went to Korea<\/p>\n<p class=\"has-text-align-none\">They said yes. Aggro Crab decided they were going to lock in for a month, game-jam style. The goal? Come up with a commercially viable game in <a href=\"https:\/\/newsletter.gamediscover.co\/p\/how-peak-sold-45m-copies-in-less\">as little time as possible<\/a>.\u00a0<\/p>\n<p class=\"has-text-align-none\">The excitement was palpable. The two studios had rented an AirBnb in Korea, and they spent the first day putting together IKEA furniture. Aggro Crab had sought this change of pace as a salve against weariness, but nonetheless, the group found itself pulling 15 to 17 hour days. Folks nearly forgot to take lunch sometimes. Still, things were coming together fast: within a week, the team had already settled on many of the micro game\u2019s core mechanics.<\/p>\n<p class=\"has-text-align-none\">\u201cOur general routine was to wake up and go for coffee, come back and work until lunch, go out for some food and discuss the game, come back and work, go for dinner and discuss, and then come back and playtest and take notes for the next day,\u201d Galen Drew, art director at Aggro Crab, tells Polygon.<\/p>\n<p class=\"has-text-align-none\">This pace was possible in part because Aggro Crab wasn\u2019t starting totally from scratch. Before the game jam, the team had vaguely conceptualized an open-world survival game. But when they actually started working on it, the kernel changed into the more fully-fledged idea of a slapstick game where a group of scouts were lost on an island.<\/p>\n<p class=\"has-text-align-none\">Another piece that allowed the studios to move at breakneck speeds was the fact that Landfall was already experienced in making co-op multiplayer games at scale. Some things still had to be figured out, though.&nbsp;<\/p>\n<p class=\"has-text-align-none\">\u201cThe first couple of weeks we were debating names at dinner basically every day,\u201d Drew says. Some of the names they considered: Scout Adventure, Seagull Scouts.<\/p>\n<p class=\"has-text-align-none\">\u201cI\u2019m pretty sure the pitch for <em>Peak<\/em> was as a joke over dinner at an Izakaya, where we kept saying \u2018It&#8217;s <em>Peak<\/em>\u2019 and eventually we just liked how <em>Peak<\/em> sounded,\u201c Drew says.<\/p>\n<p class=\"has-text-align-none\">Once the month was over, the studios went back home and kept working on the game. Though they were having a good time, no one had grand expectations. Aggro Crab casually mentioned the new game in an update about the studio at large, and Landfall had shown it off during a livestream in April. There was no concerted marketing push compared to games like <em>Another Crab\u2019s Treasure<\/em>, which had been featured on showcases like Nintendo Direct.<\/p>\n<p class=\"has-text-align-none\">After a few months, everyone got together once again in Sweden to wrap things up. <em>Peak<\/em> was humbly released on June 16 for a mere $8, the same amount as its spiritual inspiration, <em>Content Warning<\/em>. Nobody expected what came next.&nbsp;<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube\">\n<div class=\"wp-block-embed__wrapper\">\n<div>\n<div><iframe title=\"PEAK Trailer: OUT NOW!\" src=\"https:\/\/www.youtube.com\/embed\/jrlUVhLBjG0?rel=0&#038;start=66\" allowfullscreen allow=\"accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;\"><\/iframe><\/div>\n<\/div>\n<\/div>\n<\/figure>\n<p class=\"has-text-align-none\"><em>Peak <\/em>sold a million copies in about a week, and everyone from major YouTubers to popular Twitch streamers were raving about the game with a name where the jokes write themselves. The meme aspect is deeply tied to the game\u2019s visibility, but it would be a disservice to say people are buying it just to make an overplayed pun. <a href=\"https:\/\/www.eurogamer.net\/budget-steam-smash-hit-peak-is-my-new-gaming-obsession\">As reviewers have noted in their coverage<\/a>, it\u2019s easy to fall in love with <em>Peak<\/em>\u2019s procedurally generated mountains and its clever take on <em>Breath of the Wild<\/em>\u2019s climbing mechanics.<\/p>\n<p class=\"has-text-align-none\">Like in Zelda, there\u2019s a stamina meter that goes down as players go up. The meter is affected by the conditions a player faces, like hunger or status ailments. Items can affect your stamina meter, as can animal encounters. Ultimately, though, it\u2019s an engrossing co-op game that turns climbing into a survival puzzle. And it\u2019s a hoot to watch others play, too. <\/p>\n<p class=\"has-text-align-none\">The expressive character designs are like something out of the adventurous children\u2019s show, Backyardigans, an aesthetic bent that lends itself well to <em>Peak\u2019<\/em>s absurdist tone. Players aren\u2019t just trying to get from point A to point B, they have to contend with possible shenanigans from their partners as well. A brave scout willing to carry their pals against all odds could either be an unlikely hero or the reason why everything goes down the drain. <\/p>\n<p class=\"has-text-align-none\">To put <em>Peak<\/em>\u2019s initial million into perspective: <a href=\"https:\/\/gameworldobserver.com\/2024\/08\/06\/another-crabs-treasure-sells-500k-copies\"><em>Another Crab\u2019s Treasure<\/em> sold about 500k copies three months,<\/a> across multiple platforms, with an initial price point of $29.99. An estimated million people tried <em>Another Crab\u2019s Treasure<\/em> on Game Pass, but the barrier of entry is much lower on a service with millions of subscriptions.<\/p>\n<p class=\"has-text-align-none\">\u201cWe really didn&#8217;t have any idea it would sell this well so we were kind of blindsided,\u201d Drew says.<\/p>\n<p class=\"has-text-align-none\">\u201cEvery day was us frantically checking numbers and losing our minds,\u201d Drew added.<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube\">\n<div class=\"wp-block-embed__wrapper\">\n<div>\n<div><iframe title=\"A Studio Update | Cancelled Game + New Projects!\" src=\"https:\/\/www.youtube.com\/embed\/L3SMrIuGheY?rel=0\" allowfullscreen allow=\"accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;\"><\/iframe><\/div>\n<\/div>\n<\/div>\n<\/figure>\n<p class=\"has-text-align-none\">If the studios weren\u2019t ready for the attention, that was doubly true for the servers. As they scrambled to update the game and keep up with the issues players were encountering, a patch was put together and doled out \u2014 only to break the game entirely. <em>Peak<\/em> was being played by so many people that realistically, only a testing team several magnitudes bigger than the developers who made it could keep things stable. The patch was pulled, but the hype around <em>Peak<\/em> has only continued to mount.<\/p>\n<p class=\"has-text-align-none\">Initially, no one had planned to keep working on <em>Peak<\/em> past release. It was supposed to be a diversion; something to get everyone\u2019s creative juices flowing before taking on the next \u2018real\u2019 thing. In fact, Aggro Crab was already midway through a totally different small project around the time it released <em>Peak <\/em>with Landfall.&nbsp;<\/p>\n<p class=\"has-text-align-none\">\u201cIt was really only once the game popped off that we sat the whole team down and talked through if we wanted to keep working on it,\u201d Drew says. \u201cWe came out of that meeting with a resounding yes. I think it helps a lot that the core of the game was made to be fun to work on because we only ever really intended to have a fun month jam, so updating with new content is actually quite nice. We don&#8217;t have any official schedule for updates yet, but rest assured we are working hard on new content.\u201d<\/p>\n<p class=\"has-text-align-none\">Since release, Aggro Crab and Landfall have largely focused on making sure <em>Peak <\/em>runs smoothly. Localization is on the horizon, as is bringing it to platforms beyond Steam.<\/p>\n<p class=\"has-text-align-none\">\u201cIt remains to be seen if we want to make game[s] on THIS short of a timescale for the foreseeable future, but we&#8217;ve been enjoying the freedom that comes from much lower stakes development since this pivot,\u201d Drew says.<\/p>\n<p class=\"has-text-align-none\">Though no one planned for <em>Peak<\/em>\u2019s takeover \u2014 the amusing survival game has been on the top of the Steam charts during the platform\u2019s <a href=\"https:\/\/www.polygon.com\/gaming\/609036\/steam-summer-sale-dates-start\">summer sale<\/a> \u2014 the game might well change the entire course of either studio\u2019s future. Less than a month after release, <em>Peak <\/em>has sold an astounding 4.5 million copies.<\/p>\n<p class=\"has-text-align-none\">\u201cEven when taking into account the price difference and the fact that<em> Another Crab&#8217;s Treasure<\/em> is on consoles, <em>Peak<\/em> clears. Plus we don&#8217;t have investors taking a cut!\u201d<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/gaming\/611853\/peak-steam-game-sales-survival-game-making-of-development\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The folks at Aggro Crab were feeling the fatigue. Their previous game, the underwater Souls-like Another Crab\u2019s Treasure, was their biggest undertaking since the studio was started back in 2019. While the creative action game had been received well by reviewers and players alike, it also took three years to make. A prototype for their next game, a sequel to 2020\u2019s roguelike Going Under, was spun up almost immediately after wrapping that project. Everyone was excited at the prospect of revisiting the corporate world that had put the team on the map in the world of indie games. It was going to be bigger, it was going to be better. But a few months into development, differences in creative vision caused the new project to&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/peak-went-from-a-canceled-game-that-couldnt-get-funding-to-selling-millions-on-steam\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1248720,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1248719","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Peak went from a canceled game that couldn\u2019t get funding to selling millions on Steam | Arcader News<\/title>\n<meta name=\"description\" content=\"The folks at Aggro Crab were feeling the fatigue. 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