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GamesRadar
GamesRadar
Technology
Austin Wood

After a few months of work led to 11 million copies sold on Steam, Peak devs embrace what many companies refuse to learn: "We're not going to continually have a graph go up"

Crashout Crew artwork of blue worker in blue forklift crying.

Peak co-developer Aggro Crab, half of the game jam-born duo formed with Content Warning's Landfall, is over the moon to have sold 11 million copies of the hit co-op mountain climbing game, which was made in just a few months. Aggro Crab is also ecstatic to have recently crossed 100,000 wishlists on Steam for its next game, Crashout Crew, which was quietly simmering at a separate internal game jam team while millions shouted at their friends in Peak. It turns out the second album problem is a lot easier to avoid when you're happy doing your own thing.

It feels weird to call Crashout Crew a second album, as I told Aggro Crab community lead Paige Wilson and level designer Phillip Corrado in an interview, because the studio released many games before Peak. Another Crab's Treasure, in particular, was one of the best Soulslikes of its year. But Peak brought in so many people – a near-90-degree spike on the once-normal line graph of the studio's growth – that there's suddenly a lot of attention on what the team does next, especially when that isn't Peak 2. (Peak will continue to receive updates going forward.)

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