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GamesRadar
GamesRadar
Technology
Anthony McGlynn

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"

Peak.

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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