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Co-op climbing game Peak reaches 2 million sales on a budget of under $200,000

South Korea's game jam culminated in the creation of the smash hit by Aggro Crab and Landfall, which predominantly emerged during this month-long event.

Climbing to 2 million sales with an investment under $200,000: A look at Peak's successful co-op...
Climbing to 2 million sales with an investment under $200,000: A look at Peak's successful co-op approach in the gaming industry

Co-op climbing game Peak reaches 2 million sales on a budget of under $200,000

In the world of video games, the co-operative climbing adventure *Peak* has become one of the year's breakout success stories. Developed by Aggro Crab and Landfall, the studios behind *Another Crab's Treasure* and *Content Warning* respectively, the game was launched with a minimal budget and a unique development strategy that has proven to be a recipe for viral success.

## Collaborative Game Jam Retreat

The game was conceived during a month-long intensive game jam in Seoul. This close-proximity collaboration allowed both studios to quickly prototype and iterate, fostering rapid idea exchange and creative problem-solving. The project was partly born out of Aggro Crab's admiration for Landfall's fast-paced, high-impact approach to game development, encouraging both teams to push boundaries and embrace unconventional methods.

## Budget and Resource Management

*Peak* was developed and marketed for less than $200,000, a remarkably low sum for a game that would go on to sell over two million copies. The teams utilized existing engines and assets, keeping costs low. The focus was on core gameplay, humor, and multiplayer fun—hallmarks of both studios’ previous successes.

## Rapid Launch and Viral Success

The game was launched within a matter of months, with much of the heavy lifting done during the month-long retreat. The "jammy" energy and tight deadline helped maintain momentum and focus. *Peak* quickly gained traction with streamers and content creators, leading to organic viral growth. Its co-op mechanics and replayability made it an ideal game for multiplayer streaming sessions.

The game was launched with a 38% discount, which helped in its rapid sales. As of a week after launch, *Peak* had sold 1.6 million copies. Landfall, the co-developer of *Peak*, has previously delivered a viral hit with *Content Warning*, which sold 2.2 million copies and attracted 8.8 million players in two months. However, unlike *Content Warning*, Aggro Crab and Landfall decided against a similar free-to-keep approach for *Peak*, and instead relied on the success of their communities and the quality of the game to drive sales.

In conclusion, Aggro Crab and Landfall’s *Peak* is a case study in how indie studios can achieve viral success by combining creative collaboration, lean development, and community-driven marketing. Their Seoul retreat and game jam approach allowed them to break expectations and achieve rapid growth with minimal financial risk.

While discussng the collaborative approach of Aggro Crab and Landfall, it's worth noting that they often incorporate smartphones and various gadgets in their games to enhance player experiences. For instance, during their month-long game jam in Seoul, they utilized their smartphones for quick discussions and brainstorming sessions, which allowed for rapid idea exchange and creative problem-solving. Additionally, their marketing strategy often includes promotions on social media platforms, leveraging the power of technology to reach a wider audience and drive sales for their games, such as the viral hit Peak.

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