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PEAK

PEAK is a co-op climbing game where the slightest mistake can spell your doom. Either solo or as a group of lost nature scouts, your only hope of resc

4.431 reviews7.9K followers
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Prototype sample data: the rating and review count come from the written sample reviews below, and the follower count is derived from the game's own row so it stays put between reloads. None of it is real user data.

PEAK is a co-op climbing game where the slightest mistake can spell your doom. Either solo or as a group of lost nature scouts, your only hope of rescue from a mysterious island is to scale the mountain at its center. Do you have what it takes to reach the PEAK?

PEAK screenshot 1
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PEAK screenshot 6

PEAK Launches

The original listing, then every content update PEAK has shipped since.

PEAK

PEAK is a co-op climbing game where the slightest mistake can spell your doom. Either solo or as a group of lost nature scouts, your only hope of resc

Launched on June 16th, 2025

Ranked #3 of all time on slopranksRanked #1 of the week of Jun 16, 2025Ranked #1 of the month for June 2025
607

Update titles, dates and links are real Steam announcements, captured once and stored with the catalog; routine hotfixes are filtered out. The vote count beside each one is the prototype's own counter, not anything Steam reports. Every game's updates →

Developer Pitch

The developer's own words about PEAK — the one part of this page that is not derived from the catalog.

No pitch from the developer yet

Everything above is derived from the catalog and the storefront. If you made PEAK, this is where you get to say what it is in your own words.

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Reviews 31

4.4

Based on 31 reviews

Inert in this prototype — nothing you write would be stored.

What reviewers keep saying

The shared rope is what reviewers keep returning to: almost every positive paragraph describes a moment where someone else's mistake became everyone's problem, and reviewers treat that coupling as the design rather than a flaw. Stamina management and the readability of a route get consistent praise, as does the price for what is often described as a full evening. The complaints cluster on two things — a difficulty curve that punishes the least confident climber hardest, and progress loss when the host drops mid-ascent. Several reviewers warn explicitly that a group with one impatient player will have a bad time.

Summarized for this prototype from the sample reviews below.

Prosgreat with four2cheapeasy to startno loadoutsno progression debt
What's great

The rope makes your position a group decision whether or not the group was consulted, and that single choice turns climbing into a relationship. You can be playing perfectly and still get pulled off a ledge by someone forty feet below you, and the game is completely right to let that happen. Looking up and seeing exactly how badly the people above you are doing is information no minimap could give you.

What needs improvement

Losing the host mid-ascent throws away an hour, and it happens often enough that we now check who has the flaky connection before we start. The stamina curve is also unforgiving to whoever is worst — they run dry first, fall first, and then get to feel responsible for the party wipe, which is a lot to put on your least confident friend.

vs Alternatives

Every climbing game that copied this handed each player their own rope, which is a reasonable usability decision and completely destroys the point. If a game lets you climb without anyone else's mistakes reaching you, it is not doing what this does.

Ratings
Ease of use3.0Ease of use: 3 out of 5
Reliability3.0Reliability: 3 out of 5
Value5.0Value: 5 out of 5
Replayability4.0Replayability: 4 out of 5
Helpful (52)Report
2.9K views5d ago
@stamina_neg

1 review

What's great

It is one of very few co-op games where planning actually pays off. Agreeing the climbing order at the bottom — strongest last, so they can recover whoever slips — turns a chaotic hour into a genuinely satisfying one. When the route reads correctly and four people execute it, the summit lands harder than most single-player endings I have played this year.

What needs improvement

Renegotiating anything halfway up is a disaster and the game gives you no tools for it. There is no ping, no way to flag a ledge, so all coordination is voice, which means the loudest person effectively becomes the route planner. Weather events feel like they roll at the worst possible moment more often than random would suggest.

vs Alternatives

Chained Together is the other tether game our group plays, and it is a much blunter instrument — funny for one long night, then finished. This has actual route knowledge that accumulates, so it stays in rotation for months.

Ratings
Ease of use3.0Ease of use: 3 out of 5
Reliability4.0Reliability: 4 out of 5
Value5.0Value: 5 out of 5
Replayability5.0Replayability: 5 out of 5
Helpful (38)Report
2.0K views11d ago
@ledgekid

1 review

What's great

Nobody in our group had played anything with a stamina bar before and we still got most of the way up on the first night. The verbs are climb, drop a rope, and do not panic, and only one of those is hard. Proximity voice fading as someone gets further above you does more for tension than any music cue.

What needs improvement

It does not survive an impatient player. We have one friend who climbs past the shared rope and then wonders why the group keeps falling, and every session with him present ends badly. The game could solve half its social problems with a simple indicator of who is currently anchored, but there is nothing.

vs Alternatives

If your group bounces off anything with a meter draining on screen, buy Supermarket Together instead and do not argue about it. This is the better game and it is the wrong game for that group.

Ratings
Ease of use3.0Ease of use: 3 out of 5
Reliability4.0Reliability: 4 out of 5
Value4.0Value: 4 out of 5
Replayability4.0Replayability: 4 out of 5
Helpful (24)Report
1.3K views2w ago
@scoutfrog

1 review

What's great

Value is absurd. Four copies cost less than a round of drinks and we have three months of weeknights out of it, with no season pass, no cosmetics nag, and nothing that punishes the friend who missed last Tuesday. Every session starts at the bottom of the mountain and everyone is equal there.

What needs improvement

Run-to-run variety is thinner than it first looks. Once you know the island you are mostly executing rather than discovering, and the game leans on weather and mistakes to fill that gap. I would happily pay again for a genuinely unfamiliar second island rather than harder versions of the one I know.

vs Alternatives

Against Deep Rock Galactic, this is the one you can ask four people to buy without a conversation about it. Deep Rock is deeper and better supported, but it costs four times as much four times over, which is where most group purchases die.

Ratings
Ease of use4.0Ease of use: 4 out of 5
Reliability4.0Reliability: 4 out of 5
Value5.0Value: 5 out of 5
Replayability3.0Replayability: 3 out of 5
Helpful (31)Report
1.7K views3w ago

Every review on this page is sample content written for this prototype. No real players were surveyed and the handles are invented. Helpful and Report record nothing; Share is real and links straight to the review.