Full ReleasePC

Peak

Landfall Games · Adventure

Overview

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?

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WORK TOGETHER

Need a Hand? You’ll need to rely on your friends to have any hope of scaling the mountain, which changes every single day. Help each other up ledges, or place ropes and climbing spikes to make the way easier for those who come after.

CLIMB

The Mountain Takes no Prisoners! Climb through 4 biomes on your way to the PEAK, each with their own life-threatening obstacles. You’ll need to scavenge for questionable food to survive, and manage your injuries carefully - every setback limits your stamina, making it harder to climb.

SURVIVE

Prepare For the Worst: Discover a variety of helpful survival items, from energy drinks to climbing spikes to the mysterious Anti-Rope. You’ve got no hope of making it to the PEAK unless you press every advantage given to you.

A NEW ISLAND EACH DAY

The game's map rotates out every 24 hours! Try out the new layout each day, or give the same island multiple attempts in a day until you conquer it.

EARN BADGES

A Well-Seasoned Scout: Show off your survival prowess with dozens of badges to earn and cosmetics to unlock.

CLIMBING IS BETTER WITH FRIENDS

Multiplayer in PEAK is friends-only - invite up to three other scouts through Steam to climb together, or face the mountain alone if you're really brave!

From the game's Steam store page.

THE GAMEQ VERDICT10,000 reviews analyzed

What players are actually saying

GameQ verdict: Essential

A cheap co-op climb that turns friend groups into chaos and stories, with punishing biomes, some bugs and no matchmaking.

94% positive on Steam · 379,294 reviews

1. Summary

In this slice, 94.6% of the reviews recommend PEAK, and the positive share stayed between 94% and 97% in every week from 17 August to 2 October 2026. Many reviews are one-line puns on the title. The ones that explain themselves describe the same loop: a cheap climbing game where a single stamina bar also tracks hunger, injury and poison, where every fall is a disaster or a joke, and where proximity chat turns a two-hour climb into an evening of talking, screaming and betrayal. About a quarter of all reviews mention friends, co-op or multiplayer. Players also like the badges, which turn Steam achievements into patches and cosmetics on a scout's sash, a price usually given as $8 and lower on sale, and what reviewers call the final update, which by their account added the Gloom and Citadel biomes and a true ending.

Solo play divides players, though reviews that call it fun alone far outnumber those that call it boring alone. Difficulty divides them too, and some biomes, above all the Roots and the Gloom's frogs, strike players as unfair. About one in five negative reviews reports a technical problem: frame rates collapsing in the Kiln, Caldera and Citadel after the final update, bugs that end runs, and Photon disconnects that turn a player into a ghost and wipe their items. Players whose friends don't own the game ask for public matchmaking.

2. What keeps coming up

What players praise
Climbing with friends is the main eventHigh

About a quarter of all reviews (2,470) mention friends, co-op or multiplayer. They describe cooperation and sabotage in the same session: reaching out to grab a friend at a cliff edge, carrying a dead friend's body up the mountain, then throwing coconuts at that same friend. Stories of trolling with blowdarts, daggers, frisbees, coconuts or cannibalism usually arrive as a punchline: "Nothing builds friendship like watching your best friend fall to his death while carrying your last mushroom." One long review put it as "PEAK is simultaneously a great co-op game and a friendship stress test", and another advised players to "Stab your friend in the spine and gain ultimate power for betrayal."

Several of the most detailed reviews describe something gentler, the climb as a reason to spend time together and talk: "PEAK gives you something to do while you're spending time with the people you care about." Some play with their children or partners, and one plays with a long-distance best friend they hadn't seen in years. The cost of this design shows up under solo play and matchmaking below: people with nobody to play with get a smaller game.

Badges you wear on your sashHigh

Every Steam achievement appears as a badge on the character's sash and unlocks a cosmetic, so progress shows on the character, and players like it: "Making all of the achievements and challenges diegetic is such a cool way to introduce them." Several long reviews come from players who had just collected all 64, and one called PEAK the first Steam game they were happy to 100%.

Solo completionists object that some badges need other players ("I hate that for some achievements you need other people"), and a few say others depend on luck or on the biome rotation ("Some badges wait on rare biome rotations"). A few report bugged badges, among them the Bookworm badge, whose journal pages disappear.

A lot of game for a few dollarsMedium

Reviews that bring up price mostly call the game a bargain. Players give the full price as $7.99 or $8 and mention sale prices of a few dollars: "Best $8 I've ever spent", "I can't believe this game is 4$." One reviewer measured it "For roughly the price of a couple of drinks", and another said it "has more replayability than a lot of $70 games". Some point out that the new biomes, items and cosmetics came as free updates, with no paid DLC. A few reviews suggest waiting for a sale, and a few negative ones say it was not worth even the low price.

A final update and a real endingMedium

Reviewers call the latest content drop the final update, and some name it the Final Ascent. By their account it added the Gloom and Citadel biomes, a secret area and a true ending in which the scouts free the Scoutmaster's soul. Most reviews that discuss it praise it, including some from players who had drifted away and came back for it: "The citadel is the apotheosis of the game", and "The final ascent brought a tear to my eye". Some call it a fitting send-off.

Its difficulty draws opinions both ways. "They made the last update way too hard", wrote one negative reviewer, while a player who had finished it thought "the update made the game too easy" because the new glider and the rescue claw make many climbs trivial, and another found "Citadel and Secret level to ez". A small group says the updates in general made the game harder or worse, among them the blunt "Horrible final update. should have left it at 1.0." The Gloom's frogs, the part of the update players complain about most, are covered under biome hazards below.

One stamina bar for everythingMedium

Hunger, injuries, poison, cold, drowsiness and carried weight all eat into the same bar that powers climbing, so every item, snack and route is a trade-off. "Your health and stamina being the same bar is an incredibly creative mechanic and really adds to the puzzle", wrote one player, and another said "Most of the fun from the gameplay comes from finding a route." The ascents, harder runs with stacking modifiers that unlock as you beat the game, get credit for keeping that puzzle fresh: "Ascents give a unique and clearly defined challenge for you to beat".

Physics and controls draw some of the anger. Reviews describe a character that grabs a wall over and over and burns its stamina ("Grabbing walls will sometimes spam grab all your stamina away") or slides off flat ground while standing still.

Proximity chat carries the comedyLow

Voices fade with distance, echo in caves and trail off when a friend falls: "A friend above you falling and screaming will have a doppler effect as they fall past you and grow distant with echoes." A few reviews report microphone trouble, from buzzing to a friend's mic that only works in Discord, and some groups fall back to Discord for voice.

Mods stretch the lobbyLow

Some reviews point to mods, including ones that lift the four-player limit, such as the advice to "get the PEAK unlimited mod from the thunderstore mod manager for more than 4 players". A few ask for official Steam Workshop support.

Where players are split
Playing soloHigh

Reviews that say plainly that the game is fun alone, or fun "with or without friends", far outnumber the ones that call it boring alone (288 against 38). Many add that friends make it better ("Solo can be fun, but its definitely better and more comedic with friends."). Some describe solo as a different, calmer game: "But the moment you play alone, it shifts into this incredibly peaceful, almost therapeutic experience." Others use solo runs for badge hunting or for clearing ascent 8 alone, and one player bought it to play with friends and ended up playing solo.

The other side is blunt: "its insanely boring by yourself", and "playing peak alone kinda defeats the whole purpose of the game". One negative review lists what a solo player loses: teammates who might revive you, split the loot and help carry an overloaded backpack. A few badges also need a second player.

How hard it should beHigh

Many reviews that call PEAK hard, punishing or frustrating treat the difficulty as the point: "It is not peak because it is easy. It is peak because climbing the mountain feels like an accomplishment." Even the easiest mode gets respect: "Even on Tenderfoot, this game can be a challenge."

Others hit a wall early, often at the second biome: "Second biome (tropics) is obnoxiously difficult." A related complaint is that the game teaches by killing you. A few say they had to keep a wiki open or lost a long run to an item or food the game never explained: "figuring out what items do what without resorting to a wiki is very hard to do without throwing a run", and "I wish there were some hints in game about it, instead of having to constantly keep the wiki open while playing."

A new mountain every dayMedium

The island's layout and biomes rotate every 24 hours, and reviews that mention the rotation mostly see it as the reason the game stays fresh: "Every day that you log in is an entirely new experience of it's own." One player called the daily climb "its kinda becoming my own wordle".

Reviews about map generation, seeds and loot luck are more critical. A bad seed means waiting a day ("if the seed is awful, then you have to wait 24 hours before you can try again on a better seed"), players with short sessions feel shut out ("What if I only have 30 minutes?"), and one player warned that "Item RNG gets more heavy as you play through the game and rise in difficulty levels." A few ask to choose the map or to play a random seed on every run.

The last major updateMedium

Reviewers say the developers have finished adding major content, and their reactions mix regret and respect, sometimes in the same review: "Sad to know that was the last major update, but I agree with the philosophy behind the choice." Some call the game complete: "They're not making any more major content updates and I respect it." Others worry about its shelf life: "with no updates coming this game has a best by date". A few ask for a sequel or an expansion.

What frustrates players
Bugs and frame drops that end runsMedium

117 of the 542 negative reviews (22%) report a technical problem, and bugs come up in more of them than crashes, frame drops or disconnects. The bugs include items and luggage stuck inside the terrain ("Luggage keeps being clipped into the terrain, making some items unreachable after opening the luggage."), backpacks that vanish mid-climb ("your whole backpack disappears"), and a campfire that only the host can see, reported below the Kiln and in the Caldera, which leaves everyone else stuck behind the barrier ("the campfire glitch is back").

Frame rates are the other problem. Reviews written after the final update tie collapsing frame rates to the Kiln, Caldera, Citadel or the "final area", for example "the game drops to 4fps at the Kiln or Citadel when it matters most" and "The Caldera and The Kiln are completely unplayable!", with one noting "The old lava map worked fine". Some say patches fixed their problems ("v2.4.c runs good again", "their newest patch fixed my issue somehow"). On older hardware the reports conflict: some say "It runs flawlessly and smoothly even on older laptops or extreme budget builds.", while others describe overheating laptops, low frame rates on Steam Deck and black screens on launch.

Biome hazards that feel unfairMedium

The Roots draws the most complaints, for its zombies, spiders, wind and spore bombs in the second stage: "the roots section seem a little too hard for being the second area". Next comes the Gloom, mostly for its frogs, which grab and drag players. Most reviews that mention the frogs complain about them: "The cooldown is a lie." and "But the frogs genuinely just feel like a last minute and unpolished addition." Other reviews name the Mesa's tornadoes and tumbleweeds, the Citadel's traps, the condors in the Kiln and Caldera, the Tropics, and the Alpine, where one player found that "everything looks like you can stand on it but actually you cant". Some players feel the updates kept stacking on hazards: "Roots is by far no contest the worst update."

Repetition after the first summitsLow

Some players say the game gets repetitive or boring after a few runs: "Game gets repetitive after 3 runs", and "max of 6 hours of fun with friends, then it just gets frustrating". Other reviews say the badges, the ascents and the daily rotation kept them coming back.

No public matchmakingLow

Requests for matchmaking, public lobbies or a server browser include some from buyers who gave up within an hour or two: "No server browser or matchmaking." and "not everyone has friends to play with". Some reviewers point to the game's Discord as the workaround ("There are extremely active Discord servers where you can easily find people and join rooms to play together."), while others warn that "the game is rampant with cheaters" in public games, with one describing how "a modder joined, teleported us and spawned a bunch of dynamite to end our run". One reviewer switched to a positive review after a kick function was added for such cases.

Disconnects that wipe your inventoryLow

Photon errors, disconnects and failed joins end runs, and the worst part, as these reviews tell it, is what happens next: a player who drops out returns as a ghost and loses everything they carried ("all of your inventory banished to the shadow realm"). "If a player disconnects because of a network problem, they shouldn't immediately be considered dead.", wrote one, and another asked for local play: "No LAN option is kinda dumb, honestly." A player in Oceania said the game kicked them from lobbies with friends in other countries.

Long runs and fragile savesLow

A full climb takes one to two hours or more, and some reviews complain about lost progress, missing saves or runs that take too long. Campfire saves won some players over ("I like that they finally added saving at campfires"), and one switched to recommending the game once they arrived. But saves expire when the map rotates ("if you don't complete your entire climb before the change, you just won't be able to load your save"), and one player says reloading a run emptied their whole inventory. Dying early can mean watching for a long time: "my experience in this game is dying in 1 minutes then spectating for 30."

Missing optionsLow

Some reviews ask for basic options: key rebinding ("you cant rebind any keys"), text chat for players who cannot use voice ("Kinda sucks that there's no chat feature for people who are mute or deaf"), a sprint toggle ("please add toggle option for sprint") and less camera bob. A few ask for a Mac version, and a few look forward to the console release so they can play with console friends.

3. The player conversation

The tone is affectionate and full of jokes. Many reviews are one-line puns on the title, and Bing Bong, an item players carry up the mountain and talk to, is a recurring gag. The genre label is a running argument: "friendslop" turns up in hundreds of reviews. Many embrace it as a genre name ("best friendslop"), others argue the game is better than the label ("This isn't friendslop, it's friendgem"), and a few negative one-liners use it as the whole complaint.

Only 542 reviews (5.4%) are negative. About a fifth of them report technical problems; others complain about difficulty and biome hazards, found the game repetitive or simply not their kind of game, or had nobody to play with. Who raises what tracks time in the game. Badge talk, reactions to the final update and to the end of updates, and complaints about the frogs and map generation come mostly from players with dozens of hours. Requests for matchmaking and reports of frame drops come from players with about as many hours as the typical reviewer.

The positive share barely moved from week to week. Among the older reviews that authors updated in this window, some switched to positive after fixes, the kick function and campfire saves, and some switched to negative over frame drops, physics and harder biomes.

4. What the developers could do

  1. Stop generated maps and props from blocking progress. Players lose runs and badge attempts to luggage, scout medals, statues and campfires clipped into terrain or visible only to the host, and to backpacks that vanish mid-climb.
  2. Fix the frame-rate collapse in the Kiln, Caldera and Citadel. Reviews written after the final update describe frame rates in those areas falling to single digits, some even on the lowest settings, and some say their negative review stands until performance is fixed.
  3. Tune the worst biome hazards, starting with the Gloom's frogs and the Roots. These two draw the most hazard complaints, and players single out the frogs' repeated grabs and the Roots' difficulty for a second stage.
  4. Let a disconnected player rejoin with their items. Photon drops send players back as ghosts with an empty inventory, which ends the run for them and sometimes for the group, and some ask for a LAN option.
  5. Add public matchmaking or an in-game lobby browser. Buyers whose friends don't own the game give up on it or turn to Discord lobbies, where some report modders wrecking runs.
  6. Record what an item or food does after it is first used. A few players ask for a bestiary-style notebook so they do not have to keep a wiki open or lose an hour-long run to an unknown item.
  7. Give solo players a route to every badge and a way to choose a biome or seed. Solo completionists cannot earn the multiplayer badges, and players with short sessions want to choose a map or reroll the seed instead of waiting for the rotation.
  8. Add key rebinding, text chat and a sprint toggle. Players with broken keys, microphone trouble or who cannot speak ask for these.

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