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PEAK News

Patch 1.44.a

[p]Hey Scouts! The Roots weeks are almost over, and soon Tropics will be back in rotation on November 17th! In the meantime, we've got a big variety of bugfixes and optimizations for you![/p][p][/p][h3]BALANCE/GAMEPLAY CHANGES[/h3]
  • [p]The death timer now still ticks down even when carried by another scout if you have enough spores to become a zombie. Good luck...[/p]
  • [p]We're buffing the Scout Cannon![/p]
    • [p]Scout Cannons can launch zombies now.[/p]
    • [p]Scout Cannon weight reduced 6 -> 4[/p]
    • [p]Scout Cannon forced ragdoll time reduced 2-> 1[/p]
    • [p]Made the Scout Cannon slightly easier to jump out of.[/p]
  • [p]You will now be able to walk in the Caldera lava if you are invincible.[/p]
  • [p]Removed the ability to fly if you have the wind walking ability from a Shroomberry and one balloon. You now need at least three balloons.[/p]
  • [p]Lava will no longer cook items that are being held in your hands. (This was getting a little too crazy now that several more items blow up when cooked)[/p]
[p][/p][h3]MAJOR FIXES[/h3]
  • [p]‼️ Okay, so this is pretty embarrassing. Turns out, gamepad sensitivity has been dependent on user framerate since we originally launched the game. (Remember how this was a game jam...?) That's fixed now, but because of that, If you play on gamepad, there's a good chance your look sensitivity will have changed when you next open the game and you'll need to tweak it a bit.[/p]
  • [p]Removed the prompts to swap your spectate target if your character is unconscious but not fully dead.[/p]
  • [p]Fixed visual issues relating to using the Book of Bones with the Third Eye accessory equipped.[/p]
  • [p]Fixed visual issues on the player ghost when the Third Eye accessory is equipped.[/p]
  • [p]The Checkpoint Flag now respawns scouts slightly above the ground to reduce clipping/physics issues upon respawning.[/p]
  • [p]Fixed an issue where zombie footsteps would play from the wrong position.[/p]
  • [p]Fixed an issue caused by the cooking update where dynamite would create two explosions.[/p]
[p][/p][h3]MINOR FIXES[/h3]
  • [p]Fixed an issue where scouts in a ragdoll state would bounce off mushrooms way too high.[/p]
  • [p]Fixed an issue where the campfires would no longer burn players.[/p]
  • [p]Fixed shroomberries spawning on the wrong side of the vine.[/p]
  • [p]Fixed players not being able to grab a piton while hanging from a vine.[/p]
  • [p]Fixed an issue where holding the Ancient Idol while having thorns stuck on you could cause erratic stuff to happen to your status bar.[/p]
  • [p]Fixed an issue where a spawn point could spawn a zombie more than once if an old one died, resulting in some comedic infinite spawns if the spawned zombie ragdolled off a cliff.[/p]
  • [p]Fixed an issue where a frisbee that landed in the water would still be considered "in flight" for purposes of the Ultimate Badge.[/p]
  • [p]The Emote wheel can no longer be accessed as a ghost.[/p]
  • [p]Fixed an issue where you would take increased fall damage if your wind walking from a Shroomberry expired while in midair.[/p]
  • [p]Dynamite explosions slightly more optimized.[/p]
  • [p]Added a failsafe to ropes being destroyed while they were being climbed (in rare situations).[/p]
[p][/p][p]OTHER THINGS[/p]
  • [p][c]PlayerHandler.OnCharacterRegistered[/c] event re-instated (modders will know what this means)[/p]
[p][/p]

Patch 1.43.a

[p]Hey scouts! Another round of small changes and fixes. We're continuing to look at feedback and bug reports for the ROOTS update so keep it coming and have a fantastic, zombie-filled weekend![/p][p][/p][h3]BALANCE CHANGES[/h3]
  • [p]If scouts have been infected by enough spores, your death timer still decays when carried. So, they can now turn into zombies while being carried by another scout!! Good luck!! Sorry, this one actually didn't make it in. Expect it in the next patch.[/p]
  • [p]Added a tell on the Death Bar for knowing when a player has enough spores to become a zombie,[/p]
  • [p]Zombies will now recalculate their aggro target and begin chasing the closest player every ~10 seconds.[/p][p][/p]
[h3]MAJOR FIXES[/h3]
  • [p]Fixed a bug where throwing a Cursed Skull in the lava would crash the game.[/p]
  • [p]Fixed missing root collision on redwood stumps.[/p]
  • [p]Fixed an issue where you would jump unnaturally high on mushrooms if falling with a parasol,[/p]
  • [p]Player-specific audio sliders will now properly save their settings after a player disconnects and reconnects.[/p]
  • [p]Fixed an issue where a player's zombie could bite you on the first frame they turned into a zombie.,[/p]
  • [p]Re-allowed the Scout Cannon Glitch but only with the backpack.[/p]
    • [p]Look, let's talk about this. We removed the glitch and you know why? It was never really a glitch. Cannons are supposed to shoot items with a force of 30. For some reason we typed in 5000 instead. It was literally just shooting them at Mach 10 for no reason. As a game developer it would hurt me not to just fix that. But hey we're reasonable. We know you want to skip the whole level for some reason. Great. This is our compromise. Only the backpack will still shoot with a velocity of 5000. Let's never speak of this again.[/p]
[h3]
MINOR FIXES[/h3]
  • [p]The Cursed Skull and Book of Bones ambient sfx are now muted when in the backpack.[/p]
  • [p]Fixed a typo in the description of Applied Esoterica Badge.[/p]
  • [p]Fixed Mandrake scream volume not being affected by the SFX slider,[/p]
  • [p]Fixed rare cases where the Mandrake wouldn't stop screaming even when far away.[/p]
  • [p]Fixed an issue where the extra stamina bar wouldn't update if you only had a sliver of extra stamina remaining[/p]

Co-op climbing game PEAK gets a big update with a new Roots biome

Easily still one of my favourite co-op games, PEAK just expanded with another big free content update so get ready to slide and fall some more.

Read the full article here: https://www.gamingonlinux.com/2025/11/co-op-climbing-game-peak-gets-a-big-update-with-a-new-roots-biome/

Hotfix 1.42.a (Zombie Nerf)

[p]ALRIGHT, what a day. Hope you've been enjoying the ROOTS! [/p][p]We'll be continuing to balance things during the coming days, but the big immediate thing on our radar is tweaking the zombies' stats. We want them to feel properly terrifying for, well, a zombie, but they're clearly feeling like too much of a constant run-ender in the area and deserve to be nerfed a bit and show up significantly less often.[/p][p][/p][p]But to those being mean to me, yes, we did playtest the zombies. I guess the playtesters were just too good at the game ;)[/p][p][/p][p]Balance Changes[/p]
  • [p]Removed zombies entirely from Tenderfoot difficulty.[/p]
  • [p]Significantly reduced the number of zombie spawn points on the map.[/p]
  • [p]Slightly reduced zombie walk and sprint speed.[/p]
  • [p]Increased the amount of time a zombie will take to recover after a lunge.[/p]
  • [p]Reduced the radius at which a sleeping zombie will wake up and begin chasing the player.[/p]
  • [p]Reduced the distance at which a zombie will go from a walk to a sprint.[/p]
  • [p]BUT, zombies will now attack skeletonized players. Good luck![/p]
[p]Minor Fixes[/p]
  • [p]Fixed faulty text on the Applied Esoterica Badge.[/p]

The latest Peak update does in fact see the forest for the trees with its fungus and bug-filled woods


There is perhaps no better setting than some woods or a forest that just sucks ass. Just a confusing, scary, maybe sometimes enchanting mess of nature that is impossible to navigate. Today's latest update for Peak just so happens to present such a visage, with towering, beautiful trees, and yet again a wonderful sense of scale.

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