PEAK Co-Author on the Tightening Game Development Landscape: Plenty of Players, Fewer Opportunities

Co-creator of the indie hit PEAK, Nick Kaman, believes that the demand for quality games will always exist, yet the opportunities to create them are diminishing. According to him, the issue lies not with gamers, but with the current state of the industry—support for studios and independent teams is gradually fading.

In an interview with Game File, Kaman pointed out that launching new projects has become increasingly challenging due to the weakening of the entire ecosystem, which includes publishers, investors, and small to medium-sized studios that could otherwise thrive and grow.

PEAK was released in June 2025 and quickly became a sensation. In its first six days, the game sold over a million copies, and after nine days, sales surpassed two million. As of now, the project has sold over 10 million copies, generating more than $55 million in revenue. Kaman himself admits that he was fortunate in many aspects.

Nick Kaman

The development of PEAK was conducted under tight deadlines in South Korea after the studio Aggro Crab lost its publisher for the satirical rogue-like Going Under 2. The team needed around $3 million to continue their work, but they found no investors willing to step in. This experience prompted the developers to rethink their approach to game creation.

In Kaman’s view, there is no one-size-fits-all solution. PEAK has shown that unconventional methods can sometimes be more effective than familiar ones. He advises against spending years on trivial details, advocating instead for an early focus on the project’s core essence.

Additionally, Kaman encourages developers not to fear taking risks and releasing games that may not be perfectly polished but still provide enjoyment. He is confident that gamers are willing to overlook imperfections if the project offers a genuinely fun and unique experience.