EGW-NewsPeak Dev Urges Players to Pirate Game Over Roblox Microtransaction Ripoff
Peak Dev Urges Players to Pirate Game Over Roblox Microtransaction Ripoff
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Peak Dev Urges Players to Pirate Game Over Roblox Microtransaction Ripoff

Peak is a multiplayer climbing game that unexpectedly became a huge hit, selling 5 million copies within days. Developed by Aggro Crab, known for the underwater Soulslike Another Crab’s Treasure, Peak offers a tough but rewarding co-op climbing experience where players navigate hazardous mountains, manage stamina, and help each other survive. Despite being a “stupid jam game” made in just weeks, it quickly became one of the best-reviewed indie games, drawing attention and inspiring imitators.

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One of those imitators is a Roblox game called Cliff. It’s a cheap clone of Peak that’s flooded with microtransactions allowing players to buy advantages, such as stamina-saving gear and supplies, effectively selling out the game’s challenge. The Peak developers openly slammed Cliff, calling it “microtransaction-riddled slop” and even suggested players pirate the $8 original rather than waste money on these ripoffs.

Cliff’s in-game store lets players purchase items with Robux, the Roblox currency. For example, a $2 climbing pickaxe reduces stamina use by half, while a $1.60 starter pack gives supplies for every run. These purchases let players bypass the core difficulty that makes climbing games like Peak so satisfying. According to the developers, this approach ruins the sense of achievement and warps the gameplay, putting pressure on younger players who make up most of the Roblox community.

The aggressive microtransaction model highlights a major problem with many Roblox games. They often rely on predatory designs that nudge players to spend money for easier wins, undermining fair competition and frustrating genuine skill-based play. By contrast, Peak’s success comes from its pure, challenging gameplay and player cooperation, free from pay-to-win mechanics.

Peak itself has a simple but deep formula. Players team up to scale tall mountains set in four different biomes, facing hazards that can cause falls, injuries, or death. Items like energy drinks, climbing spikes, and ropes help players manage stamina and navigate tough spots. The game’s friendly multiplayer vibe lets players work together to overcome obstacles, making every climb tense and rewarding.

The game’s success was unexpected even to its creators. Aggro Crab tweeted in disbelief at how Peak sold more copies in days than their previous game, Another Crab’s Treasure, which took years to develop. Despite some irony and frustration, they’re now focusing on updates and improvements to keep the momentum going.

Peak’s rise shows that small, focused indie games with clever mechanics can still make waves in a market dominated by massive AAA titles and free-to-play cash grabs. Its blend of challenge, cooperation, and unique setting hits a sweet spot that players crave, especially as climbing games remain rare.

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The message from Peak’s devs is clear: don’t waste money on cheap copies filled with microtransactions that ruin the fun. Play the real thing instead. Their bold stance against exploitative game design pushes back on trends that prioritize profit over player experience.

Peak is available on Steam for $8, delivering a rewarding climbing challenge without the distractions of pay-to-win schemes. The indie hit’s journey from a quick jam project to a beloved game with millions of sales underlines how originality and well-crafted gameplay still matter.

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