PEAK Co-Creator on Game Development: Many Players, Fewer Opportunities
The co-creator of the indie hit PEAK, Nick Kaman, believes that the demand for great games will always remain, yet the opportunities to create them are dwindling. According to him, the issue lies not with the gamers but with the industry's state—support for studios and independent teams is gradually diminishing.
In a conversation with Game File, Kaman noted that releasing projects today is more challenging due to the weakening ecosystem: publishers, investors, and small to medium studios that could sustainably exist and grow.
PEAK was released in June 2025 and quickly became a sensation. Within the first six days, it sold over a million copies, and nine days later, sales exceeded two million. To date, the project has sold over 10 million copies, generating more than $55 million in revenue. Kaman admits that luck played a significant role.
Anyone can create the next big hit and succeed. There will always be gamers and people who want a great game—that will never disappear. However, the opportunities are gradually disappearing: publishing, funding, medium studios, and small teams that could support this.
Nick Kaman
The development of PEAK was completed quickly in South Korea after the studio Aggro Crab lost its publisher for the satirical roguelike Going Under 2. The team needed about $3 million to continue, but no investors were interested. This experience prompted the developers to rethink their approach to game creation.
Kaman believes there is no universal recipe for success. According to him, PEAK proved that non-traditional paths can sometimes be more effective than familiar ones. He advises against spending years on secondary details, instead emphasizing understanding the project's core elements early and focusing on them.
Kaman also encourages taking risks and releasing games that aren't perfectly polished but still provide enjoyment. He believes gamers are willing to overlook imperfections if the project offers a truly fun and unique experience.