For the second year in a row, Landfall releases a cooperative hit on Steam. How does it manage to do this?

On June 16, the portfolio of the Swedish studio Landfall Games expanded with another cooperative hit — the climbing simulator Peak, where a significant emphasis is placed on the comedic nature of gameplay situations. Seven developers from two studios, four months from game jam to release, and a unique approach to marketing — we explore the game's success.

In just 24 hours, Peak was purchased 100,000 times, and within the first week, sales exceeded one million copies. Notably, interest in the game grew throughout the launch period. This is clearly visible in the graphs from analytics services — the sales peaked on the sixth day (over 200,000 copies), and only after that did a slight decline begin, partly due to the end of the launch discount promotion.

In the weekly sales chart, Peak debuted at fifth place, and among premium titles, it took the fourth position.

It should be noted that Steam ranks games not by the number of copies sold, but by gross revenue. Therefore, the result of this cooperative novelty looks even more impressive, considering the 38% discount that was available throughout the first week. In the U.S., Peak was sold for $4.95, and in Russia, it was priced at just 222 rubles.

Speaking of revenues, VG Insights estimates Peak’s gross revenue on Steam at over $5 million. On the peak sixth day, the game earned more than $820,000.

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