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Co-op and Ascent Guide

Tactical Quick Answer

PEAK lets up to four players climb the same daily map together using spatial proximity chat, the Helping Hand pull, boosts, and shared items. Dead players become ghosts, and a living player has to use an Ancient Statue to bring them back, since reaching a campfire alone does nothing and each statue only works once. Difficulty is chosen at the Gate Kiosk, where Tenderfoot and Peak are available from the start and clearing Peak opens the Ascent ladder above it.

PEAK is playable solo, but it was built for co-op. The climbing system, item sharing, and revival mechanics all reward teamwork. Beyond the base game, the Ascent ladder strips away safety nets, adds hazards, and tests whether your team can climb under real pressure.

Co-op Fundamentals​

Up to four players can join a session. Everyone starts on the Shore together and climbs the same mountain on the same daily map.

Room Codes​

Every lobby shows a room code on the pause menu since patch 2.04.a on September 2, 2026. Copy it and send it to a friend, and they enter it by hitting JOIN GAME on the main menu. The existing ways to invite your friends still work, and the Settings menu has an option to hide the code, for streamers. The developers added codes as the way players will play cross-platform once the console ports are out, and the same patch merged that porting work into the Steam build with a warning that it may introduce bugs or cause installed mods to stop working.

Proximity Chat​

Voice chat in PEAK is spatial. The closer a player is, the louder and clearer their voice. As players spread out, voices fade to nothing. Since patch 2.04.a on September 2, 2026 the HUD shows an indicator when you are muted under the PUSH TO TALK and PUSH TO MUTE settings.

How to use it:

  • Stay within earshot. On complex sections, climb close enough to hear each other. Calling out hazards, rest spots, and route options is the difference between coordinated climbing and chaos.
  • Shout for help. If you fall behind, yell. Teammates above you might not notice you are struggling unless you call out. The audio fades at distance but carries far enough for emergencies.
  • Coordinate tool use. "I'm placing rope on the right wall." "Bugle in three seconds." Quick callouts prevent wasted items and let the team capitalize on buffs.

Teammate Interaction​

You can physically interact with other players:

  • Helping Hand. With empty hands, press right click to extend a hand toward a teammate. Once they are close enough it pulls them to you. Two limits worth knowing: it only works while they are climbing and you are above them, and it drags you slightly toward them as well. It also frees teammates stuck on cacti or caught in spider webs. A fully unconscious scout cannot be hand-pulled, only carried. Patch 1.65.a cut down the cases where the pull fails to be helpful, and stopped a failed attempt that bonks you into the wall from rapidly draining all your stamina.
  • Boost a teammate. Crouch, let your friend stand on top of you, then jump. The boosted player gains height without spending any stamina, so this is the cheapest vertical movement in the game for them. Only the boosting player pays. They can then extend a Helping Hand to pull you up after.
  • Share items. Drop items on the ground near a teammate. They can pick them up. Split food, tools, and healing items based on who needs them most for the next section.
  • Block paths. Scouts are physically simulated and have collision. On narrow ledges, one person can accidentally block another. It also means you can deliberately stack scouts into a tower.
tip

Assign roles before the climb starts. One player carries healing items. One carries rope and pitons. One carries the Bugle. One carries food for the group. A team that divides resources outperforms four players who each carry one of everything.

Death and Revival​

When a player dies, they become a ghost. Ghosts are spectators locked to a living scout, not free-flying cameras. You orbit whoever you are watching with the mouse, zoom with the scroll wheel, and switch scouts with A and D. You cannot roam the terrain independently, so a ghost is not a scout.

Revival rules:

  • Ghosts are not revived at campfires. A living player must use an Ancient Statue to bring them back. Reaching a campfire alone does nothing.
  • Each Ancient Statue works exactly once. Its head crumbles afterward. There is no second attempt at that statue, so do not burn one casually.
  • Revived scouts come back with Hunger at 30 and +5 Curse, so plan to feed them immediately.
  • If everyone is alive when you use a statue, it gives a random Mystical Item instead of a revival.
  • The Kiln is the only biome with neither a campfire nor a statue at its end. Whoever is dead when you enter the Kiln stays dead.
  • Ghosts keep their voice, and living scouts can see and hear them. Use them as spotters. Note that unconscious players, who are down but not yet dead, cannot be heard at all.
danger

If your whole team dies, the run is over. There is no team-wide respawn at the last campfire. The end-of-run Scouting Report marks it with the red ribbon "YOUR BODY WAS NEVER FOUND". Keeping at least one scout alive is the single most important thing a team does.

Revival Items​

Four Mystical Items interact with death, and two of them do not do what their reputation suggests.

ItemWhat It Actually Does
Scout EffigyResurrects one random dead or unconscious player at the spot where you place it. Harmless to you. It cannot spawn in solo play, and it is wasted if you place it with no ghosts around. Patch 2.02.a listed it among the items the Scout's Generosity amulet cannot clone, along with the Checkpoint Flag and other Amulets, and patch 2.04.a on September 2, 2026 closed the duplication again, "for real this time" in the developers' words, so you get exactly the one you found.
The Book of BonesRevives the target, not you, and brings them back as a living skeleton with +5 Curse. Skeletons shrug off most status effects but take roughly 8x injury from most sources and die outright instead of passing out. Since patch 2.01.a, spiders, flytraps and arrow traps do affect Skeleton Scouts, with arrow traps called out by the developers as the ones to be careful around. Used on yourself, you become the skeleton.
Cursed SkullRevives nobody. It kills you instantly and grants every other player in a wide radius +100 bonus stamina while clearing their afflictions except Curse. Patch 2.0.a logged the change as the bonus stamina gain increased to 100%. It is a sacrifice buff, not a resurrection. Ancient Luggage only, and it cannot spawn in solo play.
Ritual DaggerA consumable weighing 2.5, from Ancient Luggage or an Ancient Statue. Sacrificing a scout fills that scout's stamina bar with Petrify for an instant kill, and gives you 100 bonus stamina plus a cure of all negative status effects except Curse, Weight and Petrify. Patch 2.01.a stopped it being usable indefinitely, so it has a use limit, and fixed a bug where a Dagger kill on a player who had placed a Checkpoint Flag broke that player's voice chat and scrambled their character animations.
warning

The Ancient Statue and the campfire are not always in the same place. The Mesa update (patch 1.20.a) quietly moved the Caldera campfire forward into the volcano just before the Kiln, while the Ancient Statue and the cluster of Luggage stayed behind at the top of the Caldera temple, separated by a bridge and a tunnel. Revive and loot before you walk to the fire. Patch 2.04.a on September 2, 2026 removed one luggage from that statue area and made it guaranteed to spawn better luggage.

That split applies to the Caldera itself. Since August 11, 2026 the Caldera cycles out with a variant biome, so check where the statue sits before you count on it.

Team Roles​

Four-player teams work best with assigned roles:

RoleResponsibilityKey Items
PathfinderClimbs first. Scouts the route. Calls out hazards.Binoculars, Compass, Rope
SupportCarries healing items. Patches up teammates after falls or hazard damage.Bandages, First Aid Kit, Cure-All
AnchorPlaces pitons and ropes. Creates safe recovery points for the group.Pitons (many), Rope Spool, Rope Cannon, Chain Launcher
QuartermasterManages food supply. Cooks at campfires. Distributes food before difficult sections.Food items, access to campfire

These roles are flexible. On two-player teams, one person is Pathfinder/Anchor and the other is Support/Quartermaster. Solo players do everything.

Ascent Difficulty Tiers​

Difficulty is chosen at the Gate Kiosk in the Airport before you launch an expedition. Two options are available from the very start, Tenderfoot and Peak. Clearing an expedition on Peak unlocks Ascent 1, and each clear opens the next rung. Patch 1.25.a set the top of the ladder at Ascent 7. Patch 2.0.a, The Final Ascent, added Ascent 8 on August 11, 2026 and reworked Ascent 7 in the same release. Aggro Crab and Landfall called 2.0.a the last major content update PEAK will get, so Ascent 8 is the top rung.

How Ascents Work​

  • Modifiers compound from Ascent 2 upward. Every tier from 2 onward reads "and all previous modifiers", so Ascent 6 is running five stacked penalties at once.
  • Completing a tier unlocks the next. But you can skip ahead by joining someone else's run: only one player in the lobby needs the Ascent unlocked, and everyone in a successful group banks every sash up to that tier regardless of their own history. A new player who joins an Ascent 5 run and escapes with the group unlocks Ascents 1 through 6.
  • Each completed tier awards a sash, which is a Passport cosmetic you can equip and re-equip at will. The game also tracks a Scout Rank alongside it.
  • Progress is permanent. Any unlocked Ascent can be re-selected at the Gate Kiosk at any time.

Ascent Tier Breakdown​

The animal names are sash names, not tier titles. The tiers themselves are just called Peak and Ascent, numbered upward from 1.

TierModifierSash Reward
Tenderfoot30% lower stamina consumption, 30% slower hunger growth, no fog time limit, and no zombies.None. Tenderfoot grants no sash and no rank.
PeakThe default. No modifiers.Tadpole Scout Sash (green)
Ascent 1All fall damage is doubled.Rabbit Scout Sash (mustard yellow)
Ascent 2Hunger grows 60% faster.Raccoon Scout Sash (black)
Ascent 3Flat +2.5 weight on every item except the Backpack.Mule Scout Sash (brown)
Ascent 4No Flares spawn atop the Peak. You must bring your own.Kangaroo Scout Sash (red)
Ascent 5The night is Cold, about 100 Cold in total across a full night, at 2.5 Cold every five seconds.Owl Scout Sash (purple)
Ascent 6Climbing costs 40% more stamina.Wolf Scout Sash (gray)
Ascent 7You start the run cursed and take extra Curse from every revival.Goat Scout Sash (gold), plus the Goat Horns hat
Ascent 8Undisclosed. Patch 2.0.a added the tier and held its description back, calling it a spoiler for scouts to find in game.A sash, unnamed
danger

Ascent 7 opens with Curse already on you, and every statue revive after that adds more Curse than the same revive would cost lower down. Patch 2.0.a swapped this in for the old rule that stopped Ancient Statues reviving at all. Deaths are recoverable again on this tier, and they stack: four of them across a run means four rounds of extra Curse riding with the team into the Kiln.

info

Ascent 5's cold night is often described as globally lethal. It is neither. It stops applying from the Caldera onward, and around 100 total Cold across a night is survivable, to the point that a common tactic is to deliberately pass out from cold overnight and warm up in the morning.

Ascent Tips by Tier​

Ascent 1-2: Doubled fall damage rewards conservative climbing. The 60% faster hunger growth at Ascent 2 is the real wake-up call, since you burn through food dramatically faster. Carry extra and cook everything.

Ascent 3: The +2.5 weight on every item forces hard decisions about what to carry. Split resources across the team and drop anything non-essential. Note the Backpack is exempt.

Ascent 4: No Flares spawn at the Peak, so your team must hoard illumination from earlier biomes. Arriving at the top without a Flare can end the run outright.

Ascent 5-6: Cold nights are survivable if you plan around them, and they stop mattering once you reach the Caldera. Ascent 6's 40% climbing stamina penalty is the harder of the two and the point where practiced routes start to matter more than reflexes.

Ascent 7: You climb this one cursed from the first step, and each revival costs the revived scout more Curse than it would on any tier below. Statues work here, so a death is a setback and not the end of the run. Keep the revives for people who actually need them.

Ascent 8: Go in blind. Patch 2.0.a added the tier and deliberately left its description out of the notes, so nothing outside the game tells you what it changes. A sash waits at the end of it.

tip

Practice specific biomes on lower Ascent tiers before attempting them higher up. And if a friend is further up the ladder than you, join their run. Everyone who escapes banks every sash up to that tier, so you do not have to grind the rungs in order.

Sash Progression and Cosmetics​

Sashes are Passport cosmetics. You can equip any sash you have unlocked at any time.

Be aware that Ascents give you almost nothing but the sash. The only cosmetic item awarded by any documented Ascent is the Goat Horns hat from Ascent 7, and what Ascent 8 hands you beyond a sash is unrecorded. Every other hat, accessory and outfit in the Passport comes from a badge, not from a difficulty tier. If you have seen a list promising a Raccoon tail at Ascent 2 or an Owl feather headband at Ascent 5, those items do not exist.

Two that come close and cause the confusion: the Bandana is the High Altitude badge reward, and Wolf Ears come from the Lone Wolf badge. Neither is tied to an Ascent.

info

Cosmetics are visual only. No sash or outfit provides gameplay advantages. The sash is purely a display of accomplishment.

Custom Runs and Mini Runs​

The Play It Your Way update added a second mode that sits alongside the Ascent ladder instead of replacing it. You reach it from the same kiosk in the Airport.

Custom Runs let you build your own difficulty. Several of the settings are simply the Ascent modifiers broken out individually, so you can dial in hunger rate, fall damage, other damage, cold at night, item weight, whether Flares spawn at the Peak, and climbing stamina cost. On top of that you can switch off individual hazards and remove items from the luggage spawn pool. Two novelty modes ship with it: Grapple Mode, which gives you an infinite golden Rescue Claw at quadruple stamina cost, and Kick Mode, which replaces the Helping Hand with a kick.

Patch 2.01.a fixed the Glider. It had been ignoring the custom run and ascent level stamina usage modifiers, and it now respects them, so a Custom Run that raises climbing stamina cost applies to the Glider as well.

Mini Runs are an expedition type inside the same menu. You pick one of today's biomes and win by clearing just that one, which makes them the right choice when you do not have a couple of hours free.

Campfire autosaves let you leave an expedition and pick it up later from your most recent campfire. The save lasts until you win, lose, or start a new expedition, and it is erased if a patch removes the map you were on. Patch 2.0.a moved the deletion to the end of the run: loading an existing autosave no longer removes it, and the save now goes away only when the run finishes, win or lose. Since patch 2.04.a on September 2, 2026 the save also remembers all the items around the campfire instead of just what you are carrying on you.

warning

Badges and sashes are both disabled during Custom Runs. Nothing you do in a Custom Run counts toward the 64 badges or toward Ascent progress, so use it for practice and for fun, not for completion. Mini Runs sit inside the same menu and carry the same restriction.

Co-op Etiquette​

A few unwritten rules that make public lobbies better:

  • Wait at campfires. Waiting is free now. Since the Play It Your Way update, a lit campfire stops hunger growth and halts the fog entirely, and it will not go out until a scout leaves. There is no longer any cost to regrouping properly, so do not rush past a fire while teammates are still below it.
  • Do not waste statues. Each Ancient Statue works once. Agree as a group before someone uses one, because a premature revive means the next death sticks.
  • Share food. If you are full and a teammate is starving, drop food for them. Their survival is your survival.
  • Communicate falls. If you fall, say so. Teammates who are counting on you for a rope placement or boost need to know you are gone.
  • Do not grief. Blocking narrow paths, stealing items, or intentionally triggering hazards near teammates ruins the run for everyone. The community self-polices this aggressively.

Frequently Asked Questions​

How many players can play PEAK together?

Up to four players can join a session. Everyone starts on the Shore together and climbs the same mountain on the same daily map.

How do you revive dead teammates in PEAK?

A living player must use an Ancient Statue. Reaching a campfire is not enough, and each statue only works once before its head crumbles. Revived scouts return with Hunger at 30 and 5 Curse. The Kiln has neither a campfire nor a statue at its end, so anyone dead going into it stays dead.

What happens if the whole team dies in PEAK?

The run ends. There is no team-wide respawn at the last campfire, and the Scouting Report marks it with the red ribbon reading YOUR BODY WAS NEVER FOUND. Keeping one scout alive matters more than anything else a team does.

What is the hardest Ascent tier in PEAK?

Ascent 8 sits at the top of the ladder. Patch 2.0.a added it on August 11, 2026 and held back its description on purpose, so the only way to learn what it changes is to climb it. Ascent 7 below it stacks every modifier under it, starts you cursed, and adds extra Curse to every revival, and it awards the Goat Scout sash and the Goat Horns hat. The same 2.0.a update removed the older Ascent 7 rule that blocked Ancient Statues from reviving at all.

Does Tenderfoot mode make PEAK easier?

Yes. Tenderfoot cuts stamina consumption and hunger growth by 30 percent each, removes the fog time limit, and removes zombies entirely. The trade-off is that it awards no sash and no rank, and the Undead Encounter badge cannot be earned on it because zombies never spawn.

Do PEAK sashes give any gameplay advantage?

No. Cosmetics are visual only. Note also that Ascents award only the sash, apart from the Goat Horns hat at Ascent 7. Every other hat and outfit in the Passport comes from a badge.