PEAK
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AshHenbrey-BigMonsterEnergy-1.0.0
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Changelog

1.0.0 — Prescription Strength

Turns out a bucket of caffeine is just what the doctor ordered. A sip doesn't just wake you up any more — it patches you up too. A can is now worth the detour, even when you're in one piece. Once you've found one, take it with you: it beats anything in a first aid kit, twice over.

  • A sip is a cure-all. Injuries, poison, cold, hunger, spores — gone the moment you drink, on top of the usual sugar rush. Every sip gets its own, so one can is worth two of them. Share it with a friend, or don't.
  • It'll even lift a curse. Something the usual remedies won't go near. There's a config switch if you'd rather curses stayed put.
  • The comedown has teeth. With a cure on tap, the crash needed real weight behind it — so it's been dialled up to 11. Once the buzz fades, sleep creeps over you and takes half your stamina with it.
  • Don't down the whole can. Two sips in quick succession stack their comedowns, and that's enough to put you on the floor. Pace yourself, or find out.
  • Carry it in peace. The first time anyone picks a can up, its music stops for good — no more hauling a looping jingle up the mountain. The other can keeps singing away, so there's still one out there to track down.

That's a wrap

Hitting 1.0 means this is everything I set out to build. A giant can hiding somewhere up the mountain, singing to itself until you find it — something you can haul about, shake up, drink deep, and now something that patches you up on the way. That was the whole idea, and it's all in.

From here it's bug fixes and anything that outright breaks. No new features — unless someone pitches one I can't refuse.

PEAK's done growing too — swamp, fortress and all.

Thanks to everyone who's found room for my silly mod in their run.

0.6.0 — Shaken, Not Stirred

A six-foot can of energy drink does not enjoy being hauled around. Shake one up and the pressure builds — then it blows, launching everyone nearby clean off the mountain.

  • Shake to prime. Whip a can around as you carry it and an on-screen bomb meter fills as the fizz builds; ease off and it settles straight back down.
  • Big risk, big reward. A primed can erupts on a short fuse and flings everyone nearby skyward — a shortcut up the climb if you aim it, a long drop if you overcook it. Which side of the can you stand on decides where you fly.
  • Fully optional. Eruptions are on by default, but a config switch turns them off if you'd rather cans stayed strictly drink-and-carry.
  • Updated for the latest PEAK. Now supports the newest release of the game — you'll want to be on it too.

0.5.1 — The Comedown

Every sugar rush has one. Now the cans do too: drop one and watch it tumble.

  • No more mid-air freeze. Fling or drop a can from a height and it falls the whole way instead of hanging in the sky — tumbling, rolling and bouncing like a real object.
  • Settles only when it's truly settled. A can keeps moving until physics genuinely puts it to rest, so a bounce off a ledge carries on instead of stopping dead.

0.5.0 — The Carry-On Update

Every climb has that one bag you refuse to check. This is the biggest update yet, and it's all baggage: the cans are now real physical objects you can pick up and haul along your journey — carry-on luggage, six feet tall and full of taurine.

  • Grab & haul. Reach out to grip a can and physically carry it — lift, tip and seesaw it (the force pulls from wherever you grabbed, so an end levers up while the other stays down), then set it down. It has real weight, and a runaway can be caught mid-roll.
  • Co-op hauling. Multiple players can grab the same can at once and haul it together, tugging it between them.
  • Multiplayer synced. Carries stream across the lobby — everyone sees the can move and agrees on where it lands.
  • Fist reticle. Your on-screen reach hand closes into a fist while you're holding the can, and the drink prompt steps aside so it can't be triggered mid-haul.

0.4.1

  • Packaging update only — no gameplay changes.

0.4.0

First release. A colossal white Monster can (or two) hides up the mountain, found by following its looping music.

  • Find it by ear. Each can hums a looping track — silent at spawn, swelling as you approach — so you track it down with no map marker or waypoint.
  • Hold to drink. Uses PEAK's native hold-interact with the radial fill. A swig gives a familiar Monster Energy rush: a rainbow sugar rush with unlimited stamina, then a drowsy comedown.
  • Share a can. Each holds a couple of sips, so a teammate can grab one too. The final sip bursts it into a cloud of smoke with a farewell message for the lobby.
  • Two per run, spread out. They hide deep across the run's biomes and never at spawn, and every map places them differently.
  • Multiplayer synced. Placements and sips are shared across the lobby, late joiners included.
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