PEAK RANKED
REVIVE: in a LIVE RACE the host can let death be survivable - get up at your body, pay a price, keep climbing. REPLAY your failed runs too. Plus GHOSTS V2, TRAINING with pause and rewind, ELO ladder, daily cup, 1v1 duels and a speedrun timer.Changelog – PEAK RANKED
Versions follow SemVer. Since 1.0.0 the scoring rules are settled and the leaderboards are kept; a change that would break either of those bumps the first number. Everything before 1.0.0 was a pre-release.
The version number lives in exactly one place — Directory.Build.props. The plugin,
the package and the in-game display all read it from there.
[Unreleased]
[1.4.0] – Revive & DNF replays
Death does not have to end the race. The host of a LIVE RACE can now let dead runners get back up — at their own body, after a wait, carrying a curse. And every run you did lose is kept on your own PC now, so you can watch it back and see where it went wrong.
Added — Revive dead players (LIVE RACE)
- A host switch. In the rules window, at the top: REVIVE DEAD PLAYERS. Off by default. It is not a custom rule — the race stays public and its times are listed.
- You go down, not out. You lie on the ground for 10, then 20, then 30 seconds — the time you were already passed out counts — and get up at your body with your items back. If your body is somewhere you cannot climb out of (a fall into the void, lava, the fog), you get up at the last safe spot you stood on, never higher than you had already climbed.
- It costs you. Every death adds +0.10 curse (up to 0.30), your hunger, cold and injuries are capped instead of healed, and your bonus stamina is gone. Enough to feel, never enough to stop you climbing.
- The fifth death ends the run, and so does dying three times in a row right after getting up.
- Give up if you want to. While you are down, hold interact: you die the normal way, the run is DNF and you go watch the others.
- Petrification stays. Dying of petrification gets you up almost fully petrified — it is the price for cloning items and for the amulets, and dying does not refund it.
- A checkpoint flag still saves you exactly as the game intends, and dying as a skeleton gets you up as a skeleton.
- The others see it. Down runners read DOWN in the standings, and everyone's death count sits next to their name, in the race window, in the HUD and in the final table.
- Your time still counts in the race, but a run in which you died is not listed and is not a personal best. The result card says so.
Added — Your failed runs are kept
- REPLAY runs you did not finish. Died, or left the mountain? The run is recorded on your own PC now and shows up in MY RUNS marked DNF — click it and press REPLAY to watch it back.
- Settings → REPLAY & TRAINING → Keep DNF replays: off, 5, 10 or 25. Ten by default, oldest first out. They have their own budget, so a bad evening cannot push your good runs out of the list.
Added — Know what you are climbing into
- The start countdown now names the conditions: the ascent and what it does (on ascent 8 the mountain ends in the Nadir, not at the kiln), whether revive is on, and whether the host changed the rules.
- How many are watching now stands in the race HUD, top right, next to the code.
Fixed
- Your local run and ghost files are written side by side and swapped in, so a crash or a full disk mid-write can no longer cost you the whole history.
[1.3.0] – Ghosts V2, Replay & Training
Ghosts are no longer mannequins — they are the player. Same outfit, same badges, same body. Every step, every hand on the rock, every emote, the item held in both hands right where they held it, and the rope they left hanging behind them. And for the first time you can watch any run back from any angle, and pause your training, study the ghost, rewind yourself — items and all — and try that one section again.
Added — Ghosts V2
- Real looks. A ghost wears the player's own outfit: skin, hat, eyes, mouth, accessory, sash and every badge they have earned. No more identical grey copies of yourself. Still translucent, so you always know it is a ghost.
- Full body pose. The ghost's body is recorded as it actually was — hands on the rock, feet on the ledge, stumbles, falls, passing out. Emotes come through, and a ghost climbing around a tree now turns with it instead of facing one way.
- Smooth movement. Ten updates a second instead of two, smoothed along a curve. No more stuttering, no more cutting through walls on a corner.
- Items in both hands, where they were held. A ghost holds its item in front of it with both hands, pointing where the player looked — not stuck upright in one fist.
- What they placed stays in your world. Ropes hang exactly as they settled, chains are stretched between the same two points (anchors included), and rope-cannon anchors, pitons and magic bean vines appear where they were set. Tied balloons float above the ghost's head. All of it as a tinted hologram with the owner's name, so nobody mistakes it for something they can grab.
- Name tags like in multiplayer — above the head, as soon as you look at a ghost, now up to 30 m away. Placed items carry the name as well.
- Everywhere. Live races, 1v1 ghost duels, ghost training and your own PB ghost all use the new recording. Runs recorded before this version still play, the old way.
Added — Replay
- REPLAY any run. A new button next to TRAIN VS. in the leaderboard, and in MY RUNS for your own runs. You land on the same mountain with the same seed and the same weather — no timer, no run, just the ghost and you as a camera.
- Timeline at the bottom: play/pause, 0.25x to 4x, jump back and forward, drag to any moment. Follow the ghost with the camera or fly freely (WASD, Space/Ctrl up and down, Shift fast, right mouse to look around).
- Their speedrun timer runs top left — splits and all, as far as the replay has got — and their stamina, status effects and inventory sit top right, the way the race standings do in a live race.
- The whole mountain is loaded for a replay, so a ghost in biome four is not climbing through nothing.
Added — Training: pause, watch, rewind
- Pause ghost training with P. Time, you and the world freeze; the ghost does not. Scrub its run back and forth, slow it down, fly around it — then P again and you carry on exactly where you stopped.
- Rewind yourself. Two sliders in the pause: the ghost on top, you below. Drag yours back and a purple copy of you shows where you stood and how. RESTART AT … puts you there — position, stamina, every status effect and your whole inventory with its exact state: rope length, charges, fuel, the contents of your backpack. Whatever you placed after that point disappears. Timer, ghost and weather go back with you. Works back to your last campfire.
- Shifted ghost. Unlink the sliders, put the ghost where it was at the spot you are standing, and carry on: it now climbs that section next to you, in step, even though you are far behind. LIVE puts it back on your clock.
- Training never counts for anything, so none of this touches a leaderboard.
Added — Same seed, same weather
- Weather comes from the seed now, in every mode. Rain in the tropics, blizzards, wind, tornadoes: when they start, how long they last and where a tornado touches down follow the seed and your run time — not the moment your map finished loading. Everyone on the same seed gets the storm at the same second. Time of day starts at 9:00 with your clock, so night, cold and the midday sun come at the same time for everyone too.
- ROLL in the race window: a new random seed with one click, visible right away (unlike the RANDOM mode, which keeps it secret until the start). The seed box is now called ITEM & WEATHER SEED, because that is what it is.
Added — More
- Rule presets for live races. Save the current ITEMS & HAZARDS setup under a name and load it again from a list — a new PRESETS button in the window's title bar. Stored on your PC; only the host can load one into a race.
- Settings → REPLAY & TRAINING with all the keys of the timeline and the jump step.
- Voice reverb (Settings → CHAT), off by default: the game adds a half-second echo to every voice from 60 m away — in a race that is almost every voice. Direction, distance and the muffled sound behind rock stay either way.
- Ghost item opacity as its own setting, and both opacities now in five steps from 20 to 100 %.
Changed
- The live race sends a bit more. A rival's body pose is only sent while they are within 80 m of you; further away the figure animates as before. Players on 1.2.0 can still race with 1.3.0 — they just see the old ghosts.
- Same seed now means same weather. Runs from before 1.3.0 had random weather; times from then stay on the boards as they are.
Fixed
- Scored sessions are closed to strangers. A scanner program was able to walk into a running race session. Every PEAK RANKED session is now a one-player Photon room that is closed on creation, the Steam lobby is private and the room name no longer appears in Steam's rich presence. Games started from the left signpost are untouched.
- Rival ghosts no longer stutter or lag behind on a slow connection or a slow PC.
[1.2.0] – Korean
PEAK RANKED speaks Korean. Set the game to Korean and the mod follows — and the race chat finally takes Hangul, Kana and Chinese input.
Added
- Korean. With the game set to Korean, the whole mod follows: menus, windows, HUD and the help chapters. Mode, biome and rank names stay English — they are the leaderboard categories. Game terms use the game's own Korean wording.
Fixed
- Race chat accepts Korean, Japanese and Chinese input. The chat never switched on the Windows input method, so an IME keyboard stayed in Latin mode. It now does while you type; the syllable being composed shows underlined and the candidate window opens at the chat line.
- Main-menu signs follow a language change. Switching the language in the game's settings left the PEAK RANKED signs in the old language until the next scene change. The mode signs now also follow the game language, like the game's own signs.
- Key hint in the settings window no longer sits below the window.
[1.1.0] – Voice chat in live races
You can hear each other now. A live race with sixteen people used to be sixteen people typing. The host can switch voice chat on, and when rivals are visible in your mountain, every voice comes from where that scout actually is.
Added
- Voice chat in a live race. New host option VOICE CHAT in the race window, off by default and settable until the start. With it on, everyone in the race shares a voice room while each of you keeps playing in your own session. If the host also shows rivals, a voice comes from the rival's figure: quieter with distance, muffled behind rock, with an echo in the open. It never goes completely silent — two biomes apart is normal in a race, and that is exactly when you want to say something.
- Volume and mute for each rival. A mixer window at the right edge, visible in the pause menu (the game catches the mouse pointer while you climb, so a slider in the HUD could not be used). One row per rival: a slider from 0 to 200 % like the game's own player volumes, and a MUTE pill. Muting is its own state, not volume 0, so you do not have to find the old level again afterwards. The list scrolls when a race is full.
- Who is talking, at a glance. The speaker icon the game shows above a fellow climber's head now appears over a rival's name tag as well, and a small one sits in the race standings: green while they talk, red when you muted them.
Changed
- A race you are still in is left when you land in the main menu. Whoever is back in the menu is finished or out; the same invite code cannot be started again, so staying in gained nothing but held the voice room. That also means the game's own co-op voice works again immediately after a race instead of a minute later.
Fixed
- Rivals stood underground when you joined a race that was already running. As a spectator the camera jumps straight to the leader, and every figure created after that jump was drawn a few hundred metres below and beside where that scout really was. Joining a race in the lobby was never affected.
- Watching someone in the Nadir showed them climbing in nothing. The secret biome was deliberately kept switched off for spectators; it is now switched on when someone is actually down there.
[1.0.0] – Race options, out of beta
The beta is over. Since 0.9.0 the timer, the daily cup, the duels, the live races and the fairness checks have been running against real players; the rules have not had to change for a while, and the boards that exist today are the boards that stay. So this one drops the "Beta" from the version and calls itself finished.
Live races get the knobs a private race needs. The host can put a clock on the finish, can turn items and hazards on and off for everyone in the race, and the final standings now say something about the people who did not make it.
Added
- Auto-end. The host can set a wait time (30 s up to 10 min) that starts when the first scout reaches the top. When it runs out, the race ends for everyone still on the mountain; they count as DNF. The race window and the race display count it down, and the last 30 seconds appear large at the top of the screen for everyone still climbing. Off by default: without it a race runs until everyone is done or out, as before.
- Items & hazards. A new window next to the race setup lists every item and hazard the game's custom expedition offers. Whatever the host changes applies to all participants. Changed entries show in purple, and the race is marked accordingly: times from a race with custom rules go to no leaderboard and set no personal best. Items the server has blocked for everyone stay blocked.
- Name tags on rivals. Every rival ghost in your mountain carries its scout's name above its head, while climbing and while spectating; the one you are following as a spectator is in gold.
- Your time or theirs. After your own finish, while watching someone, the big clock
in the timer panel used to switch silently to the live time of whoever you looked at.
It now stays on your frozen finish time until you press the new clock key (default
C); the live clock is labelled LIVE and coloured differently so the two cannot be mistaken for each other.
Changed
- Progress shows who is really ahead. The percentage used to measure height only, so on flat ground everyone sat on the same number. It now measures the distance left to the next campfire, forward and upward; running ahead counts, and a fall counts backwards instead of being held at the best value. In the Gloom your own number is hidden: with the fog, a value that rises as you approach the campfire would be a compass. Everyone else still sees it.
- DNF has an order now. Scouts who did not finish are placed behind the finishers by how far they got, whether they gave up, lost connection or ran out of time. The standings show the percentage they reached.
- Rival ghosts no longer freeze at the edge of your view. When a rival left the range in which ghosts are shown, their figure stayed standing at the last spot until they came back. It now disappears and returns when they are in range again.
- A lost connection no longer holds a race open. When everyone else is done, the race ends and the final standings appear.
Fixed
- Joining a race on another game version showed a long German message regardless of language. The server now sends a short code, and the mod puts it into a sentence in your language.
- Ascent 8 runs never finished. From ascent 8 the mountain goes on past the Kiln into the Nadir, and the timer did not know that: the clock kept running after the real finish and the Kiln had no split. The run now ends in the Nadir, with THE KILN and NADIR as its last two splits.
- Stuck after the loading screen in a live race when a settings or help window was opened while the race was loading. Mod windows now close before the world loads and cannot open while it is loading; a window that lost its picture in the loading screen closes itself instead of blocking your controls.
[0.15.0] – Fewer false flags, tighter quarantine
This one comes from reading every flagged run. All 95 runs the fairness check had set aside were reviewed one by one. Most of them were honest: the checks had mistaken things the game itself does — a Scout Cannon launch, the last seconds of a stamina buff, the start of a mini-run — for a cheat, and a few clean runs had been kept off the boards by it. Those runs are being released. At the same time, a couple of mods that spawn items had been slipping past the mod quarantine. They no longer do.
Fixed
- Scout Cannon and long falls are not teleports. A launch or a fall follows gravity; the check now recognises that arc instead of counting every fast tick as a jump.
- The end of an infinite-stamina buff is not a cheat. For a few seconds after the buff runs out the stamina bar can sit above full while the game has not clamped it yet. That tail no longer counts.
- Starting a mini-run is not a console command. The game itself jumps to the chosen section with the same call a console mod would use; the check now tells the two apart.
- A restart mid-run no longer poisons the recording. Restarting the level while a run was going kept the false start in the ghost recording and made the run look inconsistent. The recording now starts fresh with the timer.
- A fast system clock no longer voids a run. If your PC clock runs a few minutes ahead, the run arrived "before it could have finished". The server now checks the run's own clocks first.
- Custom runs and races on Ascent 2 and up were easier than a Daily on the same ascent. Hunger, climbing stamina, item weight, flares at the peak, cold nights and fog come from the ascent again instead of from the default sliders. Times set under the old settings were not comparable and had been set aside; they stay that way.
- Ascent 9 is gone from the run setup — the game does not have it, and the server refused those runs.
Changed
- The mod quarantine reaches further. Some mods build their own objects in the level or hook the scene change directly, and switching off the plugin alone did not stop them. During a scored run the mod now also unhooks those scene handlers and disables every script and object that belongs to a mod not on the allowlist — when the run starts, when the level loads, and every two seconds after that. Everything comes back when you return to the main menu. If a mod of yours belongs on the allowlist, say so on Discord.
- Items that appear out of nowhere are watched on a second path — not only the in-hand spawn, but also item prefabs placed directly into the world by a mod.
- Some previously flagged runs come back onto the boards. Daily results and duel ratings affected by them are corrected on the server.
[0.14.0] – Vanilla stays vanilla
This one came from the community. The timer used to appear in every run — including the ones you start the normal way: PLAY OFFLINE, HOST GAME, or joining a friend's lobby. It counted for nothing there and said so on the panel, but several of you made the same point: a run outside PEAK RANKED should look like PEAK, not like a speedrun tool bolted onto it. Fair. It does now.
Changed
- A run outside PEAK RANKED is untouched again. Start the game the usual way and the mod stays out of it completely — no timer panel, no result card over the scout report, and nothing written to your local run history. The signpost in the main menu is still there; it simply no longer follows you into a run you did not start from it.
- The scout report is yours alone in those runs. Nothing is drawn over it, and the end of the run is exactly the end of the run.
Added
-
A switch, for everyone who liked the timer everywhere. Settings (
F7) → RUN & SCORING → row Runs outside PEAK RANKED:- UNTOUCHED (default) — the mod ignores runs it did not start.
- TIMER & CARD — timer, automatic splits, comparison and result card in every run, exactly as before.
Same setting in the config file, if you prefer editing it there:
BepInEx/config/com.rankedpeak.mod.cfg, section[Overlay], keyTrackVanillaRuns(falseby default). Either way the change applies from your next run, not in the middle of the one you are climbing. -
The in-game help chapter Timing now explains both states, in English and German.
Unchanged on purpose
- A run outside PEAK RANKED still never reaches a leaderboard — switched on or off. Seed, map and ascent level were not set by the mod, so it cannot vouch for them. With the timer on, such a time stays on your own machine as a personal reference.
[0.13.1] – PEAK 2.4.b
PEAK 2.4.b arrived and nothing on the right signpost started a run any more. You clicked DAILY CUP, SPEEDRUN or a duel, and the menu simply sat there — no error, no loading screen, nothing. This release makes the mod work with the new game version.
Fixed
- Every mode starts again. The game changed how the main menu opens a lobby, and the mod was still calling the old way. The call failed the moment you clicked, and because this particular failure never reaches the log file, the button looked like it had not been pressed at all. Daily Cup, Ghost Duel, Speedrun, Live Race and ghost training all go straight to the mountain again.
- The spare signpost is gone. PEAK 2.4.b split the left signpost's play button into HOST GAME and JOIN GAME. The ranked signpost is a mirrored copy of that one, so the new sign came along uninvited — unused, and mirrored into unreadable back-to-front lettering. Anything on the right post that is not a ranked sign is now removed rather than named one by one, so the next game update will not put it back.
[0.13.0] – Stay and Watch
A race used to end by pushing you out. You reached the summit, watched the credits and landed in the airport — and the standings table disappeared at the exact moment it became interesting. Whoever was still climbing, you never saw finish.
Now the mountain stays where it is until you decide to leave, and you can watch. Not only from the summit: whether you finished, fell or gave up, you may stay and follow the others. And if you never entered at all, a code is now enough to watch — even one for a race that started an hour ago.
Added
-
Join as a spectator. Type a race code and press WATCH instead of JOIN. You load the same mountain as everyone else, but you never enter the race: no clock, no place, no result. You are simply there, flying.
Spectators may join at any time — a running race is no longer a dead end for a code. They take no player slot, hold nothing up and appear in the standings as a count rather than a row. Hosts who want a race to themselves can switch spectators off when they create it.
-
Watch after your own run. Finished, fell or gave up — if the race is still on, you can stay on the island as a free camera. Your report card carries the choice: WATCH or TO THE MAIN MENU, with a count of how many are still climbing next to it. Nothing runs out while you think about it.
Click a name on the standings and the camera jumps to that scout, then leaves you flying free.
Tabjumps to the next one,Fsticks to someone through a hard section,Escopens the standings. -
Live splits of whoever you are watching. The timer panel keeps its place and changes who it talks about: their segment times, their gap to the fastest time for that segment, their position and progress. Accurate to a quarter second — it is read off the live stream, not measured on their machine.
-
Final standings that stay. When the last climber is done, the table appears over the mountain with the gaps to the winner and waits until you close it.
Changed
-
Runs started from PEAK RANKED end in the main menu. Summit, fall, give up, abort — and after the credits too. The airport is where you pick a map and set off; you did both already when you started, and afterwards you either go again or stop. Both begin in the main menu. Runs started the normal way are untouched.
-
Live races no longer touch the airport at all. The lobby lives in the race window, the host starts from there, and every way out — racer or spectator — goes straight to the main menu.
-
Leaving a race no longer erases your row. A DNF is a result and a finish certainly is; the standings stay complete no matter who closes their window. Only leaving before the start removes you, because then you never ran.
-
Escduring a race opens the standings instead of throwing you out. The way out is a button, not a keystroke — it cannot be undone.
Fixed
-
Rivals were off by default when you created a race in-game. Nobody chose that; the switch simply started in the wrong position, and with it off there are no ghosts and no watching. It now starts on.
-
As host you never saw the race board. The window kept showing the setup sliders from the moment you created the race — no standings, no scout list, no way to watch.
-
The countdown was unreadable on light ground. White on sand at the beach. It now carries a dark edge.
-
The separator in the race HUD was a hollow box. The character used for it does not exist in the font. It is a line now.
[0.12.0] – House Rules
Some items do not climb the mountain, they go around it. One of them turns a section that is supposed to cost you two minutes into a ten-second detour, and every time in that category has been worth a little less ever since. This release makes that fixable without shipping a new version to everyone.
Added
-
Blocked items. A few items skip past a section of the mountain instead of climbing it. Those can now be taken out of the loot for runs started from PEAK RANKED, so a fast time says something about the climb and not about what happened to be lying in a suitcase.
The list lives on the server and refreshes while you sit in the main menu, so an item can be blocked — or released again — without anyone installing a new version. Nothing is deleted mid-run and nothing vanishes out of your hands: a blocked item is simply not rolled when the mountain is filled, and the spot holds something else.
Runs started from the left signpost are untouched, as always. The new help chapter BLOCKED ITEMS lists what is blocked right now and says how to argue about an entry.
[0.11.0] – Say Something
A live race put eight people on the same mountain at the same second and gave them no way to say a word to each other. You could watch someone's bar drain and not be able to ask if they were alright. This release adds the missing half of racing together.
Added
-
Text chat in LIVE RACE. Everyone in the race can talk to everyone else, at the airport and on the mountain. Press Y to write, Enter to send, Escape to close — the key is rebindable in the settings, like every other one.
It works the way a chat in a shooter works: while you are not writing, the last messages simply float over the picture and fade out on their own. Press the key and it becomes solid, with an input line at the bottom. Your climber stands still while you type — movement, emotes and the item bar all stay out of it, so a "w" in a sentence does not send you off the ledge.
The server announces who joins and who leaves, so an empty spot in the standings has a reason. Messages are not stored anywhere; they live for the length of the race and are gone with it.
If you would rather race in silence, the whole window toggles off with F9, and there is a switch in the settings that turns it off for good. Position is yours to choose, like the timer and the race display.
Changed
- The AI disclosure moved into the help window. It used to rotate through a speech bubble in the main menu and sit as a banner under the timer while you climbed. Saying the same thing forever in the corner of the screen is not honesty, it is noise. It is now a chapter of its own — BUILT WITH AI — where you can read it in full, once, and where it stays findable.
- The allowed mods are now listed in the help window. Which mods survive a ranked run used to be something you found out by starting one and reading the log. The chapter ALLOWED MODS names the current list, with the readable name of every mod you actually have installed — so you can check before the run instead of after.
[0.10.5] – Opponents You Can Actually Match
A duel is supposed to be the same mountain, the same rules, the same everything — you against someone else's ghost. It turned out that a good number of them were not that at all: you could be sent against a quarter of a mountain, against a run with the difficulty sliders turned down, or against a mountain that no longer exists in your game. This release is about making the opponent real.
Fixed
-
Duel opponents are now runs you can actually reproduce. Matchmaking only checked that a run was finished, unflagged, solo and had ghost data. It did not check the four things that decide whether you are climbing the same mountain at all: the route (a BIOME mini-run is a quarter of the climb), the ascent level, custom run settings, and the map set and game version. The last two were a preference, not a filter — with the reasoning that any opponent beats no opponent. That reasoning was wrong.
Measured against the existing records, 19 of 67 candidates were not reproducible, and 14 duels had already been decided against one. The clearest case: three climbers were sent against a 5:34 mini-run and had to climb the whole mountain to beat it. The loss was certain before they started. The ELO from all 14 has been given back.
If no reproducible opponent exists, you now get "no opponent found" instead of an impossible one. Better to wait than to lose to arithmetic.
-
The settings window no longer opens behind the main menu. When another mod brought its own interface, the window could end up behind the signposts. Both were sitting at the highest layer the engine accepts, and at that point the order is decided by who registered last — which was luck, not design.
-
The mod quarantine now finishes what it starts. A single mod that could not be switched off used to abort the whole pass, quietly leaving every mod after it running — and which ones those were was not even predictable. Each mod is now handled on its own, and the log names exactly what was disabled, skipped, or refused to switch off.
Changed
- The client now sends its game version when looking for a duel, so the server can match it exactly rather than inferring it from your last upload.
[0.10.4] – The Hall of Fame
A season is the only thing here that ends. Everything else — your ELO, your duel record — is reset when the month turns, and until now nothing was kept. From this version the final standings of a finished season are preserved and shown, and the Daily Cup finally tells you how a day actually ended.
Added
-
A Hall of Fame. The gold button above the view tabs opens the final standings of a finished season: the top three on a podium with their climber rank, ELO and crown, and everyone else below. It also shows each climber's Daily Cup record for that season — how often they finished first, second or third, and out of how many cups they entered. Three wins out of three is not the same as three out of thirty, so both numbers stand together. Seasons are picked with the arrows; the current one is not in there, because it has not ended yet.
-
The Daily Cup shows how a day ended. The ALL-TIME view has been replaced by CUP RESULT: for any settled day you see the finishing order, the times, what each climber gained or lost in ELO and their new total. A calendar picks the day — the days with a settled cup are the ones you can click.
ALL-TIME is gone rather than moved. It was the SPEEDRUN board with a different filter: the same rows saying the same thing. How a cup ended existed nowhere.
Changed
- The season reset now pulls towards 1000 instead of 1200. At the turn of the month every rating moves halfway to the middle — but the middle was set to 1200 while everybody starts at 1000. Measured against the actual ladder, 88 of 89 climbers would have gained ELO from a "reset", some as much as 68, and the numbers would have climbed further with every season. The reset now does what a reset is for: it pulls the top back towards the field, and the field stays where it is.
- Your duel record starts fresh with each season. Wins and losses used to accumulate for ever, which would have put a lifetime record into the Hall of Fame under the heading of a single season. What you did in a season stays readable in that season's entry.
- A new icon, drawn by hand instead of generated.
Fixed
- Coloured names no longer bleed into the tables. A player whose Steam name contains colour markup used to tint their own row — and, because the name is shortened to fit the column, the closing tag was cut off and the colour ran on into the times of the rows below. The markup is now removed on the way in and on the way out, and the same player no longer appears twice under two spellings.
- A duel no longer keeps its ELO when the run behind it is rejected. The result of a duel is reported the moment you finish, while the run itself goes through an upload queue that can arrive seconds later. The check that was supposed to refuse ELO for a rejected run therefore had nothing to check yet, and every single rejected duel run had kept its rating. The rating is now taken back when the run arrives.
- Runs that were held back by mistake are back on the boards. A fairness check that was explicitly parked as "not calibrated yet" could still remove a run through a second rule that read it anyway — and what it read was ordinary walking uphill on an empty stamina bar, which in PEAK costs nothing. Sixteen honest runs from 22–24 August were affected, all of them from players whose game reported everything correctly. They have been restored and the affected Daily Cups recalculated.
[0.10.3] – Live Race times count
Added
- Live Race times now appear on the SPEEDRUN board, under their own LIVE RACE category. Until now a race reported its result only to the race itself: you saw who won, and then the time was gone. It was never a scoring problem — a race runs on a set seed, a set map and a set ascent, exactly like a speedrun — the time simply had nowhere to go. Races already run before this update stay where they are; this applies from here on.
- The Live Race window now starts with a choice: HOST A RACE or JOIN A RACE. Joining players used to see every setting the host had — and could click around in them without any effect. As a joiner you now only type the code; the race settings appear once you are in, as a read-only view. The host keeps the full setup page and can still change seed, map, ascent, route, player count and options while the lobby is waiting — everyone in the lobby sees the change the moment it happens.
Fixed
- One player who never loaded into the race world blocked the whole race. Their game failed to load, but the race kept waiting for their "ready" forever — everyone else was stuck on WAITING FOR PLAYERS. The server now gives up on a loader after 150 seconds and starts the countdown without them; the affected player is removed from the race with a notice instead of silently starting without a world.
- Custom run settings from the airport terminal leaked into races. If you had configured a custom run at the terminal earlier (grapple mode and friends), those settings came along into the next live race and broke it. Starting a race or a speedrun now resets all run settings to the defaults first — your terminal configuration stays saved and untouched.
- A leftover result from a previous race could be reported into the next one when going straight from one race into another without visiting the menu in between.
[0.10.2] – Ghosts are watchable again
A follow-up to 0.10.1. Deciding whether you could watch someone's ghost turned out to be far stricter than it needed to be, and 0.10.1 made it obvious by putting a map check in front of it.
Fixed
- Ghosts were blocked far too eagerly. Whether you could watch or race someone's ghost was decided by comparing your entire map catalogue against theirs. Any mod that touches the map pool changes that catalogue — so with such a mod installed, every entry on the board went grey and unplayable, even when the mountain in question was identical. It cut the other way too: a run recorded with such a mod could not be replayed by anyone, and uninstalling the mod did not bring it back. What matters is whether you have the one mountain that run took place on, and that is what is now checked. On the Daily Cup this was tested on, it takes the playable entries from three of six to five of six; the sixth genuinely has no recording. Runs already on the boards benefit too — nothing needs to be re-uploaded.
- Your own best run could stop showing up as a ghost for the same reason: installing a map mod made the game stop recognising your earlier climbs on the mountain you were standing on.
[0.10.1] – Fair play, corrected
The fairness checks from 0.10.0 were wrong about three things, and every one of them went against an honest runner. Eating during a run, drinking the last of a stamina buff, and climbing on an empty bar all looked suspicious to a check that had never seen enough real runs to know better. All three are fixed, and the runs they hit have been reviewed by hand.
New in the other direction: a scored run no longer starts at all when another mod has replaced the map you were about to climb.
Fixed
- Eating during a run marked it as suspicious. Hunger in PEAK does not grow smoothly, it grows in steps — one step roughly every fifty seconds. A runner who eats regularly bounces between two steps, and over a two-minute stretch the total came out as no growth at all, which reads exactly like a frozen status bar. Five finished Daily Cup runs were held back for review over this; every one of them was clean. The check now notices when you eat, instead of only when your hunger drops below where the two minutes started.
- The last second of a stamina buff counted against you. While infinite stamina is active, the game itself lets the bar climb past full and has no reason to pull it back down until something else touches it. For a moment after the buff ends the bar is therefore still above full — through no doing of yours. That moment is no longer read as an impossible value.
- Climbing with an empty stamina bar looked like flying. One of the server-side checks asked whether a climb had cost any stamina. On an empty bar the answer is always no, because there is nothing left to spend — so ordinary climbing at the bottom of the bar matched the pattern for sustained flight, as did climbing under a stamina buff. Both now count as the explanations they are. This check only ever wrote to the review log, so no run was ever held back by it.
Added
- A scored run is refused when a mod has swapped out the map. Mods that change the map pool do it while the game is loading, long before PEAK RANKED can quarantine anything — so a runner could end up climbing a different mountain from everyone else and still submit the time. The mod now checks the one map you are about to load and says so plainly instead of accepting the run. Only the affected map is refused: MorePeak replaces a single slot, so on most days nothing changes and the run counts as usual.
- The speedrun window marks a swapped map. When a mod has replaced one, the same map name can appear twice in the picker. The replaced one now says so, so you can see which is which before you start rather than after.
[0.10.0] – Live races and fair play
Two big things. Live Race got a real connection: everyone starts in the same moment, the standings update as they happen, and — if the host allows it — you see the other racers climbing your own mountain. And scored runs now switch off every other mod for their duration, with what happens during the run checked against the game's own state instead of against a list of known cheat mods.
Added
- See your rivals on your own mountain. During a race the other climbers appear in your world, moving as they move — the same terrain, the same seed, the same starting moment, so their position means the same thing in your game as in theirs. The host decides when creating the race (SHOW RIVALS); with it off, only the standings are shared. The four nearest rivals are shown, fading with distance.
- Races run on a live connection instead of polling. The host presses start and everyone learns it in the same moment instead of up to a second and a half later, and the race panel — position, progress, stamina, status, items — now updates as it happens rather than in steps. It also uses about a tenth of the network traffic it used to, which matters on a weak line.
- Fairness checks that watch the game, not a list of mods. During a scored run the mod now records game-state signals alongside the trajectory it already records for your ghost, and the server checks them for effects the game itself cannot produce: stamina that stops draining while you climb, a status bar frozen in place, sustained flight, a position that jumps, a clock that runs faster than the wall clock. Every legitimate advantage in PEAK has a cause behind it — an item, a buff, a game event — so the check is simply whether the cause is there. That is why it does not need to know which cheat mods exist: a new one has to produce the same effect, or it is not an advantage.
- Cosmetic and quality-of-life mods stay allowed, and installing a cheat mod you never use does nothing. What gets flagged is an advantage in the run, not the fact that you mod your game.
- A new best time is marked as provisional until someone has watched its ghost. It stays on the board while it waits — hiding a record from the person who set it would be the worse trade.
- A new FAIR PLAY chapter in the help window spells out what is recorded during a scored run and what is not: nothing outside the game process, and nothing at all in a vanilla run.
- Every other mod is switched off while a scored run is active — and comes back when you return to the main menu. This holds for every start from the PEAK RANKED signs: Daily Cup, 1v1 duel, ghost training, speedrun, live race. Which mods may stay active anyway is decided by the server, not by the player: mods on the admin-curated allowlist keep running, everything else is quarantined for the duration of the run. Your mods are still reported with the run exactly as before.
Fixed
- You could be dropped from a race while you were still loading into it. Anyone who had not started moving yet counted as gone after 45 seconds — which is roughly how long loading takes. A player is now judged by whether their connection is alive, not by whether they have started climbing.
- A player who crashed while loading could leave a race stuck forever. The countdown waited for everyone to report ready, including people who were never coming back.
- Losing connection no longer scores you as a DNF. You are marked as disconnected and can come back; a scored result should not hang on a hiccup in your WLAN.
- Your own row in the race panel stayed empty. Your progress, bars and items were missing for the whole race while everyone else's updated — the mod was waiting for a state change that, after the switch to a live connection, nobody was asking for any more. The result card also froze on the moment you finished instead of following the rest of the race to the end.
- Player names in other writing systems showed up as empty boxes. Japanese, Korean, Chinese, Cyrillic and Greek characters are not part of the game's body font, so leaderboard rows rendered □□□ where a name should be. The mod now borrows the fonts the game already ships for those languages, so names appear as their owners wrote them.
- The season sign fell back to the vanilla heading after opening the leaderboards. It read "SEASON 1 ENDS" correctly on startup, but once you opened a leaderboard and came back, it showed "NEW ISLAND IN" again — the game rewrites the label every time the menu page is switched back on. The sign now keeps its own text no matter who writes to it.
Changed
- Two settings are gone, because they were never really yours to choose. When the clock starts and whether items are rolled from the run's seed decide what a time even means — and a leaderboard can only compare runs made under the same rules. Both now apply to everyone: the clock starts on your first input, and a scored run always draws its items from its seed, so two people on the same seed find the same equipment. Vanilla runs are untouched as before. Your old entries in the config file are simply ignored.
- Long help chapters scroll instead of running off the bottom. The FAIR PLAY chapter had outgrown the window, and German text is regularly longer than English — a text cut to fit the window would be the language bending to the layout.
- Conspicuous runs are handled more gently and more quietly. Where a threshold is calculated rather than absolute — a section that looks too fast, an unusual movement pattern — the result card now says under review instead of flagged, because an exceptionally fast honest run can land there too and it should be clear that the time is being checked, not thrown away. Runs are still never rejected, only set aside for a human.
[0.9.1] – Hotfix
Fixes the 1v1 ghost duel: it now takes place on the opponent's mountain instead of a freshly rolled one. Ghost training and the ghost recording itself are fixed along with it — without a stored recording there was nobody to race in the first place.
Fixed
- The 1v1 ghost duel is a duel again. Your attempt rolled its own seed and loaded today's map, while the ghost had climbed a mountain built from its own seed and map. Same route, different terrain: the opponent pulled other items out of the same chest, found a different temple layout, and a ghost from an earlier day was on an entirely different mountain. Duel and training now reproduce the opponent's mountain, and matchmaking no longer offers opponents from multi-player lobbies, whose item pool is larger than a solo one. Where the opponent's mountain no longer exists in your version of the game, the times still compare — the terrain cannot.
- Ghosts are recorded again. Runs over the whole mountain never had their recording stored, so ghost duels and ghost training started against an invisible opponent and the opponent panel stayed hidden. Short runs were unaffected, which is why it slipped through the first release.
- Runs whose recording was rejected no longer claim to have a ghost, and the leaderboard greys out entries you cannot race against.
- Ghost training against an entry without a recording now says so instead of starting a run against nothing.
- The MODE column named the wrong thing. A Daily Cup run showed up as "Set Seed" on the speedrun board, and every free speedrun as plain "Speedrun" — on a board where every row is a speedrun, that said nothing. Runs now name their category: Daily Cup, Ghost Duel, Speedrun Set Seed, or Speedrun Random, depending on whether you set the seed yourself or had it rolled at the start. Set-seed and random attempts are also ranked separately now — a prepared run no longer pushes a blind one off the board. Runs uploaded before this update count as set seed.
- The season sign in the main menu sometimes kept the vanilla heading "NEW ISLAND IN" instead of "SEASON … ENDS". Its countdown was correct even then.
[0.9.0] – Beta
First public release.
Included
-
Timing with automatic splits per biome, compared against a reference run and the sum of your best segments, in a panel styled after the game's own windows.
-
Modes: Daily Cup (ranked, ELO), 1v1 ghost duel, Speedrun with a seed and map of your choosing, ghost training, Live Race for up to eight players.
-
Ghosts: your own best run and other players' runs from the leaderboard, animated and holding the item they held. Opacity is configurable.
-
Opponent panel: clock, stamina, status effects in the game's own bar colours, and the inventory as icons — in duels, in training, and per player during a race.
-
Leaderboards in the main menu: Daily Cup with ELO and tiers, a speedrun board by map and route, and your own run history.
-
Seasons: a season is a calendar month, ending on the 1st at 17:00 UTC. The main menu shows the running season and its countdown on its own sign under the map rotation; at the end, standings go to the Hall of Fame and ratings are soft reset.
-
Vanilla stays vanilla: starting from the left signpost gives you timing only — no seed control, no ghost, no submission. The panel says so.
-
AI disclosure: the mod states openly that it was built with AI assistance — a rotating banner under the timer during every run, and a speech bubble in the main menu.
-
German and English, following the game's language setting.
-
Server-side run checks: split times must be internally consistent, and each section has a minimum duration calibrated against real world-record runs. Suspicious runs are flagged and held out of the boards for review, never silently dropped.
Known limits
- Cheat detection is early. It catches obvious manipulation; thresholds are set generously so a genuinely fast run is never rejected, which means some cheated runs will get through at first. Boards may be corrected retroactively during the beta.
- Co-op runs are not verified (no seed handshake between players).
- Losing connection during a race means you are out; there is no rejoin.
