PEAK Patch 2.6.a Will Randomize the Map Pool and Fix More Save Bugs
The patch also targets campfire luggage states, reconnect deaths, bad room-code joins, and a Bugle of Friendship recharge bug.

PEAK Patch 2.6.a will tackle another group of save-state and multiplayer bugs, including cases where players reconnect to a saved run only to find themselves dead. The patch will also replace the current map pool with islands that randomize biomes more evenly, according to the Steam announcement for Patch 2.6.a.
Campfire saves in THE CITADEL will better track luggage and other nearby objects. The update also works on the gap between host and non-host saves, although the developers warned that players hosting a run from someone else’s save may still see some odd item-spawn behavior.
Progress tracking gets attention as well. Host players should no longer lose run-based achievement progress when saving at a campfire, which is especially relevant for badges such as Gourmand. The change follows Patch 2.5.a’s reconnect fixes, with the latest update returning to several problems involving saves, room codes, and rejoining ongoing games.
Other fixes cover a Bugle of Friendship that could recharge without the intended trigger and more cases where an invalid room code left players stuck on the loading screen. The developers also included a cautiously worded change for reviving, alongside an apology for the save bugs introduced while preparing PEAK for consoles.
PEAK Patch 2.6.a Notes
The official notes focus on map randomization, campfire saves, reconnect behavior, and room-code loading problems.
Map Pool
You may have noticed this last week’s maps have been weirdly consistent in terms of biome selection, with each day being either all old or all new maps. This patch will replace the current map pool with islands that are properly randomized.
Bugfixes
- Campfire saves should now properly track the state of the luggage and other objects around the campfire in the Citadel
- Made non-host game saves a little more consistent (players that aren’t the host don’t get complete world state in their game saves like the host does. When players other than the original Host decide to host a run from a save, they will still see a little weirdness around item spawning, sorry!)
- Fixed bug where the host’s run-based achievement progress wouldn’t save at a campfire (this affected things like the Gourmand badge; the game would forget what items the host had already eaten when Continuing a run from a save)
- Players reconnecting to a game after Continuing from a save should *also* not spawn dead when they should be alive
- Fixed a case where the Bugle of Friendship would magically recharge
- Fixed some more cases where trying to join a game with a bad room code would cause the game to get stuck at a loading screen
- Maybe made reviving less buggy who knows though tbh
Which part of Patch 2.6.a will help your group most, the randomized map pool or the fixes for saved runs and reconnects? For more coverage of PEAK’s ongoing save-state cleanup, stay connected through X, Bluesky, YouTube, Instagram, Steam, and Telegram.
Peak
Developed by Landfall Games, Aggro Crab Games



