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Patch NotesPEAK0.65.a

PEAK Beta Patch 0.65.a Notes (2nd July 2026)

PEAK's beta branch now runs leaner with optimised meshes, expanded map generation, and fixes for late-joining players. The team is hunting for feedback on LOD pop-in and invisible geometry.

Nathan Lees3 min read
PEAK game environment showing procedural map generation with varied biomes and terrain
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The PEAK beta branch has received a substantial optimisation pass that should make the roguelike run noticeably smoother, especially in the Roots biome. The team has rewritten a lot of mesh data and fixed a long-standing issue where lava rivers simply weren't appearing inside the Kiln at all.

Map generation gets the bigger treatment here. The build now contains 42 maps instead of 21, and the randomisation of seeds has been improved to create more varied runs. Late-joining players will finally see Magic Beanstalks appear properly, a fix that matters if your squad tends to filter in during active runs.

Autosaves have also been retimed. They'll now self-destruct only after you've successfully resumed a run, rather than when you start loading the map, which should prevent accidental save corruption. The team has also reinstated TornadoHell and BombBeetle variants for beta testing.

If you're on the beta branch, the developers are actively asking for feedback on LOD pop-in aggression, invisible geometry, misplaced assets, and lighting quirks across Alpine and Mesa biomes. Join via password playpeakbeta and report findings to the Beta Testing Reports channel.

Full Patch Notes

Buff Nerf Fix Tweak

BETA PATCH COME GET YA BETA PATCH NOTES!

Reminder: the beta patch is for us to test updates before they reach the main game. If you'd like to contribute feedback, you can join the beta branch using the password playpeakbeta

A second reminder: log all bugs and feedback for the beta branch to Beta Testing Reports or Our discord adjacent channel so we don't get mixed up! Otherwise I'll hunt you down.

General Notes:

  • Decreased patch install size slightly
  • Improved randomization of map gen seeds
  • Autosaves will now self-destruct AFTER a player successfully resumes the run, rather than when they start loading the map
  • Fixed Magic Beanstalks not showing up for late-joining players
  • Optimized a LOT of meshes (performance should be most improved in Roots)
  • Fixed lava rivers never showing up inside the Kiln
  • (Beta only for now) Re-instated TornadoHell and BombBeetle variants

Modder Notes

  • Updated Unity project version to 6.3.15f1
  • number of maps in build changed from 21 -> 42
  • Raytrace shaders are now serialized into their respective fields in LightVolume
  • Added LevelGeneration.Run console command (doing this during a run will probably just break your game, though)
  • The BiomeResults inside MapBaker.selectedBiomes now includes a list of the selected variantName for each respective biome

We're also looking for feedback on this beta patch! Let us know your thoughts on:

  • Is LOD pop-in too aggressive now? Do you notice the rocks changing shape as you approach them?
  • Are you encountering any invisible level geometry?
  • Did you find any out-of-place assets?
  • Floating vegetation/rocks?
  • Vegetation/rocks with textures from a different biome
  • Objects that are obviously the wrong scale or the wrong orientation

- Did you find any weird lighting/shadows, especially in Alpine or Mesa?

ok back to working on the final biome update....................................................... SEE YA

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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