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Jealousy turned productive: Nick Kaman of Another Crab’s Treasure was envious of Wilhelm Nylund’s team at Landfall, who created Content Warning in just six weeks. That envy sparked the infamous “bet” to see which game would sell more.
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Therapy as collateral: The bet stipulated that the loser would pay for therapy. As it turned out, Content Warning outsold Another Crab’s Treasure, so Kaman ended up in therapy—but he found it illuminating and beneficial.
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Collaboration magic: Rather than letting rivalry fester, Kaman and Nylund teamed up after the bet. Their collaboration produced Peak, a co-op climbing game that leveraged both studios’ strengths.
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Commercial success: Peak went on to sell over 10 million copies by August 2025, surpassing the combined sales of both Another Crab’s Treasure and Content Warning. It shows how indie developers can turn competition into massive creative and financial success.
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Lesson learned: Sometimes, a little jealousy, a bet, and honest self-reflection (plus therapy!) can lead to your best work—and a lot of fun for players.
If you want, I can give a breakdown of why Peak’s co-op design was so effective in turning it into a viral indie hit.
