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Reading: Peak studio Aggro Crab establishes publishing label for “intense, stylised games with an attitude”
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Online Tech Guru > Gaming > Peak studio Aggro Crab establishes publishing label for “intense, stylised games with an attitude”
Gaming

Peak studio Aggro Crab establishes publishing label for “intense, stylised games with an attitude”

News Room
Last updated: 4 September 2026 00:58
By News Room 3 Min Read
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Aggro Crab, known for Peak and Another Crab’s Treasure, has launched a publishing label to support “intense, stylised games with an attitude.”

The Aggro Crab team will run the label, supporting small teams looking for up to $500,000 for projects that can be completed in two years or less.

Aggro Crab offers flexible agreements with consistent base terms, adjustable milestones, and no requirement for full recoupment. It will not hold the final payment for a game’s release date, either.

The label will also help with marketing, including trailers, key art, brand advice, and promoting games through its social media channels.

Aggro Crab plans to sign just one or two games each year while still working on its own projects.

So far, Aggro Crab has signed two projects: ThirtyThree’s precision platformer Rebounder, and Bubby Darkstar’s psychedelic horror Subway Midnight.

“Our reputation and reach has also been growing over the years, so we wanna try to help open some doors that indie devs don’t always have access to,” the developer said.

“That said, we’re not trying to step on any toes or assert any creative control where it’s unwanted. If we’re signing with you, it’s because we think you have a sick ass vision and we can trust you to execute on it completely.”

It added: “As devs ourselves, we also have some experience working with some great publishers, evil publishers, and some that just weren’t what we needed. We’ve been around the block enough to know the difference, and want to be an example of how good publishing can actually work.”

Head of publishing Corey Warning told Game Developer that Peak’s success has put the studio “in a unique position.”

“We weren’t really interested in significantly growing the size of our team, but we were interested in growing our catalogue.”

“We like to be hands-on with the projects we’re working with, we can offer some unique perspectives and feedback to games from our background as indie developers and our experience self-publishing. We’ve also grown a massive community over the years who trust our approach to how we make and promote our own games.”

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