Compare Valley Peaks prices across 50+ stores and find the best deal. Developed by Tub Club. Published by Those Awesome Guys. Released on 7/24/2024. Available on PC. Genres: Casual, Indie.

Cozy doesn't usually mean gripping, but Valley Peaks pulls it off: a first-person frog climbing game with a surprisingly personal story hiding inside 11 mountains worth of hand-crafted puzzles.

I wasn't expecting Valley Peaks to get under my skin the way it did. Scottish indie studio Tub Club has built something that defies the lazy 'cozy game' label from the inside out: you play as a frog IT worker continuing a job your father never finished, climbing 11 distinctly designed mountains to plant radio towers for a community that genuinely feels lived-in. That premise sounds breezy, but the emotional undercurrent sneaks up on you around the midpoint in a way that lands harder than it has any right to. The climbing mechanic is the beating heart of the whole thing. Each mouse button, or trigger on a controller, controls one frog arm. You grab a rock, shift your weight, grab the next one, alternate hands, find your rhythm. It sounds minimal but Tub Club has layered in enough variety to keep it genuinely engaging across all 11 peaks. Crumbling rocks with a short grip timer, traffic rocks that only allow a grab when the right color flashes, energy orbs for mid-air double jumps, minecart launchers you have to time correctly: each mountain introduces something new without ever dumping a tutorial wall on you. New mechanics are communicated smartly, usually by a frog NPC at the base who gives you a hint, or by letting you discover the hazard yourself. Every mountain has multiple rated routes, and the local climbing club stamps your card when you complete them, which you trade for gadgets including a glider, a slow-motion stopwatch for tricky jumps, and a specialized tongue that helps you stick to hard-to-reach spots. Speed run challenges and one-handed ascent challenges appear after you clear each peak, extending the loop well past the main objective. Reviewers clocked main-story completions around three to four hours, but the full experience with side quests, collectibles, and stamp-card runs sits closer to seven or eight. The visual style is genuinely distinctive and also the game's biggest risk. Low-poly geometry, diagonal cross-hatch shading, and an aggressively warm pastel palette produce something between a frog's fever dream and a hand-colored sticker book. At ground level it is gorgeous. From higher vantage points, distance haze and cloud effects can make it harder to read the world below. The map requires exploration to reveal itself and has no in-game compass or waypoint beacons, which is philosophically consistent with the game's unhurried pace but will frustrate players who need a clear navigational thread. A handful of pre-launch bugs were noted by reviewers, including occasional input drops and some NPC dialogue locks, though post-launch patches have addressed some of these. One accessibility note worth raising: the crosshatch shading has triggered headaches for a meaningful subset of players. The free Steam demo is a genuinely representative sample, so if you are motion-sensitive or prone to visual strain, please play the demo first. The soundtrack deserves its own paragraph. Dynamic music shifts in real time as you climb, jazzing up during a successful run and pulling back when you fall. There are small musical flourishes tied to specific world interactions that you only notice once you notice them, and then you cannot stop noticing them. It is the kind of sound design that makes a world feel attended to, like the composer was sitting at the same desk as the level designer and talking it through together. The frogs you meet between climbs are brief, warm, and quietly funny without overstaying their welcome. Side content, including a boat race, a pumpkin hunt, collectible Polaroids, golden mushrooms, juice boxes, and nuts and bolts, fills the valley with small reasons to wander. None of it screams for attention. All of it rewards it. Kai, Scout Team

Valley Peaks
CasualIndie

Valley Peaks

Jul 24, 2024Tub ClubThose Awesome Guys
GamerScout Says

Cozy doesn't usually mean gripping, but Valley Peaks pulls it off: a first-person frog climbing game with a surprisingly personal story hiding inside 11 mountains worth of hand-crafted puzzles.

PC
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Screenshots & Media

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About Valley Peaks

I wasn't expecting Valley Peaks to get under my skin the way it did. Scottish indie studio Tub Club has built something that defies the lazy 'cozy game' label from the inside out: you play as a frog IT worker continuing a job your father never finished, climbing 11 distinctly designed mountains to plant radio towers for a community that genuinely feels lived-in. That premise sounds breezy, but the emotional undercurrent sneaks up on you around the midpoint in a way that lands harder than it has any right to. The climbing mechanic is the beating heart of the whole thing. Each mouse button, or trigger on a controller, controls one frog arm. You grab a rock, shift your weight, grab the next one, alternate hands, find your rhythm. It sounds minimal but Tub Club has layered in enough variety to keep it genuinely engaging across all 11 peaks. Crumbling rocks with a short grip timer, traffic rocks that only allow a grab when the right color flashes, energy orbs for mid-air double jumps, minecart launchers you have to time correctly: each mountain introduces something new without ever dumping a tutorial wall on you. New mechanics are communicated smartly, usually by a frog NPC at the base who gives you a hint, or by letting you discover the hazard yourself. Every mountain has multiple rated routes, and the local climbing club stamps your card when you complete them, which you trade for gadgets including a glider, a slow-motion stopwatch for tricky jumps, and a specialized tongue that helps you stick to hard-to-reach spots. Speed run challenges and one-handed ascent challenges appear after you clear each peak, extending the loop well past the main objective. Reviewers clocked main-story completions around three to four hours, but the full experience with side quests, collectibles, and stamp-card runs sits closer to seven or eight. The visual style is genuinely distinctive and also the game's biggest risk. Low-poly geometry, diagonal cross-hatch shading, and an aggressively warm pastel palette produce something between a frog's fever dream and a hand-colored sticker book. At ground level it is gorgeous. From higher vantage points, distance haze and cloud effects can make it harder to read the world below. The map requires exploration to reveal itself and has no in-game compass or waypoint beacons, which is philosophically consistent with the game's unhurried pace but will frustrate players who need a clear navigational thread. A handful of pre-launch bugs were noted by reviewers, including occasional input drops and some NPC dialogue locks, though post-launch patches have addressed some of these. One accessibility note worth raising: the crosshatch shading has triggered headaches for a meaningful subset of players. The free Steam demo is a genuinely representative sample, so if you are motion-sensitive or prone to visual strain, please play the demo first. The soundtrack deserves its own paragraph. Dynamic music shifts in real time as you climb, jazzing up during a successful run and pulling back when you fall. There are small musical flourishes tied to specific world interactions that you only notice once you notice them, and then you cannot stop noticing them. It is the kind of sound design that makes a world feel attended to, like the composer was sitting at the same desk as the level designer and talking it through together. The frogs you meet between climbs are brief, warm, and quietly funny without overstaying their welcome. Side content, including a boat race, a pumpkin hunt, collectible Polaroids, golden mushrooms, juice boxes, and nuts and bolts, fills the valley with small reasons to wander. None of it screams for attention. All of it rewards it. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieFirst-Person ClimbingCozy PlatformerFrog GameOpen World ExplorationGadget UpgradesStamp Card ProgressionDynamic SoundtrackDifficulty ModesShort Hike-like

System Requirements

Minimum

OS
Windows 10 or 11
Memory
2 GB RAM
Storage
1 GB available space
Graphics
Graphics card with DX10 capabilities
Processor
Dual Core 2 Ghz CPU

Recommended

OS
Windows 10 or 11
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
Geforce GTX 970 or AMD Radeon R9 290
Processor
Dual Core 2 Ghz CPU

Reviews & Ratings

No ratings available

Game Info

Developer
Tub Club
Publisher
Those Awesome Guys
Release Date
Jul 24, 2024

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