Save and reconnect guide - checked 2026-10-07

PEAK Game WikiPEAK Save and Reconnect: Campfires, Continue Run and Player State

PEAK Save and Reconnect: Campfires, Continue Run and Player State

PEAK saves are a world-state problem as well as a progress button. The original host, the campfire objects, the player's alive or dead state, and the version can all change what a returning player sees. Patch 2.6.a improves Citadel campfire saves and host achievement progress, while its own note says non-host saves can still show item-spawn weirdness. Use this guide before moving a save or retrying a reconnect.

PEAK route screenshot showing a team preparing the next climb
Official Steam screenshot - a saved route still needs a current state check before the next climb.

The short answer

The short answer

For the most reliable Continue Run test, let the original host load the campfire save, keep the same host, and check the luggage and nearby objects before anyone reconnects. Patches 2.5.a and 2.6.a fix several cases where players returned dead, loaded as skeletons, lost objects, or failed to save run-based achievement progress. They do not guarantee identical world state when a non-host takes over the save, and cross-region connections can still be version-sensitive.

What a PEAK campfire save needs to preserve

Think of a save as several related records: the route and world, the campfire and nearby luggage, each player's inventory and condition, and run-based progress such as a food requirement. A returning player can report “my save is gone” when only one of those records is different. Write down which record changed before trying another host or another reconnect.

Patch 2.6.a says Citadel campfire saves should properly track luggage and other objects around the campfire. It also says non-host game saves became more consistent, but that players other than the original host do not get the complete world state and may see item-spawn weirdness if they host from a save. That caveat belongs in the answer, not in a footnote.

Save state and the safest first check
StateWhat the official notes supportSafest first check
Campfire objectsPatch 2.6.a improves Citadel luggage and nearby object tracking.Original host loads the save and inspects the campfire before moving.
Host identityNon-host saves are more consistent but not a complete world-state copy.Keep the original host while diagnosing missing items or a changed world.
Player alive statePatches 2.5.a and 2.6.a fix named reconnect and Continue Run death cases.Compare a fresh run with a loaded run and record whether the player reconnected.
Achievement progressPatch 2.6.a fixes host run-based progress at campfires, including Gourmand-like food progress.Use a normal expedition and confirm progress before changing hosts.

Continue Run: a controlled procedure

Before selecting Continue Run, have the original host confirm the patch, the save location, and who will join. After loading, wait for the world to settle and compare the campfire area with the note made when saving. A short inventory list is more useful than memory, especially when several players dropped luggage or food nearby.

If the controller cannot select Continue Run, test menu focus and keyboard input without changing the save. That input report is different from a world-state report. Keep the two issues separate so a later fix can address the correct path. The multiplayer troubleshooting page includes the controller and voice checks.

PEAK scouts regrouping on a ridge before continuing a climb
Official Steam screenshot - regroup at a known point before testing a reconnect.
  • 1. Keep the original host Do not hand the loaded save to a different host during the first retest.
  • 2. Record the campfire List luggage, nearby objects, player inventory, and alive or dead state.
  • 3. Load once Avoid repeated joins while the first state is still being diagnosed.
  • 4. Compare the list Mark which object or player state differs from the save note.
  • 5. Reconnect after the check Test the affected player only after the host confirms the loaded state.

Death, skeleton, and missing-item reports

Patch 2.5.a fixes reconnecting players returning dead when they should be alive, skeleton reconnect or save loading instantly killing the player, and several room and cross-region cases. Patch 2.6.a adds a fix for players reconnecting after Continue from a save. Patch 2.6.b then addresses a t-pose skeleton on mid-game joins. These are separate named paths, so a new symptom should retain its exact order of events.

When an item disappears, distinguish a campfire object from an inventory item and a host disconnect from a normal save. Patch 2.04.a already fixed a case where the host's dropped items could disappear after disconnecting, while 2.6.a warns that non-host world state can still be incomplete. The right response is a dated report, not a claim that every item loss is one bug.

Evidence to collect for a state mismatch
Report typeRecord before retryingRelated version note
Returned deadWas the player alive at save, who hosted Continue Run, and when they reconnected?2.5.a and 2.6.a fix named cases.
Loaded as skeletonWas the skeleton expected, did the player reconnect, and did death happen instantly?2.5.a and 2.6.b address separate skeleton and late-join cases.
Missing campfire itemObject name, location, original host, and whether another player hosted the save.2.6.a improves Citadel tracking but leaves a non-host caveat.
Missing dropped itemWho dropped it, whether the host disconnected, and the patch.2.04.a fixes a named host-disconnect path.

Cross-region reconnect and achievement progress

Patch 2.5.a says players connecting to a game in a different part of the world should no longer get stuck on Loading. That is a fix for a named case, not a promise that a long-distance connection will have the same latency as a local one. If the same group works in one region and stalls in another, record the region pair and the time rather than calling it a global outage.

Run-based achievements need an extra check. The badge reference says Custom Runs disable badges, and Patch 2.6.a says host progress now saves at a campfire. A reconnect can still expose an old or different state if the player joins a non-host save. For a badge retry, use a normal run, keep the original host, and record whether the player was revived or alive at the trigger.

  • Region Record host and joining-player regions and whether same-region testing changes Loading.
  • Host Keep the original host for a loaded run and achievement-progress check.
  • Mode Use a normal expedition when testing a badge.
  • State Write down alive, dead, skeleton, inventory, and campfire object state.

Quick answers

PEAK save and reconnect FAQ

How do PEAK campfire saves work?

The campfire records a run state that includes the world context and nearby objects. Patch 2.6.a improves Citadel luggage tracking, but the official note says non-host saves can still omit complete world state.

Why do I come back dead after Continue Run?

Patches 2.5.a and 2.6.a fix named cases where reconnecting or loading a save returned an alive player dead. Keep the original host and record the exact load and reconnect order if it persists.

Why do items disappear after a PEAK save?

A campfire object, dropped host item, inventory item, and non-host world state follow different paths. Patch 2.04.a and 2.6.a address named cases, but a current report needs the object name, host, save, and version.

Can a non-host host a PEAK save?

The official 2.6.a note says non-host saves are more consistent but do not contain complete world state; another player hosting from that save may see item-spawn weirdness. Keep the original host for the safest test.

Do reconnects reset achievement progress?

Patch 2.6.a fixes host run-based progress at a campfire, including food progress such as Gourmand. Use a normal run and confirm the host and campfire state before changing hosts.

Does cross-region joining still matter?

Patch 2.5.a fixes a named cross-region Loading case, but distance and local routing can still affect a connection. Compare same-region and cross-region tests and record both.

Sources and limits

How to read this page

Save and reconnect claims come from official Patch 2.04.a, 2.5.a, 2.6.a, and 2.6.b announcements. The page treats the 2.6.a non-host caveat as an active boundary and does not infer a single cause from a player report.