In most games, you fight to stay alive. In Deaths of Peck, you fight to find the right way to die.

What if everything we ever learned about death in video games was wrong?

Think about the way we have been taught to approach death in video games. For decades, across generations of consoles, genres and game design philosophies, dying has carried an almost universal meaning: you failed.

We watch a health bar slowly disappear and instinctively become more cautious. We protect our final life as though it were something precious. We hesitate before a trap, study an enemy’s movements and repeat the same sequence again and again, determined to avoid the mistake that will eventually bring up those two dreaded words: game over.

It is one of the most fundamental rules of the medium: if you want to reach the end, you have to stay alive.

We learn that rule almost subconsciously. Falling means we mistimed a jump. Taking damage means we reacted too slowly. Triggering a trap means we made the wrong decision. Even when games deliberately use death as a learning tool, the underlying objective remains the same: understand why we died so that we do not make the same mistake again.

Death can be a teacher. But it is still a failure. What if, this time, it wasn’t? What if the blade we dodge at the very last second was actually the thing we needed? What if the bottomless pit ahead of us was not an obstacle, but a shortcut? What if the enormous hammer about to crush our character was not the conclusion of an attempt, but the beginning of a new one? What if the fire we have spent countless hours learning to avoid was, in fact, the key to reaching somewhere we could never otherwise access? It sounds absurd. And yet, that absurdity is precisely where Deaths of Peck finds its identity.

Deaths of Peck

Developed by THE LINE Studio, Deaths of Peck takes one of platforming’s oldest assumptions and turns it completely upside down. Here, death is not merely the consequence of failure. It is part of the solution.

That distinction is precisely what makes the premise of Deaths of Peck so compelling. This is not simply a platformer in which its protagonist happens to die repeatedly, nor is it an intentionally punishing experience designed to test how much frustration a player is willing to endure. Instead, death has been integrated directly into the game’s design philosophy. It is a mechanic. A resource. A means of progression. The central idea can be summed up in one wonderfully ridiculous sentence: To win, you have to die. And the more you think about it, the more interesting that sentence becomes.

At first glance, Deaths of Peck is a hand-drawn 2D platformer built around precision movement, environmental hazards and increasingly dangerous challenges. But its real hook lies in the way it asks us to interact with those hazards.

Instead of constantly asking: “How do I avoid this?” The game encourages us to ask: “How can I use it?” That is a small change in perspective with enormous consequences. A trap is no longer simply something that prevents us from progressing. It can become a tool. An obstacle can become an opportunity. A seemingly fatal situation can contain the very ability we need to continue. And at the core of this wonderfully twisted philosophy is Peck. He is a tiny goblin, seemingly ill-equipped to survive the gigantic tower standing between him and his goal. Yet Peck possesses one extraordinary characteristic:

He is immortal. It sounds like the ultimate advantage. There is no need to fear wasting the last life. No definitive Game Over. No finite number of attempts. Peck can simply get back up after every spectacular failure and try again. But Deaths of Peck finds something far more interesting in that concept. Because immortality can also be a curse.

Peck can never simply walk away from the consequences of his journey. He has to keep getting back up. He has to keep moving forward. And, inevitably, he has to keep exposing himself to the very dangers that are capable of destroying him.

His journey begins under particularly unfortunate circumstances. A group of cruel orcs has kidnapped his friends, forcing the diminutive goblin to embark on a perilous ascent toward the top of a gigantic vertical tower. And the tower does not appear particularly interested in letting him reach the summit. Blades, fire, environmental hazards and hostile creatures populate its many layers, turning every section into another test of skill. Every corridor can hide a new threat. Every platform can become a death sentence. Every seemingly innocent movement can result in another spectacular demise for our unfortunate protagonist.

Peck

There is something almost gleefully cruel about it. The tower feels less like a traditional level and more like a laboratory of death: a gigantic mechanism seemingly constructed around one macabre question: How many different ways can we kill Peck?

The crucial detail, however, is that Peck does not necessarily have to avoid those dangers. He has to learn how to exploit them. And this is where Deaths of Peck reveals the most fascinating aspect of its design. Death does not simply reset the player.

It can change Peck. A blade can tear him apart and, through that death, grant him a new ability. A double jump, for example, can become available after Peck is struck by a blade, allowing him to reach platforms that were previously inaccessible.

A gigantic hammer can crush him, transforming his body into a strange, malleable form capable of clinging to spikes and surfaces that would otherwise remain out of reach. Even fire can become a weapon. The things that should kill Peck can therefore become the very things that allow him to progress. And suddenly, death has an entirely different meaning. It is no longer simply the end of an attempt. It becomes a transformation. A tool. A temporary state. A new possibility.

This philosophy is perhaps best represented by the game’s intriguing DIE → HEAL → DIE cycle. Peck dies. The player uses the ability obtained through that death. The journey continues. Once that particular ability is no longer needed, Peck heals and returns to his original state. Then the process begins again. Die. Adapt. Progress. Heal. And die again.

But the strength of the idea does not come from simply allowing the player to die indefinitely. Unlimited lives alone would quickly become little more than a gimmick. What makes the system interesting is that different deaths serve different purposes.

The player has to understand the environment, identify the danger that can be exploited and determine when a particular sacrifice is worth making. The question is no longer simply whether Peck should die. It becomes: How should Peck die?

That is a remarkably clever way of changing how we read a platforming environment. A trap is no longer just a hazard. It can suggest a route. A wall is not necessarily something to overcome. It may be an invitation to change form. A mistake is not necessarily wasted time. It can provide information. Failure becomes information. Mistakes become opportunities. Death becomes progression. And beneath this wonderfully chaotic premise, there is perhaps something unexpectedly human.

Because beneath the cartoon violence, exaggerated animations and increasingly creative ways of destroying Peck lies an idea that every player understands: the ability to get back up after falling. Peck is an especially effective protagonist for that concept precisely because he is so small. He is not a towering warrior marching confidently into battle. He is not an unstoppable hero equipped with everything necessary to overcome whatever stands in his way. He is a little goblin trying to rescue his friends.

And to succeed, he has to accept something that goes completely against the instincts most games have taught us: he cannot win by avoiding every mistake. He has to fall. He has to die. And then he has to understand what that death has given him.

There is something remarkably intriguing about that idea, particularly because Deaths of Peck does not seem interested in explaining its philosophy through heavy-handed exposition. It does not need to tell us what the game is supposed to mean.

Instead, it lets the player discover the idea through interaction. We laugh when Peck is crushed, burned, sliced apart or otherwise subjected to increasingly absurd forms of cartoon violence. Then, almost without realizing it, we begin to reconsider what those deaths actually represent. Perhaps the goal is not simply to avoid falling. Perhaps the goal is to understand what the fall has taught us. That does not mean Deaths of Peck intends to be an easy experience. Quite the opposite.

Behind its playful presentation is a platformer that appears determined to demand precision, timing, patience and adaptability. A poorly judged jump can send Peck tumbling back down the tower. A moment of hesitation can cost valuable progress. A familiar trap can still catch us precisely when we think we have finally mastered it. Peck may be immortal. Gravity is not.

And immortality certainly does not mean invulnerability. The tower can still punish impatience. The player can still lose control. A single mistake can turn minutes of progress into a spectacular fall back toward the bottom.

The difference is that, here, even that fall can have a purpose. This creates an unusually interesting relationship with frustration. Deaths of Peck does not appear to be trying to eliminate frustration from the platforming experience. Instead, it seems intent on changing the way we understand it. It does not promise that we will stop failing. It asks us to reconsider what failure means.

Anyone who has spent enough time with precision platformers knows the feeling: the jump that refuses to work, the section repeated so many times that every movement becomes muscle memory, the trap that somehow catches us again immediately after we were convinced we had finally mastered it. Frustration can be exhausting. But when persistence finally pays off, it can also produce one of gaming’s most satisfying emotions. Deaths of Peck appears to be building its entire experience around that relationship. Except instead of telling us: “You finally learned how not to die.” it might ultimately tell us: “You finally learned how to die correctly.” That is a small distinction on paper. In practice, it could define the entire game.

The visual identity of Deaths of Peck reinforces this philosophy further. Built around hand-drawn artwork and a clear affection for traditional animation and cartoon aesthetics, the game juxtaposes expressive characters with an environment seemingly determined to destroy its protagonist in increasingly ridiculous ways. Peck can be crushed, burned, sliced apart or transformed into some wonderfully bizarre shape, yet the tone never appears interested in genuine horror.

Instead, the violence becomes cartoon slapstick. It is exaggerated rather than disturbing, playful rather than grim. And that contrast makes the game’s central idea even more effective. A charming animated world is placed against a brutally demanding platforming experience. A tiny, lovable protagonist is thrown into a tower seemingly designed to destroy him. Bright colors and expressive animation coexist with blades, fire, hammers and catastrophic falls. And at the heart of it all sits the game’s most important contradiction: death is the path forward. This does not feel like a superficial stylistic trick.

It feels like the foundation of Deaths of Peck’s identity. That is perhaps why the project manages to be so immediately intriguing even before players have experienced its full journey. It is not simply promising another platformer. It is proposing a different way of thinking about platforming. Instead of instinctively running away from danger, it asks us to approach it. To study it. To experiment. To wonder what might be hidden inside the obstacle that appears designed solely to kill us.

And, above all, it asks us to reconsider something that video games have spent decades teaching us: not every death is a defeat. Some deaths are doors. Some mistakes reveal paths. Some failures contain the solution. Sometimes, the only way forward is to embrace the very thing we have spent our entire gaming lives trying to avoid. Death.

Deaths of Peck

That may ultimately be the most fascinating aspect of Deaths of Peck. Beneath its wonderfully absurd premise, hand-drawn charm and seemingly endless catalogue of ways to destroy a tiny goblin lies an idea that feels surprisingly universal.

We cannot avoid every fall. We cannot anticipate every mistake. We cannot control every obstacle placed in front of us. What we can control is what we do afterwards. We can get back up. We can understand what went wrong. We can change our approach. We can try again. We can turn failure into experience. And, in Peck’s peculiar case, we can even learn to die better.

Because eventually, we will fail. Probably more often than we would like. But perhaps that is not necessarily a bad thing. Perhaps failure is simply another part of the journey. That is the wonderfully strange proposition at the heart of Deaths of Peck: if death is inevitable, why not turn it into our greatest weapon? THE LINE Studio has built the game around that paradox, transforming an intentionally absurd premise into the key pillar of its design.

It is a platformer designed to make us laugh, surprise us and test our reflexes, precision and ability to adapt. But more importantly, it seems determined to make us reconsider the relationship between failure and progress.

Every death can be another lesson. Every fall can bring us closer to the solution. And perhaps the game’s greatest trick is not convincing us that dying is fun. It is convincing us that we want to see what happens the next time we die. Because in Deaths of Peck, losing is not necessarily the end. It might finally be where the real journey begins.

Deaths of Peck: Teaser Trailer | Steam | THE LINE

The Mind, Art and Madness Behind Deaths of Peck

From the moment Deaths of Peck first appeared on our radar, one question kept resurfacing every time we returned to the project. Interestingly, it was not initially a question about the game itself. We were not asking what Deaths of Peck was, how it worked, or even why someone would choose to build a game around such an unapologetically bizarre premise.

Before any of that, there was a much simpler question: Who? Who looks at a blank page and decides that the perfect protagonist should be a tiny, charming and immediately lovable character – only to put him through an almost relentless catalogue of spectacularly unfortunate deaths? Who imagined Peck as such an expressive and endearing figure, only to make his destruction one of the game’s primary sources of comedy, personality and visual invention?

Deaths of Peck

And, perhaps most intriguingly, who had the idea of taking something that video games have traditionally taught us to fear – death itself – and turning it into one of the main reasons to keep playing?

The more closely we look at Deaths of Peck, however, the harder it becomes to dismiss the project as simple madness. Beneath its deliberately chaotic premise lies a remarkably precise artistic sensibility. Before there was a gameplay system, there was a character. Before there was a platforming challenge, there was an understanding of movement, expression and visual timing.

There is a particular awareness of how a character moves, how an expression lands, how long a reaction should last and how much comedy can be created by a body falling at exactly the right moment. That artistic voice belongs to Juan Pedro Arroyo.

And understanding Arroyo’s background is perhaps one of the best ways to understand why Deaths of Peck possesses such a distinctive personality. An animator, director and visual developer, Arroyo has built his career around the language of movement. His professional background includes work on The Amazing World of Gumball, where he contributed as a 2D animator before taking on animation supervision and co-directing responsibilities.

Gumball

That experience matters here because Deaths of Peck often feels less like a traditional video game inhabited by an animated character and more like an animated character who has somehow been given an entire game to perform in.

It is a subtle distinction, but an important one. Peck’s personality is not communicated solely through dialogue, exposition or conventional characterisation. It is embedded in his animation. In the way he runs. In the exaggerated physicality of his movements. And, perhaps most importantly, in the extraordinary number of ways in which he can meet his unfortunate end.

That is where Arroyo’s experience becomes particularly relevant. In traditional animation, movement is never merely functional. A gesture can communicate fear. A pause can establish tension. A change in posture can reveal personality. A fall can become a punchline. A character can tell an entire story simply through the way they move across the screen.

Deaths of Peck appears to carry that same philosophy into an interactive format. Peck does not simply move through the world. He performs within it. That is a crucial distinction, particularly for a game whose central mechanic revolves around death.

If Peck were simply an anonymous avatar, repeatedly being crushed, burned, sliced apart or thrown from platforms would eventually become little more than mechanical repetition. But because the character has such a strong visual identity, every death can become a small piece of animated storytelling. We do not simply see Peck fail. We see Peck react to failure.

And that reaction is where much of the game’s charm appears to reside. His physicality gives the game’s central joke a surprising amount of depth. The humour is not simply derived from the fact that Peck dies – it comes from the way those deaths are staged, animated and presented. Each failure becomes another opportunity to express character, timing and personality.

That is also why the apparent chaos of Deaths of Peck feels more considered than it initially suggests. Beneath the cartoon violence and wonderfully cruel premise is an artist who understands that animation can communicate far more than appearance. It can establish rhythm. It can create emotion. It can make a character instantly recognizable. And, in the right hands, it can turn even the most catastrophic failure into something the player genuinely wants to watch.

This is perhaps the most interesting connection between Arroyo’s background and the game he is now creating. Deaths of Peck may ultimately be a platformer built around precision, progression and an unusual relationship with death, but its identity begins somewhere more fundamental: with the character himself. Peck has to be funny before his deaths can be funny.

He has to be expressive before his misfortunes can feel meaningful. He has to feel alive before the player can become invested in seeing him repeatedly get back up. And that is where Arroyo’s artistic background seems to matter most.

The project is not simply asking us to control Peck. It is asking us to care about him. Even as the game finds increasingly inventive ways to destroy him. Perhaps, then, the better question was never really who would come up with something like this? Perhaps it is: Who better than an animator to turn death into a performance?

What Doesn’t Kill You Makes You Stronger

Before we reach the conclusion – and, of course, reveal when and where Deaths of Peck will eventually be available – it is worth putting its wonderfully absurd premise to one side for a moment and looking more closely at the game beneath it.

Saying that “you have to die to win” is undoubtedly the quickest way to explain Deaths of Peck. It is catchy, immediately understandable and perfectly suited to a game built around such an unusual idea.

But that premise only scratches the surface of what Deaths of Peck is trying to achieve. Beneath the deliberately absurd idea of turning death into a path to victory lies a carefully designed 2D precision platformer, one built around movement, experimentation, exploration and the player’s ability to adapt to an environment that constantly changes the rules beneath their feet. And this is precisely where Deaths of Peck becomes more than an amusing curiosity.

Once the initial shock of seeing poor Peck repeatedly crushed, sliced, burned or otherwise dispatched begins to settle, a much more considered design philosophy starts to emerge. At its core is a remarkably simple principle: Every obstacle can become an opportunity, provided you are willing to pay the price required to turn it into one. For Peck, that price is usually death.

His journey takes place inside a gigantic vertical tower, a hostile and increasingly unpredictable structure that stands between the young goblin and his kidnapped friends. Orcs have taken them away, leaving Peck with the unenviable task of climbing towards the summit through a gauntlet of traps, enemies and environmental hazards. Yet the tower is not simply a sequence of platforms arranged one above another. It feels much closer to a giant interactive puzzle box, one in which every element of the environment can potentially interact with Peck’s unusual abilities. The tower does not simply ask the player to reach its highest point. It asks them to understand how it works. And understanding it means learning to look at danger differently.

Blades, flames, hammers, traps and hostile creatures are not merely obstacles placed in Peck’s path. They can become tools. A blade that would ordinarily represent an immediate threat can instead provide a new ability. A hammer capable of flattening Peck can transform him into a more malleable form, allowing him to interact with surfaces that would otherwise be inaccessible. Fire, meanwhile, can become something more than a hazard, potentially turning into an offensive or traversal tool.

Deaths of Peck

It is a wonderfully strange way of approaching level design because it changes the question the player asks. In a conventional platformer, a blade tells us to find a way around it. A gap tells us to calculate the correct jump. A trap tells us to wait, observe its pattern and pass through at the safest possible moment. In Deaths of Peck, the instinctive question may instead become: “What if I need to get hit by this?” That single change in perspective has significant implications.

Peck’s immortality is not simply a convenient excuse for an unlimited number of attempts. It appears to be the foundation upon which the entire gameplay loop is built. Death does not necessarily erase progress. It can create it.

Take the blade, for example. Being cut in half can grant Peck the ability to double-jump, potentially opening access to platforms that were previously beyond his reach. The joke is obvious – and wonderfully grotesque – but the underlying idea is considerably more sophisticated. The protagonist’s body becomes part of the level design. His physical state determines where he can go, what he can interact with and which routes are available to him. A death therefore does more than punish the player.

It changes the way the player navigates the world. The same philosophy applies to the hammer. Being crushed is not simply another elaborate way to kill Peck. It can alter his physical properties, allowing him to adhere to nails, bars and other surfaces that would otherwise be impossible to use. Suddenly, the thing that killed us becomes the thing that allows us to progress.

And this is where Deaths of Peck begins to blur the line between exploration and experimentation. The player is not simply searching for the safest route through each section. They are searching for the correct state in which to approach it.

Perhaps a platform appears impossibly high. Perhaps the obvious route is blocked. Perhaps the solution is not another jump, but another death. That is what makes the game’s central mechanic potentially so compelling. Death becomes a form of traversal.

But there is an important caveat. Not every death is useful. And that distinction could ultimately determine whether Deaths of Peck‘s central idea becomes a genuinely engaging system or merely an entertaining gimmick.

It is not enough to die. You have to die for a reason. If every death automatically provided a beneficial ability, the mechanic would quickly lose its strategic value. Instead, the player appears to be encouraged to understand which hazard produces which transformation, and more importantly, when that transformation is actually useful.

A particular ability might be exactly what we need for one section and a significant disadvantage in another. That creates a fascinating relationship between experimentation and memory. The player is learning from failure, but not simply learning how to avoid repeating it. They are learning when to deliberately repeat it.

Imagine spending several minutes climbing a particularly demanding section of the tower. You finally reach a point that previously seemed completely inaccessible, only to mistime a jump and watch Peck tumble helplessly back towards the bottom.

In another platformer, that moment would be pure frustration. Here, it might be a discovery. Perhaps the fall reveals a hidden platform. Perhaps it exposes a different route. Perhaps it teaches you that a particular transformation can be used in a way you had not previously considered. Peck falls. The player learns. That relationship between character and player may ultimately prove to be one of the game’s most interesting qualities. Because Deaths of Peck is not simply asking us to become better at avoiding mistakes. It is asking us to become better at understanding them.

That does not mean, however, that Deaths of Peck is interested in making the road to the top any easier. Quite the opposite. Beneath its colorful, hand-drawn aesthetic and deliberately playful sense of humor lies a platformer that appears to demand genuine precision, impeccable timing and a willingness to embrace failure rather than simply endure it.

gameplay

The challenge is not only to avoid dying, but to maintain concentration when something inevitably goes wrong. To understand why a jump failed. To recognise what the environment was trying to teach you. And then, crucially, to have the patience to try again.

It is a philosophy that sits comfortably within the traditions of precision platforming: failure, repetition and gradual mastery. But Deaths of Peck introduces an unusual twist. Death is not where that process ends. It is where another attempt begins.

The resulting DIE → HEAL → DIE rhythm could become the defining cadence of the experience. Die to acquire an ability. Use it to overcome a particular obstacle. Restore Peck to his original form when that ability is no longer useful. Then, sooner or later, die again to obtain something else. It is almost a form of choreography. A strange, violent and frequently hilarious dance between Peck, the environment and the player, with each death gradually revealing another piece of the tower’s underlying logic.

Even healing, however, is not necessarily straightforward. Certain environmental elements, including mushrooms, can restore Peck to his normal state simply by coming into contact with them. Ordinarily, that would be something worth celebrating.

Here, it can be a problem. Healing means losing the ability acquired through the previous death. In Deaths of Peck, even getting better at the wrong moment can be a mistake. It is a small but revealing detail, because it encapsulates what makes the game’s design philosophy so unusual. Deaths of Peck repeatedly asks us to question instincts that other games have spent decades reinforcing. The thing we normally avoid can become useful. The thing we normally seek can become inconvenient. And the thing we normally fear most – death – can become the key to moving forward.

That constant reversal of expectations gives Deaths of Peck an identity that extends well beyond its central gimmick. The visual direction reinforces it beautifully. With its hand-drawn aesthetic, expressive characters and deliberately exaggerated animation, the game embraces the language of classic cartoons while pushing it into decidedly more chaotic territory. One moment, the world can look almost charming and innocent; the next, it can descend into complete physical absurdity. Peck is small. Peck is almost impossibly endearing. And then a hammer lands on him. A blade tears through him. Or he simply disappears into the abyss.

Yet these moments are not presented with the weight of conventional violence. Instead, Deaths of Peck appears to treat them as cartoon slapstick, exaggerating the physical consequences until they become almost theatrical.

The result is a particularly distinctive form of humour: the game’s violence is not designed to make us uncomfortable. It is designed to make us laugh. And that is where Juan Pedro Arroyo’s animation background becomes particularly important.

The exaggerated movements, physical transformations and expressive reactions are not merely cosmetic flourishes. They are fundamental to how the game communicates its tone. Peck’s body becomes a storytelling device, capable of delivering a joke, communicating an emotion or explaining a mechanic without requiring a single line of dialogue.

The game does not simply tell us that Peck has died. It turns his death into a performance. That distinction is important because it prevents the visual identity from feeling like decoration placed over the mechanics. Animation is not merely supporting the gameplay here. Animation is part of the gameplay’s language. And perhaps that is why Deaths of Peck manages to maintain such a warm personality despite being, at least on paper, a game about repeatedly murdering its own protagonist.

Because Peck is not simply an avatar. He is someone we are encouraged to care about. We watch him fall. We watch him struggle. We watch him fail. And then we watch him get back up. His immortality creates an unusual emotional dynamic. We know he will return, but that does not make his misfortunes meaningless. If anything, it makes them strangely endearing. We begin to root for him not because we are afraid that his journey will end, but because we genuinely want to see him make it a little further.

That may ultimately be where Deaths of Peck finds its heart. Not in the simplistic idea that “death makes you stronger,” but in transforming that concept into a relationship between the player, the character and the world.

Every death teaches something. Every failure reveals something. Every transformation creates another possibility. And, inevitably, some of those possibilities will end with Peck once again scattered across the floor. But that is fine.

Because this time, we know something we did not know before. And we can try again. Then again. And again. Until the trap that killed us ten times becomes the very tool that allows us to progress. That, perhaps, is the most compelling promise of Deaths of Peck: the possibility of turning failure from a setback into a form of discovery. Sometimes, losing does not mean going backwards. Sometimes, it means finding a route you could not see before. And when Peck finally reaches the top of that tower, perhaps we will discover that the real challenge was never learning how to survive. It was learning when it was worth dying.

When Will Peck’s Wild Climb Finally Begin?

Deaths of Peck is currently in development for PC via Steam, although neither a release date nor a definitive launch window has been announced yet. For now, players will have to wait a little longer before they can step into Peck’s wonderfully bizarre world, take on its deadly vertical tower and discover firsthand whether death really is the ultimate path to victory.

Until then, those interested in following the project’s development can keep an eye on Juan Pedro Arroyo’s official social channels, where he shares development updates, artwork and new glimpses into the creative process behind Deaths of Peck.

We’ll certainly be keeping an eye on Peck’s increasingly unfortunate journey, so stay tuned for more coverage as Deaths of Peck moves closer to release. For now, that’s all from us. Until next time – and, in Peck’s case, until the next death.

Grown up with MediEvil and DOOM and fascinated by the video game world since 1998. This passion stems from a desire to discover and research the videogame at 360 degrees, with particular attention to the Indie scene.