Quad Head's Pratfall Reaches 60k Sales in the First Week
The former Oddsparks developers are back as indies and with a friendslop bang: Coop digging adventure Pratfall, developed within six months, has breached 60,000 sales in one week after a 33,000 wishlist start.
Quad Head are succeeding in the friendslop space (Quad Head)
Sometimes, a sad story can have a happy ending. If you talked to Christiane Ebrecht-Hepke, Michael Koloch, Robert Schneider and Tim Schroeder in December 2025 at the German Developer Award 2025, the closure of their former home Massive Miniteam under HandyGames would have prevailed in the conversation, even though the four of them were nominated at the awards with Oddsparks, the automation adventure they made under their former team name.
From left: Christiane Ebrecht-Hepke (Art Direction), Tim Schroeder (Programming & Business Development), Robert Schneider (Programming & Game Design) and Michael Koloch (Game Design & Allround Development) are Quad Head now. (Quad Head)
Now, the quad is back: as Quad Head, a new four-person indie studio from Cologne making Pratfall, a "friendslop" digging and mining game. And the comeback story couldn't be sweeter: One week after the release on 20 April, the game sits at 60,000 sold units, Schroeder tells GamesMarkt. 325 Steam reviews in the first week are also nothing to sneeze at, with 92% positive. The player peak stands at 2,750 people currently. Pratfall has a 7,49€ MSRP, but is currently on Launch sale for 5,99€, a pricing sweet point for friendslop.
Pratfall (Quad Head)
33k Wishlists at Launch
"We started development last December after leaving Massive Miniteam. We founded the studio as a four-person team called Quad Head and plan to remain a small independent team. Our goal was to release something within six months. During that time, we wanted to find our footing as a team, establish processes, and “learn” how to self-publish, which is why we turned down all publisher inquiries for Pratfall", Schroeder says towards GamesMarkt in a statement. "We use open source whenever possible; our engine is Godot (the Unity Runtime Fee debacle showed just how important it is to have control over your engine). We held an early playtest and then released a demo on Steam to gather feedback. We localized the demo early on. Our goal was 10,000 wishlist entries at launch; thanks in part to a successful Next Fest, we actually reached 33,000 by launch."
For the future, Quad Head is taking the proven friendslop approach of content updates. The first one is already in the works, with more planned. Working with a publisher the team will only consider for possible console ports.
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