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Quell

Summer 2020Inactive

Get fit fighting your way through a fantasy world.

Save
Quell logo

Quell

Summer 2020Inactive

Get fit fighting your way through a fantasy world.

Save
Company details

Quell is an immersive fitness game where players get fit fighting their way through a fantasy world. Our low-cost wearable uses smart resistance bands to guide you through an exciting, effective combat workout at home. We’re Peloton meets gaming at 1/10th of the price

Location
London, England, United Kingdom
Founded
2020
Category
Hardware
YC Directory Pageplayquell.com
Founders
  • CB
    Cameron Brookhouse
    Founder
    LinkedIn
  • LS
    Lorenzo Spreafico
    Co-founder, COO
    LinkedIn
  • DS
    Douglas Stidolph
    Founder
    X / TwitterLinkedIn
  • MT
    Martin Tweedie
    Founder
    LinkedIn

Quell is an immersive fitness game where players get fit fighting their way through a fantasy world. Our low-cost wearable uses smart resistance bands to guide you through an exciting, effective combat workout at home. We’re Peloton meets gaming at 1/10th of the price

Location
London, England, United Kingdom
Founded
2020
Category
Hardware
YC Directory Pageplayquell.com
Founders
  • CB
    Cameron Brookhouse
    Founder
    LinkedIn
  • LS
    Lorenzo Spreafico
    Co-founder, COO
    LinkedIn
  • DS
    Douglas Stidolph
    Founder
    X / TwitterLinkedIn
  • MT
    Martin Tweedie
    Founder
    LinkedIn

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On this page
  • Overview
  • Founding Story
  • Timeline
  • What They Built
  • Market Position
  • Target Customer
  • Competition
  • Business Model
  • Traction
  • Post-Mortem
  • Hardware and content consumed the same runway
  • Preorders encouraged scale before retention existed
  • The Quest port proved the market and the limit
  • The shutdown protected access better than the business
  • Key Lessons
  • Sources

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Exec Briefing

Actionable insights

If you only have a few minutes to spare, here’s what investors, operators, and founders should know about Quell (S20).

  1. Quell built a console before it had an audience. Impact bundled sensors, resistance bands, firmware, manufacturing, logistics, subscriptions, and a first-party game into one launch risk.
  2. Preorders measured the promise. Nearly 3,000 Kickstarter backers and more than 10,000 later preorders did not establish delivered-customer retention, hardware margin, or organic acquisition.
  3. The four-year delay consumed the content advantage. Hardware expected in 2021 arrived in April 2024 with one game, a $269 price, and a subscription.
  4. The Quest port exposed the sustainable scale. A top-five store launch produced enough revenue for two people. That could support a small studio, but not Quell's hardware-era organization.

Overview

Quell tried to build a new game console for exercise. Its Impact system paired a belt, resistance bands, hand controllers, a chest sensor, a charging dock, custom firmware, and a PC or Mac game called Shardfall. Punches, squats, jumps, and running moved the player through a fantasy combat world. Reviewers found the workouts unusually intense and engaging.

The business around that experience did not. Four years separated Quell's Kickstarter from its April 2024 launch. The finished product cost $269 or £249, required a subscription, and initially ran one game. Quell had to acquire every customer, manufacture and ship the hardware, maintain its online services, and fund a game studio before an installed base existed.

In February 2025, Quell said Impact had been significantly loss-making, sales had not improved, and its Meta Quest port earned enough for only two people. It ended subscriptions, sold remaining hardware at a steep discount, made Shardfall playable offline, and published a farewell the next month. A later company voluntary arrangement and creditor distribution confirm that this was not merely a product pivot.

Shardfall: FitQuest VR release-window trailer

Founding Story

Cameron Brookhouse, Douglas Stidolph, Lorenzo Spreafico, and Martin Tweedie started working together in February 2020. Brookhouse had left management consulting for a design master's; Spreafico was studying design with an interest in prosthetics; Tweedie was finishing an Oxford doctorate in sensor technology; Stidolph was running remote-work retreats. They shared a frustration with workouts that offered distant health benefits but little immediate reward.[1]

Their first idea was a punching bag with a screen. Lockdown closed workshops and separated the team, so progress happened through Zoom, borrowed tools, and spare time. An unexpected YC acceptance changed the pace. The founders left jobs and degrees, moved into Brookhouse's apartment, bought a sewing machine and 3D printer, and built hardware together.

User interviews killed the bag because it consumed space. Computer vision also tested poorly because potential buyers did not want to position a camera before exercising. The team instead used inertial sensors in gloves and a neural network to recognize movement, then added replaceable elastic bands so punches met physical resistance.

Early demand appeared convincing. Social ads for a rough prototype produced customer-acquisition cost 75% below the team's benchmark, and a preorder test generated 50 orders in a month. The August 2020 Kickstarter then raised £501,341 from 2,961 backers, more than twenty times its goal.[2]

The signal proved that a polished promise could sell to early adopters during a home-fitness boom. It did not establish production yield, delivery speed, recurring content demand, or the cost of reaching mainstream households after the initial list was exhausted.

Timeline

  • February 2020: The four founders began developing Quell.
  • Summer 2020: Quell joined Y Combinator and moved into full-time development.
  • August–September 2020: Its Kickstarter raised £501,341 from 2,961 backers.
  • December 2020: Quell raised a $3 million seed round and expected hardware to ship by the end of 2021.[3]
  • February 2023: Tencent led a $10 million Series A; Quell reported more than 10,000 preorders and $15.6 million in total financing.[4]
  • April 2024: Impact and Shardfall launched, about two and a half years later than the first public shipping expectation.
  • January 7, 2025: Shardfall: FitQuest VR launched on Meta Quest for $19.99.[7]
  • February 19, 2025: Quell announced the final Impact update, stopped subscriptions, and reduced the team to a bare minimum.
  • March 19, 2025: The studio ended Shardfall development and said farewell.
  • October 2025–March 2026: Quell Tech entered and completed a company voluntary arrangement; a Gazette notice called for unsecured creditor claims before a final distribution.[12]

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