FuturLab has recently announced a reduction in its staff numbers, letting go of seven members of its team after deciding to cancel a development effort that was unrelated to its flagship title, PowerWash Simulator. The decision, which was communicated by the company’s chief executive officer, Kirsty Rigden, was framed as a financially driven move. In a statement to the publication This Week in Video Games, Rigden explained that the cancelled project was halted while still in the pre‑production phase because the projected revenue would not have covered the anticipated costs. Continuing to invest in a title that was unlikely to become profitable, she said, would not have been a sensible business decision.
Rigden emphasized that FuturLab remains fully committed to delivering the best possible sequel to PowerWash Simulator, while also exploring new concepts for future games. She noted that this strategic focus required a reassessment of the studio’s long‑term plans and resource requirements. "This is awful as these are people who are super talented and many of whom have been with us a long time, and I really really appreciate them," she added, acknowledging the difficulty of the choice.
"This was not an easy or quick decision to make, but by making difficult decisions early we protect FuturLab in the future." When pressed about whether the seven employees were let go through a formal redundancy process, Rigden declined to provide further details, citing confidentiality and the legally binding nature of the procedure. Anonymous sources, however, provided additional context to This Week in Video Games. According to those sources, the announcement to cancel the project was made in late June, after the initiative had reportedly been in development for two to three years. During the interim period, project staff were left without new assignments for several weeks, creating a period of uncertainty.
In July, the seven individuals affected by the cut were reportedly made redundant. Sources claim that managers and team leads were not informed in advance about which members of their teams would be leaving, nor were they given an explanation for the sudden departures.
An internal meeting held in August, as described by insiders, featured FuturLab’s chief operating officer, Chris Mehers, who indicated that the studio was undergoing a restructuring phase. In a subsequent briefing, employees were instructed to avoid using the term "redundancy" when referring to the departing staff, instead labeling them as "the leavers." The guidance also included a reassurance that the exits would not jeopardize the development of PowerWash Simulator 2. Managers and team leads were allegedly excluded from the selection process for the affected employees, a move the company said was intended to shield them from guilt and to reduce the stress for those being let go, who might otherwise spend two weeks uncertain about their job security.
The broader context of FuturLab’s strategy has been discussed in previous interviews. GamesIndustry.biz previously spoke with Rigden about the studio’s future direction, including the cancelled project. She highlighted that the company has traditionally tried to juggle two projects simultaneously, and that there is another game in the pipeline that she is personally excited about.
"We don't want to just be a PowerWash studio... We're always thinking about, 'What else could we do?'" she remarked, underscoring the desire to diversify the studio’s portfolio beyond its well‑known cleaning‑simulation franchise.
The situation at FuturLab reflects a common challenge in the video‑game industry, where studios must balance creative ambition with financial viability. While the termination of a project in pre‑production can be a prudent measure to prevent larger losses, it also carries human costs, as talented developers find themselves unexpectedly out of work.
The company’s decision to frame the departures in euphemistic language, such as "the leavers," suggests an effort to manage internal morale and external perception, though it has drawn criticism for potentially obscuring the reality of redundancies. Industry observers note that the practice of avoiding the word "redundancy" is not unique to FuturLab; many firms use alternative terminology to soften the impact of layoffs. However, transparency advocates argue that clear communication about the reasons for staff reductions can foster trust and mitigate rumors.
In FuturLab’s case, the lack of detailed information about the confidential process leaves room for speculation about the exact criteria used to select the seven employees. Looking ahead, FuturLab’s commitment to PowerWash Simulator 2 appears unwavering. The sequel is expected to build on the original’s success, incorporating new features, improved graphics, and expanded gameplay mechanics.
At the same time, the studio’s ongoing prototyping efforts hint at a pipeline of fresh ideas that could eventually lead to new IPs. By streamlining its workforce and focusing resources on high‑potential projects, FuturLab hopes to secure a sustainable future in a competitive market.
For the employees who were let go, the transition may involve seeking new opportunities within the gaming sector or related creative fields. Many of the affected individuals have reportedly been with the company for an extended period, suggesting they possess valuable experience that could be attractive to other developers. The broader industry often absorbs talent from studios undergoing restructuring, and networking within professional circles can facilitate new placements. In summary, FuturLab’s recent staff reductions stem from the cancellation of a non‑PowerWash Simulator project that was deemed financially untenable.
While the company emphasizes its dedication to its flagship sequel and the development of new concepts, the handling of the layoffs—particularly the avoidance of the term "redundancy" and the designation of departing staff as "the leavers"—has attracted scrutiny. The episode underscores the delicate balance studios must strike between fiscal responsibility and the well‑being of their creative teams, a dynamic that continues to shape the evolving landscape of video‑game development.