FuturLab has recently announced a reduction in its workforce, letting go of seven members of its team after the company decided to terminate a development effort that was unrelated to its flagship title, PowerWash Simulator. The decision, which was communicated by CEO Kirsty Rigden in an interview with This Week in Video Games, was framed as a financially driven move: the project, still in its pre‑production phase, was projected to generate less revenue than the costs required to bring it to market.

"Continuing with it wouldn't have been a sensible decision," Rigden explained, emphasizing that the studio needed to focus its resources on more viable ventures. Rigden also highlighted FuturLab's ongoing commitment to delivering the best possible sequel to PowerWash Simulator, while simultaneously exploring fresh concepts for future games.

She noted that this strategic shift required a reassessment of the studio's long‑term plans and staffing needs. "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 said, 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 specifics, citing confidentiality and legal constraints surrounding the matter. She indicated that the details of any such process could not be disclosed publicly. According to anonymous sources cited by This Week in Video Games, the cancellation of the side project was first announced by Rigden in late June.

The venture had reportedly been under development for somewhere between two and three years before being shelved. One insider claimed that, following the announcement, the team members assigned to the project were left without new assignments for several weeks, creating a period of uncertainty.

The affected staff members were reportedly made redundant in July. Sources close to the situation said that managers and team leads were not informed in advance that their direct reports would be departing, nor were they given an explanation for the sudden change.

An internal meeting held in August, according to the same sources, featured FuturLab's Chief Operating Officer, Chris Mehers, who described the organization as undergoing a restructuring phase. During a subsequent gathering, employees were reportedly instructed to avoid using the term "redundancy" when referring to the departing colleagues.

Instead, they were asked to label them as "the leavers," a euphemism that appears to have been adopted to soften the impact of the layoffs. The staff were also told that the individuals who left would not be required for the development of PowerWash Simulator 2, and that their exit would not hinder the progress of the sequel. Further allegations suggest that managers and team leads were deliberately excluded from the decision‑making process regarding which employees would be let go. The rationale given was to prevent those leaders from feeling personal guilt and to reduce the stress for the affected employees, who might otherwise spend weeks uncertain about their job security during the transition.

In earlier coverage, GamesIndustry.biz interviewed Rigden about FuturLab's future direction, including the now‑canceled project. She reiterated the studio's ambition to juggle multiple projects simultaneously.

"We've always tried to do two projects at once… so we've got another game which I'm really excited about. We don't want to just be a PowerWash studio... We're always thinking about, 'What else could we do?'" she said, indicating that the company remains eager to diversify its portfolio despite the recent setbacks. The broader context of this development reflects a common challenge in the video‑game industry, where studios must balance creative aspirations with financial realities.

Pre‑production phases are often experimental, and many concepts never make it to full production due to shifting market conditions or internal budgetary constraints. In FuturLab's case, the decision to halt the non‑Powerwash project appears to have been driven by a cost‑benefit analysis that concluded the anticipated revenue would not justify continued investment.

For the seven employees who were let go, the experience likely involved a mix of disappointment and uncertainty, especially given the reported lack of communication to their immediate supervisors. The use of the term "the leavers" instead of "redundancy" suggests an attempt by management to frame the situation in less harsh language, a practice not uncommon in corporate restructuring but one that can also be perceived as obfuscating the reality of job loss. Looking ahead, FuturLab's focus on PowerWash Simulator 2 and the exploration of new game ideas indicates that the studio intends to consolidate its strengths while still seeking growth opportunities. Whether the promised new project will materialize remains to be seen, but the company's leadership appears committed to navigating the competitive landscape with a blend of caution and ambition.