FuturLab has announced a reduction in its workforce, with seven members of its team parting ways after the company decided to cancel a development effort that was unrelated to its flagship title, PowerWash Simulator. The decision was communicated by CEO Kirsty Rigden, who explained to the outlet This Week in Video Games that the cancelled venture was still in the pre‑production phase when the company concluded that the projected revenue would not justify the ongoing costs. In her own words, continuing to pour resources into the project "wouldn't have been a sensible decision" given the financial forecasts.

Rigden emphasized that the studio remains fully dedicated to delivering the best possible sequel to PowerWash Simulator, while also exploring new concepts for future releases. She noted that this strategic refocus required a careful review 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, underscoring 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 individuals were let go through a formal redundancy process, Rigden declined to provide specifics, citing confidentiality and legal constraints surrounding the matter. She indicated that she could not share further details about the procedure, which suggests that the company is handling the situation under a legally binding framework. According to anonymous sources who spoke with This Week in Video Games, the cancellation of the side project was announced by Rigden in late June.

The effort, which had reportedly been in development for two to three years, was apparently left in a state of limbo, with staff members left without new assignments for several weeks. The lack of work led to growing uncertainty among the team, and by July the seven affected employees were formally made redundant. Sources claim that managers and team leads were not given prior notice about which of their direct reports would be departing, nor were they told the reasons behind the departures.

In August, a company‑wide meeting was held, during which Chief Operating Officer Chris Mehers reportedly described the situation as a restructuring of the studio. In a follow‑up meeting, employees were instructed to avoid using the term "redundancy" when referring to the departing staff, and instead to label them as "the leavers." The guidance appears to have been part of an effort to manage internal communications and mitigate the emotional impact of the layoffs. Employees were also told that the individuals who were leaving would not be required for the development of PowerWash Simulator 2, and that their exit would not affect the progress of the sequel. According to the sources, managers and team leads were deliberately excluded from the selection process for the affected staff, a move intended to shield them from personal guilt and to reduce the stress for those being let go, who reportedly endured a two‑week period of uncertainty regarding their job security.

The situation at FuturLab adds to a broader conversation about how game studios handle staff reductions, especially when projects are cancelled mid‑development. Industry observers note that the language used by companies during such transitions can shape employee morale and public perception.

By substituting "redundancy" with "the leavers," FuturLab appears to be attempting to soften the narrative, though critics argue that transparency is often more beneficial for maintaining trust. In earlier coverage, GamesIndustry.biz spoke with Rigden about the studio's future direction, including the now‑cancelled project. Rigden expressed enthusiasm for having multiple projects in the pipeline, stating, "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?'" This sentiment suggests that despite the recent setbacks, FuturLab aims to diversify its portfolio and avoid becoming overly dependent on a single title. The broader context of the layoffs reflects the challenges faced by mid‑size developers in balancing creative ambition with financial realities.

While the cancellation of a non‑core project can free up resources for a flagship sequel, it also inevitably leads to difficult personnel decisions. The seven individuals who left FuturLab likely contributed a range of skills—from programming and art to design and production—making their departure a notable loss for the studio's collective expertise. Looking ahead, FuturLab's commitment to PowerWash Simulator 2 remains unchanged, and the company has signaled that it will continue to prototype new ideas for future games.

Whether these prototypes will eventually mature into full‑scale releases remains to be seen, but the studio's leadership appears determined to navigate the current restructuring while keeping an eye on long‑term growth and creative diversification. In summary, FuturLab's recent staff reductions stem from the cancellation of a long‑running side project that was deemed financially untenable.

The company has taken steps to protect its core operations and future ambitions, albeit through a process that has raised questions about communication practices and employee treatment during restructuring. The seven affected workers have been referred to internally as "the leavers," a terminology choice that reflects an effort to manage the narrative around the layoffs. The studio's leadership continues to emphasize its focus on delivering a high‑quality sequel to PowerWash Simulator while exploring new game concepts, signaling an intent to remain adaptable and innovative in a competitive industry.