FuturLab has recently announced a reduction in its workforce, with seven members of the team parting ways after the company decided to cancel 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 necessary business move: the project was still in the pre‑production phase when it became clear that the anticipated revenue would fall short of the projected development costs.
Continuing to invest in a venture that was unlikely to recoup its expenses, Rigden explained, would have been imprudent for the studio. In the same statement, Rigden emphasized FuturLab’s unwavering commitment to delivering the best possible sequel to PowerWash Simulator, while also continuing to explore new concepts for future titles. She noted that this strategic focus required a reassessment of the studio’s long‑term plans and resource allocation.
"We are fully dedicated to making PowerWash Simulator 2 the best game it can be," she said, "and at the same time we are prototyping fresh ideas for upcoming projects. That dual focus has forced us to look closely at our future needs and the structure of the studio." Rigden expressed genuine remorse over the impact on the employees who were let go, describing them as "super‑talented" individuals, many of whom had been with FuturLab for a considerable period. "These are people I deeply respect and appreciate," she added. "The decision was neither easy nor swift, but making tough choices early on helps safeguard the studio’s future stability." When pressed about whether the departures were formally classified as redundancies, Rigden declined to provide further details, citing confidentiality and a legally binding process that prevented her from commenting further.
According to anonymous sources cited by This Week in Video Games, the cancellation of the unnamed project was announced by Rigden in late June. The venture had reportedly been in development for two to three years before being halted. One insider claimed that, after the cancellation, the project team was left without new assignments for several weeks, creating uncertainty and idle time.
The seven staff members affected by the cut were reportedly made redundant in July. Sources indicated that managers and team leads were not informed in advance about which of their direct reports would be leaving, nor were they given an explanation for the sudden departures. This lack of communication reportedly contributed to a sense of confusion within the studio. In August, a meeting was allegedly convened in which FuturLab’s Chief Operating Officer, Chris Mehers, described the situation as a restructuring of the studio.
During a subsequent gathering, employees were reportedly instructed to avoid using the term "redundancy" when referring to the departing colleagues, instead labeling them as "the leavers." This directive was said to be part of an effort to manage the narrative around the staff reductions and to mitigate any negative perception. The affected employees were also told that their roles were not required for the development of PowerWash Simulator 2, and that their exits would not impede progress on the sequel. According to the sources, managers and team leads were deliberately excluded from the selection process for the layoffs, a move intended to shield them from direct guilt and to reduce the emotional strain on the individuals being let go.
The approach was described as an attempt to limit the stress experienced by the departing staff, who otherwise might have endured a prolonged period of job‑security uncertainty. Earlier coverage by GamesIndustry.biz captured Rigden’s broader vision for FuturLab, which included the cancelled project.
She explained that the studio has traditionally pursued a dual‑project model, working on PowerWash Simulator while simultaneously developing another title. "We’ve always tried to run two projects at once," she said.
"We have another game in the pipeline that I’m really excited about. We don’t want to be known solely as a PowerWash studio; we’re constantly asking ourselves, ‘What else can we create?’" The situation at FuturLab highlights the challenges indie developers face when balancing the need to innovate with the financial realities of game production.
While the cancellation of a long‑running project can be a setback, the studio’s leadership appears intent on protecting its core franchise and ensuring that future endeavors are financially viable. The decision to label departing staff as "the leavers" rather than using the term "redundancy" reflects an attempt to manage internal morale and external perception, though it also raises questions about transparency and communication within the organization. In summary, FuturLab’s recent workforce reduction stems from the strategic termination of a non‑PowerWash project that was deemed financially untenable during pre‑production.
The move, while painful for the seven employees involved, is presented by the company as a proactive measure to secure the long‑term health of the studio and to focus resources on delivering a high‑quality sequel to PowerWash Simulator, alongside the development of new, undisclosed titles. The handling of the layoffs, including the avoidance of the word "redundancy" and the selective communication strategy, underscores the delicate balance companies must strike between operational necessity and employee relations in the competitive gaming industry.