FuturLab has recently announced a reduction in its headcount, with seven members of its team being let go 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 in an interview with the outlet This Week in Video Games, where she explained that the cancelled venture was still in the pre‑production phase and that financial forecasts indicated it would cost more to finish than the revenue it could realistically generate. In her own words, continuing with the project "wouldn't have been a sensible decision." Rigden emphasized that the studio remains fully committed to delivering the best possible sequel to PowerWash Simulator, while also continuing to prototype new concepts for future games.
She noted that this strategic focus required a reassessment of the studio's long‑term plans and resource 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," Rigden said. "It was not an easy or quick decision, but making tough choices early helps protect FuturLab's future stability." When pressed about whether the seven individuals were dismissed through a formal redundancy process, Rigden declined to provide specifics, citing the confidentiality and legal constraints surrounding the matter.
She indicated that she could not share further details about the procedure. According to anonymous sources speaking to 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 two to three years before being halted.
One insider claimed that after the cancellation announcement, the staff assigned to the project were left without new assignments for several weeks, creating a period of uncertainty. The seven affected employees were reportedly made redundant in July. Sources suggested that managers and team leads were not told in advance that their direct reports would be leaving, nor were they given an explanation for the departures. In August, a meeting was allegedly held in which FuturLab's Chief Operating Officer, Chris Mehers, described the situation as a restructuring of the studio.
During a follow‑up meeting, employees were instructed to avoid using the term "redundancy" and instead refer to the departing staff as "the leavers." The guidance also included a message that the individuals who were leaving would not be required for the development of PowerWash Simulator 2, and that their exit would not have any adverse effect on the sequel's progress. According to the reports, managers and team leads were deliberately excluded from the selection process for the affected staff in order to spare them from guilt and to reduce the emotional strain on the employees who were awaiting the outcome of the process for about two weeks. Earlier conversations with Rigden by GamesIndustry.biz touched on the studio's future direction, including the cancelled project.
She reiterated that FuturLab has traditionally tried to run two projects concurrently. "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 beyond the popular cleaning‑simulation franchise.
The broader context of the layoffs reflects a common challenge in the video‑game industry, where studios must balance creative ambition with financial viability. Pre‑production phases often involve significant resource allocation for concept development, prototyping, and market research.
When projections suggest that a project's costs will outstrip its potential earnings, studios may opt to cut their losses early, even if it means reducing staff. For the seven individuals who were let go, the impact is personal as well as professional. Many had been with FuturLab for an extended period, contributing to the company's culture and its previous successes.
The decision to label them "the leavers" rather than acknowledging a redundancy may have been an attempt to soften the language, but it also raises questions about transparency and the emotional well‑being of the workforce. Industry observers note that the way a studio handles redundancies can affect its reputation among talent and partners. Clear communication, fair severance packages, and support for transition can mitigate negative fallout. In this case, the reported lack of prior notice to managers and the instruction to avoid the word "redundancy" suggest a desire to control the narrative, though it may also be perceived as a lack of openness.
Looking ahead, FuturLab's focus on PowerWash Simulator 2 and the development of a new, undisclosed title indicates that the studio aims to leverage its existing success while exploring new creative avenues. The company's statement that it does not want to become solely a "PowerWash studio" underscores a strategic intent to broaden its brand and appeal to a wider audience.
In summary, FuturLab's recent staff reductions stem from the cancellation of a non‑PowerWash project that was deemed financially untenable during its early development stage. Seven employees were let go, with the company directing internal communications to refer to them as "the leavers" rather than using the term "redundancy." While the move aims to safeguard the studio's future and maintain focus on its core franchise and upcoming projects, it also highlights the delicate balance between business decisions and employee welfare in the fast‑moving world of game development.