FuturLab announced that it has let go of seven members of its team after deciding to abandon a development effort that was unrelated to its flagship title, PowerWash Simulator. The decision, which was communicated by chief executive Kirsty Rigden, came after a careful review of the project's financial outlook.
In a statement to the outlet This Week in Video Games, Rigden explained that the cancelled venture was still in the pre‑production phase when the company concluded that the anticipated revenue would fall short of the projected development costs. "Continuing with it would not have been a sensible decision," she said, emphasizing that the studio must prioritize fiscal responsibility even when creative ambitions are high. Rigden also used the opportunity to reaffirm FuturLab’s dedication to delivering the best possible sequel to PowerWash Simulator.
She noted that the studio remains fully committed to polishing PowerWash Simulator 2 while simultaneously exploring new concepts for future releases. This dual focus, she argued, requires the company to constantly reassess its resource allocation and long‑term strategic needs. "We are always thinking about what else we could do," Rigden added, underscoring the studio’s desire not to become a one‑title shop.
The CEO expressed genuine regret over the impact on the affected employees, describing them as "super talented" individuals, many of whom have been with FuturLab for a considerable period. She described the decision as "awful" and emphasized that it was not taken lightly. By making tough choices early, she argued, FuturLab can safeguard its future stability and continue to support its core projects without jeopardising financial health.
When pressed about whether the seven staff members were dismissed through a formal redundancy process, Rigden declined to provide specifics, citing confidentiality and the legally binding nature of the proceedings. This lack of detail left many observers to speculate about the exact mechanisms behind the departures.
According to anonymous sources quoted by This Week in Video Games, the cancellation of the non‑Powerwash project was first announced by Rigden in late June. The venture had reportedly been in development for two to three years, suggesting that a significant amount of time and resources had already been invested. One insider claimed that, after the cancellation, the project team was left without new assignments for several weeks, creating a period of uncertainty for those employees. The seven individuals who ultimately left the company were reportedly made redundant in July.
Sources indicated that managers and team leads were not told in advance that their direct reports would be let go, nor were they given an explanation for the sudden change. This lack of communication contributed to a sense of surprise and confusion throughout the studio. In August, FuturLab held a meeting in which chief operating officer Chris Mehers described the situation as a restructuring effort. During a subsequent gathering, employees were reportedly instructed to avoid using the term "redundancy" when referring to the departing staff.
Instead, they were asked to label them as "the leavers," a euphemism that appears to have been intended to soften the perception of job loss. The guidance also included the claim that the seven former employees were not required for the development of PowerWash Simulator 2 and that their exit would not affect the sequel’s timeline or quality. Managers and team leads were allegedly excluded from the selection process for the layoffs, a decision that, according to sources, was made to protect them from feelings of guilt and to reduce the emotional burden of the situation.
The approach taken by FuturLab reflects a broader trend in the games industry, where studios often need to pivot quickly in response to shifting market conditions, development challenges, or budgetary constraints. While such restructuring can preserve the health of the core business, it also raises questions about how companies support their staff during transitions. The use of alternative terminology like "the leavers" may be intended to mitigate the stigma associated with redundancy, but it can also obscure the reality of job loss for both internal and external audiences. Earlier conversations with Rigden, reported by GamesIndustry.biz, hinted at FuturLab’s ambition to work on multiple projects simultaneously.
She mentioned that the studio has another game in the pipeline that she is excited about, reinforcing the company’s desire to diversify beyond the PowerWash brand. This strategic intent aligns with the decision to cut the non‑Powerwash project, as the studio appears to be consolidating resources around a smaller number of high‑potential titles. In summary, FuturLab’s recent staff reductions stem from the cancellation of a long‑running, non‑Powerwash project that was deemed financially untenable. The company’s leadership framed the move as a proactive step to protect the studio’s future and to maintain focus on its flagship sequel while still exploring new ideas.
The handling of the layoffs—particularly the instruction to avoid the word "redundancy"—has drawn attention and sparked discussion about best practices for transparent communication during workforce changes. As FuturLab moves forward, its ability to balance creative ambition with fiscal prudence will likely shape both its internal culture and its reputation within the broader gaming community.