FuturLab announced that seven members of its team have been let go after the studio decided to scrap a project that was unrelated to its flagship title, PowerWash Simulator. The decision was communicated by the company’s chief executive, Kirsty Rigden, in an interview with This Week in Video Games. Rigden explained that the cancelled effort was still in the pre‑production phase when the company concluded that the anticipated revenue would not cover the projected costs, making further investment untenable. According to Rigden, FuturLab remains fully dedicated to delivering the best possible sequel to PowerWash Simulator while simultaneously exploring fresh concepts for future titles.

She noted that this strategic refocus required a hard look at the studio’s long‑term plans and staffing needs. "It’s a painful situation because the people we’re parting ways with are incredibly talented and many have been with us for years," she said. "I have a deep appreciation for their contributions. The choice was not easy, but making tough decisions early helps safeguard the company’s future stability." When pressed about whether the departures were classified as redundancies, Rigden declined to provide specifics, citing confidentiality and legal constraints surrounding the process.

Anonymous insiders told This Week in Video Games that Rigden first disclosed the cancellation in late June. The shelved project had reportedly been in development for somewhere between two and three years, but had never moved beyond the early design stage.

One source claimed that after the cancellation announcement, the team members assigned to the project were left without any new assignments for several weeks, creating uncertainty about their roles. The seven individuals affected by the lay‑offs were reportedly made redundant in July. According to the same sources, managers and team leads were not told in advance that their direct reports would be leaving, nor were they given an explanation for the sudden change. In August, FuturLab is said to have held a company‑wide meeting during which chief operating officer Chris Mehers described the situation as a restructuring effort.

In a follow‑up session, employees were reportedly instructed to avoid using the term "redundancy" when referring to the departing staff, and instead to call them "the leavers." This language choice appears to have been an attempt to soften the perception of the cuts. Employees were also told that the seven former staff members were not required for the development of PowerWash Simulator 2, and that their exit would not affect the progress of the sequel. Moreover, managers and team leads were allegedly excluded from the selection process for the layoffs, ostensibly to shield them from personal guilt and to reduce the emotional strain on the affected workers, who would otherwise have faced a two‑week period of job‑security uncertainty.

GamesIndustry.biz previously interviewed Rigden about FuturLab’s future direction, including the now‑canceled project. She emphasized the studio’s ambition to work on multiple games simultaneously and to avoid becoming a single‑title studio. "We have another game in the pipeline that I’m really excited about," she said. "We don’t want to be known only for PowerWash; we’re constantly asking ourselves, ‘What else can we create?’" The situation at FuturLab highlights a broader trend in the indie development sector, where studios must balance creative ambition with financial realities.

While the cancellation of a long‑running project can be disappointing for both developers and fans, it also reflects the harsh economics of game production, where projected revenue must justify ongoing expenditure. The decision to cut staff, particularly when those individuals have contributed for years, underscores the difficult trade‑offs that leadership faces when trying to protect the long‑term viability of the company.

Industry observers note that the way a studio handles layoffs can have lasting effects on its reputation and employee morale. By directing staff to use euphemistic language such as "the leavers," FuturLab may have aimed to reduce the stigma attached to job loss, but it also raises questions about transparency and empathy in corporate communication.

Critics argue that clear, honest dialogue is often more constructive for maintaining trust, even in painful circumstances. In summary, FuturLab’s recent restructuring involved the termination of seven employees after the studio halted a non‑PowerWash project that was deemed financially unsound.

The leadership framed the move as a necessary step to focus resources on PowerWash Simulator 2 and future innovations, while also attempting to manage the narrative around the layoffs through specific terminology. The episode serves as a reminder of the precarious balance indie developers must strike between creative pursuits and sustainable business practices.