FuturLab announced that seven members of its team have been let go after the company decided to scrap a development effort that was unrelated to its flagship title, PowerWash Simulator. The decision was communicated by CEO Kirsty Rigden in an interview with This Week in Video Games, where she explained that the cancelled project was still in pre‑production and that the projected revenue would not have covered the anticipated costs. "Continuing with it would not have made sense from a financial standpoint," Rigden said, emphasizing that the studio needed to focus its resources on more viable ventures. Rigden also highlighted FuturLab's ongoing commitment to delivering the best possible sequel to PowerWash Simulator, while simultaneously experimenting with new concepts for future releases.

She noted that the strategic review of the studio's long‑term plans and staffing requirements inevitably led to some painful choices. "These are incredibly talented individuals, many of whom have been with us for years, and I have a great deal of respect and gratitude for them," she added. "The decision was neither easy nor swift, but making tough calls early helps safeguard FuturLab's future stability." When pressed about whether the seven employees were dismissed through a formal redundancy process, Rigden declined to provide specifics, citing confidentiality and legal constraints surrounding the matter. She indicated that the details of any such procedure were not publicly shareable.

According to anonymous sources cited by This Week in Video Games, the announcement to halt the side project came in late June. The initiative, which had reportedly been under development for two to three years, was suddenly put on hold, leaving the team members assigned to it without new assignments for several weeks.

One source described the situation as staff being "left hanging" as the studio scrambled to reallocate work. The affected employees were reportedly made redundant in July. Sources claim that managers and team leads were not told in advance which of their direct reports would be leaving, nor were they given an explanation for the sudden departures. In August, a meeting was convened in which FuturLab's Chief Operating Officer, Chris Mehers, reportedly told staff that the studio was undergoing a restructuring phase.

During a follow‑up meeting, employees were instructed to avoid using the term "redundancy" when referring to the departing colleagues, opting instead for the euphemism "the leavers." The guidance also included messaging that the seven individuals were not required for the development of PowerWash Simulator 2, and that their exit would have no adverse effect on the sequel's progress. 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 personal guilt and to reduce the emotional strain on the departing staff, who would otherwise spend two weeks in uncertainty about their job security.

The broader context of FuturLab's strategy was previously discussed in an interview with GamesIndustry.biz, where Rigden talked about the studio's ambition to juggle multiple projects simultaneously. She mentioned that the company is working on another, as‑yet‑unnamed game that she is "really excited about," underscoring the desire to avoid becoming a single‑title studio focused solely on PowerWash Simulator. "We always ask ourselves, 'What else could we do?'" she said, indicating a forward‑looking mindset that balances the need for creative diversification with the practical realities of budgeting and resource allocation. Industry observers note that the situation reflects a common challenge for mid‑size developers: the tension between pursuing innovative side projects and maintaining a steady revenue stream from proven hits.

When a new title fails to demonstrate a clear path to profitability, studios often have to make hard decisions about staffing and project prioritization. In FuturLab's case, the leadership appears to have chosen to concentrate its talent pool on the sequel to its most successful game while pausing or canceling less certain ventures.

The handling of the layoffs—particularly the instruction to avoid the word "redundancy"—has drawn criticism from some quarters, with commentators suggesting that such language may obscure the reality of job loss and could affect morale among remaining staff. However, company representatives argue that the approach was designed to minimize stigma and maintain a respectful tone during a difficult transition. As FuturLab moves forward, the focus will likely remain on polishing PowerWash Simulator 2 and bringing the hinted‑at new project to fruition. Whether the studio can successfully balance these objectives while rebuilding its workforce will be a key storyline to watch in the coming months.