FuturLab has recently announced a reduction of its workforce, letting go of seven members of its team 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 the outlet This Week in Video Games, stemmed from a financial assessment that concluded the cancelled project would not generate enough revenue to justify its ongoing costs. Rigden explained that the initiative was halted while still in the pre‑production phase because the projected earnings fell short of the expenses required to bring the game to market, making continued investment an imprudent choice.

In her statement, Rigden emphasized that FuturLab remains fully dedicated to delivering the best possible sequel to PowerWash Simulator, while simultaneously exploring new concepts for future titles. She noted that this strategic focus required a thorough review of the studio’s long‑term plans and resource needs. "This is a painful situation," Rigden said, acknowledging the talent and tenure of the affected employees. "These individuals are incredibly skilled and many have been with us for a long time.

I have a deep appreciation for their contributions. Making this decision was neither easy nor swift, but by confronting tough choices early we safeguard FuturLab’s future stability." When pressed about whether the departures were formally classified as redundancies, Rigden declined to provide further details, citing confidentiality and the legal sensitivities surrounding the process. She indicated that the company could not disclose specifics about the internal procedures that governed the staff reductions.

According to anonymous sources cited by This Week in Video Games, the cancellation of the non‑PowerWash project was announced by Rigden in late June. The venture, which had reportedly been in development for two to three years, was suddenly halted, leaving the team members assigned to it without new assignments for several weeks. The seven employees who were ultimately let go were said to have been made redundant in July.

Sources also claimed that managers and team leads were not informed in advance that their direct reports would be leaving, nor were they given an explanation for the abrupt change. In August, a meeting was reportedly convened in which FuturLab’s chief operating officer, Chris Mehers, described the situation as part of a broader restructuring effort within the studio. During a subsequent gathering, employees were allegedly 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 intended to soften the perception of job loss.

The communication reportedly extended to the remaining team members, who were told that the seven individuals were not required for the development of PowerWash Simulator 2 and that their exit would not affect the progress of the sequel. Further details suggest that managers and team leads were deliberately excluded from the selection process for the affected employees. According to the sources, this exclusion was designed to shield them from personal guilt and to reduce the emotional strain that might arise from having to choose colleagues for termination.

The approach was also described as a means to mitigate the anxiety experienced by the employees who were being let go, by limiting the period during which they were uncertain about their job security to a maximum of two weeks. The situation at FuturLab reflects a broader trend in the gaming industry where studios must balance the ambition of pursuing multiple projects with the financial realities of development costs and market expectations. In a prior interview with GamesIndustry.biz, Rigden discussed the studio’s future direction, noting that FuturLab has historically aimed to work on two projects concurrently. She expressed enthusiasm for an upcoming, unnamed game and reiterated the company’s desire not to become solely identified as a PowerWash studio.

"We’re constantly asking ourselves, ‘What else can we create?’" she said, indicating a commitment to diversification and creative experimentation. The episode also raises questions about how companies handle workforce reductions, particularly the language they use to describe layoffs. The instruction to avoid the term "redundancy" and instead refer to departing staff as "the leavers" suggests a strategic effort to manage internal morale and external perception. While such terminology may soften the immediate impact, it also highlights the delicate balance between transparency and corporate messaging during periods of restructuring.

Overall, FuturLab’s recent staff cuts illustrate the challenges faced by mid‑size game developers who must navigate shifting market dynamics, project viability assessments, and the human consequences of strategic pivots. The company’s leadership has framed the decision as a necessary step to protect the studio’s long‑term health while continuing to invest in its flagship series and explore new creative avenues. As the industry watches, the effectiveness of FuturLab’s restructuring and its ability to deliver on upcoming projects will likely be measured against both the quality of its future games and the well‑being of its remaining workforce.