FuturLab announced a reduction of its workforce, letting go seven members of its team after the company decided to cancel a development effort that was not connected to its flagship title, PowerWash Simulator. The decision was communicated by CEO Kirsty Rigden, who explained the rationale in an interview with This Week in Video Games. According to Rigden, the shelved project was still in the pre‑production phase when the company realized that the anticipated revenue would fall short of the projected costs.
Continuing to invest in a venture that was unlikely to become profitable would have been an imprudent use of resources, she said. Rigden emphasized that FuturLab remains fully dedicated to delivering the best possible sequel to PowerWash Simulator, while also exploring new concepts for future games. She noted that this strategic focus required a thorough review of the studio’s long‑term plans and staffing needs. "These are incredibly talented individuals, many of whom have been with us for years, and I have a deep appreciation for their contributions," she said.
"The decision was neither easy nor swift, but making hard choices early helps safeguard the studio’s future stability." When pressed about whether the seven staff members were terminated through a formal redundancy process, Rigden declined to provide specifics, citing confidentiality and legal constraints surrounding the matter. She indicated that any further details about the procedure could not be disclosed.
Anonymous insiders told This Week in Video Games that Rigden first revealed the cancellation of the project in late June. The venture, according to those sources, had been under development for roughly two to three years before being halted. One source claimed that, after the cancellation, the project team was left without new assignments for several weeks, creating a period of uncertainty for those involved.
The seven employees who were ultimately let go were reportedly made redundant in July. Sources added that managers and team leads were not informed in advance that their direct reports would be departing, nor were they given an explanation for the sudden change. This lack of communication, they suggested, contributed to a sense of confusion throughout the studio.
In August, a meeting was allegedly convened in which FuturLab’s chief operating officer, Chris Mehers, announced that the studio was undergoing a restructuring. During a follow‑up meeting, 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 euphemistic phrase intended to soften the impact of the news. According to the same reports, staff were also told that the individuals who left would not be required for the development of PowerWash Simulator 2, and that their exit would not hinder the progress of the sequel.
Managers and team leads were allegedly excluded from the selection process for the affected employees, a decision made to shield them from personal guilt and to reduce the emotional strain on the departing workers, who might otherwise have faced prolonged uncertainty about their job security. Earlier conversations with GamesIndustry.biz revealed that Rigden had spoken about the studio’s future direction, including the cancelled project.
She highlighted FuturLab’s ambition to work on multiple titles simultaneously. "We’ve always aimed to have two projects running at the same time," she said. "We have another game in the pipeline that I’m genuinely excited about.
We don’t want to be known solely as a PowerWash studio; we’re constantly asking ourselves, ‘What else can we create?’" The situation at FuturLab reflects a broader trend in the gaming industry where smaller studios must balance creative aspirations with financial realities. When a project fails to meet projected revenue targets, especially during the costly pre‑production stage, companies often face the difficult choice of cutting losses early. While this can preserve the health of the core business, it inevitably leads to workforce reductions and can affect morale among remaining employees.
Industry analysts note that the use of euphemistic language, such as referring to laid‑off workers as "the leavers," is a common practice aimed at mitigating the negative perception of redundancies. However, critics argue that such terminology can obscure the seriousness of job loss and may hinder transparent communication within the organization.
For the seven former FuturLab employees, the abrupt termination likely represents a significant career disruption. Many of them had reportedly contributed to the studio for an extended period, building expertise in areas ranging from game design to programming and art production. The lack of a clear transition plan, as suggested by the reports that managers were not involved in the selection process, could exacerbate the challenges these individuals face in securing new positions within a competitive job market.
Looking ahead, FuturLab’s commitment to delivering an enhanced PowerWash Simulator sequel suggests that the studio will concentrate its resources on polishing and expanding its flagship title. At the same time, the mention of an upcoming, undisclosed game indicates that the company remains intent on diversifying its portfolio.
Whether this new project will succeed in avoiding the pitfalls that led to the recent cancellation remains to be seen. In summary, FuturLab’s recent staff cuts stem from the cancellation of a non‑PowerWash project that was deemed financially untenable. The company’s leadership framed the decision as a necessary step to protect the studio’s long‑term viability, while also attempting to manage internal communications through carefully chosen language.
The episode underscores the delicate balance small game developers must strike between innovation, fiscal responsibility, and the well‑being of their teams.