Introducing our next chapter - Date the Dirt💐💘 A PowerWash Simulator 2 spinoff, where instead of cleaning up the dirt, you've decided to embrace it. Ever wanted to learn more about the muck in Muckingham? Does Dust want to settle down? Is Grime clingy? Can you ever get over Stain? Well, now you’ll get all the answers! Date the Dirt – Coming soon (maybe)! Indeed, our April Fool's campaign is about dating dirt! Check out our trailer below⤵️
FuturLab
Computer Games
Brighton & Hove, East Sussex 10,648 followers
The boutique studio of remarkable games.
About us
We’re FuturLab, the award-winning game studio behind PowerWash Simulator, the Velocity series, Peaky Blinders Mastermind, and many more awesome games. Our zero-crunch policy and commitment to staff well-being is testament to our belief that happy, healthy teams make great games – backed up by our award-winning catalogue. FuturLab was originally founded in 2003, but things really took off for us in 2007 when we decided to take a risk: we rocked up to Sony HQ and delivered the pitch that would put us on the map as game developers. Back then, we didn’t have the commercial video game experience that we do now, but what we did have was unbridled enthusiasm, distinctive ideas, and fearless audacity. To this day, we carry these essential ingredients through to every project we work on. Although our head office in Brighton remains open, FuturLab is a remote first studio, allowing us to work with talent across the UK and beyond to deliver the best games possible, whilst empowering our team to work comfortably and flexibly in their own spaces. Our studio is a place where everyone belongs, a space for us to cultivate great ideas and flourish together, with our differences as our strength. As a Ukie #RaiseTheGame pledge partner, we are committed to championing diversity and inclusion across all areas as we continue to expand.
- Website
-
http://www.futurlab.co.uk
External link for FuturLab
- Industry
- Computer Games
- Company size
- 51-200 employees
- Headquarters
- Brighton & Hove, East Sussex
- Type
- Privately Held
- Founded
- 2003
- Specialties
- Game Design, Game Development, Audio & Music Production, and Creative Direction
Locations
-
Primary
Get directions
8th Floor Intergen House
65-67 Western Road
Brighton & Hove, East Sussex BN3 2JQ, GB
Employees at FuturLab
Updates
-
Earlier this year, we kicked off a cross‑studio mentorship programme to help our team level-up, together 🚀 Huge shoutout to our Head of Technology, Thaddaeus, who pitched the idea and then worked with our Senior Project Manager, Carla, to create the pilot 🙌 The pilot’s been buzzing with brilliant conversations and it’s been inspiring seeing our people learn, grow, and cheer each other on ✨💙 Here’s some insights into how it's going so far ➡️ bit.ly/4unVJsC ⬅️
-
-
We’re over the moon to have won Best UK Mobile Game at the Ukie Awards 2026! 🏆✨ Huge thanks to everyone who’s supported our Apple Arcade version of PowerWash Simulator, this means the world 💙 Shoutout to our co-developers over at Second Impact Games 🙌
-
-
We loved welcoming some local school children to our studio as they work toward the BAFTA Young Game Designers competition! 💙 They toured the FuturLab studio, met our team across QA, Programming, Production & Animation, and asked incredible questions 💡 Good luck to all the students with their submissions - the future of games is bright! ✨
-
-
We’re absolutely buzzing! We've been shortlisted for FOUR Ukie Awards 🏆 ✨ Best UK Developer 📱 Best UK Mobile Game: PowerWash Simulator for Apple Arcade 🎮 Best UK Console Game: PowerWash Simulator 2 👑 UK Game of the Year: PowerWash Simulator 2 Huge thanks to our incredible team - we're so proud of all of you! 💙
-
-
Our CEO, Kirsty, spoke with GamesIndustry.Biz about why a no‑crunch culture matters and how it’s shaped the way we work at FuturLab 💙 Take a look at the full article if you’re curious about our approach to healthy, sustainable game development ⬇️
"Tired and miserable people aren't going to create good work," says FuturLab CEO Kirsty Rigden, explaining why the UK studio behind PowerWash Simulator embraced a no-crunch policy. "Everyone in the office leaves at five o'clock," emphasises Rigden. "I cannot stress enough how I think that it's really important for people, but also games, to have a life outside of it." Back when everyone worked in the office, it was easy enough to turn off the lights and shuffle everyone out of the door. But nowadays FuturLab encourages remote-working, and Rigden says this makes it harder to implement their no-crunch policy. "I can't physically make people stop," she says. "All I can say is: I absolutely do not want you to crunch. If you feel you need to crunch, come and talk to us. We'll cut scope, we'll get some outsourcing or something – there are other ways of doing it, you don't need to crunch. Because tired and miserable people aren't going to create good work. So all I can do is say that and help people. And as far as I am aware, there hasn't been any crunch. And if there has, then that is on the individual, who has not gone through the policies that we have." But how can companies avoid crunch from a practical perspective? The nature of game development means that work tends to ramp up towards the game's release date, as bugs are found and need to be fixed before the title makes its public debut. Rigden has an easy fix for that problem: "Don't tell anyone when it's coming out until it's ready to go." That was the approach FuturLab took with PowerWash Simulator 2, only announcing the game's official release date a couple of weeks before launch, at a point when the game was fully done. Yet that's a luxury FuturLab can afford, self-publishing a sequel to a hit that's guaranteed to get attention. Developers who are tied into outside publishing deals – which might involve big marketing pushes at launch that are hard to reschedule – might not be so lucky. Rigden says this is something FuturLab faced in the past, but it still stuck to its no-crunch policy regardless. "We'd worked on previous games with a publisher where there were tight deadlines and things, and honestly, we just cut scope," she says. "That's the way we dealt with it. We just [said], 'Let's look at what we've got left to do, what's important, what is perhaps not so important, and cut it. But also, thank God we don't live in a world where we have to stamp discs and get them out the door. You can put out updates and continue to support the game." Link in first comment.
-
-
Bringing our remote FuturLab team together is always special 💙 At the end of 2025 we celebrated the launch of PowerWash Simulator 2 and our internal Golden Gnome Awards at Brighton’s Sea Life Centre 🎉 It was a night to remember amazing animals 🐙 a magician 🪄 awards 🏆 great food 🍽️ and a silent disco🪩!
-
-
-
-
-
+6
-