I think my favourite part of development was the day that Dan internally presented the completed story that he and Mark had been working on. It was such a wonderful surprise! The prospect of players encountering it themselves was hugely energising during development and it’s been fantastic to see it pay off.
Toby Adam-Smith | Head of Production
The Timelapse Camera in Powerwash Simulator. It turned out to be quite an important part of the game. The satisfying visual 'payoff' to all of hard work that goes into cleaning each job.
I still really enjoy watching players finish a job and seeing their washing methodologies be replayed at high speed. Everyone washes the same jobs but everyone's timelapse are unique. An expression of creativity that never gets old in my eyes. Very proud to have thought of this idea for the game.
Nick McCarthy | Designer
Very proud of how far we've come in improving accessibility for the game, listening to community feedback and developing new accessibility features + options for the players who need it. There's always more that can be done, so I'm looking forward to supporting it further and making it more playable for everyone!
Louis Sykes | Senior Games Programmer
There are a couple of proud moments for me during/post launch, but most of them boil down to being able to show family and friends that my name is in the credits of a game that they enjoy so much. Plus the reactions to the story have made me laugh, the best was ‘Cleaning the RV again? That's a bit lazy to reuse the OH MY GOD'
Will Dyball | Multiplayer Programmer
I remember the first time I washed something, during the very early days of development, when the powerwasher’s water was just a red beam! It has been an incredible journey of testing and following the game’s development throughout the past years and see it evolve to become the marvel it is today!
Sofia Emmanouiliou | Senior QA Tester
I can't stop looking at things and thinking: 'you could power wash that.'
Elliot Greenwood | Business Development & Licensing Manager
We've received lots of messages from fans saying how much fun the game is and how it's helped them relax in times they've needed to! It just feels great knowing the work we're doing is having that kind of positive impact, and I hope people will continue to feel the same with what we have planned in the future!
Sam Jenkins | Junior Game Designer
It’s been a great journey on PWS, surrounded by a wonderful team. I've really enjoyed stepping out of my boundaries and catching up to our senior developers in terms of workflow and technical knowledge. As satisfying as it is to clean visual dirt, I've found satisfaction in clearing away the brain fog when tackling a new feature or issue.
I've also enjoyed watching the communities reaction to various content! From doing so, I have consolidated my views on fellow PowerWash enjoyers, and that is more of you NEED to use aim mode, it's like having a third arm attached to your face, truly the peak of human evolution. (I joke, but seriously aim mode is cool!) P.S Thank you fellow yellow nozzle users for your service
Matt Kelsey | Graphics Programmer
Working on a game that is considered not only fun and relaxing but also therapeutic is great. Not only does it entertain people but for some it also helps them relax and even open up.
Federico Dapote | Junior Game Designer
I would say I'm most proud of the end level murals. I've loved watching players discover them for the first time, and also seeing people decode the characters I created!
Paul Simpson | UI Artist
I can't get enough of watching people complete the game and watch the credits. It makes me so happy every time! Everything about that end sequence is so good and perfectly wraps up an incredible journey.
Dave Gabriel | Designer
While I haven't been working on the game very long it's been amazing seeing all the positive feedback and seeing PWS being mentioned everyday, it's very uplifiting! On more personal note I love testing new levels and I'm forever surprised by how fun it is to test this game.
Alicja Nogal | QA Tester
I’ve really enjoyed all the environmental storytelling that we squeezed into the game. From using dirt to tell the history of the buildings and vehicles (and customers!), the reappearances of vehicles in later jobs and the many different ways we snuck in references to the Mayor’s missing cat, it has been really fun bringing the town of Muckingham to life.
Dan Chequer | Lead Designer
It is an incredible pleasure working on PWS, the community is super wholesome! I personally have been shooketh at the amount of feedback we've gotten, each time we asked for polls or feedback there would be thousands of responses. It has given us a real clear picture of what the playerbase is thinking with each patch and has made Early Access feel really worthwhile.
Josh Brown | Senior Community Manager
I remember working on the first demo of PWS. On those dark days someone decided it would be funny to add a gnome to a garden. Seeing gnomes evolve from a small detail to a joke to becoming an integral part of the game is definitely something that I will never forget.
Gonzalo De La Mata | Junior Programmer
I love seeing the community band together to help each other wash levels in co-op, and it makes me smile every time I see someone post that they have got all the achievements!
Steven Dupont | Programmer
Whilst Early Access has presented its challenges for production, it’s been an extremely rewarding experience on balance. The team has had direct feedback from players all the way along, which is so rewarding for the creative spirit, and on release day, from a studio point of view, it’s less nail-biting waiting for the review scores to appear when you’ve known how players are enjoying the game throughout development with a user rating. Thank you so much for taking part and joining us on this journey!
James Marsen | FuturLab Co-CEO