Washroom - Dev Log #32
Hey everyone!
Update 0.6 splash landed last week and with it we made history - the ability to powerwash a toilet! Join us in this week's dev log, to flush out the rest of the new Washroom job and how it was made!
If you want to read deeper into everything that was added with the last update you can find the notes here:
https://steamcommunity.com/games/1290000/announcements/detail/3037106652633056669
We're not ready to tease the next update yet but keep an eye on our socials and here for when those spoilers eventually do flow!

We'd also quickly like to thank everyone for their amazing steam reviews and that we're truly honored we've hit 99% positive on the recent reviews. It has blown us all away!
Today we have some insights on the new job for its design and art directly from the developers. So far, the feedback has majoritively been that people have loved the level and hopefully it has hit the satisfaction level we were aiming for!
Torger worked on the art direction for the level and the dirt being applied to it. Here are some of their thoughts on the art process:
It was a challenge for us to tread the line between making sure the level was dirty enough to give the contrast for satisfying cleaning but also not to be too disgusting. For, well, obvious reasons. We don't want to dump too much into that.

Moving on! Nick worked on the design side of the level and had this to say:
[Quote] The Washroom is our first full interior job and is undoubtedly one of the dirtiest places in the game thus far. We knew it had a certain 'shock value' to it which we tried to amplify by starting players in a relatively clean tunnel so when they walk around the corner they can be surprised by the true extent and depth of the dirt here.
Our main objective with any dirt design is to create as much of a contrast as possible between the dirt on top and what's underneath. We selected dark dirt types like mold, grime, and mud to compliment the white and blue tiles, walls, and fixtures of the Washroom. We also worked with the art team to ensure that the surfaces throughout this space were as bright and reflective as realistically possible for maximum washing satisfaction when they are revealed.
We hope players enjoy powering through this one to discover the beautiful, pristine Washroom hidden beneath years of muck and abandonment.

Let us know all of your thoughts on the new level in the comments section below!
[h3]Until Next Time...[/h3]
Lots is going on behind the scenes and we can't wait to share what is next! Though, the time for that is not today. We look forward to seeing you all again in next week's dev log! No spoilers.
If you want to vote on new game ideas, talk to the community, find some tough dirt - then join our Discord community: https://discord.gg/powerwashsimulator
Keep up with everything PowerWash Simulator by following our channels:
Twitter: https://twitter.com/PowerWashSim
Twitch: https://www.twitch.tv/futurlab
TikTok: https://www.tiktok.com/@powerwashsim?
Instagram: https://www.instagram.com/powerwashsim/
Facebook: https://www.facebook.com/powerwashsim
PWS Wiki: https://powerwash-simulator.fandom.com/wiki/PowerWash_Simulator_Wiki
Update 0.6 splash landed last week and with it we made history - the ability to powerwash a toilet! Join us in this week's dev log, to flush out the rest of the new Washroom job and how it was made!
If you want to read deeper into everything that was added with the last update you can find the notes here:
https://steamcommunity.com/games/1290000/announcements/detail/3037106652633056669
We're not ready to tease the next update yet but keep an eye on our socials and here for when those spoilers eventually do flow!

We'd also quickly like to thank everyone for their amazing steam reviews and that we're truly honored we've hit 99% positive on the recent reviews. It has blown us all away!
Washroom
Today we have some insights on the new job for its design and art directly from the developers. So far, the feedback has majoritively been that people have loved the level and hopefully it has hit the satisfaction level we were aiming for!
Torger worked on the art direction for the level and the dirt being applied to it. Here are some of their thoughts on the art process:
Originally posted by TorgerThe underground Washroom was an interesting job as our first interior. We wanted to retain the sense of wash satisfaction, but knew we would have less direct sunlight to work with to create a bright and inviting space. It was important the space appeared well-lit and appealing despite being located underground. We chose a primarily blue, white, and cream color palette that would feel clean and hygienic, with some added orange accents for a visually appealing contrast. We introduced a lot of bounced lighting from the ceiling windows to fill the space with light. We had to strike a balance between brightness that would contrast with the dirt, while still maintaining the artistic impact of the lighting. While value contrast is important to our game, we felt that the visual appeal of the cleaned space is equally important in creating pleasing contrast between dirty and clean.
For the dirt we used black, along with dirty yellows and greens, to contrast the clean space in hue as well as value. The dirt application for this scene was another area where we had to find a careful balance. We had to create a properly dirty space that would bring contrast and wash satisfaction to the scene, without making it feel too gross for players. This is the reason the toilet bowls themselves are relatively clean.
Overall we were very pleased with the art in this level, and we're glad players seem to be enjoying it too.
It was a challenge for us to tread the line between making sure the level was dirty enough to give the contrast for satisfying cleaning but also not to be too disgusting. For, well, obvious reasons. We don't want to dump too much into that.

Moving on! Nick worked on the design side of the level and had this to say:
[Quote] The Washroom is our first full interior job and is undoubtedly one of the dirtiest places in the game thus far. We knew it had a certain 'shock value' to it which we tried to amplify by starting players in a relatively clean tunnel so when they walk around the corner they can be surprised by the true extent and depth of the dirt here.
Our main objective with any dirt design is to create as much of a contrast as possible between the dirt on top and what's underneath. We selected dark dirt types like mold, grime, and mud to compliment the white and blue tiles, walls, and fixtures of the Washroom. We also worked with the art team to ensure that the surfaces throughout this space were as bright and reflective as realistically possible for maximum washing satisfaction when they are revealed.
We hope players enjoy powering through this one to discover the beautiful, pristine Washroom hidden beneath years of muck and abandonment.

Let us know all of your thoughts on the new level in the comments section below!
[h3]Until Next Time...[/h3]
Lots is going on behind the scenes and we can't wait to share what is next! Though, the time for that is not today. We look forward to seeing you all again in next week's dev log! No spoilers.
If you want to vote on new game ideas, talk to the community, find some tough dirt - then join our Discord community: https://discord.gg/powerwashsimulator
Keep up with everything PowerWash Simulator by following our channels:
Twitter: https://twitter.com/PowerWashSim
Twitch: https://www.twitch.tv/futurlab
TikTok: https://www.tiktok.com/@powerwashsim?
Instagram: https://www.instagram.com/powerwashsim/
Facebook: https://www.facebook.com/powerwashsim
PWS Wiki: https://powerwash-simulator.fandom.com/wiki/PowerWash_Simulator_Wiki