SteamOS 3.8.11
SteamOS 3.8.11 has just been released for all users with the following changes
General
Fixed the virtual keyboard being inaccessible on the Desktop Mode lockscreen
SteamOS 3.8.11 has just been released for all users with the following changes
General
Fixed the virtual keyboard being inaccessible on the Desktop Mode lockscreen
Today, we’re excited to introduce the team behind the upcoming Soul of Anatolia map expansion for Euro Truck Simulator 2. This upcoming DLC will take drivers on a journey through one of Türkiye’s most diverse and captivating regions, featuring a rich blend of landscapes, historic cities, cultural landmarks, and scenic roads waiting to be explored.
In this edition of Meet the Team, we’d like to give you a closer look at some of the people working on the project. They have prepared a few words about themselves, their roles, and the work they have been focusing on throughout the map's development. We hope you enjoy getting to know the team helping shape the world of Soul of Anatolia.
Ernest - ETS2 Map DLC Lead
"I’ve been working at SCS for seven years now, and during that time I’ve been involved in a wide range of projects. Following the Greece DLC, Soul of Anatolia is my second project as lead. Just as in the past, I’m fortunate to have a very talented and enthusiastic team, whose work, even now in the development stage, shows that Anatolia will once again be a breathtaking DLC. Türkiye is a beautiful country, and everyone on the team is fully committed and proud to bring it to players in the most perfect form possible. I can’t wait to show you more!"
Tomáš - Senior Map Designer
"I joined SCS in December 2017 as a map designer, and I’ve been working in the same role ever since. Over the years, I’ve created many locations in our game world that you can drive through. I played a major role in the creation of cities such as Klaipeda, Andenes, Larissa, Lillehammer, Zadar, Olbia, and Kovrov, and I am currently creating cities for the Soul of the Anatolia DLC. I have also created many roads connecting these cities.
One of the major tasks that is part of my job as a map designer is working on border crossings. If you’ve ever driven through a border crossing in our game, you’ve likely come across my work. At some point, I became a specialist in this area, and I’m now in charge of all work related to borders.
What I enjoy the most about being a map designer is discovering new possibilities for map creation. I always try to get the most out of a specific location and bring as much originality and authenticity as possible into the game world. What brings me the most joy is when a player drives along our roads and recognises places they’ve visited in real life. Euro Truck Simulator 2 is still just a game, but we strive to make the player feel like they’re moving through the real world, and when that feeling comes to the player, it’s a sign to me that I’m doing my job well."
Jakub - Map Designer
"My journey into game development began at SCS four years ago, when I joined the team working on the West Balkans DLC. Since then, I’ve had the opportunity to grow both professionally and creatively while contributing to projects such as the Greece DLC and the Nordic Horizons DLC.
Creating immersive game worlds is where I feel most at home. As a creative person with a keen eye for detail, map design allows me to make the most of my strengths, bringing virtual environments to life and shaping experiences for players to explore.
I specialise primarily in landscapes, expansive scenery, and distinctive locations with unique character and atmosphere. I enjoy finding ways to get the most out of every location and creating a world that feels natural and authentic.
The greatest reward for me is the moment when I see that players are truly enjoying the game and that the world we’ve worked on is able to draw them in.
In addition to designing the game world, I also contribute to the creation of cutscenes and enjoy sharing my experience with my colleagues. I consider the sharing of knowledge across the team to be an important part of our work, as is our collective effort to continually improve the quality of our game.
Soul of Anatolia will be another beautiful and entertaining map DLC. You have a lot to look forward to!"
Klára - Map Designer
"Hi, my name is Klára, and I have been working at SCS for 3 years. During this time, I had the opportunity to be part of the amazing map teams that worked on the Greece DLC and the Nordic Horizons DLC. This time we are going to Türkiye, a country that truly stands out with its breathtaking landscapes, rich history, and unique culture. I am looking forward to capturing its atmosphere and bringing it to our game. Buckle up because this is just the beginning, and there will be much more to see!"
Vlad - Map Designer
"I come from the modding community, where I passionately built map mods for ETS2 for more than 10 years. Now, I have finally decided to join SCS Software, where I've already been working for almost 2 months! As a former experienced logistician and expeditor, SCS' trucking games actually inspired me to study transport and logistics, which led me to work in the logistics industry in the past. On the modding forums, I'm also known by the nickname "Vladzz-G".
Türkiye is my first project at SCS. It is a quite mountainous country, so it’s a great challenge and opportunity to apply my 10 years of mapping experience to represent the region as realistically as possible. Even so, I am still discovering new mapping tricks that make the work easier. Right now, I’m working hard on a coastal city (the name of which I won't reveal just yet!), creating advanced road layouts and doing initial landscape work. It is interesting that a long time ago, I tried to avoid mapping mountainous areas because I thought it would be too difficult, and I mostly preferred mapping flat or gently rolling terrain. But now, I feel quite confident mapping mountains too!
I can't wait to see how this DLC will look in the end, and I'm so excited to share my work with you all when the official DLC releases!"
Ondřej - Junior Map Designer
"Hi, everyone. I've been a fan of city-builders and simulators for a long time now, so a few months ago I decided to join the SCS family as a map designer, which combines both of my favourite genres in one.
Currently, I'm still learning and working on my very first project. The southern part of the Turkish coastline is as beautiful as it is challenging. I think that with its big hills and windy roads, it will be a great visual experience."
Petr - Junior Map Designer
"Hi! I joined SCS Software a few months ago. Ever since I was a kid, I’ve always loved building miniature cities with toy blocks. Today, I’m a huge fan of building and strategy games, and I also love digital drawing. It’s awesome that I get to build worlds for a living!
Soul of Anatolia DLC is my first project. Currently, I’m working on the southern part of the country, which is known for its massive and beautiful mountain ranges. I’m still learning the ropes and gaining valuable experience from my amazing colleagues. I’m doing my best to truly capture the style of the local atmosphere. I’m giving it my all, and I really hope the players will enjoy exploring the new map."
Lucie - Junior Map Designer
"I joined SCS in 2024 as part of the Nordic Horizons team, where I spent most of my time creating roads throughout Finland.
Now, I have the opportunity to work on several cities and interesting locations across Anatolia. Each place has its own distinct character and atmosphere, which makes the work varied and constantly challenging. What I enjoy most is the chance to capture the richness and uniqueness of this region and bring it to life in our game world."
Kristýna - Map Designer
"I joined SCS Software in 2020 and started working on the Iberia DLC, which was then in the middle of production. The last project I had the honour of working on before Anatolia called me was Nordic Horizons. I moved to the south from the towns below the Arctic Circle - there couldn't be a bigger contrast! It is this diversity and learning the peculiarities typical of different countries that keep us curious and eager to present those beautiful places in our game.
I joined the Türkiye team in the pre-production phase. I worked on various tasks across the map and in the process, got to know the variability and diversity of the regions of Anatolia. I was greatly impressed by the traces of rich history in the landscape. Due to the focus of our game on transporting goods, for example, Sultanhani Caravanserai cannot be missing. It is fascinating that sometimes, even at first glance, an ordinary hill, around which we drive, hides an archaeological site of ancient monuments."
Pavel - Map Designer
"Hi, my name is Pavel, and I have been working at SCS Software for almost seven years. As a Map Designer, I have collaborated with many great people on projects such as the Iberia, West Balkans, and Greece DLCs.
Thanks to my passion for roads and driving, I gradually transitioned into the role of a road specialist, contributing my experience to other projects as well, including the Nordic Horizons DLC, the Scandinavia Refresh, and the Benelux Rework.
My goal is always to enrich each project with new ideas and details, such as new prefab types and road accessories, to bring the experience of our virtual world a little closer to the real one. I hope to deliver something special for you in this project as well."
That concludes today’s Meet the Team! We’d like to thank everyone featured in this blog for taking the time to share a little about themselves and their contributions to Soul of Anatolia.
We always enjoy giving our community a glimpse behind the curtain and highlighting the talented people who bring our virtual worlds to life. We hope you enjoyed learning more about the team and the passion driving this project forward.
As development continues, we look forward to sharing more updates from the road ahead. Until then, make sure to add the Soul of Anatolia DLC to your Steam wishlist and remember to follow us on X/Twitter, Instagram, Facebook, Bluesky, and TikTok, or subscribe to our newsletter, so you never miss any updates. Until next time, we will see you on the road!
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
Friends & Chat
Fixed a bug that could cause gamepad navigation to become unresponsive after clicking 'Ignore All' on the friend invite list
Steam Input
Fixed a case where deleting an action set could cause a configuration to fail to load
Fixed the Add Action Set dialog sometimes having a blank entry in the dropdown
The Steam Client Beta has been updated with the following changes:
Friends & Chat
Fixed a bug that could cause gamepad navigation to become unresponsive after clicking 'Ignore All' on the friend invite list
Steam Input
Fixed a case where deleting an action set could cause a configuration to fail to load
Fixed the Add Action Set dialog sometimes having a blank entry in the dropdown
Creating Euro Truck Simulator 2 and American Truck Simulator is a collaborative effort involving many talented teams across SCS Software. While map designers, artists, programmers and more build the driving experience, another team works alongside them to ensure everything functions exactly as intended before players hit the road.
When we launched Steam Controller last month, we quickly saw that initial demand exceeded our expectations. Switching to a reservation queue has (hopefully) cut down on the headaches on the customer side, and for us it's also been helpful as we plan ahead and try to get as many out as quickly as we are able.
We have no plans to stop making Steam Controller. But as we look at the current demand compared to how many we know we can make by the end of the year, we want to manage expectations as much as we can with regards to when folks can expect to receive their order.
Starting today, the Steam Controller page will show you a time frame by when you can expect to receive your order email, based on when you reserved.
To keep it simple, we're showing one of three estimated order windows:
By September 2026
By December 2026
In 2027 (with additional information on specific timing to come)
What does this mean if I already have a reservation?
When you are logged in to your Steam account and go to the Steam Controller page, you'll now see your expected order window.
What if I haven't reserved yet?
You still can! We will continue to accept reservations, and you'll see an estimated order availability before you click the "reserve now" button.
Though the current estimation for orders placed today forward indicate a 2027 date for shipping, we will update that estimate as we get closer.
For anyone with reservations OR hoping to make reservations:
We will still be emailing customers with an option to purchase once their place in the queue comes up. You'll have 72 hours to complete your order, otherwise you will be removed from the list and we'll go to the next folks in line.

We are excited to announce that the 1.60 update for Euro Truck Simulator 2 is now officially released! Let's dive in and take a look at what's in store.
As always, we would first like to thank everyone who participated in the open beta phase and helped us fine-tune all the new content by reporting issues to the dedicated section on our forum. Now let's see what's new in the 1.60 update!
With the 1.60 update, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.
Players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also a radio station designed to help content creators, and we are committed to do our best to keep it stream-safe.
Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.
Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.
The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which results in a more readable, detailed, and visually pleasing cabin environment.
During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ETS2 are the DAF NGD and MAN TG3 TGX models. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.
With this update, truckers can customize their Volvo FH Series 6 with a selection of several new aerodynamic parts, including the newly designed aerodynamic roof deflectors available for the Sleeper Cab, Globetrotter, and Globetrotter XL cab variants. These updated components help create a smoother and more refined roof profile, blending seamlessly into the truck's overall design.
Alongside these additions, all Aero cabin variants also have the option to add new distinctive black aerodynamic A-Pillar trim, as featured on the newest generation of Volvo FH truck. These new additions reflect Volvo Trucks' ongoing efforts to improve aerodynamic efficiency and optimise airflow around the cab to help enhance energy efficiency and overall vehicle performance.
Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget is introduced with the 1.60 update. Its primary purpose is to enable a new, more immediate, and concise way of displaying relevant job info. Also, in response to community feedback, the GPS now displays the estimated arrival day and time, along with the remaining travel time and distance.
You can enable the Job Details Widget through the Widget Options menu (F6). The widget displays key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.
This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.
Alongside this change, the Fatigue system is now split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.
The Rest State, symbolised by a bed icon, now gradually depletes rather than recovers over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.
The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, functions more strictly. In Euro Truck Simulator 2, drivers may drive for up to 10 hours before taking a mandatory break, which requires 9 consecutive hours of rest. You can read more about this feature here.
Vehicles
Visual
Sound
UI/UX
Don't forget to also give our X/Twitter, Instagram, Facebook, Bluesky, TikTok, and YouTube a follow, as you'll receive updates about our games straight to your feed! Or subscribe to our newsletter to stay informed. Happy haulin'!
SteamOS 3.8.10 has just been released for all users with the following changes:
These notes contain all changes since the previous SteamOS 3.7 stable release. See here for changes since the previous SteamOS 3.8.9 beta release.
General
Updated Arch system base
Initial support for upcoming Steam Machine hardware
Added support for waking from sleep via connected Steam Controller
Substantially improved speed of future OS updates on high-speed connections
Improved support for screen casting in Game Mode (e.g. OBS/Discord)
Fixed dropdown menus not appearing in some games
Fixed excessive trackpad sensitivity on certain early Steam Deck LCD models
Improved support for games that attempt to open PDF files in external viewers
Fixed an issue where video output could become frozen while using Remote Play
Fixed a possible session crash when using Game Recording with certain "Maximum video height" settings
Fixed an issue affecting certain titles (such as "SpongeBob SquarePants: Titans of the Tide") where the game window could have an incorrect position
Fixed closing certain titles (such as "STAR WARS Jedi: Survivor™" and Starfield) resulting in a session crash
Improved support for certain USB racing wheels and USB devices that boot in a non-standard mode
Frequently these are devices that appear as USB storage devices with a driver installer, and must be switched to their normal mode by the OS
Steam Deck controller firmware updates now display update progress on the splash screen
Fixes issue on specific Steam Deck revisions where firmware updates could render the left controller inoperative for that session
Numerous stability and security updates
Display / Performance
Updated graphics driver with performance and stability fixes
Added preliminary support for HDMI VRR for devices with native HDMI output
Fixed an issue where "Allow Tearing" wouldn't have the intended effect in certain configurations
Improved VRR frame pacing
Fixed FSR badge remaining off in the performance overlay, even if it was actually active
Fixed a case where per-app performance settings would intermittently fail to apply when launching a game
Added missing graphics features needed for titles such as "Crimson Desert"
Fixed an issue on certain TCL TVs where the display may remain blank using the Steam Deck Dock when VRR is enabled (requires a Dock firmware update)
Bluetooth / WiFi
Fixed a case where WiFi performance could become degraded until the device was put to sleep or manually reconnected
Re-re-enable Bluetooth Wake for Steam Deck LCD
Fix for more spurious wake issues that were present in earlier attempts
Audio
Detect HDMI channel count and expose surround configuration if available
Add a setting to allow using Bluetooth headset mics (Bluetooth playback quality will be worse while capture is active)
Restore internal audio device on reboot if set to "Off" in desktop mode
Increase suspend timeout for HDMI devices so initial audio isn't cut off after a few seconds of inactivity
Fixed a bug with switching input devices when a wired headset is plugged in
Fixed an issue where audio underruns could be experienced after sleep/resume
Fixed a bug on Steam Deck OLED where rebooting would occasionally cause a loss of speaker output until rebooted again
Fixed a case where FPS limits would fail to apply when downscaling games from a higher resolution
Accessibility
Added an option to force mono audio output
Desktop Mode
KDE Plasma updated to version 6.4.3 from 6.2.5, and now uses wayland by default
Fixes several cases of reduced performance in Desktop Mode compared to Game Mode
Improved support for rotated displays
Better scale factor out of the box on TVs
Adds support for external HDR displays
Adds support for VRR displays
Adds support per-display scale factor
For more information, see Plasma release announcements
Keyboard layout and language are now obeying Game Mode settings
Improved windowing behavior for games running in Proton
Fixed a bug in Desktop Mode causing previously open applications to not be remembered when using the 'Return to Gaming Mode' shortcut to logout
Fixes for experimental nested desktop mode
Fixed Desktop Mode night color settings inappropriately remaining active when switching back to Game Mode
System Firmware
Includes Steam Deck LCD BIOS v133
Security updates
Added "Memory Power Down" setup option
Preliminary support for hibernation
Includes Steam Deck OLED BIOS v114
Security updates
Charging LED now changes color when charge limit is reached, rather than only at 100%
Non-Deck
Improved compatibility with recent Intel and AMD platforms
Greatly improved video memory management on discrete GPU platforms
Fixed a compatibility issue with the SteamOS chainloader that could cause a boot failure on some desktop systems with recent UEFI firmware
Power button short and long presses now supported across a wide variety of devices
Improved controller support for OneXPlayer F1 series, GPD Win 5, GPD Win Mini, Anbernic Win600, OrangePi NEO, and Lenovo Legion Go
Added controller support for OneXPlayer X1 series and Lenovo Legion Go 2
Added system and controller firmware update support for the Lenovo Legion Go 2
Added preliminary charge limiting support for Legion Go, Legion Go S, and Legion Go 2 - currently only accessible in Desktop Mode
Added controller RGB LED color settings for the Lenovo Legion Go 2
Added controller, TDP control, and speaker audio support for the ASUS ROG Xbox Ally series
Reduced handheld controller input latency from 5-8ms to 100-500us
Night mode, color vibrance, and color temperature sliders in Steam now work on Z2E and later AMD APUs
Seamless boot fixes for Z2E and later AMD APUs
Automatically handle internally rotated display for some third-party handhelds
Improved motion control support for handhelds with BMI260 IMUs
SD card reliability improvements for some third-party handhelds, including ASUS ROG Xbox Ally, Legion Go 1, Legion Go S, Legion Go 2, and MSI Claw
Fixed washed out colors for Zotac and OneXPlayer handhelds with OLED
Fixed some GPU hangs on Phoenix APU devices (Tales of Arise, Octopath Traveler II)
Fixed ASUS ROG Ally power consumption from fingerprint reader while shut down
Fixed trackpad losing functionality after sleep/resume on the Legion Go
Fixed spurious wake-ups when using a Logitech Bolt receiver
Add controller support for MSI Claw devices (A1M, 7 AI+ A2VM, 8 AI+ A2VM, A8 BZ2EM)
Add controller support for OneXPlayer APEX and X1 series.
Improved gyro response for devices that use AccelGyro3D (Legion Go 1, Claw A1M)
Fixed a system crash on international Asus ROG Xbox Ally models
Fix Bluetooth not working on some Intel handhelds
Add initial firmware for upcoming Intel handhelds
Developer
Desktop Mode now uses Wayland by default
X11 support may still be selected via Steam developer settings, or via `steamosctl`
Updated Linux kernel to 6.16
Steam now uses steamos-manager to query available desktop sessions and trigger desktop session switching
Added support for setting the desktop password in developer settings
Initial support for running as a Virtual Machine guest (virtio guest drivers)
Added support for third-party devices to trigger the SteamOS boot menu via EFI variable
Added `custom-update` verb to `atomupd-manager` for easier testing of specific builds
System reports now include more audio debug information
Initial support for LAVD CPU scheduler via `steamosctl set-cpu-scheduler lavd`
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
These notes contain all changes since the current stable SteamOS 3.7 release, with the new changes since the previous 3.8.9 Beta noted below
New in 3.8.10
Fixed a 3.8 regression preventing the typing of certain characters (including [c]<>()[/c]) on the Steam on-screen keyboard in Desktop mode
Fixed a case where FPS limits would fail to apply when downscaling games from a higher resolution
Fixed Desktop Mode night color settings inappropriately remaining active when switching back to Game Mode
Fixed a 3.8 regression that would sometimes cause a Game Mode crash when exiting certain games (such as Forza Horizon 6)
General
Fixed a case where WiFi performance could become degraded until the device was put to sleep or manually reconnected
Fixed excessive trackpad sensitivity on certain early Steam Deck LCD models
Fixed a bug on Steam Deck OLED where rebooting would occasionally cause a loss of speaker output until rebooted again
Initial support for upcoming Steam Machine hardware
Added support for waking from sleep via connected Steam Controller
Added preliminary support for HDMI VRR for devices with native HDMI output
Updated Arch system base
Updated graphics driver with performance and stability fixes
Fixed an issue where "Allow Tearing" wouldn't have the intended effect in certain configurations
Fixed a case where per-app performance settings would intermittently fail to apply when launching a game
Substantially improved speed of future OS updates on high-speed connections
Improved support for the screencasts in Game Mode (e.g. OBS/Discord)
Fixed dropdown menus not appearing in some games
Improved VRR frame pacing
Fixed FSR badge remaining off in the performance overlay, even if it was actually active
Improved support for games that attempt to open PDF files in external viewers
Fixed an issue where video output could become frozen while using Remote Play
Fixed a possible session crash when using Game Recording with certain "Maximum video height" settings
Added missing graphics features needed for titles such as "Crimson Desert"
Fixed an issue affecting certain titles (such as "SpongeBob SquarePants: Titans of the Tide") where the game window could have an incorrect position
Fixed closing certain titles (such as "STAR WARS Jedi: Survivor™") and Starfield resulting in a session crash
Improved support for certain USB racing wheels and USB devices that boot in a non-standard mode
Frequently these are devices that appear as USB storage devices with a driver installer, and must be switched to their normal mode by the OS
Steam Deck controller firmware updates now display update progress on the splash screen
Fixes issue on specific Steam Deck revisions where firmware updates could render the left controller inoperative for that session
Fixes for experimental nested desktop mode
Numerous stability and security updates
Fixed an issue on certain TCL TVs where the display may remain blank using the Steam Deck Dock when VRR is enabled (requires a Dock firmware update)
Bluetooth
Re-re-enable Bluetooth Wake for Steam Deck LCD
Fix for more spurious wake issues that were present in earlier attempts
Audio
Detect HDMI channel count and expose surround configuration if available
Add a setting to allow using Bluetooth headset mics (Bluetooth playback quality will be worse while capture is active)
Restore internal audio device on reboot if set to "Off" in desktop mode
Increase suspend timeout for HDMI devices so initial audio isn't cut off after a few seconds of inactivity
Fixed a bug with switching input devices when a wired headset is plugged in
Fixed an issue where audio underruns could be experienced after sleep/resume
Accessibility
Added an option to force mono audio output
Desktop Mode
KDE Plasma updated to version 6.4.3 from 6.2.5, and now uses wayland by default
Fixes several cases of reduced performance in Desktop Mode compared to Game Mode
Improved support for rotated displays
Better scale factor out of the box on TVs
Adds support for external HDR displays
Adds support for VRR displays
Adds support per-display scale factor
For more information, see Plasma release announcements
Keyboard layout and language are now obeying Game Mode settings
Improved windowing behavior for games running in Proton
Fixed a bug in Desktop Mode causing previously open applications to not be remembered when using the 'Return to Gaming Mode' shortcut to logout
System Firmware
Includes Steam Deck LCD BIOS v133
Security updates
Added "Memory Power Down" setup option
Preliminary support for hibernation
Includes Steam Deck OLED BIOS v114
Security updates
Charging LED now changes color when charge limit is reached, rather than only at 100%
Non-Deck
Improved compatibility with recent Intel and AMD platforms
Greatly improved video memory management on discrete GPU platforms
Fixed a compatibility issue with the SteamOS chainloader that could cause a boot failure on some desktop systems with recent UEFI firmware
Power button short and long presses now supported across a wide variety of devices
Improved controller support for OneXPlayer F1 series, GPD Win 5, GPD Win Mini, Anbernic Win600, OrangePi NEO, and Lenovo Legion Go
Added controller support for OneXPlayer X1 series and Lenovo Legion Go 2
Added system and controller firmware update support for the Lenovo Legion Go 2
Added preliminary charge limiting support for Legion Go, Legion Go S, and Legion Go 2 - currently only accessible in Desktop Mode
Added controller RGB LED color settings for the Lenovo Legion Go 2
Added controller, TDP control, and speaker audio support for the ASUS ROG Xbox Ally series
Reduced handheld controller input latency from 5-8ms to 100-500us
Night mode, color vibrance, and color temperature sliders in Steam now work on Z2E and later AMD APUs
Seamless boot fixes for Z2E and later AMD APUs
Automatically handle internally rotated display for some third-party handhelds
Improved motion control support for handhelds with BMI260 IMUs
SD card reliability improvements for some third-party handhelds, including ASUS ROG Xbox Ally, Legion Go 1, Legion Go S, Legion Go 2, and MSI Claw
Fixed washed out colors for Zotac and OneXPlayer handhelds with OLED
Fixed some GPU hangs on Phoenix APU devices (Tales of Arise, Octopath Traveler II)
Fixed ASUS ROG Ally power consumption from fingerprint reader while shut down
Fixed trackpad losing functionality after sleep/resume on the Legion Go
Fixed spurious wake-ups when using a Logitech Bolt receiver
Add controller support for MSI Claw devices (A1M, 7 AI+ A2VM, 8 AI+ A2VM, A8 BZ2EM)
Add controller support for OneXPlayer APEX and X1 series.
Improved gyro response for devices that use AccelGyro3D (Legion Go 1, Claw A1M)
Fixed a system crash on international Asus ROG Xbox Ally models
Fix Bluetooth not working on some Intel handhelds
Add initial firmware for upcoming Intel handhelds
Developer
Desktop Mode now uses Wayland by default
X11 support may still be selected via Steam developer settings, or via `steamosctl`
Updated Linux kernel to 6.16
Steam now uses steamos-manager to query available desktop sessions and trigger desktop session switching
Added support for setting the desktop password in developer settings
Initial support for running as a Virtual Machine guest (virtio guest drivers)
Added support for third-party devices to trigger the SteamOS boot menu via EFI variable
Added `custom-update` verb to `atomupd-manager` for easier testing of specific builds
System reports now include more audio debug information
Initial support for LAVD CPU scheduler via `steamosctl set-cpu-scheduler lavd`
In today's blog, we take you along on a trip to the town of Akureyri, which you will be able to visit yourself when the upcoming Iceland DLC for Euro Truck Simulator 2 releases. So let's take a look!
Akureyri is the fourth-largest city in Iceland and is often referred to as the Capital of the North due to its location and importance to the region. Nestled on the shores of Eyjafjörður, Iceland's longest fjord, the town enjoys a spectacular setting beneath snow-capped mountain peaks, with the Glerá River flowing through its heart.
The earliest records of settlement in the area date back to the 9th century. However, it was not until the 18th century that Akureyri began to develop into an important commercial center, thanks to its harbor and proximity to rich fishing grounds. Today, it is Iceland's second-largest port and serves as a major hub for the country's fishing industry, as well as for cruise ships and cargo transport.
Drivers traveling along Route 1, also known as the Ring Road, will pass directly through the center of Akureyri. From there, several side roads branch off toward the harbor, industrial areas, and local food-processing facilities. In the port district, truckers can deliver cargo to a marine logistics center, a shipyard, and an electronics manufacturing depot.
One of Akureyri's most recognizable landmarks is Akureyrarkirkja, a striking church designed in 1940 by Guðjón Samúelsson, the architect behind Hallgrímskirkja in Reykjavík, Iceland's most famous church.
Players will also recognize a number of other landmarks inspired by their real-world counterparts, including the Hof Cultural and Conference Centre on the waterfront and the Akureyri Art Museum, with its famous colorful pavement leading to its entrance. The town is also a great spot for whale watching tours, which is why we've also included the local whale watching center.
We hope you'll fall in love with Akureyri, with its colourful houses and stunning natural surroundings. If you do, you might even buy a garage in town and transform it into your company's northern Iceland branch.
If you are eager to be trucking in this upcoming map expansion, don't forget to support us by adding the Iceland DLC to your Steam wishlist.
Also, remember to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok a follow as you'll receive updates not only about Iceland, but also other news from our games straight to your feed. Or subscribe to our newsletter to stay informed. Until next time, safe travels!
We're excited to announce that the 1.60 update for American Truck Simulator has officially been released and is now available on Steam!
Before we head to the news, we would like to thank everyone who took part in the Open Beta and reported any issues or provided general feedback on our forum. This makes it much easier for our team to fine-tune everything and helps ensure a smooth transition to the full update release.
Game Radio
With the 1.60 update, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.
Players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also a radio station designed to help content creators, and we are committed to doing our best to keep it stream-safe.
Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.
Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.
Improved Material System
The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.
During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ATS are the Mack Anthem and the Western Star 49X. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
Light Tweaks
We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.
Players' Company Paint Jobs
Players are now able to customize their trucks and trailers with a brand-new collection of company-themed paint jobs inspired by the selectable company identities available when creating a driver profile. These designs bring a more cohesive and professional visual style to your fleet while fitting naturally into the world of ATS.
One of the biggest focuses during development was ensuring that every paint job feels unique, depending on the type of trailer it is applied to. Rather than simply using one design across all trailer models, our teams carefully adapted each company's paint scheme to match the shapes and details of different trailer types. Whether you’re hauling cargo with a tanker, transporting materials in a dumper, or pulling a traditional box trailer, each variant features its own tailored details and layout. You can find out more in our blog here.
Kenworth TourAmerica Paint Jobs
We're also pleased to introduce the TourAmerica paint jobs for the Kenworth W900 and Kenworth T680 2022 as free content for all players. Inspired by the iconic TourAmerica T600 livery from the 1990s, this special design was recently reimagined by Kenworth as part of the Freedom 250 initiative, a nationwide celebration marking the 250th anniversary of the United States and honoring the legacy of American trucking. You can see more in our blog here.
Job Details Widget
Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget is introduced with the 1.60 update. Its primary purpose is to enable a new, more immediate, and concise way of displaying the relevant job info. Also, in response to community feedback, the GPS now displays the estimated arrival day and time, along with the remaining travel time and distance.
You can enable the Job Details Widget through the Widget Options menu (F6). The widget displays key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.
Expanded Rest Mechanic
This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.
Alongside this change, the Fatigue system is now split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.
The Rest State, symbolised by a bed icon, now gradually depletes rather than recovers over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.
The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, functions more strictly. In American Truck Simulator, drivers can stay on the road for up to 14 hours before they must take a mandatory break, requiring 10 consecutive hours of rest afterward. You can read more about this feature here.
Changelog:
Vehicles
Visual
Sound
UI/UX
We hope you are also excited to try out all the new features! Make sure to keep up to date with the future updates by following us on X/Twitter, Facebook, BlueSky, YouTube, and Instagram, and by subscribing to our newsletter! Until next time, happy haulin'!
The June edition of Steam Next Fest is live, with developers all over the world sharing their upcoming releases with you before they even launch! Peep our trailer (above) for a taste.
All week you'll find free demos to play across all genres, plus livestreams and developer chats throughout the week. Don't forget to wishlist your favorites to stay in-the-know as those games get ready for their official debut.
Steam Next Fest is on now through June 22nd at 10 a.m. Pacific. See you there!


Announcing the next edition of Steam Next Fest, a week-long celebration of upcoming games. Save the date for the June 2026 edition, headed to Steam June 15 through 22! Explore and play hundreds of demos, watch developer livestreams, and chat with the teams about their games in progress, coming soon to Steam.

A new SCS On The Road episode has just arrived! Buckle up and join us as we take you along for the amazing Volvo Days: Influencer Day event, where we were invited by Volvo Construction Equipment.
After the last one two years ago, Volvo CE once again hosted its well-known Volvo Days event at their Customer Center in Eskilstuna, Sweden, showcasing its latest products to customers and the public.
This year, Volvo invited us to attend the event and also approached us to help connect them with content creators from our community to take part in the Influencer Day, held on May 28. Together, we joined fellow influencers such as Gamekeepers_cz, TheNorthernAlex, Polmanzan, Iwona Blecharczyk, and others for a day that began with an amazing machine show and continued with hands-on experience operating Volvo CE equipment and Volvo trucks. Now, let's watch the episode!
We would like to extend a huge thank you to Volvo Construction Equipment and their staff for inviting us to this incredible event, providing great hospitality, and giving us the opportunity to experience their vast product line hands-on! You can find more information about the Volvo Days event here.
If you enjoyed this episode, make sure to show your appreciation by following Volvo CE on Facebook, Instagram, YouTube, or LinkedIn.
And if you would like to transport some Volvo CE machines in our games, you can check out the Volvo Construction Equipment DLC for Euro Truck Simulator 2 here, and for American Truck Simulator here.
Also, don't forget to stay connected with all the latest news and upcoming episodes by following us on X/Twitter, Facebook, Instagram, Bluesky, TikTok, and YouTube, or by subscribing to our newsletter. Until next time, happy haulin'!
Two weeks ago, we had the pleasure of opening our doors to the public as part of the Open House Praha Festival, welcoming visitors to our headquarters in Prague. As a festival dedicated to architecture, urbanism, and exceptional spaces that are not normally accessible to the public, Open House Praha offers a unique opportunity to explore some of the city's most interesting buildings and interiors.
As the first tenant of the Roztyly Plaza office building in Chodov, awarded Building of the Year 2024, we were proud to take part in this event and share our workplace with visitors. Throughout the weekend, guests joined guided tours across our offices, discovering not only where we create our games but also the architectural and technological solutions that make this space unique.
Designed by Studio Perspektiv, our offices span several floors and are built around the concept of an adventurous journey through a microworld where nature and technology intertwine. During the tours, visitors learnt more about the architectural vision behind the interior design, as well as the technical aspects of the workspace, including its acoustic design, ventilation systems, and the solutions implemented to create a comfortable and inspiring environment for our teams.
Guests were also able to explore many of the facilities available to employees, including the fitness center, rooms dedicated to massages and meditation, spaces for board games, and even our own movie theater. One of the most striking features of the interior is the monumental red staircase known as Diamant, which connects all three floors of the company and serves as a central architectural element of the space.
Alongside the architectural and technical aspects of the offices, we were happy to share more about SCS Software, our projects, and the work that takes place within these spaces every day. It was a pleasure to meet so many visitors, answer their questions, and showcase the environment where our teams collaborate and create.
A big thank you goes out to everyone who stopped by, as well as to the organizers of Open House Praha for making this event possible. We truly enjoyed welcoming you to our offices and sharing this experience with you.
If you weren't able to visit us during Open House Praha, or would simply like to take another look around, you can explore our offices virtually through Google Street View.
Make sure to follow us on our social media channels X/Twitter, Facebook, Instagram, Bluesky, YouTube, or subscribe to our newsletter so you don't miss any news or behind-the-scenes.
Expanding American Truck Simulator into Canada is much more than just adding new roads and cities. As our teams work on bringing British Columbia, our first Canadian province to ATS, a lot of work is taking place behind the scenes to ensure it feels authentic and recognizable.
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
These notes contain all changes since the current stable SteamOS 3.7 release, with the new changes since the previous 3.8.8 Beta noted below
New in 3.8.9
Fixed a 3.8 regression where "Allow Tearing" could result in graphical artifacts beyond the expected tear line
Improved dynamic detection of HDMI audio channel count on hotplug
Even more stability and security updates
General
Fixed a case where WiFi performance could become degraded until the device was put to sleep or manually reconnected
Fixed excessive trackpad sensitivity on certain early Steam Deck LCD models
Fixed a bug on Steam Deck OLED where rebooting would occasionally cause a loss of speaker output until rebooted again
Initial support for upcoming Steam Machine hardware
Added support for waking from sleep via connected Steam Controller
Added preliminary support for HDMI VRR for devices with native HDMI output
Updated Arch system base
Updated graphics driver with performance and stability fixes
Fixed an issue where "Allow Tearing" wouldn't have the intended effect in certain configurations
Fixed a case where per-app performance settings would intermittently fail to apply when launching a game
Substantially improved speed of future OS updates on high-speed connections
Improved support for the screencasts in Game Mode (e.g. OBS/Discord)
Fixed dropdown menus not appearing in some games
Improved VRR frame pacing
Fixed FSR badge remaining off in the performance overlay, even if it was actually active
Improved support for games that attempt to open PDF files in external viewers
Fixed an issue where video output could become frozen while using Remote Play
Fixed a possible session crash when using Game Recording with certain "Maximum video height" settings
Added missing graphics features needed for titles such as "Crimson Desert"
Fixed an issue affecting certain titles (such as "SpongeBob SquarePants: Titans of the Tide") where the game window could have an incorrect position
Fixed closing certain titles (such as "STAR WARS Jedi: Survivor™") and Starfield resulting in a session crash
Improved support for certain USB racing wheels and USB devices that boot in a non-standard mode
Frequently these are devices that appear as USB storage devices with a driver installer, and must be switched to their normal mode by the OS
Steam Deck controller firmware updates now display update progress on the splash screen
Fixes issue on specific Steam Deck revisions where firmware updates could render the left controller inoperative for that session
Fixes for experimental nested desktop mode
Numerous stability and security updates
Fixed an issue on certain TCL TVs where the display may remain blank using the Steam Deck Dock when VRR is enabled (requires a Dock firmware update)
Bluetooth
Re-re-enable Bluetooth Wake for Steam Deck LCD
Fix for more spurious wake issues that were present in earlier attempts
Audio
Detect HDMI channel count and expose surround configuration if available
Add a setting to allow using Bluetooth headset mics (Bluetooth playback quality will be worse while capture is active)
Restore internal audio device on reboot if set to "Off" in desktop mode
Increase suspend timeout for HDMI devices so initial audio isn't cut off after a few seconds of inactivity
Fixed a bug with switching input devices when a wired headset is plugged in
Fixed an issue where audio underruns could be experienced after sleep/resume
Accessibility
Added an option to force mono audio output
Desktop Mode
KDE Plasma updated to version 6.4.3 from 6.2.5, and now uses wayland by default
Fixes several cases of reduced performance in Desktop Mode compared to Game Mode
Improved support for rotated displays
Better scale factor out of the box on TVs
Adds support for external HDR displays
Adds support for VRR displays
Adds support per-display scale factor
For more information, see Plasma release announcements
Keyboard layout and language are now obeying Game Mode settings
Improved windowing behavior for games running in Proton
Fixed a bug in Desktop Mode causing previously open applications to not be remembered when using the 'Return to Gaming Mode' shortcut to logout
System Firmware
Includes Steam Deck LCD BIOS v133
Security updates
Added "Memory Power Down" setup option
Preliminary support for hibernation
Includes Steam Deck OLED BIOS v114
Security updates
Charging LED now changes color when charge limit is reached, rather than only at 100%
Non-Deck
Improved compatibility with recent Intel and AMD platforms
Greatly improved video memory management on discrete GPU platforms
Fixed a compatibility issue with the SteamOS chainloader that could cause a boot failure on some desktop systems with recent UEFI firmware
Power button short and long presses now supported across a wide variety of devices
Improved controller support for OneXPlayer F1 series, GPD Win 5, GPD Win Mini, Anbernic Win600, OrangePi NEO, and Lenovo Legion Go
Added controller support for OneXPlayer X1 series and Lenovo Legion Go 2
Added system and controller firmware update support for the Lenovo Legion Go 2
Added preliminary charge limiting support for Legion Go, Legion Go S, and Legion Go 2 - currently only accessible in Desktop Mode
Added controller RGB LED color settings for the Lenovo Legion Go 2
Added controller, TDP control, and speaker audio support for the ASUS ROG Xbox Ally series
Reduced handheld controller input latency from 5-8ms to 100-500us
Night mode, color vibrance, and color temperature sliders in Steam now work on Z2E and later AMD APUs
Seamless boot fixes for Z2E and later AMD APUs
Automatically handle internally rotated display for some third-party handhelds
Improved motion control support for handhelds with BMI260 IMUs
SD card reliability improvements for some third-party handhelds, including ASUS ROG Xbox Ally, Legion Go 1, Legion Go S, Legion Go 2, and MSI Claw
Fixed washed out colors for Zotac and OneXPlayer handhelds with OLED
Fixed some GPU hangs on Phoenix APU devices (Tales of Arise, Octopath Traveler II)
Fixed ASUS ROG Ally power consumption from fingerprint reader while shut down
Fixed trackpad losing functionality after sleep/resume on the Legion Go
Fixed spurious wake-ups when using a Logitech Bolt receiver
Add controller support for MSI Claw devices (A1M, 7 AI+ A2VM, 8 AI+ A2VM, A8 BZ2EM)
Add controller support for OneXPlayer APEX and X1 series.
Improved gyro response for devices that use AccelGyro3D (Legion Go 1, Claw A1M)
Fixed a system crash on international Asus ROG Xbox Ally models
Fix Bluetooth not working on some Intel handhelds
Add initial firmware for upcoming Intel handhelds
Developer
Desktop Mode now uses Wayland by default
X11 support may still be selected via Steam developer settings, or via `steamosctl`
Updated Linux kernel to 6.16
Steam now uses steamos-manager to query available desktop sessions and trigger desktop session switching
Added support for setting the desktop password in developer settings
Initial support for running as a Virtual Machine guest (virtio guest drivers)
Added support for third-party devices to trigger the SteamOS boot menu via EFI variable
Added `custom-update` verb to `atomupd-manager` for easier testing of specific builds
System reports now include more audio debug information
Initial support for LAVD CPU scheduler via `steamosctl set-cpu-scheduler lavd`
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
Remote Play
The enhanced streaming presets use "Unlimited" (adaptive up to 250 Mbit/s) bandwidth
Steam Input
Fixed an issue with saving out autosaves with multiple Xbox controllers of the same type connected
Note: this beta client was re-released on 6/13 to fix a regression with editing configurations while in a beta branch for a game
The Steam Client Beta has been updated with the following changes:
Remote Play
The enhanced streaming presets use "Unlimited" (adaptive up to 250 Mbit/s) bandwidth
Steam Input
Added the -gameinput command line option to enable Microsoft GameInput controller support
Fixed an issue with saving out autosaves with multiple Xbox controllers of the same type connected
Our #BestCommunityEver, today we'd like to share with you an early look at a feature currently in development for both Euro Truck Simulator 2 and American Truck Simulator, known internally as the Multi-Function Display (MFD).
As many of you know, over the years, both games have continued to grow with new systems, gameplay features, assists, vehicle options, and controls. While this has allowed players to tailor their experience in a variety of ways, it has also gradually increased the amount of information, shortcuts, and menus players need to manage on the road.
With the MFD, our goal is to create a more unified and intuitive way to access vehicle functions directly in-game, without needing to interrupt your experience or remember dozens of key-binds.
Introducing the Multi-Function Display
The MFD is an in-game interface accessible from both interior and exterior camera views. From there, you can quickly navigate through various categories and vehicle systems such as driving assists, lighting controls, vehicle adjustments, media functions, trip information, and more.
One of the main goals of this feature is to reduce interruptions while accessing vehicle systems and information. In most situations, opening the MFD will not pause gameplay, and vehicle controls will remain responsive during interaction.
At the same time, we know usability and minimising distraction are extremely important. So, a lot of our work during prototyping and testing is focused on making sure the system feels quick, readable, and comfortable to use. We’ve also drawn inspiration from modern vehicle interfaces in an effort to create a more believable menu, while still keeping quick access to some of the more abstract gameplay settings for convenience.
Designed Around Accessibility and Discoverability
Another important goal behind this feature is discoverability.
Over time, ETS2 and ATS have accumulated a very large number of functions and controls that many players may never fully discover or use. The MFD is intended to help surface these systems more naturally by presenting available functions together in-context, while also displaying their related key-binds directly within the menu.
This does not mean we expect every player to suddenly change the way they interact with the game overnight. Some players prefer using dedicated key-binds and muscle memory, and those methods will continue to remain important. Instead, we see the MFD as an additional layer that can make operating your vehicle easier and more approachable, especially as both games continue to evolve.
Different control setups are also something we are carefully considering throughout development. The MFD is being designed to support keyboard, mouse, wheel, and controller users alike, with customisable navigation controls.
Building on Recent Interface Improvements
The MFD has been part of a vision to improve the overall in-game driving interface and accessibility of vehicle systems for quite some time. At the same time, we know recent interface-related changes have sparked a lot of discussion within the community, and many of your comments and observations have helped shape internal conversations about where improvements can still be made.
This ongoing feedback has already led to several additions to the updated Route Advisor. Since its release, we have introduced a Damage Widget displaying truck, trailer, and cargo condition, a Finances Widget for tracking your company savings and income, and, with 1.60, a Job Info Widget with details about your current delivery, each of which may be individually hidden.
We are also reworking the Quick Info menu to better align with other in-game interfaces and reflect community feedback. Our current direction is focused on creating a simpler layout that does not obstruct the view while still allowing quick access to functions such as the controls layout, widget settings, Photo Mode, and Services and Adjustments. Functions related to Services and Adjustments are also being integrated into the MFD, allowing players to access them from either interface.
These are relatively small additions on their own, but they're part of a much larger ongoing effort to improve usability, information access, and customisation while driving. We know there is still more work ahead, and we are continuing to explore further improvements and adjustments throughout development.
That is also one of the reasons we wanted to begin sharing this feature earlier in its development process.
Still a Work in Progress
The MFD is still in active prototyping. While the core direction and functionality are already taking shape, many details may continue to evolve as we conduct further internal testing and gather feedback during later stages of development.
We are very excited about the possibilities this system opens up, not only for trucks, but eventually for other vehicle types as well.
As always, we look forward to hearing your constructive thoughts once the time comes to put the feature into your hands. Until then, we hope you enjoyed this early look at what is currently being worked on behind the scenes.
Until next time, keep on truckin'.
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
General
Fixed video autoplay not working in some cases.
Fixed webusb notifications showing for some devices when connected.
Steam Input
Fixed a case where newly exported templates would not show up in the controller configurator until restarting the Steam client
The Steam Client Beta has been updated with the following changes:
General
Fixed a crash at startup on older Windows 10 systems introduced in yesterday's beta update
Fixed video autoplay not working in some cases.
Fixed webusb notifications showing for some devices when connected.
Steam Input
Fixed a rumble related handle leak in the Xbox Extended Feature driver on Windows
Fixed a case where newly exported templates would not show up in the controller configurator until restarting the Steam client
Behind every new feature in our games is a dedicated team of talented people working together to bring ideas to life. In this special edition of our Meet the Team, we'd like to introduce some of the people who have been instrumental in creating Game Radio, from the earliest concepts to its implementation in both Euro Truck Simulator 2 and American Truck Simulator.
Mrazik - Producer
"During our console development efforts, I've quickly realised that the game's soundscape is an underexplored territory within our games. There's a saying that 'sound is half of the picture', and especially when you're chilling out with a controller in hand, you appreciate a well-tailored musical experience smoothly integrated into the game. I have made it my personal challenge to tackle this effort and venture into the unknown, forming a vision and a team to deliver a result I would personally love as a player myself, and I'm extremely proud of everyone who fell in love with the idea and helped make it a reality.
We've got many plans on how to develop the radio platform in the future, and this is just the starting line. I genuinely hope you love the end result as much as I do, because every road trip is better with a soundtrack!"
Damiana - Radio Producer & Audio Designer
"Before joining SCS Software, I spent over five years shaping the sonic identity of Czech Radio podcasts as a sound designer, composer, and co-editor. When I got the opportunity to bring that experience to SCS nine months ago as Radio Producer & Audio Designer and to lead the Game Radio project, it was a no-brainer.
As someone who lives and breathes music, I know how much a single song can change an experience. It sets the mood, triggers unexpected emotions, and makes a fictional world feel real. That mindset naturally carried over to SCS, where I took full creative ownership of the in-game radio stations from the ground up. I’m responsible for defining each station’s brand and sonic identity, curating and processing music for in-game use, and coordinating closely with the whole team (who are amazing, by the way) to make every frequency feel alive.
I’m incredibly excited to hear feedback from the community and to keep building the next chapter of our game’s radio world."
Zuzka - Junior Game Designer
"Hi, truckers! My name is Zuzka, and I’ve been working at SCS Software for almost three years now. I started out as a 2D graphic designer, then moved on to leading the 2D branding team for ATS, and finally landed my current position as a UX game designer. In this role, I took on the task of creating Game Radio. In addition to designing the behaviour of the feature and solving all related issues, I also helped establish guidelines for the creation of the visual identity of each Game Radio station, so I had the opportunity to combine my skills as a UX designer with my graphic design background. All of this has been done with the support of an enthusiastic team of great colleagues who did their very best to bring you an enjoyable experience.
I hope you will love Game Radio as much as we do! Rest assured that the development of the radio is just getting started with this update, and we have plenty of exciting ideas in store for you."
Raivis - Junior Programmer
"I've been at SCS for almost two years now, though it really doesn't feel that long. During this time, I've worked as a programmer on various features, both for the game itself and for the supporting tools.
These past few months, I've been the main programmer for Game Radio, which was exciting because I got to create something new, not just tweak an existing feature, although there were plenty of things that needed to be changed for existing stuff as well.
As for the future, I'm excited for what we have planned for this feature, and I can't wait to work on it."
Petr - Console & UI/UX QA Lead
"Hi, my name is Petr, and I've been part of SCS Software for five and a half years. During the development of Game Radio, I worked closely with our Game Design team, brainstorming what we wanted the radio feature to offer and how we could improve the overall user experience. I also helped coordinate production efforts, organised internal playtesting sessions across the company, and participated in functional testing to ensure everything worked as intended.
Throughout development, I gathered a lot of valuable feedback from both our colleagues at SCS and members of the community on social media. Seeing people's reactions and suggestions has been incredibly rewarding, and I'm excited about the future of Game Radio and the opportunities we have to continue expanding the feature with new ideas and improvements."
Misha - Researcher
"My name is Misha, and I've been working at SCS Software for the past 3 years as a researcher, with my biggest project so far being the British Columbia DLC. For the radio feature, alongside research, I've mainly focused on building the identities of the radio stations - defining their philosophy, values, and overall creative direction.
What I enjoy most about this work is turning a large amount of ideas and research into something clear and meaningful. The process can feel chaotic at first, but over time, each station develops its own distinct personality, which then shapes everything from the visual identity to the content itself.
Outside of work, my two biggest passions are composing music and playing video games, so working on the radio feature has been an ideal combination of both worlds for me. I'm really excited for players to experience our in-game world while listening to the new radio stations we've been creating!"
Ales - Junior Producer
"Hi, I’m Aleš, and July marks my first completed year onboard the SCS truck. Prior to working here, I dedicated my working efforts in the gaming industry to community management, PR, and marketing. In SCS, I have the privilege to explore possibilities of being a producer, which I very much enjoy. Generally, I focus on the production of map DLCs for American Truck Simulator, but as a producer, I have the option to try to lend a helping hand to various projects, such as Game Radio.
Unlike other members of the team, my contribution was mostly indirect, focusing on operational support, coordination of tasks and meetings, and overall team progress.
I am very much looking forward to any endeavours of Game Radio, since, in my honest opinion, it has huge potential to add a nice melodic flavour to further enhance the experience of driving the roads of Euro Truck Simulator 2 and American Truck Simulator."
Karina - 2D Graphic Designer
"My journey with SCS Software started almost five years ago, back when I was still a university student. Since then, I’ve become a 2D artist and had the opportunity to work with the 2D design team on the branding for the in-game radio stations. We especially enjoyed this unique task because each station had its own atmosphere and visual style that we needed to capture. It was a refreshing change from our usual routine, and I’m really looking forward to seeing the stations become part of the game."
We hope you've enjoyed getting to know some of the talented people who helped bring Game Radio to life. Features like this are the result of collaboration across multiple departments, and we're always proud to shine a spotlight on the individuals whose passion and expertise make them possible.
Game Radio will make its debut in update 1.60 for both Euro Truck Simulator 2 and American Truck Simulator, and we can't wait for you to experience it for yourself. We'd like to thank everyone involved in the project for sharing their insights, and we hope this behind-the-scenes look has given you a deeper appreciation for the work that goes into every update. You can find out more about Game Radio here.
As always, thank you for your continued support, and be sure to let us know what you think once you hit the road with Game Radio. Don’t forget to follow us on X, Instagram, Facebook, and Bluesky, and subscribe to our newsletter. Until next time, keep on truckin'!
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
Remote Play
Added a 100 Mbit/s bandwidth option
The "Unlimited" bandwidth option allows adaptive bitrate up to 250 MBit/s when connecting to the latest Steam beta
The Steam Client Beta has been updated with the following changes:
General
Improved Pipewire session logic on Linux. If persistent capture permissions are granted to Steam, there will only be an active Pipewire session when streaming or recording.
Remote Play
Added a 100 Mbit/s bandwidth option
The "Unlimited" bandwidth option allows adaptive bitrate up to 250 MBit/s when connecting to the latest Steam beta
In-Game Overlay
Fix beta regression with crashing a small number of games on startup on some system configurations
We have just shipped an updated Steam Deck Client to the Stable channel.
Steam Networking
Fixed a bug causing NAT traversal to fail for many P2P connections
A new Steam client has been released and will be automatically downloaded.
Steam Networking
Fixed a bug causing NAT traversal to fail for many P2P connections
Excited to get delivering in South Dakota? Then this blog is for you! Today, we're happy to share more of the custom depots you'll deliver to and from in our upcoming South Dakota DLC for American Truck Simulator. From busy agricultural industries to a large scrapyard, let's take a closer look at what our teams have been busy creating!