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Road Trip: Atlas

Door: Petr
7 Augustus 2026 om 17:00

In today's blog, we are excited to show you a new gameplay feature that will come to American Truck Simulator with the arrival of Road Trip. Let's take a closer look at Atlas!


We know many of you have been wondering what new gameplay experiences Road Trip will bring, and today we're excited to introduce Atlas. Designed around exploration, Atlas encourages players to discover, visit, and learn about selected locations across the world of American Truck Simulator. Along the way, you may come across famous landmarks or hidden gems you may have overlooked before - and even learn something about them!

You can access the Atlas interface from your in-game desktop under the Navigation tab. At the heart of this feature are Tourist Boards scattered across the map. By selecting a Tourist Board in the Atlas interface, you'll be directed to the board via your GPS. Once you arrive, several exploration locations will be revealed. These locations are typically spread throughout the surrounding region and showcase some of its most notable highlights.Β 

Your objective will be to visit every exploration location associated with the Tourist Board. These include Points of Interest, Viewpoints, and Photo Trophies.

Points of Interest are a new type of discoverable location. Unlike Viewpoints or Photo Trophies, there's no need to stop or activate a trigger - simply driving through the designated area is enough to mark it as explored. The game also lets you revisit each explored Point of Interest through the Atlas or Gallery, where you can view a live camera feed of the location. If your vehicle is parked there, you'll see it in the live view.

Whenever you've explored a new location, you'll be notified by a new on-screen widget, which can be enabled or disabled in the widget settings. A short celebratory sound effect will play, and the location will be marked as explored. You'll also unlock a brief description with interesting information about the place, which you can revisit at any time through the Atlas interface.

Once you've explored every location connected to a Tourist Board, the board itself will be marked as completed. As a reward, you'll receive a postcard with a unique design inspired by the region you've just explored, which you can display on your vehicle's dashboard. You can also return to the Atlas interface at any time to review the locations you've discovered, read their descriptions, or replay any unlocked cutscenes.

This feature will become available to players owning any Road Trip DLC, so either the Ford Car PackΒ or the RAM & Dodge Car Pack. However, Atlas is not limited to only cars, as you will also be able to enjoy this feature behind the wheel of a truck!

With the introduction of Atlas, you will be able to find Tourist Boards in California, and in the Oregon, Washington, Idaho, Montana, Wyoming, and South Dakota DLCs. We will then be gradually adding them to all the other states as well.

We hope you are excited about this new gameplay feature! If you are, make sure to add theΒ Ford Car Pack and the RAM & Dodge Car PackΒ to your Steam wishlist.

Don't forget to stay tuned for more news from Road Trip by following us on our X/Twitter, Facebook, Instagram, Bluesky, and YouTube. We would also really appreciate it if you could sign up for our newsletter. Drive safe!

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British Columbia: Tunnels and Snow Sheds

Door: David
6 Augustus 2026 om 17:00

Today, we're excited to showcase some of the remarkable tunnels and snow sheds that await you in our upcoming British Columbia DLC for American Truck Simulator. Whether you're traveling through rugged mountain passes or navigating busy highways near Vancouver, these unique structures are an essential part of the province's transportation network.

One of the most recognizable structures you'll drive through is the Great Bear Snow Shed on the famous Coquihalla Highway. Built to protect motorists from avalanches and falling snow, this impressive concrete structure has become an iconic feature of one of British Columbia's most challenging mountain routes. As you make your way through the surrounding peaks, this landmark is sure to stand out during your journey.

Further east, along the Trans-Canada Highway (TC-1) in Glacier National Park, you'll come across several more snow sheds that shelter the roadway from heavy snowfall and avalanche hazards. Nestled among towering mountains and dense forests, these structures are an essential part of traveling through one of Canada's most spectacular alpine regions, adding another layer of authenticity to the mountain trucking experience.

The winding section of the Trans-Canada Highway near the town of Hope is also home to a remarkable collection of tunnels carved directly through the surrounding mountainsides. As you travel this scenic corridor, you'll pass through several recreated tunnels, including the Yale Tunnel, Alexandra Tunnel, Hell's Gate Tunnel, Ferrabee Tunnel, and China Bar Tunnel. Together, they create one of the most memorable stretches of highway in British Columbia, with dramatic canyon views waiting between each passage.

Our journey doesn't stop there. Drivers exploring the Vancouver area will also encounter the Cassiar Tunnel, an important urban tunnel that carries traffic beneath one of the city's major corridors. Meanwhile, another engineering highlight awaits beneath the mighty Fraser River, where you'll drive through a tunnel connecting key parts of the Metro Vancouver region. These additions showcase not only British Columbia's stunning natural landscapes, but also the impressive infrastructure that keeps the province moving every day.

From towering mountain passes to modern urban highways, British Columbia offers a wide variety of unforgettable driving experiences. We hope you're looking forward to exploring these tunnels and snow sheds as much as we enjoyed recreating them!

If you're excited to hit the roads of Canada's westernmost mainland province, don't forget to add the British Columbia DLC to your Steam Wishlist! Also, be sure to follow us on X/Twitter, Facebook, Instagram, TikTok, Bluesky, and YouTube, or sign up for our newsletter so you don't miss any future updates. Until next time, keep on truckin'!

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Steam Beta Client Update: August 5th

6 Augustus 2026 om 03:39

We have just shipped an updated Steam Client to the Preview/Beta channel.

General

  • Fixed requesting a PIN reset while signed in as a different account restarting with the wrong account signed in.

Steam Input

  • Make controller configurations that are shared with other devices or unique to a device more clear in the configurator UI and add an option to split Steam Controller configurations so they are no longer shared with Steam Deck

Desktop Mode

  • Fixed game server browser filtering out multiple servers being hosted from a single public IP.

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Steam Client Beta - August 5th

6 Augustus 2026 om 03:39

The Steam Client Beta has been updated with the following changes:

General

  • Fixed game server browser filtering out multiple servers being hosted from a single public IP.

Steam Input

  • Make controller configurations that are shared with other devices or unique to a device more clear in the configurator UI and add an option to split Steam Controller configurations so they are no longer shared with Steam Deck

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Getting the most out of your Steam Controller: Grip Sense

5 Augustus 2026 om 20:37

There are lots of features we're excited about when it comes to Steam Controller, and Grip Sense is one of them.

Wait, what IS Grip Sense?

Grip Sense is what we're calling the two capacitive touch sensors inside the handles of Steam Controller. They sense when your fingers are touching the locations highlighted in the image below.Β 

Sounds cool. But, like, why?

Because it's, like, cool! Actually, our driving motivation in building these was to provide another way to activate/deactivate Gyro quickly when you've moved it past your comfortable zone and need to recenter it (called "ratcheting").

It's similar to when you're using your mouse and reach the end of your mousepad: you naturally pick it up and put it back down in the middle. With ratcheting, when you get to the "edge" of your comfortable zone while using Gyro, you can lift your fingers up off the back of the controller, recenter the controller, and then put your fingers back on the controller.

The threshold for activation is adjustable. You can make it so a very slight lift of the fingers will deactivate gyro; or you can make it so you almost need take your whole hand off the controller (like in the animation above). We outline more on how to do that later in this article.

While the original intent was for ratcheting (and it does work for that!) we have found a few other cool use cases, like using it to bring up a weapon wheel, map, or menu. You can lift your fingers off the controller, the weapon wheel will pop up, then you can make your selection and put your fingers back to lock it in. We'll show you how to do that too.Β 

How to assign Grip Sense to Gyro activation

Navigate to the layout editor for a game in the Steam App or in Big Picture Mode (we outline this in our blog post on the Steam Input Configurator). Once there, ensure Gyro is set to "Gyro to Mouse", then click on the Gyro Behavior settings gear

Once in here, you will see the Gyro to Mouse settings. The first option is "Choose Gyro Button(s)". It will default to right trackpad touch and right thumbstick touch. Click in the box to the right to access the button selector menu:

This window will show all options for activating Gyro. If you are unsure what an icon means, you can hover over it and a text description will appear on top. The Grip Sense sensors are the two circled in the image below. When a button is selected, it will turn blue. To deselect, click on the button again; it will turn gray.Β Β 

Once the button is selected, it will work to disable/enable gyro in game. In this example, when you lift your right fingers off of the controller, gyro will be disabled. When your fingers are on the controller, gyro will be enabled.Β 

Multiple activation buttons

If there are multiple buttons selected (see example below where both grip sensors were picked), an option will appear to let you choose whether Any or All buttons are required to Enable, Suppress or Toggle the gyro. By default, it will choose Any. For grip sense, "Any" means you need to extend the fingers on both hands to disable gyro. "All" would mean you only need to extend the fingers on one hand.Β 

How to use Grip Sense for weapon wheel/map/menu

In order to use Grip Sense like you would a "press and hold" button to bring up things like weapon wheels, menus, maps, etc, you need to access it a little bit differently.

Within the game of your choice, navigate to the Layout Editor (read more in our "How to make the most of the Steam Input Configurator" blog post). Once inside the layout editor, in the Buttons section, navigate down to the grip buttons.

Pick whichever one you want to use and assign it to the button that opens up menu, weapon wheel, etc.Β 

Here's the tricky part: Grip Sense looks like a pressedΒ button when your fingers are touching the grip, and we want the opposite. We want it to look like a pressed button when your fingers lift off of the grip. To do that, click on the gear icon next to the button; click on settings; then towards the bottom of the settings screen you will see an "Invert Input" toggle. Turn that on (blue).

Now, whenever the grip is released, it will activate as a button press and hold until the grip is touched again!

How to adjust Grip Sense sensitivity

Everybody's hands and preferences are different, so we provided a way to adjust the Grip Sense sensitivity. If you want to change the sensitivity, you can do so by navigating to Calibration and Advanced settings for the controller.Β 

From the Steam App

From the menu in the top left, click Steam > Settings > Controller > Click "details" for the controller you want to modify > Scroll down until you see "Calibration & Advanced Settings" and click on "Open" > Navigate down to "Grip Sensors" where you will see the sensor adjustment interface.Β 

From Big Picture Mode

Hit Steam to open the Steam menu > Settings > Controller > Click "details" for the controller you want to modify > Scroll down until you see "Calibration & Advanced Settings" and click on "Open" > Navigate down to "Grip Sensors" where you will see the sensor adjustment interface.Β 

Adjusting the sensitivity

On the Grip Sensor Calibration page, you will see two sliders:

  1. Grip Sensor Range - The further the slider is to the left, the closer your fingers need to be to the controller grips for them to be sensed. If you want slight lifts of the fingers to turn off the sensor, move it to the left. If you want to move your fingers substantially before deactivating the sensor, move it to the right.Β 

  2. Flicker Guard Size (aka Hysteresis) - This makes the states (on vs off) a bit more sticky around your sensor range. The further this slider is to the right, the more sticky the sensor state is. Meaning, if the sensors are on and the slider is far to the right, you need to move your fingers further to turn them off. If you're looking for very snappy quick response, keep this low. If you're looking for very stable performance with no accidental activations, put it higher.Β 

As you adjust, the UI will provide real time feedback when the sensor is "on" (blue line on grips) vs "off"

Note: if you move the Flicker Size Guard slider all the way to the left, you may have issues with the grip sense flickering or responding to touch events on the trackpads or thumbstick. Moving it slightly to the right can help resolve this issue.

Learn more about Steam Controller on its product page, and keep an eye on the Steam Hardware Blog for other how-to guides and closer looks.

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Getting the most out of your Steam Controller: Gyro

5 Augustus 2026 om 20:36
The Gyroscope

The Steam Controller has a gyroscope inside - a highly accurate sensor for detecting the controller's rotation. It allows you to do things in-game like:

  • Control cameras in an exploration game

  • Aim precisely in an FPS

  • Move a mouse cursor around the screen for casual mouse focused games

  • Turn a car's steering wheel/plane's yoke in driving/flying games

  • And much more just by turning the controller!Β 

The past several years have seen a growing, avid userbase discovering the benefits of the gyroscope, showing that it has a high skill ceiling. When mastered, it can be as good as using a mouse - and often more fun!

It's worth noting that setting up the Gyro can sometimes require a lot of adjusting/testing and is generally game dependent as well, meaning you might need to tweak further for each game.Β 

This initial guide is meant to help you get started without too much tweaking needed. We'll also be doing a deeper dive on some of this sometime in the near future.

Quick Guide

You can enable Gyro by choosing a Gyro Behavior Mode, either from the Quick Settings Menu:

...or inside the Edit Layout->Gyro screen:

The Gyro dropdown in the Controller Settings Quick Menu gives us 3 modes to play with (there are others which you can access in the gyro screen within Edit Layout, but this guide will focus on the three in the quick menu).

These translate gyro motions into virtual mouse or joystick movements

  • Gyro to Mouse

    • Used to mimic a mouse cursor, or to control a camera (aiming)

  • Gyro to Joystick (Camera)

    • Gyro Speed is used to rotate a standard joystick-driven camera.

  • Gyro to Joystick (Deflection)

    • Turn the controller to simulate vehicle steering controls, or an airplane's yoke, via a virtual joystick.

Which Gyro Mode Is Best?

Generally, Gyro to Mouse is recommended for the best game feel. There are two exceptions:

  • If you want to simulate vehicle steering controls we recommend Gyro to Joystick (Deflection).

  • If a game doesn't handle mixed inputΒ (simultaneous mouse and gamepad input)Β 

    • You can tell if this is a problem if the game behaves strangely when both gyro and joystick are moved at once: UI glyphs may flicker, or the camera's movement may stutter.

    • We have a couple of work-arounds to fix this:

      • Keep using Gyro to Mouse, but set up your configuration to mimicΒ Keyboard and Mouse buttons only - the downside is that game may not display the gamepad button prompts.

      • If you want to keep the gamepad button glyphs, useΒ Gyro to Joystick (camera). The downside is that this tends to take more setup to get the feel right, since every game treats the joystick response differently.

Common Settings: Gyro Activation Buttons

All three Gyro Modes give you options to temporarily turn off the gyroscope in order to "reset" your hands back to center after rotating too far - much like lifting a mouse to reset its position on your desktop. This is also known as "ratcheting".

We allow you to set this up with any button combination you like. We also provide some settings to adjust exactly how this works. You can get to this setting by clicking the gear next to the Gyro behavior drop down.Β 

This will take you to the Gyro settings menu, at the top you will see the gyro activation buttons options.Β 

  1. Choose Gyro Button(s) - this is the button that will enable/disable gyro when pressed down. By default it is set to the touch sensor in the right trackpad and the touch sensor in the right thumbstick - same as the Steam Deck. As long as your finger is touching one of those things, the gyro will be enabled.Β 

  2. Gyro Enable/Suppress/Toggle - by default the button you chose for item 1 will turn Gyro ON while the button is activated. You can set it to Suppress - meaning Gyro is always on UNLESS the button is currently activated. Or you can set it to Toggle, which will switch Gyro from on to off (or vice versa) on an activation.Β 

  3. Multiple Gyro Button Behavior - if you have multiple buttons selected, this determines whether you need to be pressing/holding all of them or just one (any) of them.

Here is a quick set of instructions to get set up with our suggested options:

  • Select the Choose Gyro Button(s) button (item 1 above).

  • The Gyro Buttons popup appears: Select the button you'd like to control the gyro's activity. You can pick any combination. We recommend using both grip sensors for this; but triggers, trackpads or the capacitive stick sensors are also commonly used.

  • Choose whether you want the buttons to Enable, Suppress, or Toggle the gyro by clicking on Gyro Enable/Suppress/Toggle (number 2 above). For this recommended set up, we suggest "Hold to Enable Gyro"

  • (Optional) When you have multiple Gyro Buttons selected, you can choose "Any" or "All" buttons to Enable/Suppress/Toggle the gyro. When using the Grip Sensors, we recommend "All". Click in item 3 above to open up the options.

A note about Gyro haptics: Grip sensors don't have any physical feedback of their own (by design - holding in a button for a long time can be fatiguing!) but you can turn on a haptic effect to help physically confirm that they've registered a grip or release.

You can also turn on a haptic effect that will activate each time the controller rotates through an assigned angle, this gives you physical feedback as you rotate the controller.

  • At the bottom of the Gyro settings screen you will see a haptics menu. They will be defaulted to "Off".
    Β 

  • If you turn item 1 or 2 to anything other than "off" new options will open up (see items 3 and 4 below):

  • In items 3 and 4 you can adjust the settings for these haptics.Β 

Common Gyro Settings: Sensitivity

All three gyro modes have these settings in common. Again, you can access these settings by clicking on the gear next to the Gyro behavior drop down. The sections that primarily affect sensitivity and other output modulations are shown below:Β 

  1. Gyro Angles to Mouse Pixels: (Advanced) This setting is used to make real world angles line up with in-game angles - this takes some fine tuning so we recommend skipping for now.

  2. Gyro Sensitivity: Higher values will make the camera (or mouse) move faster in response to your turns. This is going to be a new gyro user's primary slider to adjust when getting into a new game. We've found people gradually increase this as they start to get the hang of gyro.

  3. Invert X/Y: Toggle these on to invert the Horizontal (X) or Vertical (Y) outputs.

  4. Vertical/Horizontal Output Mixer: Moving the bar to the left will reduce vertical output, whereas moving it to the right will reduce horizontal output. Your wrists have more freedom of movement vertically than horizontally when holding the controller with both hands, so we recommend setting the slider toward the left side (reduced vertical output). Again, tune to taste.

  5. Gyro Speed Deadzone: this is option 1 of 2 that can help you reduce tremors/shakes.Β This will entirely stop gyro output if the gyro moves slower than the given speed value.Β A high Deadzone will cause the gyro to feel a little unresponsive - most proficient users turn it to 0. It's still useful in "Drag and Drop" interfaces, so that you don't accidentally drag when you mean to click. Think of it as a way to simulate the friction of a mouse against a mouse pad.

  6. Gyro Precision Speed: this is option 2 of 2 that can help you reduce tremors/shakes. Adjust this if you feel like your fast motions are good, but your fine/precise motions are too fast or a bit shaky. This will merely reduce the output movement when moving slower than the given speed.Β This can help you with fine movements, without a loss of perceived responsiveness.Β 

We'll share details about the advanced options and more in an advanced Steam Input setup guide coming soon.

Gyro to Joystick Common Settings: Joystick Output

As mentioned above, instead of setting your Gyro to mouse, you can also use one of the two Joystick modes.

Both modes mimic a joystick:

  • Gyro to Joystick Camera: This maps the speed of the controller's rotation to the joystick's position. Turning your controller pushes the joystick in a direction; keeping your controller still brings the joystick back to its center.

  • Gyro to Joystick Deflection: This mode maps the controller's relative rotation to that of the joystick. In this mode, rolling your controller left/right is like turning a steering wheel - the stick's position matches how far you've turned the controller from a starting point.

Unlike Gyro to Mouse mode, these modes won't trigger "Mixed Input" issues like "Button-Glyph Flickering" in a typical game.

The downside is that it can be difficult get a good feeling Gyro to Joystick mapping - this is dependent on how each game translates joystick input into camera movement, and how patient you are with tuning.

The most important value to tweak is the Minimum Joystick Output.

You are trying to make this line up with the game's joystick deadzone setting. A typical game will have a deadzone of anywhere between 20% to 45%. When correctly lined up, your smallest gyro movements should convert into the smallest detectable joystick readings in the game. This will take a lot of tweaking, but we suggest starting at around 30%.

While tweaking Gyro to Camera Joystick: small movements might be suppressed by the default gyro deadzones, and it's useful to turn the "Gyro Speed Deadzone" and "Gyro Precision Speed" to Zero so that even small movements are coming through. Once you have found the right joystick remapping values, remember to revert the β€œGyro Speed Deadzone” and β€œGyro Precision Speed” back to your preference.

In some games, you can find joystick deadzone settings - for the best gyro feel, we recommend that you reduce the in game deadzone as close to zero as it will go.Β If you do so, you may want to increase Steam Input's joystick deadzones to compensate, as a more sensitive in game joystick deadzone will result in more phantom movement from your joysticks.

ForΒ Gyro to Joystick Camera: We've seen some awesome community-made tutorials around this, and recommend looking around and learning from each other. We'll have more detailed guides covering more advanced aspects of gyro remapping in the future.

Drift Calibration

If your gyro is active and you're holding the controller still, but notice that your aim continuously drifts in one direction over time, you may be witnessing "Gyro Drift" - a very common phenomenon in gyro controllers, but also easily fixed.

Find the "Calibrate" button at the bottom of the Controller Settings-> Edit Layout-> Gyro Page

...Or at the bottom of the Controller Settings Quick Settings, or, alternatively, inside the Steam Controller Calibration settings.

Calibration requires you place the controller on a stable surface so that the drift can be detected and subtracted. Follow the wizard and within a few seconds, the drift should be gone.

If you still encounter drift, double check that the source of the drift isn't coming from your joysticks - you can temporarily set your Joystick mode to "None" to make sure.

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South Dakota: Black Hills

Door: Alex
5 Augustus 2026 om 17:00

Today, we're taking you on a journey through the beautiful Black Hills, one of South Dakota's most iconic regions, which we of course couldn't miss including in our upcoming South Dakota DLC for American Truck Simulator. From legendary Wild West history to breathtaking mountain highways, let us share some of the work our talented teams have done to faithfully recreate this beautiful region.


Spanning thousands of square miles across western South Dakota, the Black Hills are home to countless landmarks, historic towns, scenic byways & more. There's simply too much to cover in a single blog, so today we'd like to highlight just a small part of what you'll be able to discover. In this preview, we're taking a closer look at the historic town of Deadwood and one of the region's most scenic highways, US-385.Β 

Deadwood

Founded in 1876 during the Black Hills Gold Rush, Deadwood quickly became one of the American West's most famous frontier towns. What began as a small mining camp rapidly transformed into a bustling settlement filled with prospectors, merchants, and legendary figures such as Wild Bill Hickok and Calamity Jane. Today, its fascinating past continues to inspire films, television series, books, and Western enthusiasts from around the world.


As you roll into town, you'll be able to drive along Deadwood's famous historic Main Street, faithfully recreated by our map designers for you to enjoy. Lined with charming storefronts, local attractions, and beautifully preserved architecture, it's the perfect place to slow down and soak in the atmosphere of this historic and famous destination.


Keep an eye out for several recognizable landmarks as you pass through, including the Town Hall, Museum, historic Train Station, and many more carefully recreated buildings that help capture the unique character of this iconic Black Hills town.

US-385

The US-385 is one of South Dakota's most scenic highways. Winding through the heart of the Black Hills, this picturesque route takes you past rolling hills, dense pine forests, toweringΒ  igneous and metamorphic rock formations, and spectacular mountain vistas.


If you're lucky, you may even spot herds of bison grazing alongside the road, adding another memorable moment to your journey through this remarkable landscape.


One highlight along the route is the stunning Pactola Lake, the largest reservoir in the Black Hills. Nearby, you'll also find a visitor center overlooking the lake, offering panoramic views, surrounded by forested hills, making it the perfect place to pause before continuing your journey on the road.


Whether you're discovering the rich history of Deadwood or enjoying the scenic beauty of US-385, the Black Hills are certainly a destination you won't want to miss on your travels in South Dakota!


We look forward to sharing even more from this upcoming DLC for American Truck Simulator in the future. If you're excited to be haulin' in the Mount Rushmore State, be sure to add South Dakota to your Steam Wishlist, your support means a lot to us. Until next time, happy truckin’!

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Steam Client Update - August 3rd

4 Augustus 2026 om 00:01

A new Steam Client update has been released and will be automatically downloaded.

Note: This release was updated with an additional change:

  • Fixed login dialog showing at startup when auto account login has already started.

General

  • Fixed additional cases preventing local network game transfers from starting.

  • Fixed user chooser appearing on startup even when not requested.

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Steam Client Update: August 3rd

3 Augustus 2026 om 23:59

We have just shipped an updated Steam Client update to the Stable channel.

Note: This release was updated with an additional change:

  • Fixed login dialog showing at startup when auto account login has already started.

Downloads

  • Fixed additional cases preventing local network game transfers from starting.

Desktop Mode

  • Fixed user chooser appearing on startup even when not requested.

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Counter-Strike 2 Update

3 Augustus 2026 om 23:18
[p]\[ GAMEPLAY ][/p]
  • [p]Fixed a case where grenades could be thrown through level geometry[/p][/*]
[p][/p][p]\[ MAPS ][/p][p]Cache[/p]
  • [p]Fixed various gaps in map[/p][/*]
  • [p]Fixed collision in various spots across map[/p][/*]
  • [p]Fixed flickering on some assets[/p][/*]
  • [p]Removed boost spot in Outside A[/p][/*]
[p]Shelter[/p]
  • [p]Updated to the latest version from the Community Workshop (Update Notes)[/p][/*]
[p][/p][p]\[ MAP SCRIPTING ][/p]
  • [p]Added Instance.TracePlayer[/p][/*]
  • [p]Added Instance.OnWeaponPickup[/p][/*]
  • [p]Added Instance.OnBombExplode[/p][/*]
  • [p]Added Instance.SpawnGrenadeProjectile[/p][/*]
  • [p]Added dropper to Instance.OnWeaponDrop event[/p][/*]
  • [p]Added hitEntity to Instance.OnGrenadeBounce event[/p][/*]
  • [p]Added normal to Instance.OnGrenadeBounce event[/p][/*]
  • [p]Added CSGrenadeProjectileBase.GetGrenadeType[/p][/*]
  • [p]Added CSGrenadeProjectileBase.GetThrower[/p][/*]
  • [p]Added CSGrenadeProjectileBase.Detonate[/p][/*]
  • [p]Added CSPlantedC4.IsBombsiteA[/p][/*]
  • [p]Added CSPlantedC4.IsBombsiteB[/p][/*]
  • [p]Added CSPlantedC4.GetPlanter[/p][/*]
  • [p]Added CSPlantedC4.GetDefuser[/p][/*]
  • [p]Added CSPlantedC4.IsActive[/p][/*]
  • [p]Added CSPlantedC4.IsExploded[/p][/*]
  • [p]Added CSPlantedC4.IsDefused[/p][/*]
  • [p]Added CSPlantedC4.GetPlantTime[/p][/*]
  • [p]Added CSPlantedC4.GetExplodeTime[/p][/*]
  • [p]Added CSPlantedC4.GetDefuseStartTime[/p][/*]
  • [p]Added CSPlantedC4.GetDefuseFinishTime[/p][/*]
  • [p]Added CSPlayerPawn.HasDefuser[/p][/*]
  • [p]Added CSPlayerPawn.SetHasDefuser[/p][/*]
  • [p]Added CSGrenadeType enum[/p][/*]
  • [p]Fixed a bug where Instance.RegisterCheatCommand would not work on script reload.[/p][/*]
  • [p]Deprecated bounces from Instance.OnGrenadeBounce event.[/p][/*]
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The future is here: Cyberpunk Fest has begun!

3 Augustus 2026 om 19:21

Head to the future to hunt down serial killers and join rebel groups. Build futuristic cities, go on co-op spy adventures, and participate in booze-em-ups. It's all here all week long with Steam Cyberpunk Fest!

Check out the trailer for a taste, or head straight to the sale now to get started on gathering discounts on every type of cyberpunk futuristic game you can imagine.

Steam Cyberpunk Fest: The future is here and NOW, with deals through August 10th at 10 am PT. See you there!

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Introducing North Dakota

Door: David
2 Augustus 2026 om 17:00

We are excited to continue expanding the world of American Truck Simulator as we head further into the Northern Plains. Our map teams are currently working on bringing another unique state to life, filled with sweeping prairies, vibrant communities, and industries that keep America moving:

North Dakota for American Truck Simulator


Welcome to the Peace Garden State! Bordering Canada to the north, North Dakota is a land of sweeping prairies, fertile farmland, winding rivers, and skies that seem to stretch forever. Whether you're rolling into the capital city of Bismarck, navigating the busy streets of Fargo, or passing through communities such as Pembina and the Devil's Lake region, every stop offers a different glimpse into the character of this northern state.


North Dakota's road network is just as memorable as its destinations. Alongside major highways, you'll travel scenic routes like ND-57 and cruise along parts of the famous Enchanted Highway, where towering metal sculptures line the roadside, creating one of the state's most unique driving experiences. Nature lovers will also enjoy the expansive National Grasslands, whose open prairies perfectly capture the beauty of the Northern Plains.

Of course, no trucking adventure would be complete without plenty of cargo to haul. Agriculture remains the backbone of North Dakota, with vast fields producing crops that supply industries across the country. You'll also service facilities such as the sugar processing plant in Wahpeton and support the state's booming oil industry, ensuring there's always another job waiting just down the road.

As you explore, don't forget to keep an eye out for some of North Dakota's most distinctive landmarks. You may spot the state's highest TV tower rising above the prairie or encounter Wahpper, the World's Largest Catfish in Wahpeton. From famous landmarks to quiet country roads, North Dakota is full of memorable moments waiting to be discovered.

We can't wait to share more locations and information about North Dakota in later blogs! If you're excited to explore the Peace Garden State, be sure to add the North Dakota DLC to your Steam wishlist!

Remember to follow us onΒ X/Twitter, Facebook, Instagram, TikTok, Bluesky, and YouTubeΒ for all the latest news about this upcoming American Truck Simulator map expansion, or sign up for our newsletter so you never miss an update. Until next time, we wish you happy travels!

  •  

v0.5.4 - β€œThe Nude Organist”

2 Augustus 2026 om 13:10

0.5.4 (2026-08-02)

  • Improved: [#26560] [Plugin] Scripts can now be used to trigger saving a game (limited to the user save folder).
  • Improved: [#26638] Guests will no longer watch rides while they’re underground.
  • Improved: [#26747] Exporting a sprite file now also outputs a JSON file, allowing for round-trip conversions.
  • Improved: [#26763] The ride colour/appearance tab now visually separates fields using group boxes.
  • Improved: [#26765] The ride operations tab now visually separates fields using group boxes.
  • Improved: [#26839] Magnify picked-up peeps when viewport is in double or quadruple zoom.
  • Fix: [#26288] Land bordering map edges does not blend at certain angles.
  • Fix: [#26610] Player list is not updated automatically when a player joins or leaves.
  • Fix: [#26639] Handymen could begin a task while another handyman was already doing the exact same task.
  • Fix: [#26752] The Cut-away View window doesn’t display negative height values correctly on some platforms.
  • Fix: [#26756] Guests cannot puke or litter on sloped path.
  • Fix: [#26758] [Plugin] IPv6 addresses are reported incorrectly.
  • Fix: [#26775] Maze gets wrong intensity boost from size (0.02 per tile instead of 0.01 per 2 tiles).
  • Fix: [#26805] Park entrance path is sometimes invisible when placed.
  • Fix: [#26826] Invalid ride types can be set when the β€œAllow arbitrary ride type changes” cheat is enabled.
  • Fix: [#26842] Best staff award doesn’t need one of each staff type.

Release created in https://github.com/OpenRCT2/OpenRCT2/actions/runs/30744228503

SHA256 checksums:

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  •  

ATS Road Trip: 1967 Ford Mustang Gameplay Preview

Door: Alex
31 Juli 2026 om 17:00

Ready to hit the open road behind the wheel of a true American legend? Today, we're excited to share a new gameplay preview from our upcoming Road Trip module for American Truck Simulator, featuring the iconic 1967 Ford Mustang Fastback, which is a part of theΒ Ford Car Pack DLC.


Join us as we go behind the wheel of this timeless muscle car for your very first look at it in action in American Truck Simulator. From its unmistakable fastback styling to its powerful performance, the '67 Mustang embodies the spirit of American driving like few vehicles ever have.

And what better place to take this American legend for a spin than in the West Coast of the U.S! We'll be cruising from Carson City, Nevada and into Yosemite National Park, where we'll not only take in the breathtaking scenery and winding roads, but also put the car through its paces, showcasing its performance and driving dynamics. Along the way, you'll also get a first look at one of the new exploration mechanics coming with the Road Trip, so be sure to watch the whole video!



We're still hard at work on the Ford Car Pack, so please keep in mind that everything shown in this gameplay preview is still very much a work in progress. This includes the vehicle sounds and driving behaviour, all of which will continue to be refined before release.Β 

We hope you enjoyed this preview of the 1967 Ford Mustang in American Truck Simulator. If you did, be sure to leave a like and a comment on the video, as our team would love to hear your first impressions. Don't forget to add the Ford Car Pack to your Steam Wishlist to be notified when it launches. We thank you for all your support, and we'll see you on the road!

  •  

South Dakota: Sioux Falls

Door: Alex
30 Juli 2026 om 17:00

Today, we're taking a closer look at Sioux Falls, the largest city in South Dakota and one of the highlights of our upcoming South Dakota DLC for American Truck Simulator. Whether you're delivering cargo or simply enjoying the drive, this city offers plenty of memorable sights and destinations to explore. Let's take a closer look!


Located in the southeastern corner of South Dakota, Sioux Falls is the state's largest city. Built around the Big Sioux River, the city has grown from a small historic settlement into a bustling city in the Midwest, while still retaining many of its historic landmarks. Our map team has worked to recreate many of the locations that make Sioux Falls instantly recognisable, giving drivers plenty to discover as they travel through the city.


Upon arriving in the city, you'll be greeted by the Welcome to Sioux Falls sign, and no visit would be complete without seeing Falls Park, where the city's famous waterfalls can be found. These cascading falls on the Big Sioux River are not only the inspiration behind the city's name but also one of South Dakota's top attractions.


Heading into Downtown Sioux Falls, you'll find a vibrant mix of historic architecture, modern businesses, and bustling streets. Keep an eye out for the beautifully recreated Minnehaha County Courthouse, an impressive quartzite building that has stood proudly in the city for well over a century. Nearby, you'll also pass the local bus station, where players can spot a colourful mural that celebrates the city's artistic culture and community spirit.


Through the heart of the city, you'll be able to spot several local landmarks, which include the Arc of Dreams sculpture and Fawick Park. History enthusiasts may also recognise the USS South Dakota Battleship Memorial, dedicated to the crew of the famous WWII battleship. The memorial features one of the ship's original main gun barrels alongside displays commemorating those who served aboard the vessel.


Beyond its landmarks, Sioux Falls is a bustling centre of industry, offering plenty of opportunities for hard-working truckers. From delivering to a food processing plant, warehouse, construction site, and rail supply depot, to transporting cargo for a metalworks, wind turbine factory, recreation vehicle dealership, and truck dealership, there's no shortage of work.


You'll also be able to haul materials & equipment to and from the city's impressive quarry, a nod to the region's long-standing quarrying industry that helped shape many of Sioux Falls' historic buildings.


Whether you're making deliveries or admiring its historic downtown, Sioux Falls is a fantastic destination to explore in our upcoming South Dakota DLC for American Truck Simulator. If you like what you've seen here today, be sure to add it to your Steam Wishlist! We look forward to sharing more from this work-in-progress map expansion in the future. Until next time, keep on truckin'!

  •  

Steam Beta Client Update: July 29th

29 Juli 2026 om 20:58

We have just shipped an updated Steam Client to the Preview/Beta channel.

General

  • Fixed additional cases preventing local network game transfers from starting.

Remote Play

  • Improved video color range.

  • Added support for HDR streaming on Steam Deck OLED.

  • Added support for AV1 video streaming when using the experimental SteamRT3 Steam Client.

  •  

Steam Client Beta - July 29th

29 Juli 2026 om 20:58

The Steam Client Beta has been updated with the following changes:

General

  • Fixed user chooser appearing on startup even when not requested.

  • Fixed additional cases preventing local network game transfers from starting.

Remote Play

  • Improved video color range on all platforms.

  • Added support for HDR streaming on Steam Deck OLED.

  • Added support for AV1 video streaming on Steam Deck when using the experimental SteamRT3 Steam Client.

  •  

Soul of Anatolia: New Assets to Build the World With

Door: Petr
29 Juli 2026 om 17:00

Today, we'd like to give you a glimpse of our work on the Soul of Anatolia DLC for Euro Truck Simulator 2 by showcasing some of the new assets we've been creating to make this map expansion unique!

Because the DLC is still very much a work in progress, it's not quite the right time to start previewing specific locations, as our map designers are still bringing them to life. Instead, we'd like to share a selection of the 3D models that our assets team has been hard at work creating, displayed in a placeholder setting for now.

Keep in mind that the assets we're showcasing today are just a glimpse of what's still to come. The assets team continues making new models throughout the entire development process, so what you're seeing here represents only a fraction of what will eventually make its way into the final product.

Based on our research team and close collaboration between our map and assets teams, these models are created to reflect the architecture and character of the region. In this map expansion, you will encounter plenty of different cities, each with its own unique architecture, so we need to capture a wide spectrum of buildings, from the big and small, modern and older city buildings to rural houses you would see when visiting the western part of TΓΌrkiye in real life.

Over time, they are being integrated into the map by the team working on this DLC, helping shape its towns, cities, and other locations across the map expansion. In total, we plan to create around 300 new generic assets, similar to the ones you see here, as well as our usual landmark assets, which are created for more significant buildings to make them instantly recognizable. You can look forward to seeing these in future blog posts.

If you are excited to be cruising in this map expansion, don't forget to support us by adding the Soul of Anatolia DLC to your Steam wishlist.

Also, remember to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok a follow, as you'll receive updates from our games straight to your feed. Or subscribe to our newsletter to stay informed.Β Until next time, we wish you safe travels!

  •  

Counter-Strike 2 Update

29 Juli 2026 om 02:38
[p]\[ COLOGNE 2026 MAJOR ][/p]
  • [p]The Ranked Series stickers are now available for purchase. 50% of royalties are shared with players, teams, and the tournament organizer.[/p][/*]
  • [p]Items in the the Cologne 2026 Shop will be available for purchase until September 29th.[/p][/*]
[p][/p][p]\[ MAP SCRIPTING ][/p]
  • [p]Fixed a bug where scripts would fail to load in tools mode until a manual recompile.[/p][/*]
[p]
\[ MAPS ][/p][p]Boulder[/p]
  • [p]Updated to the latest version from the Community Workshop (Update Notes)[/p][/*]
[p]Fachwerk[/p]
  • [p]Updated to the latest version from the Community Workshop (Update Notes)[/p][/*]
[p]Shelter[/p]
  • [p]Updated to the latest version from the Community Workshop (Update Notes)[/p][/*]
[p][/p][p]\[ MISC ][/p]
  • [p]Fixed a bug which prevented some users from claiming Collection Catalog XP for The Dead Hand Collection.[/p][/*]
  • [p]Fixed a bug that allowed malicious players to avoid being processed by VACnet.[/p][/*]
  •  

Steam Machine updates: Reservations, waitlists, and more

28 Juli 2026 om 23:54

We began shippingΒ Steam MachineΒ at the end of June and now that we’re a few weeks in, we wanted to share more information both on Steam Machine itself and the status of the reservation queue and waitlist as it stands today.

Β 

QuickΒ Steam MachineΒ updates:

  • FSR4.1 is now available on Proton Experimental for titles supporting FSR upgrade.

  • The CAD file for Steam Machine external geometry is available for downloadΒ here

Β 

Reservations and Waitlist updates

We’re fulfilling orders on a daily basis, sending out emails to reservation holders with the option to purchase in the order in which they landed on the list post-randomization. We expect everyone in the reservation queue will have the option to purchase by the end of this year.

Β 

With each reservation queue and corresponding waitlist being per-product, per-region, they can moveΒ at different speeds based on demand. This means for some products in some regions, we've reached the end of the reservation queue and have started inviting folks from the waitlist. We unintentionally skipped a step with this group by automatically sending the option-to-order email; moving forward, anyone who comes off the waitlist will first receive a message from us confirming you've been added to the reservation queue and can expect an option-to-purchase email sometime after that.

Β 

Importantly, no one on the waitlist is leapfrogging over anyone currently holding a reservation; we're only dipping into waitlists if and when we reach the end of the reservation queue for that product and region.Β 

Β 

What's next

If you have a reservation, you can expect an email offering you the chance to purchase by the end of the year. If you have a spot on one of the waitlists, there is a chance you could be moved into reservations depending on which product you're on the list for; in those instances we will email you about your new reservation status first, with a purchase email to follow once your spot in that queue comes up.

Β 

For everyone receiving a purchase email: You must complete your purchase within 72 hours or we will move to the next person in line.Β 

Learn more aboutΒ Steam Machine here.

Β 

  •  

Steam Client Update: July 27th

28 Juli 2026 om 01:29

We have just shipped an updated Steam Client update to the Stable channel.

Downloads

  • Fixed local game transfers no longer working.

  • Fixed Proton games with mixed case paths failing to install or update with Disk Write Errors.

Desktop Mode

  • Fixed login dialog showing when Steam client is started with -silent.

  •  

Steam Client Update - July 27th

28 Juli 2026 om 01:29

A new Steam Client update has been released and will be automatically downloaded.

General

  • Fixed login dialog showing when Steam client is started with -silent.

Downloads

  • Fixed local game transfers no longer working.

Linux

  • Fixed Proton games with mixed case paths failing to install or update with Disk Write Errors.

  •  

Steam Beta Client Update: July 24th

25 Juli 2026 om 01:30

We have just shipped an updated Steam Client to the Preview/Beta channel.

General

  • Allow changing account while a game is running. In this case, the change account dialog shows a warning that proceeding will close active games.

  • Steam shutdown now waits for just-exited games to finish cloud sync.

  • Added "Ask which account to use on startup" toggle to startup account chooser.

  • Eliminated "change account" confirmation dialog in most cases. Changing account while Steam is running now brings up the account chooser directly, then restarts as the chosen account.

Downloads

  • Fixed local game transfers no longer working.

  •  

Steam Client Beta - July 24th

25 Juli 2026 om 01:30

The Steam Client Beta has been updated with the following changes:

General

  • Allow changing account while a game is running. In this case, the change account dialog shows a warning that proceeding will close active games.

  • Steam shutdown now waits for just-exited games to finish cloud sync.

  • Added "Ask which account to use on startup" toggle to startup account chooser.

  • Eliminated "change account" confirmation dialog in most cases. Changing account while Steam is running now brings up the account chooser directly, then restarts as the chosen account.

Downloads

  • Fixed local game transfers no longer working.

Linux

  • Fixed Proton games with mixed case paths failing to install or update with Disk Write Errors.

  •  

Under the Hood: Improved Material System

Door: Petr
24 Juli 2026 om 17:00

In the 1.60 update, we have introduced the Improved Material System for selected trucks for both Euro Truck Simulator 2 and American Truck Simulator. And today, we bring you a look behind the scenes at how this feature came to life!

The two main people working on this feature are our colleagues Daniel and Martin, who were and still are implementing the system for trucks in both games, and also for cars in the upcoming Road Trip project for American Truck Simulator.

Daniel - Vehicle Technical Leader

"I've been working at SCS Software for over thirteen years. I started as a 3D Generalist, then worked as a 3D Vehicle Artist and Vehicle Team Lead. Today, my role is the Vehicle Technical Leader.

My work bridges the gap between the graphical and technical aspects of development. I collaborate with programmers to implement vehicle features into the engine, while also helping artists establish efficient workflows. I also design new tools and technical improvements.

My task on the improved material system was to identify the problem, propose a solution, and collaborate with programmers on its implementation into the engine. Next, we needed to set up a practical workflow for the vehicle team so that the system could be used consistently across other vehicles. The programmers created the necessary support in the engine and shaders. The graphic designers then converted and fine-tuned the materials for specific trucks."

Martin -Β Senior 3D Graphic Designer

"I work as a Senior 3D Graphic Designer specializing in vehicles. I also worked as Head of Content for the Road Trip project. I participated in selecting the vehicles and their specific variants, handled research and pre-production, provided expert consultation, and subsequently worked on the actual creation of the vehicles. I also helped Dan fine-tune changes to the material system.

Cars have been a long-standing passion of mine, especially sports cars and classic cars - particularly American ones. Thanks to this, I was able to bring my own experience and knowledge of American automotive culture, history, and the technical development of individual models to the project.

My main task was the 1967 Ford Mustang and everything related to its visual and content preparation. I was involved in selecting the specific car and its variant, conducting research, gathering references, consulting during data collection, and the actual creation of the model and materials.

During the development of the new material system, I prepared and fine-tuned the individual surfaces on the Mustang. Together with Dan, we used this car to verify how the new technical solution behaved in practice and which values provided the most accurate results."

How did this project start?

"Development began while we were working on the Road Trip project. The interiors of passenger cars are smaller and darker than those of trucks, so the shortcomings of the original system were more noticeable in them.

Aside from direct light, the original system had no way to render light within the interiors. In the real world, a large portion of the visuals consists of so-called indirect, or reflected light (GI). However, the game did not work with this concept at all and was not designed for it. We knew we needed to change this somehow.

The second problem was that the interiors of the trucks contain many different materials, such as fabric, leather, plastic, painted surfaces, metal, and glass. The original system was unable to render them accurately, especially under indirect lighting; everything looked very flat.

"Road Trip provided us with a suitable, isolated environment for development and testing. From the start, however, we designed the system so that it could also be used for trucks," says Daniel.

What did you have to do before actually starting to implement the improved system?

"We needed to map out the actual vehicles and the materials used in their interior in detail through extensive research. I studied magazines, photographs, available documentation, and individual trim levels. While gathering data, we had the opportunity to see the specific car in person, speak with its owner, and document its construction and appearance in detail.

It wasn't enough to simply determine that a certain part of the interior was made of, for example, plastic, leather, or metal. We also had to examine the surface texture, the degree of gloss, the way the material reflects light, its wear and tear, the color shade, and the differences between individual parts.

This research laid the foundation upon which we could later assess whether the materials in the game corresponded to the actual vehicle," Martin told us.

"We also had to decide which direction to take. One of the key requirements was maintaining performance, so we looked for approaches that didn't require complex computational operations and sought techniques that would achieve good results with minimal changes to computational complexity. I believe the result of our efforts is a noticeable improvement in graphics with minimal impact on performance," Daniel shared with us.

How did the process of bringing the new system into the game look?

"We needed to implement changes to the engine regarding how the game loads and handles reflective textures. A reflective texture is essentially a cube where each face shows a reflection in a different direction relative to the player. Using it is significantly more efficient than calculating actual light reflections using ray tracing. We made several changes to the code to gain direct access to individual mipmaps. A mipmap is a scaled-down copy of the original image, typically used when a textured object is farther away from the player to eliminate unappealing texture aliasing. In our specific case, however, a lower resolution automatically results in a softer reflection, which can be used for materials that do not have a 100% glossy surface but rather a physically rougher surface, causing the reflection on the material to be more diffuse.

This way, we created several different levels of reflection smoothness, ranging from perfectly glossy surfaces like chrome, through smoother reflections such as those found on leather seat materials, to rough, nearly non-reflective materials like fabrics, where one side of the reflection cube is only 2x2px. In our case, it replaces the Iradience map, which means it primarily serves to project the surrounding light palette onto the given material (color cast). The game was already calculating the mipmaps themselves, which means this change costs us practically nothing in terms of performance - and that is the main reason we decided to use this approach.

Along with the material changes, we also needed to rebalance the contrast and lighting throughout the game to eliminate extremely dark areas and achieve a more realistic sense of lighting.

Unlike the original solution, where reflective textures were used only for highly reflective materials, particularly metals, the revised system applies a reflective texture to every single material in the vehicle's interior. However, they differ in how strongly the reflection is visible in the final image and in the softness of the reflection applied. This ensures that even less reflective materials - especially plastics - convey a sense of reflected light, color cast, and improved contrast, particularly in shaded areas of the interior. Players will now notice that the entire interior actually reacts to the truck's surroundings; for example, when driving past trees, the part of the interior near the windows takes on a subtle green tint. This makes the game feel much more realistic than before, even without the computationally expensive global illumination (GI) calculation.

Once the technology was ready, we needed to determine how to adjust the individual materials under the new conditions. Since each material now includes a reflective component, we had to completely rebalance all the settings for each material. To ensure that existing textures would function correctly with the new settings, we also had to rebalance their color and specular components to the standard values we had established during our extensive testing.

The final step for system-wide deployment was to create a material library so that we wouldn't have to configure each material type separately for every vehicle," Daniel explains.

What were the biggest challenges in implementing the system?

"The biggest challenge was the diversity of the vehicles. The individual trucks were created at different times and used different source data, textures, and rendering methods. There is no single conversion that works for all trucks. Each completed interior has its own structure and requires a customized approach," says Daniel.

"Also, the individual properties of materials influence one another. Changing the reflectance or roughness might improve the appearance of one surface, but at the same time cause the material to behave poorly in a different lighting situation. Or a material that looked right in direct daylight might be too shiny in a dark interior or react unnaturally while driving at night. It was therefore necessary to constantly strike a balance between realism, visibility, and consistent behavior. The goal was not to make all surfaces more prominent or shinier, but to accurately capture the differences between them.

We reworked many of these steps several times during development. However, the result was not just materials for one specific car, but also experience and guidelines that will significantly facilitate work on future vehicles.

The process wasn't straightforward. It wasn't enough to simply set a few parameters according to a pre-prepared table. We had to figure out many of the values ourselves, and together with Dan, we tested them repeatedly right in the game," Martin added.

How did you manage to do the changes without affecting performance?

"Our players use a wide range of hardware. We didn't want to create visual enhancements that would significantly reduce the game's performance or even make the game unplayable for some players. Therefore, the system is not based on a new, resource-intensive lighting simulation. It extends the existing rendering pipeline and utilizes already available data more efficiently.

Performance was continuously profiled during development. The goal was to achieve a visible improvement with minimal impact on the graphics card and memory. Furthermore, the system is configured to function with a certain trade-off even when set to medium or low - in such cases, while reflections are not rendered in real time and some benefits, such as realistic color cast from the vehicle's surroundings, are lost, the materials themselves still look realistic and can be distinguished from one another," says Daniel.

So far, we've implemented the improved material system on four trucks across ETS2 and ATS. Rather than making the community wait until every truck has been updated, we'll continue rolling out the improved material system for other trucks gradually, allowing you to enjoy the improvements on some vehicles already while we complete the rest. As Daniel explains here:

"Each truck requires individual adjustments, a visual inspection, and testing of all variants in daylight, at night, in the rain, and in cloudy weather. Therefore, it was not possible to update the entire fleet at once. This smaller initial group will allow us to verify the entire production process, maintain quality, and gather feedback from players."

We hope you have enjoyed this in-depth look at how we work on the improved material system. Make sure to also add theΒ Ford Car Pack and the RAM & Dodge Car Pack to your Steam wishlist, so you can enjoy this feature on cars when we release them.

Don't forget to 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. Until next time, safe travels!

  •  

Steam Client Beta - July 23rd

23 Juli 2026 om 19:38

The Steam Client Beta has been updated with the following changes:

Downloads

  • Fix bug negatively affecting the efficiency of the Steam content delivery system.

  •  

Steam Beta Client Update: July 23rd

23 Juli 2026 om 19:38

We have just shipped an updated Steam Client to the Preview/Beta channel.

Downloads

  • Fix bug negatively affecting the efficiency of the Steam content delivery system.

  •  

Nevada Rework Project - First Overview

Door: David
23 Juli 2026 om 17:00

If you've been following our rework projects in American Truck Simulator, you may be wondering what's next after our recent focus on Route 66. Today, we're excited to share the answer! Our next major undertaking will be the Nevada Rework Project, where we'll give the Silver State a complete overhaul.

As part of this next phase, our map designers will focus on the entire state of Nevada, reworking all of its existing cities and road networks to bring them up to the quality standards of our latest content. Since Nevada was one of the original states released with American Truck Simulator, this rework will allow us to rebuild many locations from the ground up while preserving the character and atmosphere that make the state so unique.

In addition to refreshing familiar places, we're also taking the opportunity to expand Nevada with locations and road connections that were missing from the original version. One example is the city of Fallon, located east of Carson City. Alongside it, we'll also add the missing sections of US-95 that pass through Fallon from south to north, creating a more complete and authentic driving experience.

Throughout the state, you can also look forward to a variety of brand-new custom depots, offering more diverse delivery destinations and making freight transportation across Nevada feel even more immersive than before.

This is just the beginning of the Nevada Rework Project, and we're looking forward to sharing more previews from development as work progresses. Be sure to follow us onΒ X/Twitter, Facebook, Instagram, TikTok,Β Bluesky, and YouTube, or sign up for our newsletterΒ so you don't miss any future updates. Until next time, keep on truckin'!

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Steam Client Update - July 22nd

23 Juli 2026 om 05:52

A new Steam Client update has been released and will be automatically downloaded.

Downloads

  • Fix bug negatively affecting the efficiency of the Steam content delivery system.

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Steam Wishlists now support Categories, and more

22 Juli 2026 om 20:14

With so many amazing games on Steam, players are wishlisting more and more titles. Existing options like ranking and filtering are great, but players have asked for even more ways to manage their Steam wishlists. Today we're adding categorization as well as improved search and sharing to the wishlist. Read the full post below for the details, then try out all the new tools on your own wishlist.

Categories added to wishlist

First and foremost is the ability to create and assign custom categories to games on your wishlist. You might want to create a custom category for games you saw featured in a cool event, games best played with a controller, or even games you have in mind for someone else.

  • Adding custom categories is quick and easy...

  • Filter to a category by simply clicking on the category name at the top of your wishlist or next to the My Categories area of each game

  • Quickly add to your frequent categories from the "On Wishlist" dropdown on store pages

  • Β Customize wishlist notifications to only be sent for certain categories

Other improvements
  • We've improved the search experience on the wishlist page and enabled autocomplete for faster results

  • We now highlight when a game on your wishlist has a demo available. You can also be notified when a demo is released for a game in your wishlist.

  • Microtrailers are now shown when hovering each games capsule image

  • Navigating to/from your wishlist in a browser, mobile, Steam Client, or Steam OS does a better job of bringing you back to what you were looking at

  • Plus we've made some tweaks to the wishlist page to improve contrast and legibility

Sharing your wishlist

You can already share a link to your wishlist, now you can share a link to a specific category on your wishlist, or even a filtered view of your wishlist.

  • Clicking on the share button at the top of your wishlist gives you a unique URL to share with friends and family. People with the link can view the shared list even if your wishlist is set to private. Links can be revoked at any time.

  • This sharing link will only show the games in the your current filtered view. For example: you might want to share 'My Birthday List' with your family. From that shared link, your family can gift games directly to you, even if they don't have a Steam account...

More gifting improvements...

As we hinted at above, we suspect one common new category for wishlists will be games you want to buy for a friend or family member. With that in mind, we paired this wishlist change with a big update to gift purchasing on Steam. Check out all the gift improvements here!

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