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ATS Road Trip: Atlas Feature Video Trailer

Door: Petr
14 Augustus 2026 om 17:00

Last week, we showed you the new Atlas gameplay feature coming to American Truck Simulator with the release of Road Trip. And today, we are excited to also showcase a video trailer focused on Atlas!

This upcoming feature is designed around exploration and encourages players to discover, visit, and learn about selected locations across the world of American Truck Simulator via Tourist Boards. These will then uncover Points of Interest, Viewpoints, and Photo Trophies, which highlight significant spots in the region that you'll need to discover to earn a special postcard reward. You can find out more about Atlas in the dedicated blog.

Now, to get you in the mood for the upcoming Road Trip DLCs, we have put together a video trailer where you can see in more detail how Atlas will work in American Truck Simulator. Let's watch it below!


Keep in mind that Atlas will onlyΒ be unlocked for players owning any Road Trip DLC (Ford Car Pack or RAM & Dodge Car Pack), so make sure to add them to your Steam wishlist. However, this feature is not limited to cars, and you will also be able to enjoy it when driving a truck.

Don't forget to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok a follow to not miss out on any Road Trip news, or subscribe to our newsletter to stay informed!

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Steam Client Beta - August 13th

14 Augustus 2026 om 01:26

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

General

  • Fixed another issue where legacy Steam Workshop items were not being updated properly.

SteamRT3 Experimental Beta

  • Fixed a case where games could fail to launch.

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Steam Beta Client Update: August 13th

14 Augustus 2026 om 01:27

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

General

  • Fixed another issue where legacy Steam Workshop items were not being updated properly.

SteamRT3 Experimental Beta

  • Fixed a case where games could fail to launch.

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Tokyo Game Show 2026

Door: David
12 Augustus 2026 om 17:00

We're excited to share that, for the very first time in SCS Software's history, we'll be attending theΒ Tokyo Game Show 2026! We can't wait to meet our community in Japan and be part of one of the world's most iconic gaming events as it celebrates an incredible milestone.

This year's edition of Tokyo Game Show is especially significant, marking the event's 30th anniversary. To celebrate this special occasion, TGS 2026 will take place over five full days, from September 17th to 21st, bringing together leading publishers, exciting upcoming games, and countless attractions for visitors from around the world.

You'll be able to find us in Hall 09, Booth E86, where our colleagues from SCS will be exhibiting in a compact booth made possible with the support of our friends at Neon Noroshi. Whether you're a longtime fan of our games or discovering them for the first time, we'd love for you to stop by, say hello, and experience what we've been working on.

During the first two days, the Tokyo Game Show is dedicated to gaming industry professionals, while the final three days are open to the public. Throughout the event, visitors will have the opportunity to get behind the wheel and try several of our upcoming projects, including the Iceland DLC for Euro Truck Simulator 2, as well as the upcoming British Columbia and South Dakota map expansions for American Truck Simulator.

We're also doing everything we can to bring playable demonstrations of our upcoming Road Trip and Coaches projects to Tokyo Game Show, along with a PlayStation 5 version of Euro Truck Simulator 2.Β While we're not quite ready to make any promises, our teams are working hard behind the scenes, and we hope to give visitors an early hands-on look at these exciting new experiences.

We're especially happy to share that Japanese-speaking visitors will be able to communicate with our team comfortably, as language interpreters will be available at our booth throughout the event. We hope this will make it even easier for everyone to ask questions, chat with us, and enjoy their time at our exhibit.

If you're planning to attend Tokyo Game Show 2026, we'd love to see you there! Be sure to stop by Hall 09, Booth E86, try out our latest projects, meet the team, and share your passion for trucking with us. We look forward to welcoming you to our very first Tokyo Game Show!

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Steam Beta Client Update: August 11th

12 Augustus 2026 om 01:45

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

General

  • In the Web Browser, the left trackpad of Steam Deck/Steam Controller is now bound to scroll wheel for navigating non-Steam websites

  • Fixed a bug where a single pixel line would sometimes appear above the header on the home screen

Desktop Mode

  • Fixed some keys not typing properly in Steam Overlay.

Remote Play

  • Fix a case where streaming could show a black window.

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Steam Client Beta - August 11th

12 Augustus 2026 om 01:45

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

Big Picture Mode

  • In the Web Browser, the left trackpad of Steam Deck/Steam Controller is now bound to scroll wheel for navigating non-Steam websites.

  • Fixed a bug where a single pixel line would sometimes appear above the header on the home screen.

Remote Play

  • Fix a case where streaming could show a black window.

Linux

  • Fixed some keys not typing properly in Steam Overlay when in Big Picture Mode.

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South Dakota: Gameplay Preview

Door: David
11 Augustus 2026 om 17:00

Today, we're excited to share a brand-new gameplay preview from our upcoming South Dakota DLC for American Truck Simulator! Get a closer look at some of the beautiful roads, landmarks, and industries our map team has been recreating.

In the gameplay preview below, you'll follow a journey that begins in the Black Hills before passing by the scenic Pactola Lake and crossing the Spring Creek Memorial Bridge. Along the way, we'll drive through several settlements, including the beautiful city of Hot Springs and part of the historic town of Deadwood, before completing our delivery at a wood processing depot.


This route is just a small preview of what South Dakota has to offer, featuring winding mountain roads, charming communities, and diverse scenery. Whether you're taking in the views or making deliveries across the state, there's plenty to discover behind the wheel.

We hope you enjoy this gameplay preview and the stunning scenery South Dakota has to offer. As always, please keep in mind that everything you see is still a work in progress and subject to change during development.

If you like what you see, be sure to add the South Dakota DLC to your Steam Wishlist. Don't forget to follow us onΒ Twitter,Β Facebook,Β Instagram,Β Bluesky, andΒ YouTube, orΒ sign up for our newsletter. Until next time, happy haulin'!

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Isle of Ireland: Research Trip

Door: Alex
8 Augustus 2026 om 17:00

What's the best way to capture the spirit of Ireland? Hit the road, of course! In June, members of our Euro Truck Simulator 2 map team travelled across the Emerald Isle on a research trip for our upcoming Isle of Ireland DLC. With cameras in hand and thousands of kilometres ahead, they explored everything from lively cities and picturesque villages to rugged coastlines and breathtaking scenery, collecting the references that will help shape this exciting expansion. Here are some of their highlights from their journey.


Five members of the SCS Software team took part on this trip, including Ivan, our World Map Design QA Lead, Josef from the Road Department, Kristian and Libor, Map Designers, and Honza, the Project Lead for the Isle of Ireland DLC.Β 

However, that isn't all, as Alex, one of our Community Managers, and Cenda, one of our talented Videomakers, also joined the research trip to document the journey and give you a closer look behind the scenes. We can't wait to share more from this incredible adventure in a special future episode of SCS On The Road.


Their journey began in Dublin, where the team came together before setting off on an ambitious road trip around much of Ireland. Their route took them from Dublin to Rosslare Harbour, Waterford, Cork, Killarney, Limerick, Galway, Westport, Sligo, Benbulbin, Londonderry, Bushmills, Giants Causway, Belfast, before finally returning to Dublin. So as you can imagine, the team got to see quite a lot!


This trip wouldn't have been possible without the fantastic support of our friends at Ε koda Ireland. A huge thank you to Raymond Leddy and the team for supplying us with two Ε koda Octavias, which comfortably carried our crew across thousands of kilometres of Ireland's roads and became the perfect companions for this unforgettable research trip.


We'd also like to extend our sincere thanks to JUDr. Pavel VoΕ‘alΓ­k and his team of the Czech Embassy in Ireland for helping arrange several special visits for our team, including a tour of a cement plant in Limerick. This provided invaluable first-hand insight into the industry's day-to-day operations, helping our team better understand how the facility functions and the vital role truck drivers play in loading, unloading, and transporting materials every day.


So what did the team get up to during their trip? We spoke with several members of the team to hear about their favourite moments, the places that left the biggest impression, and the valuable references they have gathered to help bring Ireland to life in ETS2.Β 

Honza:

"We recently went on our research trip to Ireland, and I have to say for me personally, it was a great experience. It always feels different to actually be at a place rather than to see it through references on your computer. No amount of photos or Street View can fully replicate the feeling of being there. Having walked and driven through the real landscape, I now have a much clearer picture of what the outcome should be, what the map should look like and, more importantly, what the general vibe should feel like.



One thing we already knew going in was that vegetation would need special attention, but being there made us absolutely sure we need to give it great importance. And yes grass really is very green in Ireland. It's striking, and it has to come through in the map.


We also discovered there are a lot of details we might have missed before. For example, once you're on the ground, you realise just how much art is on public display everywhere murals on walls, electrical boxes used as canvases for local artwork. These small touches add a lot of character and are exactly the kind of details that can make the map feel alive and authentic.


As for personal highlights my favourite places were on the West Coast, the Caha Mountains, Killarney National Park, and Connemara. The Antrim coast was equally stunning. And from the cities, I really liked Galway."

KristiΓ‘n:Β 

"Ireland is the first DLC I am working on. I am so grateful to have been a part of this journey, to see everything with my own eyes and really soak up the atmosphere. I have visited almost all the places and roads I am working on designing from Waterford to Rosslare Harbour. They have undergone extensive renovations over the past two years, so I am happy to see their latest appearance, which you will not find even on Google Maps. I also visited the Custom Depot of the film studio in Belfast.


This journey helped me to perceive important details and the specific atmospheres of the places there. My personal experience showed me huge differences compared to static online maps. I believe that this will help us take the realism of the environment to a higher level and create a truly immersive world for players. I managed to collect a lot of reference material, of which our entire team can then use to build a virtual Ireland in a much more believable way and depict even places that are completely missing from Street View."

Libor:Β 

"I fell in love with Ireland right from the start of our work on the DLC, when I began exploring it through photos. So when I got the chance to visit Ireland in person, I was thrilled and started looking forward to it. My main goal for the trip was to explore the N71 running through Killarney National Park and its surroundings. The photos we had available before the trip were taken in overcast, rainy weather, but for a map designer’s work, it’s important to see the landscape in sunny weather to capture the correct colours.


Fortunately, the weather turned out perfect, and I was able to gather the right references for my work. In addition to the colors, my visit helped me greatly in grasping the character of the landscape, the scale of the mountains, and the variety of vegetation. All of this is difficult to capture from photographs alone. Being in Ireland in person helped me a great deal not only in mapping the landscape and landmarks, but also in noting the small details regarding road traffic and the road network.Β 


These are the aspects that we pay close attention to at our company. Ireland is rich in diverse landscapes and numerous landmarks, and we’re working hard to deliver the best possible Irish experience."

Josef:Β 

"I joined this trip as a representative of the road department. At SCS, I’m responsible for all right-hand drive prefabs for the Isle of Ireland DLC and the UK rework. These are essentially functional 3D models of all road intersections from simple crossroads to complex roundabouts.


Both the Republic of Ireland and the United Kingdom have unique features in their road networks compared to the rest of Europe. Cats’ eyes (road studs) and box junctions were originally designed in the UK. Roundabouts are more common, sometimes even with traffic lights, of which there are plenty. And in case you didn’t know, people drive on the left side of the road. There are other specifics, but I won’t bore you with them.

That’s why I’m glad I had the opportunity to travel around Ireland and see the road networks of both countries, because I’m now tasked with finalizing and implementing these features into our road network. We’ve gathered a lot of references that will help us greatly with this.


Since my work involves roads and intersections, I’m used to looking down at them. But that was a bit harder in Ireland, where there were breathtaking views and beautiful nature. And just when you’re admiring the view, you suddenly hear a sheep. It’s that feeling of perfection and peace. That’s what I love about Ireland.


At the same time, during my four years at SCS, I had the opportunity for the first time to visit the landmark intersection I’d been working on, rather than just seeing it on a screen. It’s a strange feeling when you arrive at a place and, after a moment, realise that you actually know it a little bit there. Classic dΓ©jΓ  vu."

Ivan:Β 

"Getting to visit Ireland in person was hugely valuable for me. In QA, we work with reference photos, videos and Street View all day, but actually seeing the country with my own eyes was a different thing entirely. Honestly, the island won me over on day one. The atmosphere, how varied the landscapes are, the way each region has its own character.Β 


We covered a big part of Ireland on the trip, from busy cities to countryside roads where you barely meet another car. That's when the real scale of things sinks in. The road network, the vegetation, the architecture, all the small details you just can't pick up from online references. Some places felt nothing like they look on a static map, and experiencing that first-hand taught me a lot about what makes Ireland special. The trip is already paying off in my daily work.


When I'm reviewing parts of the map now, I recognise places we visited, and they come with actual memories attached, the town we stayed in, a road we drove, the spot where we stopped for food. That kind of familiarity makes it much easier to judge whether the environment feels authentic and to catch details that would otherwise slip by. I really believe these impressions will help us fine-tune the Ireland DLC and make it a more immersive, believable experience for our players."


We hope you enjoyed reading this insight of our team's research trip across Ireland. If you're excited about the upcoming Isle of Ireland DLC, don't forget to add it to your Steam Wishlist! You can also subscribe to our YouTube channel so you don't miss our upcoming SCS On The Road: Isle of Ireland Research Trip episode, where we'll take you even deeper into the journey. Until next time, keep on truckin'!

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SteamOS 3.8.25 Beta

8 Augustus 2026 om 06:52

This update is for the SteamOS Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.

Known Issues - Beta

  • There is a known issue with degraded performance in some cases when composition is required (such as when having FSR enabled).

    This issue is fixed in the latest SteamOS stable release (3.8.16). Affected users may wish to switch to the stable update channel while we work on bringing this fix to the beta channel.

General

  • Added support for waking up from the Steam Controller Wireless Adapter (2015)

  • Improved battery indications when the device is charging in but using more power than the charger can provide

  • Preliminary support for the Steam Frame Wireless Adapter

  • Added support for Steam Controller (2026) to the built-in [c]hid_steam[/c] controller driver, enabling use with native controller applications when Steam is not running

  • Fixed an issue where hotplugging HDMI displays could cause lockups in Desktop Mode

  • Fixed an issue where TVs supporting an HDMI "Game Mode" would display the initial boot logo before engaging said mode, causing unnecessary delay and flashing

  • Fixed some cases of slow or stuck Wi-Fi connections with certain adapters

  • Fixed an issue causing previous SteamOS updates to fail to apply for some users

  • Security and stability fixes

Steam Machine Firmware 108

  • Fixed an issue where the system could occasionally wake up immediately after going to sleep

  • Fixed a rare issue where CPU performance could be degraded until reboot after waking up from sleep

Audio

  • Fix for HDMI audio dropouts with some game and TV combinations

  • Improve reliability of HDMI hotplug detection

  • Add option to prefer lower latency audio codecs for Bluetooth devices

Non-Valve Devices

  • Improve support for MSI Claw and OneXPlayer device variants

  • Improve support for devices with external or no Wi-Fi adapters

  • Fixed an infrequent bug where some 3rd party handhelds would have input ignored when held

  • Added initial gamepad support for MSI Claw 8 EX AI+

  • Added initial gamepad support for Konkr FIT

  • Added initial gamepad support for AYANEO Pocket S2

  • Updated gamepad support for OneXPlayer Apex with new firmware

Developer

  • Updated the Linux kernel to 6.18.42

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Steam Client Beta - August 7th

8 Augustus 2026 om 01:06

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

General

  • Fixed issues where some Steam Workshop items were not being updated properly.

  •  

Steam Beta Client Update: August 7th

8 Augustus 2026 om 01:06

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

General

  • Fixed issues where some Steam Workshop items were not being updated properly.

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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.

  •  

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’!

  •  

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.

  •  

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.

  •  

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][/*]
  •  

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!

  •  

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!

  •  
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