Ready to swap cargo for passengers? Then we've got some exciting news for you! Today, we're sharing more details about the upcoming Coaches DLC for Euro Truck Simulator 2, including coach ownership and how you'll plan and take on passenger transport jobs. All aboard!ย
One of our goals with the Coaches DLC is to give players the opportunity to purchase and customise their own coach, much like you already can with trucks.ย
Coaches will be available for purchase through the Online Dealer and will be stored in the player's virtual garage. From there, players will be able to manage, inspect, customise, and sell their vehicles whenever they wish. Coaches will also be stored separately from trucks, meaning they won't occupy any existing garage slots.
Purchasing a coach will be a significant investment, but finances will be shared across both Truck and Coach modes. This means players will be able to earn money through Coach Quick Jobs or regular truck jobs before purchasing their own vehicle. Financing and loans will also be available for those who wish to get behind the wheel a little sooner, just make sure to pay on time!
Coaches will feature a range of customisation options. Depending on the vehicle model, players will be able to choose from various chassis configurations, engine and transmission variants, along with a selection of interior options such as seat upholstery colours and curtains. Selected cabin accessories will also be compatible with coaches.
Not every upgrade will be available immediately. Some parts and accessories will unlock through player progression, giving drivers additional options as they gain more experience behind the wheel.
Owning a coach will also provide the freedom to explore the map outside of scheduled passenger services. Players will be able to travel wherever they like, visit viewpoints, and enjoy driving across Europe at their own pace. Fuel consumption, fatigue, and other familiar gameplay systems will work just as they do when driving an owned truck.ย Owning a coach will also unlock new gameplay features, one of which is Contract Jobs.ย
Using the Contract Jobs menu, players will be able to browse available passenger services in cities close to their current location. After selecting a route, they will first need to drive to the appropriate bus station before beginning the service.
Once at the station, players will confirm their selected line. The game will then advance to the scheduled departure time, passengers will board the coach, and the journey can begin. Many passenger services will include multiple stops along the route, and players can choose from jobs that vary in difficulty based on their experience and skill level. Taking on more challenging routes will reward higher earnings and additional experience.ย
We hope you enjoyed reading about the ongoing work for Coaches for Euro Truck Simulator 2. If you're excited to get behind the wheel, be sure to add this upcoming module to your Steam Wishlist. We look forward to sharing more news with you about this addition as development continues. See you on the road!
We are very excited to join Volvo Trucks in the celebrations of their 100th anniversary by welcoming the Volvo FH Series 6 100 Year Edition to Euro Truck Simulator 2 with the release of the upcoming 1.61 update! Let's take a look at what's in store.ย
Volvo Group was established in 1927 and will be celebrating its 100th anniversary next year. To mark this special occasion, Volvo Trucks is introducing the anniversary edition of their latest model, the Volvo FH Series 6, and we are proud to be bringing the updates coming with this edition to Euro Truck Simulator 2 as well.
The Volvo FH Series 6 100 Year Edition will bring a new look for both the interior and exterior, reflecting Volvo's century of innovation with driver-centric features. These additions will be reflected in the base game of ETS2 with new accessories and paint jobs available for the Aero XL cabin of the Volvo FH Series 6, enabling every virtual trucker to drive the beautiful centennial edition in our game as well, when the 1.61 update releases.
On the exterior, this update introduces two new paint jobs: 100y Edition โ Night and 100y Edition โ Day. The two designs feature distinctive dark or light exterior colour striping, complemented by two additional Centennial logos on either side of the truck. You will also be able to choose from two different light boxes: one with the 100y logo and another one with the FH16 logo.
We are also adding one brand new interior option featuring black leather door panels with unique stitching, carpets, a rear wall decoration featuring the 100 Year Edition logo, and a decorative dashboard ambient LED lighting available in red or blue colour options.
To complete the interior, you will also have the option to customize it with a range of exclusive accessories. These include a black leather steering wheel and new two-tone seats combining a black leather base with a grey textile upper section and the 100y logo.
We are very proud to be able to bring these new additions to the world of Euro Truck Simulator 2 and enjoy the celebrations along with our community and Volvo Trucks, whom we wish many more successful years of producing great trucks and machines!
A few weeks ago, several members of our team embarked on a research trip to Iceland to gather valuable reference material for the upcoming DLC. Let's take a look at what they thought of their journey!
The team that traveled to Iceland consisted of the map DLC lead Ivo and two map designers, Ashley and Johana. Travelling with them also were some of our colleagues from the marketing department, as they had the opportunity for the first time to join a research trip and document the whole journey. That's why we will also be bringing you a packed SCS On The Road episode in the future where you will see this whole trip in more detail.
"Visiting Iceland was wonderful because first-hand experience allows you to take in the landscape with all your senses and provides an insight that digital sources struggle to match. It was fascinating to "get to know" the places on which we work and to find our bearings in a landscape we know well, even though we were seeing it for the first time," says Ivo.
Even though the development of this map expansion is already in a more advanced state, this trip will help the team gather any missing references as well as learn even more about The Land of Fire and Ice.
"Soon after arrival, we started noticing some of the landmarks we already knew from the game. Seeing Iceland with my own eyes was truly incredible. All the mountains were so vast and varied that I sometimes found it difficult to fully comprehend them. My personal favourite memories were when we were at a rest stop and had time to go for a short walk on a footpath, just seeing nature up close while surrounded by giant mountains," Ashley told us.
Everyone on the trip was amazed by the beauty of this island and admitted it helped them get the feeling of what it's like to be there in person, as Johana explains here: "You get a pretty good sense of how gorgeous the place is from everything you can look up on the internet, but once you're there it really hits you. One thing you can't really experience from the street view is the scale, which is an important thing when it comes to landscape. And boy, weren't we surprised at how BIG some of the mountains and waterfalls really are."
The team managed to cover quite a distance in the one week they were visiting, taking into account how many different places they needed to stop by to study and take references.
"We managed to drive the entire western half of the Ring Road, roughly from Lake Mรฝvatn in the north to Vรญk in the south, and visit interesting locations along the way. Everywhere we went, we came across something unusual for us, be it high mountains, fjords, lava fields, numerous small waterfalls and torrents that suddenly appear in some narrow gorge, or sheep and horses grazing freely. As well as various types of roads and urban areas, particularly in Akureyri and Reykjavรญk," Ivo says.
Iceland has a completely different and unique landscape compared to what we have worked on in the past, so seeing it with their own eyes was an unforgettable experience for our map designers. "What impressed me most was the raw beauty of the landscape itself. Iceland is a living textbook of geological processes, and that's something that fascinates me. My personal favourite, however, was visiting Thingvellir National Park, because I'm a history nerd and standing on the spot where the Viking Althing used to meet was a dream come true for me," Ivo shared with us.
One thing the team had to get used to was Iceland's almost endless daylight. During their visit, the sun set for less than three hours each day, but at least it gave them a lot of extra time. "Back home, we're not used to seeing the sun even around midnight, but although it made it a bit harder to sleep, on the other hand it allowed us to make the most of every day," Ivo told us.
We also have to send a huge thanks to Volvo Trucks, who invited us to be part of the filming of their videos, which we cannot reveal right now, but we are working on making another SCS On The Road episode with a behind-the-scenes look at the shooting. Thanks to that, our map designers had the unique opportunity to get in the passenger seat of a truck for the first time and gain insight into how the view from a truck differs from that of a standard car.
"Thanks to Volvo, we were able to cover part of the journey in a truck with a local professional driver, which gave us a brilliant new perspective," Ivo shared. Ashley was also impressed by the experience: "It was much higher than I expected, and the view was certainly great. Overall, a very cool experience," she said. Johana added: "Never in my life have I expected to be inside a truck and be driven in Iceland of all the places. It was an amazing experience and a work trip I won't soon forget!"
Our map designers were also able to compare their ongoing work on the map expansion with what they saw in real life. "I was really happy about how familiar everything felt, compared to what we already have in-game. Almost as if I had stumbled into the game itself," Ashley said.
"I got to see the town รlafsvรญk, which I'm working on in the map, and was able to check out their harbour, which was quite helpful since there aren't enough references online. Now back in Prague, I got the sense of a map designer's pride while looking at our own Iceland in the editor, thinking, yup, this is gonna look great!" Johana concluded.
Also, remember to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok a follow to receive updates not only about Iceland, but also other news from our games straight to your feed. Or subscribe to our newsletter to stay informed. Until next time, happy haulin'!
Today, weโre taking you on a journey to one of South Dakotaโs most recognizable landmarks and a true highlight of the upcoming South Dakota DLC for American Truck Simulator: Mount Rushmore! Set among the rugged beauty of the Black Hills, this iconic monument is also the reason South Dakota is officially known as the โMount Rushmore State,โ and itโs sure to be one of the most memorable sights youโll encounter while exploring the state.
Standing high above the surrounding landscape, Mount Rushmore features the monumental granite faces of four U.S. presidents: George Washington, Thomas Jefferson, Theodore Roosevelt, and Abraham Lincoln. Carved into the side of the mountain between 1927 and 1941, the monument has become one of the most famous landmarks in the United States, attracting millions of visitors from around the world each year.
Players will also be able to experience the impressive sight of Mount Rushmore from the roads running through the Black Hills. Nearby, youโll also find the small town of Keystone, a popular gateway to the monument and the surrounding attractions. With its charming downtown, unique Western-style character, and location surrounded by the Black Hills, Keystone makes for a great stop as you explore this scenic corner of South Dakota. The town is also home to a depot for the historic 1880 Train, a steam-powered excursion railroad connecting Keystone and Hill City along an original late-1800s mining route.
The journey to Mount Rushmore also gives you the opportunity to experience some of the area's scenic roads. US-16, also known as Mount Rushmore Road, connects Keystone with nearby communities and offers beautiful views as it winds through the Black Hills. Along the way, youโll pass through several tunnels, some of which offer a unique view of Mount Rushmore framed in the distance. For an even more memorable drive, you can take the scenic US-16A, also known as the Iron Mountain Road. With its winding route, forested surroundings, and carefully designed curves, this road is an adventure in itself.
As you make your way through the Black Hills, keep your eyes peeled for the many scenic views and natural landmarks surrounding the roads. The landscape here is quite different from the wide-open plains found elsewhere in South Dakota, with dense forests, rugged rock formations, and curvy mountain roads creating a unique driving experience. The Black Hills are also steeped in motorcycle culture, with the region being a popular destination for riders and enthusiasts. You may spot a few of them parked at some of the areaโs parking lots, adding another touch of local character to your journey.
Mount Rushmore is just one of the many highlights waiting for you in our upcoming South Dakota DLC for American Truck Simulator. Whether youโre making a delivery, exploring the Black Hills, or simply taking the scenic route, there will be plenty of opportunities to stop, look around, and enjoy the views!
Steam Pins and Pegs Fest is August 17th through 20th, with loads of games on sale that have you playing with pins or pegs. Or pins AND pegs (why not get a lil' crazy?)!
Master pinball and pinball-like games, knock down actual bowling pins, and break some bricks. Try your hand at deckbuilding pegs, roguelike pegs, and more. There are plenty of discounted titles to explore and add to your library.
We're excited to announce that we'll be hosting another SCS Fan Day Experience on the 2nd of October, inviting a selection of fans from our #BestCommunityEver to join us for a memorable afternoon at our offices in Prague! If you'd like to visit us, you'll find all the important information, along with the application form, below.
We hosted the last Fan Day in May. It was awesome to meet with dedicated members from our community, as we gave them a guided tour of our office, where they had the opportunity to try our 4D Motion Simulator, meet with some of our colleagues, and take a look behind the scenes of our projects. We then wrapped up the day with snacks and coffee in our fun zone, followed by a Q&A with our team and CEO, Pavel ล ebor. To top it all off, our guests received a small gift bag filled with our merchandise. You can watch our wrap-up video from the day below.
And on our next Fan Day in October, we plan to do the same, so if this is something you are interested in, make sure to read further and apply below until the 31st of August!ย From all applicants, SCS Software will personally select 20 community members, and we reserve the right to make the final choice.
Before you apply, it's important to note that SCS Software unfortunately cannot cover accommodation and travel costs, so if you are selected, you will need to cover these expenses yourself.ย ย Also, the event date is fixed and cannot be changed, so if chosen, you will need to be at our offices in Prague, Czech Republic, on the 2nd of October, 2026.ย Additionally, if you are under the age of 18, you will be required to bring an accompanying adult with you to the event.
And that's it! We are very much looking forward to seeing all your applications - make sure to include as much information about yourself as possible. Maybe even include a photo or a short video introducing yourself and your passion for our games, which might boost your chances of being selected. And don't forget to regularly check your email inbox, as we will contact you there if you are selected.
We cannot wait to welcome our passionate fans to our offices once again and spend another memorable afternoon with them. So don't hesitate and fill out the application form!ย
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 onlyย 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.
We're excited to share that, for the very first time in SCS Software's history, we'll be attending theย 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.ย 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!
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.
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.ย
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 ล koda Ireland. A huge thank you to Raymond Leddy and the team for supplying us with two ล 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 Voลกalรญk 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.ย
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."
Kristiรกn:ย
"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:ย
"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 designerโs work, itโs 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.ย
These are the aspects that we pay close attention to at our company. Ireland is rich in diverse landscapes and numerous landmarks, and weโre working hard to deliver the best possible Irish experience."
Josef:ย
"I joined this trip as a representative of the road department. At SCS, Iโm 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. Catsโ 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 didnโt know, people drive on the left side of the road. There are other specifics, but I wonโt bore you with them.
Thatโs why Iโm glad I had the opportunity to travel around Ireland and see the road networks of both countries, because Iโm now tasked with finalizing and implementing these features into our road network. Weโve gathered a lot of references that will help us greatly with this.
Since my work involves roads and intersections, Iโm 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 youโre admiring the view, you suddenly hear a sheep. Itโs that feeling of perfection and peace. Thatโs 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 Iโd been working on, rather than just seeing it on a screen. Itโs a strange feeling when you arrive at a place and, after a moment, realise that you actually know it a little bit there. Classic dรฉjร vu."
Ivan:ย
"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.ย
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'!
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
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.ย
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 Packย 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 theย Ford Car Pack and the RAM & Dodge Car Packย to your Steam wishlist.
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!
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.
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
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.ย
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.ย
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.ย ย
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.ย
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.ย
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.ย
Here's the tricky part: Grip Sense looks like a pressedย 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.ย
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.ย
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.ย
Adjusting the sensitivity
On the Grip Sensor Calibration page, you will see two sliders:
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.ย
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.ย
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.
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!ย
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.ย
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 inputย (simultaneous mouse and gamepad input)ย
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 mimicย 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, useย 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.ย
This will take you to the Gyro settings menu, at the top you will see the gyro activation buttons options.ย
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.ย
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.ย
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". ย
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.ย
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:ย
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.
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.
Invert X/Y: Toggle these on to invert the Horizontal (X) or Vertical (Y) outputs.
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.
Gyro Speed Deadzone: this is option 1 of 2 that can help you reduce tremors/shakes.ย This will entirely stop gyro output if the gyro moves slower than the given speed value.ย 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.
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.ย This can help you with fine movements, without a loss of perceived responsiveness.ย
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 โGyro Speed Deadzoneโ and โGyro Precision Speedโ 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.ย 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.
Forย 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.
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.ย
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, toweringย 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 truckinโ!