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Road Trip: Ford DLC Release
We are super excited that the day many of you have been waiting for has finally arrived. Today, you can get ready to drive a new set of vehicles with the release of the Road Trip: Ford DLC for American Truck Simulator!
The Road Trip: Ford DLC is now released and available on Steam!
We first announced project Road Trip in April last year, and since then, it has been eagerly awaited by our #BestCommunityEver. A dedicated team was formed to bring this brand-new experience to American Truck Simulator, working closely with our vehicle team, programmers, testers, and many other colleagues across the company. The Ford DLC is the first release from the Road Trip project, and we're incredibly happy to finally bring it to our community!
Now, you can hit the open roads of American Truck Simulator like never before with this DLC as you take the wheel of:
- The iconic 1967 Ford Mustang Fastback
- The all-purpose 2023 Ford F-150
- The modern 2023 Ford Bronco
- and the legendary 1998–2012 Ford Crown Victoria
With the Road Trip: Ford DLC, you will unlock Car Mode, its related features, and all of these personal cars, which you can take out on the road and experience American Truck Simulator from a whole new perspective. Customise your vehicles with a variety of accessories and paint options, then hit the road and explore at your own pace.
Looking for something to do along the way? Take on smaller deliveries through Quick Jobs or the Dispatch Market and build your courier reputation, or discover the world around you with the new Atlas feature. Visit iconic locations, learn more about them, and collect beautifully designed postcards as you explore.
At release, the Atlas feature and its Tourist Boards will be available in California, and in the Oregon, Washington, Idaho, Montana, Wyoming, and South Dakota DLCs. The remaining states will be gradually included in future updates.
Step away from your big rig and get behind the wheel of iconic Ford vehicles, a fresh way to explore the world of American Truck Simulator. You can also team up with your friends in Convoy mode and hit the road together, with trucks and cars sharing the highways! And don't forget that if you own this DLC, you can also enjoy the Atlas feature from behind the wheel of a truck.
We're happy to have partnered with Ford to bring these iconic vehicles to life in American Truck Simulator, and we would like to thank them very much for their cooperation in making this possible.
But now, it's all up to you - we can't wait to see where your next road trip takes you!
Release Live Stream
As we always do with our map expansions, we also plan to introduce the new Road Trip: Ford DLC to our community with a special release stream! Starting today at 3 pm CEST, we'll be joined by guests who worked on the DLC's development, chatting with them about the process while taking Ford cars out on the roads of American Truck Simulator. And at the end of the stream, we'll officially release the DLC together with you!
Make sure to share photos or videos from your road trip journeys with us on social media by tagging us on X/Twitter, Facebook, BlueSky, and Instagram. For more news from American Truck Simulator and further Road Trip development, don't forget to subscribe to our newsletter or follow us on our social media accounts. We will see you on the road!
Counter-Strike 2 Update
- [p]Fixed pixel-gaps in various Rush rooms.[/p][/*]
- [p]Clipping adjustments in T/CT Castle rooms.[/p][/*]
Steam Beta Client Update: September 27th
We have just shipped an updated Steam Client to the Preview/Beta channel.
General:
Fixed a regression that caused non-Steam games to fail to launch.
Fixed the onscreen keyboard not working the first time it is invoked on desktop.
Remote Play:
Improved color accuracy when streaming an OpenGL game.
Steam Client Beta - September 27th
The Steam Client Beta has been updated with the following changes:
General:
Fixed the onscreen keyboard not working the first time it is invoked on desktop.
Remote Play:
Improved color accuracy when streaming an OpenGL game.
Linux:
Fixed a regression that caused non-Steam games to fail to launch.
SCS On The Road: Star Nation Experience 2026
This year, we were once again invited by Western Star to take part in their Star Nation Experience along with two members from our American Truck Simulator community. Today, we bring you an SCS On The Road episode where you can watch what the whole amazing event looked like!
Beny and Oscar travelled all the way to Bend, Oregon, to represent SCS at the wonderful Star Nation Experience 2026 in June. There, they met up with two members of our ATS community, Conor and Nathan, who were selected and invited by Western Star for an all-expenses-paid trip and a weekend packed with unforgettable experiences.
From fly fishing and ATV rides to the X-Series Ride & Drive Challenge at the Madras Proving Grounds, they also got to meet the Western Star team and other trucking enthusiasts. So, let's watch together and see how the Star Nation Experience 2026 went!
We would like to say a huge thank you to Western Star for inviting us once again, along with Nathan and Conor, and for giving us the opportunity to take part in such an amazing event. We are also happy that we could capture the experience and share it with our community!
Make sure to follow us on X/Twitter, Facebook, BlueSky, YouTube, and Instagram so you don't miss out on any events, news, and fresh SCS On The Road episodes. Alternatively, you can subscribe to our newsletter to stay informed. Until next time, happy hauling!
Steam Beta Client Update: September 25th
We have just shipped an updated Steam Client to the Preview/Beta channel.
General:
Fixed the Recordings & Screenshots dialog not showing all games that have related screenshots in the game filter dropdown.
Improved the text layout in achievement notifications when the name, description or both wrap across multiple lines.
Fix some cases of header/footer flicker and invisibility during the first seconds after waking from sleep.
When waking from sleep with a game running but the account now playing elsewhere:
Provide an option to exit the local game.
Go back to sleep if there is no input for 60 seconds.
Fixed issues with trackpad typing if the trackpad is touched while the onscreen keyboard is opening
Steam Input:
Improved the consistency of trackpad sensitivity between Steam Deck and Steam Controller
Fixed cases where the Virtual menu modes could show the wrong activation type if it was created in the standalone menu vs from a controller source
Implemented a version of the "Reorder Controller" dialog for Steam Input API games. Note - this disconnects the controllers temporarily so older games which do not handle hot plugging properly can lose controller input
Additional polish for the multibinding page
In the desktop UI overlay the desktop config will now be applied. For most gamepads this will not be a difference in behavior because they have a blank desktop config, but Steam Controllers or devices that have setup a custom desktop config will have mouse input to click on things in the overlay.
Remote Play:
Improved color accuracy when streaming from a Windows computer
Fixed the mouse cursor when streaming from Linux using the SteamRT3C client
Fixed a capture lockup when streaming from pipewire on Linux and SteamOS
Reduced Pyrowave latency when streaming from pipewire on Linux and SteamOS
Added the -pyrowavestats command line option to log Pyrowave encoding performance
SteamRT3 Experimental Beta
Fixed Steam overwriting PATH, LD_PRELOAD, and LD_LIBRARY_PATH variables when launching games.
Steam Client Beta - September 25th
The Steam Client Beta has been updated with the following changes:
General:
Fixed the Recordings & Screenshots dialog not showing all games that have related screenshots in the game filter dropdown.
Improved the text layout in achievement notifications when the name, description or both wrap across multiple lines.
Big Picture:
The mouse is now hidden in the overlay until there's mouse movement
Fixed issues with trackpad typing if the trackpad is touched while the onscreen keyboard is opening
Steam Input:
Improved the consistency of trackpad sensitivity between Steam Deck and Steam Controller
Fixed cases where the Virtual menu modes could show the wrong activation type if it was created in the standalone menu vs from a controller source
Implemented a version of the "Reorder Controller" dialog for Steam Input API games. Note - this disconnects the controllers temporarily so older games which do not handle hot plugging properly can lose controller input
Additional polish for the multibinding page
In the desktop UI overlay the desktop config will now be applied. For most gamepads this will not be a difference in behavior because they have a blank desktop config, but Steam Controllers or devices that have setup a custom desktop config will have mouse input to click on things in the overlay.
Remote Play:
Improved color accuracy when streaming from a Windows computer
Fixed the mouse cursor when streaming from Linux using the SteamRT3C client
Fixed a capture lockup when streaming from pipewire on Linux and SteamOS
Reduced Pyrowave latency when streaming from pipewire on Linux and SteamOS
Added the -pyrowavestats command line option to log Pyrowave encoding performance
SteamRT3 Experimental Beta
Fixed Steam overwriting PATH, LD_PRELOAD, and LD_LIBRARY_PATH variables when launching games.
SteamOS 3.9.2 Beta
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.
These notes contain all changes since the current stable SteamOS 3.8 release, with the changes added since the previous 3.9 preview releases noted below
General
Add preliminary support for Legion Go 2 brightness control
Fixed Steam Remote Play not working on Steam Machine when booting with no external display connected
Fixed "Disable Frame Limiter" toggle not working when VRR is enabled
Fixed the frame limiter incorrectly applying to VR titles when streaming from Steam Machine to Steam Frame
Fixed loss of input if a launcher window is accidentally dragged around in Game Mode
Fixed logging in to Desktop Mode via RDP with system users when enabled
Fixed an issue causing certain games (incl. ELDEN RING and DARK SOULS™ III) to fail to run on recent Panther Lake Intel CPUs
Worked around a firmware issue on some ASUS devices causing excessive fan speed upon waking from sleep
Fixed a bug causing hidden WiFi networks to fail to connect on the first attempt
Fixed boot screen corruption on Intel PTL+ devices
Fixed a regression from previous 3.9 previews causing Steam Machine to occasionally wake from hibernation unexpectedly
Fixed a regression from previous 3.9 previews slowing down system boot speed and causing the boot logo to briefly vanish during boot
Fixed a regression from previous 3.9 previews breaking virtual keyboard input for some languages in Game Mode
Fixed a regression from previous 3.9 previews with nested desktop mode
Security and stability fixes
General
Updated Arch Linux base
Updated Desktop Mode from Plasma 6.4.3 to Plasma 6.7.3
Fixed a system crash when launching Forza Horizon 6 on Legion Go 2
Fixed an issue causing frame limits to result in lower than intended FPS on certain external displays
Fixed issues with suspend/resume on systems with RDNA1 or RDNA2 based dedicated GPUs
Security and stability updates
Misc
Updated the bootloader to improve compatibility with certain motherboards
The Desktop Mode lockscreen is no longer prevented from being explicitly enabled in settings (but remains off by default)
Developer
Switched WiFi backend to wpa_supplicant by default for new installations, improving compatibility with various WiFi networks
Enhanced wpa_supplicant to support fast WiFi reconnect on resume from sleep, previously only available in the iwd backend
Known issue: Existing installations will continue to use iwd unless manually enabled in Developer Settings
Linux kernel rebased on Linux 7.2
Added preliminary support for hibernation, not yet exposed in Game Mode UI
Enhanced Linux kernel hibernation support to enable interrupting hibernate requests and fixed various driver issues
Various scripts and packages have been renamed from `steamos-` to `holo-`, with aliases to the former names where appropriate
Improved support for running SteamOS as a VM guest with accelerated graphics (virtio-gpu, venus)
Updated included renderdoc version
Counter-Strike 2 Update
- [p]Various gap fixes and clipping adjustments.[/p][/*]
- [p]Fixed some cases where loud reloads would persist while trying to stealth reload.[/p][/*]
- [p]Added sv_clantags_enabled option so custom servers can disable clan tags.[/p][/*]
- [p]The eggs of background players in main menu lobbies now rest in nests.[/p][/*]
Coaches & Road Trip: Mode Switch
Ready to hit the road? Today, we're taking a closer look at one of the new systems created for our upcoming Coaches DLC for Euro Truck Simulator 2 and Road Trip for American Truck Simulator; Mode Switch. This feature helps bring different types of gameplay together, allowing you to move between your trucking career and new adventures behind the wheel of a car or coach!
ETS2 & ATS are expanding beyond trucking, and with that comes the need to clearly separate the different careers and gameplay experiences available to players. This is why we have divided the game into different modes, Truck Mode, Car Mode and Coach Mode.
Each mode has its own gameplay, progression, and career systems. Truck Mode remains centred around transporting cargo and building your trucking business, while Car Mode, introduced with Road Trip, places a greater emphasis on exploration and building your reputation with customers. Coach Mode will focus on operating routes, providing passengers with a smooth journey, and keeping them satisfied along the way.
Progression is separate between these careers, with Car Mode using reputation rather than traditional experience points. However, some important parts of your profile remain shared. Your money and map exploration carry across all modes, meaning roads discovered while travelling by car will remain explored when you return to your truck, and vice versa.
Separating the experience into different modes also allows us to keep everything relevant to your current career together in one place, including your vehicles, progression, statistics, and other mode-specific information.
Switching between modes is straightforward. You can enter another mode while you're not driving to manage that career, although you cannot have more than one active job across all modes at the same time. The full switch between modes happens once you press the Drive button.
As of right now, the navigation system remains tied to the mode you last drove in, so you won’t be able to set or adjust a route for the newly selected mode. As soon as you hit the road, the correct navigation and gameplay systems for that mode will kick in. Looking ahead, we’re already looking at ways to make navigation between modes feel even smoother in future updates.
Wonder where you last left off in your vehicle? The map will also show the positions of your other vehicle, as well as your current position when undertaking a Quick Job. When you mode switch, you'll continue from the location where you left your truck, coach, or car.
The introduction of multiple modes also played a part in our recent changes to the fatigue system. Fatigue Simulation is now separated into Rest State and Mandatory Breaks. Your Rest State represents how tired your character is and is shared across modes, while Mandatory Breaks represent legally required rest periods. Trucks and coaches are subject to Mandatory Breaks, while cars are not.
The introduction of different modes is an important part of expanding Euro Truck Simulator 2 and American Truck Simulator while keeping their various gameplay experiences connected. Each mode offers its own career and progression, while shared systems such as money and exploration help ensure everything still feels like part of the same world and profile.
We hope this gives you a better understanding of how Mode Switch works and some of the thought process behind the creation of the system. We're looking forward to getting you behind the wheel of some new vehicle types in Euro Truck Simulator 2 and American Truck Simulator!
SteamOS 3.8.28
SteamOS 3.8.28 has just been released for all users with the following changes:
These notes contain all changes since the previous SteamOS 3.8.16 stable release. See here for changes since the previous SteamOS 3.8.27 beta release.
General
Updated Mesa graphics driver to a new major release, containing many ray-tracing performance improvements, as well as other performance and functionality improvements
Greatly improved VRAM management, improving performance and stability in cases where VRAM is limited
The Steam Machine splash screen/logo now appears much more quickly after device startup
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 20-30s startup delay in some games on non-Valve devices with no audio sources
Fixed delayed start time for some games under Proton when no capture device is present
Fixed an issue causing black screens in certain launchers, including Zenless Zone Zero and FINAL FANTASY XIV Online
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 on startup 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
Fixed Firefox in Desktop Mode sometimes freezing when fullscreen
Worked around an issue where Unreal Engine 5 VR games could display a blank right eye
Fixed Bluetooth instability with Nintendo Switch Pro (v1) controller
Fixed Desktop Mode allowing resolutions below 640x480 on certain displays, rendering it unusable
Fixed a bug where the system would freeze on resume if an SD card was removed while suspended
Fixed a rare Steam Deck issue where fan speed would revert to BIOS control until a reboot, resulting in higher than normal fan speeds
Fixed an issue where game performance could be degraded after sleep/resume on systems with AMD discrete GPUs
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
Add option to reset all audio configuration and settings to system defaults under Settings -> 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
Added controller support for missing OneXPlayer F1 and OneXPlayer 2 special edition models
Fixed a regression with some MSI Claw devices on newer firmware losing access the Guide and Quick Access Menu buttons
Fixed a regression with Legion Go 1 models on older controller firmware where gyroscope would fail to initialize
Fixed a regression on OneXPlayer F1 models where rumble was being blocked and the joystick poll rate was low. As a consequence, the M1 (left) extra shoulder button is no longer able to function.
Fixed issues with battery display on Lenovo Legion Go models
Fixed a bug where the MSI Claw would freeze on resume if an SD card was present during suspend and resume
Developer
Updated the Linux kernel to 6.18.50
Counter-Strike 2 Update
- [p]Added a better description of the rules to the loading screen.[/p][/*]
- [p]Adjusted rules for determining when to kick players due to team damage.[/p][/*]
- [p]Various clipping adjustments.[/p][/*]
- [p]Fixed a case where it was possible to get a slightly faster silent reload by tapping the reload button before holding it.[/p][/*]
- [p]Fixed a case where it was possible to use silent reload to fire shotguns faster than normal.[/p][/*]
- [p]Fixed a case where the AK-47 inspect animation sometimes popped.[/p][/*]
South Dakota DLC Release
The road is calling! The South Dakota DLC for American Truck Simulator has arrived, bringing local industries, rolling prairies, stunning scenery, and some of America’s most recognisable landmarks to your journeys.
The South Dakota DLC is now released and available on Steam!
It’s been an exciting road since we first announced that South Dakota was in development, and today we’re excited to finally release it to you. So saddle up, warm up the engine, and get ready to roam the Mount Rushmore State! To help you get your bearings, here is a look at the full map of the DLC, showcasing the cities, towns, and road networks waiting for you.
We can’t wait to welcome you to the Mount Rushmore State! So what can you expect from this DLC?
- Explore 13 faithfully recreated cities, including Sioux Falls, Rapid City, Pierre, and more!
- Discover 21 scenic towns and settlements across the state, such as Hot Springs, Wall and Sturgis.
- Travel across a road network representing around 3000 miles of real-world roads, with connections to Montana, Wyoming, Nebraska, and Iowa.
- See iconic South Dakota landmarks including Mount Rushmore, the Corn Palace, Sioux Falls, and the Dignity of Earth and Sky sculpture.
- Deliver cargo to 10 custom depots and discover new industries, including trailer manufacturing, residential housing, and a landmark food production facility in Sioux Falls.
- Explore stunning natural locations such as the Black Hills, Badlands, and the landscapes surrounding Reva.
- Experience the variety of South Dakota’s scenery, from dramatic rock formations and forested hills to wide-open plains and bustling cities.
- Discover famous sights, local landmarks, scenic roads, and hidden details as you travel across the Mount Rushmore State!
From busy roads in Rapid City to the wide-open Great Plains, dramatic Badlands, and winding roads of the Black Hills, South Dakota offers plenty of variety for truckers to discover. Along the way, you’ll encounter some of the state’s most iconic sights, including Mount Rushmore and the waterfalls of Sioux Falls, while hauling cargo through the diverse landscapes of the Mount Rushmore State. We can't wait for you to start explorin'!
Release Live Stream
Don't forget about our special Release Live Stream, which starts today at 3 pm CEST! Joining us will be some special guests, including the CEO of SCS Software, Pavel Šebor, all of whom will be chatting with us about this exciting new addition while we drive through South Dakota.
Towards the end of the live stream, we'll officially release the South Dakota DLC together, with a live video feed from our office release party, so make sure to be there!
World of Trucks: Cruising South Dakota Event
With the release of our South Dakota DLC, we're excited to welcome you all back & invite you all to join us for our World of Trucks event - Cruising South Dakota! Roll through the Mount Rushmore State and take in its wide-open landscapes, natural beauty and rich history.
This event invites you to explore the new map, deliver cargoes to and from its many cities, and contribute to a community goal, which will you earn you special & unique in-game rewards.
Rewards
Personal Goal: Players who complete deliveries to or from all 13 South Dakota cities will earn a personal World of Trucks Achievement and a Call of the Badlands ATS truck paint job Steam inventory item.
Community Goal: When the community goal of driving 150,000,000 miles (241,402,000 km) during deliveries to or from any city in South Dakota is met, players who have also achieved their personal goal will receive a Ring-necked Pheasant Steam inventory item.
And there’s an extra treat as well! Truckers who complete a job using External Contracts or the External Market TO or FROM Rapid City will be rewarded with the Quartz Triceratops hanging item for their cabin. Combining South Dakota’s official state mineral, rose quartz, with its official state fossil, the Triceratops, it’s the perfect souvenir from your travels across the Mount Rushmore State!
You can find all the rules and further details about the event in our dedicated Cruising South Dakota DLC event blog!
We are eager for you to start trucking in the Mount Rushmore State. Remember to tag us in your photos and videos from this map expansion using the hashtag #CruisingSouthDakota on X, Facebook, Instagram, and Bluesky. If you'll enjoy your time in South Dakota, we'd really appreciate it if you left a review on its DLC Steam store page. We thank you for all your support, and until next time, happy haulin'!
Counter-Strike 2 Update
- [p]Increased the maximum countdown-after-elimination time from 7 seconds to 14 seconds on end rooms and Convoy.[/p][/*]
- [p]The countdown-after-elimination time does not activate in cases where an entire team dies to suicides, team kills, and/or disconnects.[/p][/*]
- [p]Warmup time once all players have connected, freeze time, and technical timeout time are all reduced.[/p][/*]
- [p]Various gap fixes and clipping adjustments.[/p][/*]
- [p]Some additional information about the new crosshair system:[/p]
- [p]The new crosshair thickness and length units are in pixels. In the past, the values were defined with an arbitrary scale and converted to pixels based on display resolution so the same value would result in different pixel counts at different resolutions. With the new settings, if you want a 1-pixel wide crosshair with a bar length of 8 pixels and a gap of 4 pixels, then you would set: thickness = 1, length = 8, and gap = 4. [/p][/*]
- [p]Please be aware that the new crosshair system automatically rescales pixel counts when the display resolution changes. For example, if a crosshair was configured at display resolution 1280x720 with a thickness of 2 pixels and then the display resolution changes to 2560x1440, it will now automatically rescale the thickness to 4 pixels so that it remains proportionally the same as when it was configured.[/p][/*]
- [p]Added option to draw half-outlines. This will only draw the top-left portions of the outline for a crosshair.[/p][/*]
- [p]Fixed a bug preventing 0 gap width from being respected.[/p][/*]
- [p]Added a static square crosshair style[/p][/*]
- [p]Reduced the minimum dynamic spread distance to 64 pixels. The new dynamic crosshair styles will show you the real weapon spread and inaccuracy and the 'Dynamic Spread Limit' setting is a limit on how far the crosshair will spread at maximum inaccuracy and spread. There is a baseline spread distance of 64 pixels which covers the weapons with the largest spread so that players can better understand how accurate they actually are with their equipped weapon.[/p][/*]
- [p]Fixed a case where left-handed viewmodels would animate incorrectly while silent reloading.[/p][/*]
- [p]Fixed a case where thirdperson player models would animate too fast while silent reloading.[/p][/*]
- [p]Fixed a case where firstperson Dual Berettas would animate incorrectly while reloading.[/p][/*]
- [p]Clan tags now appear in death notices.[/p][/*]
Soul of Anatolia: Building Intersections with Pavel
Today, we’re taking a look behind the scenes of the Soul of Anatolia DLC for Euro Truck Simulator 2, this time focusing on the complex work that goes into creating the roads and intersections that connect its cities and landscapes. We spoke with Pavel, one of our Map Designers, who shared more about his work on the project and the process of building a road network.
Hi! My name is Pavel, and I’ve been working at SCS Software as a Map Designer for more than 7 years.
For the past two years, I’ve mainly specialised in everything related to roads and highways.
For Soul of Anatolia, I design large highway interchanges and create specifications for other departments for prefabs, tunnels, and traffic lights. I also work with my colleagues to place these elements throughout the map and strive to create a consistent driving experience for players.
What similar projects have you worked on in the past, and how is working on Soul of Anatolia DLC different?
The project that comes closest to my work on Soul of Anatolia is the Greece DLC, where I had some experience with the geometric design of interchanges and maintaining consistency in road elements such as toll gates.
Working on Soul of Anatolia is different mainly because of the scale of what I’m responsible for. I’ve been given much more room to influence the road layout.
How large is this DLC, and what challenges does it bring for you?
From my perspective, with my focus mainly on roads, this DLC is truly huge. For example, we have more than a hundred large highway interchanges on the map.
The challenge for me is to make sure these interchanges meet our requirements while also making sure everything fits within the map.
How does the creation and implementation of highway interchanges work?
Since the project is usually already underway in some form by the time I start working on it, I create pre-assembled interchanges separately from the project in a dedicated test map, where I also test newly created prefabs.
In this map, I always start with a rough prototype built by hand, where the main focus is choosing the right number of road lanes and the type of road intersection. I then iterate on this prototype, adjusting curve radii and fine-tuning road lengths to meet the rules we have established, such as clearance heights under bridges, road banking, and maximum gradients.
I try to calculate and build everything so that the interchange matches its real-world counterpart as closely as possible, is as compact as possible, and is also comfortable to drive through.
Once I’m happy with the prototype, it is copied into the project and placed in its designated location, where it may still undergo some minor adjustments. At that point, my work on the interchange is finished.
You spoke about prefabs; how does the creation of new prefabs work?
First, I consider whether a prefab really needs to be created for a particular situation, or whether the situation could be solved with a prefab we already have, perhaps with a small compromise.
If I conclude that a new prefab is necessary, I start designing it. I begin by putting together a rough prototype using roads. For the design, I use simple geometry, such as calculating the radius and sector of a circle.
It’s important not to make the prefab unnecessarily large while also finding the right compromise that allows both our AI traffic and players to drive through it without problems.
Once I’m happy with the shape, I create a simple blueprint of the prefab. In addition to its shape, it also shows the road markings and the routes that AI traffic will take.
Once that is ready, I create a specification for our road department. Along with the coordinates of the pre-assembled prototype, I include the blueprints and a basic description.
After that, I simply wait for the prefab to be created. Once it comes back to me, I either provide feedback on it or approve it for use on the map.
What are you most looking forward to seeing completed on the map as part of Soul of Anatolia DLC?
A little selfishly, I’m looking forward to finally having all the highway interchanges and prefabs completed. Toward the end of the project, I’ll also add the necessary accessories to them, such as traffic lights.
After that, most of my work will be focused on details and small touches that will allow me to give the project some extra care and bring the level of detail closer to the real-world references.
What have you enjoyed the most about Soul of Anatolia DLC so far, and what are you looking forward to the most?
I’m really enjoying one new type of interchange, and one modified existing type of prefab that I’ve wanted to have ever since I joined the company. I’ve now managed to get them created, and they’re already waiting for you in the map for you to drive through.
What do you think players will like the most about Soul of Anatolia DLC, and what shouldn’t they miss?
Of course, waiting at traffic-light intersections!
No, just kidding. It will definitely be the landscapes and landmarks. Even now, at a really early stage of the map’s development, some places can really surprise me with how detailed and beautiful they already look.
We hope you enjoyed this behind-the-scenes look at the work that goes into building the roads and intersections of Soul of Anatolia. A huge thank you to Pavel for sharing more about his role and giving us a glimpse into the process behind creating the region's road network.
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. Until next time, safe travels!
Steam Client Beta - September 22nd
The Steam Client Beta has been updated with the following changes:
Big Picture Mode
Fixed the on-screen keyboard not popping up in non-Steam games after toggling wifi or suspending the machine
Steam Input
Fixed the glyphs shown for the Xbox Elite Controller paddle buttons
Remote Play: Pyrowave
Fixed occasional flickering when streaming to Linux and SteamOS clients
Switched encoding to use the compute queue to avoid contention with game GPU usage
Fixed GPU memory leak on the client when frequently changing resolutions
Steam Beta Client Update: September 22nd
We have just shipped an updated Steam Client to the Preview/Beta channel.
General
Fixed the on-screen keyboard not popping up in non-Steam games after toggling wifi or suspending the machine
Steam Input
Fixed the glyphs shown for the Xbox Elite Controller paddle buttons
Remote Play: Pyrowave
Fixed occasional flickering when streaming to Linux and SteamOS clients
Switched encoding to use the compute queue to avoid contention with game GPU usage
Fixed GPU memory leak on the client when frequently changing resolutions
SteamOS 3.8.28 Beta
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.
General
Fixed an issue where game performance could be degraded after sleep/resume on systems with AMD discrete GPUs
Counter-Strike 2 Update
- [p]Updated the map selection process to give players more opportunities to play maps they've been learning.[/p][/*]
- [p]Map selection process:[/p]
- [p]Team 1 picks one map[/p][/*]
- [p]Team 2 picks two maps[/p][/*]
- [p]Team 1 picks a final map. [/p][/*]
- [p]One of the four maps will be randomly selected and the match will begin.[/p][/*]
- [p]Rush is a fast-paced queued 3v3 game mode. [/p][/*]
- [p]Players battle through a series of battle arenas to reach the opponent's castle and win the match.[/p][/*]
- [p]Battle arenas are randomly selected for each match, so no two matches are the same.[/p][/*]
- [p]Control the tower when you eliminate the enemy team (or time expires) to win the round.[/p][/*]
- [p]Players can now reload silently (but slowly) by pressing and holding the reload key.[/p][/*]
- [p]Un-scoping a sniper weapon no longer produces a sound.[/p][/*]
- [p]Globally increased visual clarity and improved fidelity of bullet impact decals.[/p][/*]
- [p]ammo_grenade_limit_total setting now also enforces the total number of grenades a player is allowed to purchase in a round.[/p][/*]
- [p]Chickens now take damage from the Zeus x27.
[/p][/*]
- [p]Crosshairs have been updated to be resolution independent.[/p]
- [p]A new "Crosshair/Scopes" tab is available in the Settings menu, and includes updated crosshair settings.[/p][/*]
- [p]Added new crosshair styles[/p][/*]
- [p]Updated the default crosshair to "Dynamic Quad," which better represents weapon accuracy.[/p][/*]
- [p]Updated engine code to the latest version of Source 2.[/p][/*]
- [p]Fixed holes in world in Long A Main Hall.[/p][/*]
- [p]Adjusted door geometry and grenade clipping inside Jaguar.[/p][/*]
- [p]Some gap fixes and clipping adjustments around the blue doors in Mid.[/p][/*]
- [p]Reinforced scaffolding by balcony in A site.[/p][/*]
- [p]Blocked pixel gap in crates on bombsite A.[/p][/*]
- [p]Added ability to set a "Clan Tag" for players who are members of Steam Community Groups. You can adjust your Clan Tag from your Player Profile.[/p][/*]
- [p]Added support for applying stickers to C4.[/p][/*]
- [p]The Starjunk 95, Industrial Sunset Memories Music Kit is now available for purchase in standard and StatTrak versions through the STORE tab.[/p][/*]
- [p]Halftime scoreboard stats should now fully reflect the results of the previous round.[/p][/*]
- [p]Fixed a case where players could avoid a kick ban.[/p][/*]
- [p]Players can now adjust music volume per game-mode.[/p][/*]
- [p]Added "minimap_volume" entity which enables a custom minimap image when a player is within the volume.[/p][/*]
- [p]Added "sky_camera_volume" and "sky_camera_volume_target", which enable custom location-specific skybox rendering.[/p][/*]
- [p]Added "point_deathcam_bounds" entity that constrains the player death camera.[/p][/*]
- [p]Added "env_shake_volume" entity that allows camera shake only within a specified volume.[/p][/*]
- [p]Added CSRadarPoint entity.[/p][/*]
- [p]Added CSObservablePoint entity.[/p][/*]
- [p]Added AddTeamMoney API method.[/p][/*]
- [p]Added OnPlayerTeamChanged callback.[/p][/*]
- [p]SetDialogVariableString now accepts a localization string.[/p][/*]
Minecraft 26.4-snapshot-1 (snapshot) Released
Steam Client Beta - September 21st
The Steam Client Beta has been updated with the following changes:
Big Picture Mode
Using a physical mouse to click on text input will no longer bring up the On-Screen Keyboard
Steam Input
Fixed showing doubled Xbox style controllers on Windows
Fixed showing doubled Steam Controllers on macOS
Fixed regression with rumble on 3rd party SteamOS Handhelds
Improved the styling of multibinding rows in the configuration mapping screen
Remote Play
Added an experimental video codec, Pyrowave, which allows high bandwidth, low latency video streaming. You can find out more on the Steam Remote Play discussion group.
Steam Beta Client Update: September 21st
We have just shipped an updated Steam Client to the Preview/Beta channel.
General
Using a physical mouse to click on text input will no longer bring up the On-Screen Keyboard
Steam Input
Fixed regression with rumble on 3rd party SteamOS Handhelds
Improved the styling of multibinding rows in the configuration mapping screen
Remote Play
Added an experimental video codec, Pyrowave, which allows high bandwidth, low latency video streaming. You can find out more on the Steam Remote Play discussion group.
Road Trip: Ford Release Date & Video Trailer Reveal
Get ready for a brand-new experience in American Truck Simulator! It's time to grab a different set of keys and hit the road in amazing vehicles that are a little different than what you've been used to. We're excited to announce that the
Road Trip: Ford DLC for American Truck Simulator will be released on September 29th, 2026!
We are so excited to be almost finished with this upcoming DLC and that our #BestCommunityEver will be able to enjoy it too! To get you in the mood for driving the stunning cars from Ford, our talented video team has put together an official video trailer. Watch it below to see all that is coming!
Road Trip will bring a whole new experience for players of American Truck Simulator. Not only will you be able to drive in completely different types of vehicles than before, but you will also have the opportunity to complete smaller delivery jobs, customize your cars with accessories, paint them in different colors, or explore the vast landscapes of the U.S. from a completely new perspective while also discovering and learning about beautiful landmarks with the new Atlas feature!
Just imagine driving legendary cars like the 1967 Ford Mustang Fastback, 2023 Ford F-150, 2023 Ford Bronco, and 1998–2012 Ford Crown Victoria on Route 66 from Chicago to Los Angeles, through the rolling hills of the Midwest, or over the beautiful mountains in Montana from the comfort of your home.
And if you are a pure truck driver and don't feel like ever leaving your decked-out rig, don't forget that the Atlas feature available with Road Trip DLCs is not just for cars. You can still enjoy the feature behind the wheel of an 18-wheeler - just make sure to own the Road Trip: Ford DLC so this feature is unlocked for you right after its release.
We would like to thank Ford for their cooperation in bringing their amazing vehicles into our game! If you are looking forward to hitting the road in a Ford, make sure to add the Road Trip: Ford DLC for American Truck Simulator to your Steam Wishlist.
Remember to stay up to date with the latest American Truck Simulator news by subscribing to our newsletter or following us on X/Twitter, Facebook, BlueSky, and Instagram. Until next time, we wish you happy journeys!
World of Trucks: Cruising South Dakota Event
With the release of our South Dakota DLC, we invite you all to join us on Thursday, the 24th of September, for the newest World of Trucks event - Cruising South Dakota! Roll through the Mount Rushmore State and take in its wide-open landscapes, natural beauty and rich history.
So, what is the challenge? Haul cargo to or from any city in South Dakota and help the community reach a collective goal of 150,000,000 miles (241,402,000 km). With the strength of our #BestCommunityEver, we know you will smash it!
Hit the road by #CruisingSouthDakota, where vast prairies meet the rugged Black Hills and the otherworldly Badlands, with long crossings over the Missouri River along the way. But this land carries far more than scenery, it holds stories that reach deep into the past. The Black Hills, known to the Lakota people as Paha Sapa, are sacred ground, while Badlands National Park preserves one of the richest fossil beds on Earth. This is where giants like SUE the T. rex slept for millions of years before being discovered.
During your travels, you can look forward to many spectacular views and highlights, such as:
- Mount Rushmore National Memorial, the iconic monument carved into a granite face in the Black Hills.
- Badlands National Park, a dramatic maze of layered rock spires and buttes unlike anywhere else in America.
- Deadwood, the legendary gold rush town where Wild Bill Hickok played his final hand.
- Missouri River crossings, where the great river divides the rolling east from the rugged west of the state.
As with past Cruising events, you can also participate using your own trailer by selecting jobs from the External Market!
The South Dakota DLC features 13 incredible cities to explore, and we're offering an exclusive reward for completing your personal goal, which will require you to deliver a job to or from all of them. All jobs for the event must be at least 100 miles (161 km) long.
Take part in this breathtaking journey across the Great Plains, from South Dakota's sweeping landscapes and Black Hills to its frontier towns. Let's roll through the Mount Rushmore State!
Rules
Using External Contracts or External Market, with a World of Trucks-connected profile in American Truck Simulator, the community goal is to drive 150,000,000 miles (241,402,000 km) while delivering cargoes to or from any city in South Dakota.
When a player has completed deliveries to or from all 13 South Dakota cities, they will achieve their personal goal.
All jobs for the event must be at least 100 miles (161 km) long.
You can check if your recent deliveries met these conditions using your Log Book in your World of Trucks profile.
Rewards
- Personal: Players who complete deliveries to or from all 13 South Dakota cities will earn a personal World of Trucks Achievement and a Call of the Badlands ATS truck paint job Steam inventory item.
- Community: When the community goal of driving 150,000,000 miles (241,402,000 km) during deliveries to or from any city in South Dakota is met, players who have also achieved their personal goal will receive a Ring-necked Pheasant Steam inventory item.
Note: In order to qualify for the community reward, you must complete your personal goal in American Truck Simulator. Each reward will be a Steam inventory item for American Truck Simulator. Once completed, claim your rewards on the Events page of your World of Trucks profile.
The event will conclude on Sunday, the 22nd of November at 23:59 UTC.
Gear up for the latest addition to American Truck Simulator and join us for #CruisingSouthDakota! Share your screenshots and videos with us on our Facebook, X (formerly Twitter), and Instagram profiles, and we will share our favourite ones (we may even feature some of them in a future blog post!).
Steam Beta Client Update: September 18th
We have just shipped an updated Steam Client to the Preview/Beta channel.
General
Added support for keyboard glyphs in the footer when using mouse/kb to interact with Big Picture Mode
Steam Input
Added a new view in the configurator for Steam Input API games that lists out actions and their bindings rather than inputs to actions along with streamlined binding interface
Added a new multi-binding page in the configurator for authoring button combinations that visualizes the timeline of command outputs and their settings
Added support for inverting button chord bindings
Fixed older-unnamed Virtual Menus showing up as "Create Virtual Menu" in some views
SteamRT3 Experimental Beta
Fixed Night Mode
Remote Play
Fixed EULA acceptance when starting a Remote Stream.
Steam Client Beta - September 18th
The Steam Client Beta has been updated with the following changes:
Big Picture Mode
Added support for keyboard glyphs in the footer when using mouse/kb to interact with Big Picture Mode
Steam Input
Added a new view in the configurator for Steam Input API games that lists out actions and their bindings rather than inputs to actions along with streamlined binding interface
Added a new multi-binding page in the configurator for authoring button combinations that visualizes the timeline of command outputs and their settings
Added support for inverting button chord bindings
Added support for switching into Lizard mode on the new Steam Controller when interacting with UAC windows or other places where Windows blocks Steam Input
Fixed older-unnamed Virtual Menus showing up as "Create Virtual Menu" in some views
Remote Play
Fixed EULA acceptance when starting a Remote Stream.
Indiana: Research Trip
In June, we announced that we are working on the Indiana DLC for American Truck Simulator. While our map teams are busy bringing the Hoosier State to life, they first had to experience it for themselves. Let's take a look back at their research trip to Indiana!
The team that set out for Indiana consisted of the map DLC lead Dubak, our map designers Lukáš and Martin, and our researcher Spekin. Today, they will share their impressions from the trip and a couple of photos they captured along the way. Below, we are also bringing a few screenshots from the work-in-progress map!
"This was my second research trip to the US, and every time it's an incredible experience for me. It boasts not only amazing nature and landscapes, but also rich and beautiful cities. Before the trip, we were a bit worried that Indiana would be a state full of fields, but we were completely wrong. It was a great experience, and I'm really glad that my team and I get to build this wonderful state and show players all the beauty and hidden gems Indiana has to offer," Dubak told us.
They travelled across the state, visiting many of its cities and landmarks, from Indianapolis to Fort Wayne, Evansville, South Bend, and more. "We were blown away by the memorial and the Capitol in Indianapolis, and we also checked out a massive steel mill in East Chicago, Lake Monroe, and the Indiana Dunes National Park," Dubak said.
During their nine-day journey, the team gathered plenty of references and experienced the atmosphere of each place they visited. They explained that walking the streets and visiting these places in real life before recreating them in the editor was a completely new experience.
"As a map designer, I was thrilled to have the opportunity to visit the US in person. You can feel the atmosphere and the scale of everything around you. Personally, I enjoyed all the landmarks in Indiana - from courthouses and churches to banks, statues, historical monuments, memorials, and murals, not to mention the small details here and there. History has shaped the US greatly, and you have the opportunity to experience that," Lukáš shared with us.
Being there in person also reveals smaller details that can be difficult to notice through street view or other sources. This helps the team understand what is important to include in the game and what gives each place its authentic feel.
"As a map designer, I looked for all the details that make every corner authentic. If you are sufficiently attentive, you can find a lot of interesting stuff around. For example, I learned that bigger is better. You can hardly go wrong with that. I also love discovering all the different advertisements, billboards, and signs. I created a large photo gallery of them so that our branding and asset team could use them as inspiration for the state of Indiana and upcoming projects. We also saw an Amish community in the region, which was really interesting. Overall, the research trip was a great experience, and I would love to come back for more inspiration," Lukáš said.
For Martin, it was the diversity of Indiana's landscapes and the roads connecting them that made the biggest impression.
"I was amazed by how diverse the landscape actually is, with plenty of forested areas that transition into national parks, wetlands, prairies, and even sand dunes up north along Lake Michigan. What captivated me the most was probably the scenic IN-46 highway between Bloomington and Columbus. The road winds through the Norman Upland, home to Indiana's largest state park, Brown County State Park. We drove through many towns packed with truly memorable landmarks. In the capital, Indianapolis, it was fascinating to see modern skyscraper architecture blending with historic buildings, churches, cathedrals, and beautifully maintained parks," Martin shared with us.
Even Spekin was surprised by some of the things he saw during the trip, despite his role as a researcher, which means he spends a lot of time studying upcoming DLC areas and preparing references for the rest of the team.
"I was shocked by how big everything is in the US. For example, flags, totems, grain bins, or even roads and countryside are not as straight as they seem on street view, and you can also see the elevation. We observed and measured everything from a random curb in the city to grown corn in the countryside, so the biggest task was just not to look suspicious while capturing those details," he told us.
As a researcher, Spekin records everything that could be useful to other departments and considers how these references could be used in the game, while keeping our scale and other map limitations in mind: "Sometimes a reference can be just for inspiration, like night photos of buildings with neon lights or backlit advertisements, which are often difficult to find. During the trip, however, this was much easier, as we often arrived at our final destination late at night," he shared.
"It might sound weird, but I like farm areas, so grain elevators, barns, and animals are my favorite ones, so you can probably guess what my photo library looks like. I also love industrial zones, so I really enjoyed Gary Steel Works, even though we saw it only from the outside. We also visited a few old covered bridges in Indiana, and I know it's just an old bridge, but I liked it a lot. Of course, I enjoyed the whole trip, every city and every town. I wish we could put everything into the game," Spekin says.
While our work on the map is still in its early stages, we also wanted to give you a small preview of what's already getting done.
Here, you can see a few locations that are taking shape for the Indiana DLC, including the public library in Evansville, Acy Lake, and locations around Indianapolis and along I-69 and US 30.
And that's it from today's blog! We hope you have enjoyed this report from our research trip to Indiana. If you are looking forward to exploring the Hoosier State like we did, be sure to add the Indiana DLC to your Steam wishlist and show your support to our team working on it!
Don't forget to follow us on X/Twitter, Instagram, Facebook, Bluesky, and TikTok, or subscribe to our newsletter for the latest development updates. Until next time, we will see you on the road!
Euro Truck Simulator 2: 1.61 Update Release
We are excited that the 1.61 update for Euro Truck Simulator 2 is now officially released and available on Steam! We hope you will enjoy all the new features, which you can read about in more detail below.
We would like to thank everyone who took part in the open beta phase and reported possible issues or any kind of feedback on our forum, as it helped us fine-tune everything for a smooth transition to the full update!
We'd also like to thank everyone who participated in the 1.61 Experimental Beta, especially those who shared their thoughts on the Multi-Function Display (MFD) and the In-Game Menu. These additions will be introduced in a future update, giving us more time to refine and polish these features and ensure they deliver the best possible experience when they are ready.
Now without further ado, let's take a look at what this update includes!
Proximity Exploration
In the 1.61 update, we are introducing a new feature designed to assist players with exploring the world map and discovering more along their journey. Introducing Proximity Exploration, a new quality-of-life feature that makes map discovery a little more intuitive, while still keeping the enjoyment of exploring the world for yourself.
When enabled, Proximity Exploration automatically reveals a small area around your vehicle as you travel. This means you will no longer need to drive over every tiny section of road to mark it as explored, which should be especially useful for those of you chasing that elusive 100% map discovery! It can also help reveal nearby accessible roads and areas around locations such as rest stops, toll gates, border crossings, gas stations, and other places where multiple road segments may sit closely together.
And don't worry, secret roads will still have secrets to uncover! Proximity Exploration can reveal the first segment of a secret road when you get close enough, giving you a small hint that there might be somewhere new to explore. From there, however, the rest is up to you, as the remaining route will only be discovered by actually driving along it.
Whether you use Proximity Exploration to help hunt down those final percentages or simply make exploring the map a little smoother, the choice is yours!
Volvo Special Edition
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.
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.
On the exterior, this update introduces two new paint jobs: 100 Year Edition – Night and 100 Year Edition – 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 100 Year logo and another one with the FH16 logo.
We are also adding a 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 100 Year logo.
You can read more about this special edition at our dedicated blogpost!
Improved Material System
The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which results in a more readable, detailed, and visually pleasing cabin environment.
One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. In this update, we're excited to bring the Improved Material System update to the Volvo FH Series 6, Volvo FH Series 5 and Volvo FH Series 4 alongside the already updated DAF NGD and MAN TG3 TGX models.
With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
Livestock Trailer Rework
We’re excited to introduce a complete rework of the Livestock Trailer, which our vehicle team has done so from the ground up.
Inspired by modern European livestock trailers, our vehicle team rebuilt the trailer entirely from scratch, replacing the previous older model with a brand-new one. One of the biggest changes drivers will notice is the removal of the older belly axle variant, which has been replaced with a lowered chassis configuration featuring dual wheels.
For those who own their own Livestock trailers, the updated trailer will offer multiple customization options, including two chassis variants, a Straight 3 Axle and a Lowered 3 Axle configuration. Drivers will also be able to choose between an Aluminium body or a fully paintable body.
A wide range of accessories have also been included to customize your trailer. We’re also introducing newly configurable paint jobs for owned trailers, allowing you to customize up to four different colour sections across specific parts of the trailer for even greater customization. Freight Market and AI traffic variants have also been reworked based on the new owned trailer model, with company paint jobs completely reworked to better reflect more realistic transport operations.
You can read more about this rework at our dedicated blog.
Schwarzmüller Trailer Pack Update
We’re excited to begin updating the Schwarzmüller Trailer Pack DLC to better reflect their new modern trailer designs, starting with a complete rework of one of its low loader trailers and accessories. Let’s take a closer look!
Leading this update is the redesigned low loader trailer, which has been rebuilt to closely match Schwarzmüller’s latest real-world model.
Alongside the trailer itself, its available accessories have also been updated with refreshed designs to better represent the equipment and styling Schwarzmüller offers today. While the available cargo options remain the same, this update marks the beginning of a larger goal for us, to rework the entire Schwarzmüller Trailer Pack.
We look forward to seeing you on the road with this newly updated trailer! You can read more about this update at our dedicated blog.
Map Changes for Coaches
With the upcoming Coaches DLC, our map and asset teams have also been making a number of changes across Euro Truck Simulator 2 to prepare the world for passenger transport. The biggest of these can be found in Nuremberg, where we have added a brand-new bus station alongside several remade and newly created landmarks in the surrounding area. Our teams have put a lot of work into bringing this part of the city to life and making sure it is ready to welcome coaches.
We have also updated the bus stations in Karlstad, Aarhus, and Thessaloniki so they are now functional with our upcoming Coaches DLC. We've also made other smaller changes, including updates to navigation, access, and layouts.
The coach station at Karlstad has received a brand-new station building, while Thessaloniki now features new signage and other updates. In Heraklion, we have also opened up a previously inaccessible street to make room for the new bus station.
We’ve also made a number of changes to border crossings to ensure they work correctly with coaches. This included introducing vehicle-specific navigation, as well as opening up parts of border areas that were previously inaccessible to players. Border crossings across the map have also received smaller layout adjustments to help coaches follow the correct routes while keeping navigation working as expected.
Alongside these changes, we have made plenty of smaller tweaks to bus stops and their surroundings across the map. While many of these may go unnoticed, they all help make sure the existing world is ready for the arrival of Coaches.
Changelog
Map
- Proximity Exploration
- Map changes for the upcoming Coaches DLC
Vehicles
- Addition of the Volvo FH Series 6 100 Year Edition
- Livestock Trailer Rework
- Schwarzmüller Trailer Pack Update
Visual
- Improved Material System added for the Volvo FH Series 6, Volvo FH Series 5 and Volvo FH Series 4
Steam Client Beta - September 16th
The Steam Client Beta has been updated with the following changes:
Windows
Fixed regression causing some games to crash on launch.
Fixed a crash at launch on computers with EZFRD64.DLL installed
Linux
Fixed regression causing crash in native Linux version of some games.
Fixed regression with bottom download progress bar not showing download progress.
Fixed an issue where virtual gamepads were torn down temporarily when a game called the ISteamUtils::SetGameLauncherMode api, which could cause titles that don't support controller hotplugging to lose input
Remote Play
Fixed incorrect colors when streaming from a Windows computer with an AMD GPU