Greetings to everyone who loves good deals on great games (everyone, we hope?)!
The Steam Summer Sale means the entire Steam Store is filled with deals upon deals upon deals, as our official trailer above will attest. From now through July 9th at 10 a.m. Pacific (it's a long one, friends) you can pick literally any genre of gaming you love and find all sorts of sales.
Cooking battles, universe exploration, fighting with swords/guns/your fists, cozy games, football and basketball games, zombies, and more. Wait, we should list the "more", it's so good: there are even all-time greats that are on deep discounts throughout the sale.
The Steam Summer Sale is yours to explore in the shade of the summer (or in the warmth of the winter for our southern hemisphere friends): Now through July 9th at 10 a.m. Pacific. See you there!
Even though the 1.60 update for both Euro Truck Simulator 2 and American Truck Simulator was released just last week, we are already working on features for future updates. And since we want to gather as much feedback from our #BestCommunityEver, we are starting an experimental beta way in advance of the actual update release, with focus on two upcoming features - the Multi-Function Display and In-Game Menu. To make sure we get it right, we need your help!
As mentioned above, this time, we are starting the beta cycle from an early stage. The level of polish and stability in this release might not yet be on the same level as with our typical Open Betas. However, we recognize the importance of involving our community in the development process and need to gather feedback early to help us identify any imperfections.
With the Experimental Beta, we would like to invite our dedicated players to join us in fine-tuning, testing, and providing feedback on the upcoming Multi-Function Display and In-Game Menu features for both games. We appreciate all of your feedback on ourΒ forum and your bug reports in the dedicated section for ATS and ETS2.
Multi-Function Display
The MFD has been part of our vision to improve the overall in-game driving interface and accessibility of vehicle systems. Our goal is to create a more unified and intuitive way to access vehicle functions directly in-game, without the need to interrupt your experience or remember dozens of keybinds.
The MFD is an in-game interface accessible from both interior and exterior camera views. From there, you can quickly navigate through various categories and vehicle systems such as driving assists, lighting controls, vehicle adjustments, media functions, trip information, and more.
One of the main goals of this feature is to reduce interruptions while accessing vehicle systems and information. In most situations, opening the MFD will not pause gameplay, and vehicle controls will remain responsive during interaction.
Another key goal of this feature is discoverability. Over the years, ETS2 and ATS have accumulated many functions and controls that players may never encounter. The MFD helps make these features easier to find by presenting them in context and displaying their associated key binds directly within the menu.
The MFD is designed to support keyboard, mouse, wheel, and controller (both on PC and consoles in the future) users alike, with customisable navigation controls. You can read more about this feature here.
Please note that for the purposes of Experimental Beta, the controllers will only support In-Game Mapping Mode (which is the recommended default). The support for Steam Client Input Mode will be added only for the full release.
In-Game Menu
The In-Game Menu is a new quick-access overlay presented as a compact horizontal bar at the top of the screen, providing players with instant access to essential functions.
In the new design, the In-Game Menu, accessible via F1, includes two roles: it provides access to functions exclusive to it, while retaining quick access to selected functions that were previously available through F4 and F7. In-Game menu now consolidates what was previously spread across F1, F4, and F7, providing more immediate access to important system and gameplay functions.
From this bar, players can quickly access controls, photo mode, widget options, services, vehicle adjustments, and the quick info menu.
In single-player mode, opening the In-Game Menu will pause the game. For now, the In-Game Menu will not be accessible while driving in the convoy, but we are exploring ways in which players can use some of the menu's functions while driving in multiplayer.
Don't forget that both of these features are still in a work-in-progress phase and are undergoing internal and external testing and adjustments, so your feedback is crucial in helping us polish them before the final release.
We hope you'll enjoy these new additions, but please remember: It's only an experimental beta, not an open beta yet or even a stable public version, so you may encounter bugs, instability, or crashes - which is where we need your input the most to solve any of these issues. The new features for both games will also be available only in English, so it's completely okay if you want to wait for the open beta or the final release. But if you're interested in helping us get there faster, we'll appreciate all of your feedback on our forum.
If you wish to participate in this Experimental Beta, you can find this version in the Experimental Beta branch on Steam. The way to access it is as follows: Steam client β LIBRARY β right-click on Euro Truck Simulator 2 or American Truck Simulator β Properties β Betas tab β Beta Participation drop-down menu β experimental_beta. No password is required. Sometimes you will have to restart your Steam client to see the correct branch name there.
Thank you for your ongoing dedication and feedback. We believe the Experimental Beta will be a valuable stepping stone towards Open Beta and the 1.61 version. Don't forget to stay connected with us and all the latest information through our social media channels, make sure to follow us on X/Twitter, Instagram, Facebook, Bluesky, and TikTok. Happy trucking!
Today, we are excited to share with you a look at one of Irelandβs most scenic driving experiences coming to the upcoming Isle of Ireland DLC for Euro Truck Simulator 2. Introducing the iconic N59 and the famous Connemara Loop, a route that'll take you past some of the most breathtaking landscapes, remote countrysides, and natural landmarks.
The N59 is the longest national secondary road in Ireland, stretching over 290 kilometres between Sligo and Galway, this scenic route takes drivers through winding roads, quiet villages, rolling hills, lakes, and dramatic Atlantic landscapes. Along the way, players will experience the unique atmosphere that makes Irelandβs west coast so popular with travellers from around the world, which our talented teams have been recreating in detail.Β
On your journey along the N59, drivers will be able to travel on the renowned Connemara Loop, where roads weave between mountains, lakes and open countryside. Some of you with a sharp eye may already recognize the picturesque Pine Island area along Derryclare Lough, which was one of the locations we shared in our βIreland: Guess Where We Areβ blog.
Further along the route, players will encounter one of Irelandβs most iconic landmarks, Kylemore Abbey. Nestled beside the lake and backed by dramatic mountain scenery, this historic estate is being recreated with great care by our map and asset teams.
Continuing north, you'll be able to view Killary Harbour, Irelandβs only fjord. Carved deep into the surrounding mountains, this spectacular natural formation is well worth a stop to admire its beauty. As you travel along the N59, you'll also be treated to views of Croagh Patrick, one of Ireland's most iconic mountains, known locally as "The Reek".Β
You'll then have the opportunity to discover the charming town of Westport, one of the smallest settlements represented in this DLC. Despite its modest size, our team felt it was an important addition in helping represent the authentic communities found across the Isle of Ireland.
North of Westport, the road ventures through the vast Wild Nephin National Park, known for its remote peat bog landscapes, dark rolling hills, and rugged wilderness. The scenery here takes on a completely different character.Β Adventurous truckers exploring the surrounding roads may also stumble upon hidden viewpoints overlooking the Atlantic Ocean and spot countless small islands scattered off the coast.Β
Nearby Sligo, you'll travel through small settlements, open countryside, and stretches of coastal scenery that showcase the raw beauty of the northwest. Whether you are delivering cargo along winding mountain roads or simply enjoying the scenery from your cab, the N59 and Connemara Loop is a route you cannot miss!
TΓ‘ an tOileΓ‘n Smaragaide ag glaoch! The Emerald Isle is calling! If you're excited to discover, explore, and travel across the Isle of Ireland, be sure to add this upcoming map expansion to your Steam Wishlist! We sincerely thank everyone who has supported us so far by doing so. We look forward to sharing more from this upcoming DLC in the future. Until then, keep on truckinβ!
A new Steam client has been released and will be automatically downloaded.
Note: This update was re-released June 24th with the following additional changes:
Fixed Steam crash for some games using Steam Timeline API.
Fixed Steam Deck verified icons not showing when Library setting is enabled.
General
Added support for the Malay language.
Updated controller pairing UI.
Improved Pipewire session logic on Linux. If persistent capture permissions are granted to Steam, there will only be an active Pipewire session when streaming or recording.
Fixed video autoplay not working in some cases.
Fixed webusb notifications showing for some devices when connected.
In-Game Overlay
Fixed a bug where performance monitor showed FG rather than DLSS in some situations where we should have known DLSS specifically was in use for frame generation.
Friends & Chat
Fixed a bug that could cause gamepad navigation to become unresponsive after clicking 'Ignore All' on the friend invite list.
Remote Play
Added a button to toggle the performance graph in the streaming overlay.
Added a 100 Mbit/s bandwidth option.
The "Unlimited" bandwidth option allows adaptive bitrate up to 250 MBit/s when connecting to the latest Steam beta.
The enhanced streaming presets use "Unlimited" (adaptive up to 250 Mbit/s) bandwidth.
Steam Input
Added support on Windows for more than 4 Xbox controllers if GameInput v3 is installed. This can be enabled by running Steam with "-gameinput" as a command line option.
Added support for GameCube rumble when the adapter is in PC mode.
Fixed the selected action set in the configurator resetting while making edits in the configurator.
Fixed a bug virtual menus assigned to a mode shift would not be able to add bindings when accessed via the link on the source page.
Fixed a case where deleting an action set could cause a configuration to fail to load.
Fixed the Add Action Set dialog sometimes having a blank entry in the dropdown.
Fixed a rumble related handle leak in the Xbox Extended Feature driver on Windows.
Fixed a case where newly exported templates would not show up in the controller configurator until restarting the Steam client.
Fixed an issue with saving out autosaves with multiple Xbox controllers of the same type connected.
Today, we would like to show you a preview of one of the most famous and unique landscapes we have been recreating for the South Dakota DLC for American Truck Simulator - the beautiful Badlands National Park!
Situated along the edge of the Great Plains in southwestern South Dakota, Badlands National Park spans 244,000 acres of dramatically eroded buttes, pinnacles, and spires, alongside the largest protected mixed-grass prairie in the United States.
But why is such a stunning area named Badlands?Β For hundreds of years, the Lakota people have called it "mako sica", which translates to "bad lands".Β Then, early French fur trappers called the area "les mauvaises terres Γ traverser" (bad lands to travel across).Β Because when it rains there, the wet clay becomes sticky, and the jagged canyons also make it hard to navigate. The winters are cold and windy, and the summers are hot and dry. But it could have had a very different name, as in 1922, when Badlands was first proposed as a national park, the suggested name was Wonderland National Park.
The Badlands contain one of the world's richest fossil beds, preserving evidence of ancient species such as horses and rhinos that once roamed the region. Today, the area is home to bison, bighorn sheep, prairie dogs, and a diverse range of other plant and animal life. As players enter this region in the game, they will be immediately greeted by roaming bison and striking rock formations.
As you drive further, you'll come across iconic places like Pinnacles Overlook, Yellow Mounds Overlook, and the Fossil Trail.
"I fell in love with this place the first time we visited it on our research trip; it's like stepping into another world, where lush green grass blends with the colorful local soil and rolling hills," says Draky, our map designer who worked on recreating this national park for our game.
One thing you may notice in this region is the sudden transition from expansive plains and gentle hills to a dramatic, iconic landscape characterized by rugged formations and large wildlife such as the bison. As the seasons change, the Badlands vegetation undergoes significant shifts in color throughout the year. The version depicted in the game reflects how the landscape appears between July and August, in which the game is set.
Draky also shares her insight on how difficult it was to transfer this wonderful area into the scale of American Truck Simulator, with a message to our community: "The biggest challenge was the initial layout planning, as the space is quite limited, but I'm still very happy with the result, and I'm sure you'll love experiencing this place every time you pass through."
Both the Steam Machine 2TB and 2TB bundle options come with two additional faceplates: red fabric, and solid walnut.
All prices are inclusive of VAT where applicable.
We have details on how to sign up for a chance to reserve yours below. Since this has proven to be a weird time to launch hardware, we thought this would be a good opportunity to share more about how we got here.
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Steam Machine, like our other hardware products, is made up of many components that we source from manufacturers around the world. The price at which we sell our hardware is a direct result of the cost of these components. We felt like we had a good understanding of how those costs might change over time when we first started sourcing them for Steam Machine back in 2023. That understanding was born from the many years of data we all have about the evolution of PC hardware prices β primarily, that it tends to get cheaper over time as new technology arrives.
Over the past year or so, that has changed quickly and significantly, most visibly for RAM and storage components. There are a variety of reasons, all of which are affecting hardware products everywhere. The overall effect is that our original goal for the price of Steam Machine is no longer viable. So the prices we're sharing today reflect the state of the world for manufacturing; or, more accurately, it reflects the price of the components as we've secured them over the past 6 months.
Price wasn't the only thing impacted by all of this: availability was as well. There were periods where we found we couldn't source some of our components at all, at any price. More than anything else, this has impacted the number of units we've been able to produce for launch.
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In an effort to improve the purchase experience and limit resellers, we're implementing a reservation system.Β Β
If you're busy now, no problem: You can sign up anytime beforeΒ Thursday June 25th at 10 a.m. Pacific.
At that time, we will close signups and do a one-time randomization to determine the reservation and waitlist order.
Based on the reservation order, you will receive an email on June 25th indicating one of two things:
You've been added to the reservation queue and a Steam Machine has been reserved in your name. As units become available for shipment, people in the reservation queue will receive an email with the option to purchase.
We'll send the first batch of those starting Monday June 29th, and will continue to go through the reservation queue as units become available.Β
You've been added to the waitlist and we'll let you know when more units become available.
More details below in the FAQ.
FAQ
Why a randomized reservation order?
We underestimated customer interest when we recently released the new Steam Controller, and we wanted to create a system that would be less frustrating and more fair for everyone. A launch that starts at a specific day and time tends to reward bots, people with fast internet connections, talented gaming fingers for quick F5/refresh reactions, and those who can schedule their life around that moment. By accepting reservation signups over the course of a few days, without any incentive to be first, we're hoping to take away some of that friction. The longer timeframe also allows us to do some extra validation on the signups to make sure they're real accounts, with only one per household.Β
Are there any criteria for signing up?
Customers must meet the following criteria to be able to sign up:
You must have a Steam account in good standing.
You must have made a purchase on Steam prior to April 27th 2026.
Limit one signup per household. We will use payment method, shipping address, and other information to eliminate multiple entries.
What if I don't sign up before June 25th at 10 a.m. Pacific?Β
After the one-time randomization at that time, anyone who signs up will be automatically added to the back of the waitlist.
Do I have to pick a specific model at signup?
If you care about getting any available Steam Machine model, more than any specific one, you're welcome to sign up for multiple models. Each model has its own list of sign-ups that will be randomized on June 25th at 10am. After that, if you are assigned a reservation queue spot for one or more models, you'll automatically be allocated a reservation for the highest end one you're in, and removed from all the others. If you didn't get a reservation spot for any of the models you signed up for, you'll be placed on the waitlist for the model that you were closest to the front of.
Are these sign up lists separated by region?
Yes, there are separate lists for each shipping region β North America, United Kingdom/European Union, and Australia. You'll be automatically placed in the lists for the region you're in.
I received an email that Iβm in the reservation queue, what does that mean?
It means you have a Steam Machine reserved for you.Β All you need to do is wait, and once we have it ready, we'll send you an email with the option to purchase. You'll then have 72 hours to complete the purchase before we cancel your reservation and move on to the next person in the queue.
When can I expect to get my order email?
We will begin emailing folks in the reservation queue the week of June 29th, in the order they were randomized into. We expect to continue sending these emails throughout the remainder of the year.
I received an email that I'm on the waitlist, what does that mean?
It means that when we did the one-time randomization of the reservation queue, your place in line ended up beyond the number of Steam Machines we'll have in this production run. As we work our way through the queue, some customers may cancel their reservations. If that happens, you may be moved up in the reservation queue, and you'll be notified via email that you have a reservation after all. But if not, nothing about your position in the waitlist changes, and any future production runs of Steam Machines will be offered to customers in order they're on the waitlist.
Can I change which model I reserved?
Once the randomization has occurred on June 25th, and youβve received your reservation or waitlist email, you cannot change the Steam Machine model you have signed up for. Canceling a reservation or leaving the waitlist will release your spot.
What if Iβm in Japan, South Korea, Taiwan, or Hong Kong?
Visit Komodo, our official distributor in those regions, to learn how to order in Japan, Taiwan, and Hong Kong. Steam Machine will not be shipping in South Korea.Β
Is this the Valve console?
We think of Steam Machine as an extension of PC gaming, not as a console.
The traditional console model is to sell hardware at a loss and make up the revenue with subscription services or by selling games that are locked-in to the hardware. We think this can make sense for a single business in the short term but that open ecosystems are better for customers over the long term. PC gaming's history proves this: The openness of the PC gaming space has enabled it to be the primary driver of hardware and software innovation for decades.
The strength of PC gaming is the ability to play the games you want on the hardware you want. Steam Machine is *a* solution to these problems (and we think it's a great one), but it's not the only solution, and we don't want it to be.
If I don't get a Steam Machine right away, is there anything else I can do?
Thanks to the openness of the PC platform, there are lots of options for devices that will allow you to run games natively or streamed to your TV. There are many PC sites and communities out there that can help you with that. For our part, we are continuing to work toward enabling SteamOS to be used on more hardware than just ours. In fact, with the newly-released SteamOS 3.8, you can run the same code and operating system as Steam Machine on your own living-room PC using whatever PC parts you want:
Today, we're excited to share another episode of our SCS On The Road series, where we travel across North America to meet passionate vehicle owners and gather valuable reference materials for future projects.
This time, our journey brought us to Denton, Texas, where we had the opportunity to experience a true American automotive icon - the 1997 Dodge Viper GTS.
During our visit, we had the chance to document and scan this beautiful car, getting our vehicle artists the accurate reference data needed to faithfully recreate it for the Road Trip project in American Truck Simulator. From its distinctive exterior styling to the finer interior details, every piece of information helps us bring this legendary sports car to life in-game.
This vehicle belongs to Dino, who kindly welcomed our team and generously allowed us to document his prized Viper. We also had the pleasure of having an interview with him, where he shared more about his amazing ride.
The Dodge Viper remains one of the most recognizable American sports cars ever produced, and seeing this exceptionally preserved 1997 example in-person was a fantastic experience for our team.
We would like to extend a sincere thank you to Dino for taking the time to speak with us, sharing his story, and allowing us to scan and capture reference materials from his stunning Viper. Support from owners like Dino is invaluable and helps us create authentic experiences for players around the world.
We hope you enjoy this latest episode of SCS On The Road from Denton, Texas. Be sure to watch the video and learn more about this incredible machine and its owner.
Today, weβre excited to introduce the team behind the upcoming Soul of Anatolia map expansion for Euro Truck Simulator 2. This upcoming DLC will take drivers on a journey through one of TΓΌrkiyeβs most diverse and captivating regions, featuring a rich blend of landscapes, historic cities, cultural landmarks, and scenic roads waiting to be explored.
In this edition of Meet the Team, weβd like to give you a closer look at some of the people working on the project. They have prepared a few words about themselves, their roles, and the work they have been focusing on throughout the map's development. We hope you enjoy getting to know the team helping shape the world of Soul of Anatolia.
Ernest - ETS2 Map DLC Lead
"Iβve been working at SCS for seven years now, and during that time Iβve been involved in a wide range of projects. Following the Greece DLC, Soul of Anatolia is my second project as lead. Just as in the past, Iβm fortunate to have a very talented and enthusiastic team, whose work, even now in the development stage, shows that Anatolia will once again be a breathtaking DLC. TΓΌrkiye is a beautiful country, and everyone on the team is fully committed and proud to bring it to players in the most perfect form possible. I canβt wait to show you more!"
TomΓ‘Ε‘ - Senior Map Designer
"I joined SCS in December 2017 as a map designer, and Iβve been working in the same role ever since. Over the years, Iβve created many locations in our game world that you can drive through. I played a major role in the creation of cities such as Klaipeda, Andenes, Larissa, Lillehammer, Zadar, Olbia, and Kovrov, and I am currently creating cities for the Soul of the Anatolia DLC. I have also created many roads connecting these cities.
One of the major tasks that is part of my job as a map designerΒ is working on border crossings. If youβve ever driven through a border crossing in our game, youβve likely come across my work. At some point, I became a specialist in this area, and Iβm now in charge of all work related to borders.Β
What I enjoy the most about being a map designer is discovering new possibilities for map creation. I always try to get the most out of a specific location and bring as much originality and authenticity as possible into the game world. What brings me the most joy is when a player drives along our roads and recognises places theyβve visited in real life. Euro Truck Simulator 2 is still just a game, but we strive to make the player feel like theyβre moving through the real world, and when that feeling comes to the player, itβs a sign to me that Iβm doing my job well."
Jakub - Map Designer
"My journey into game development began at SCS four years ago, when I joined the team working on the West Balkans DLC. Since then, Iβve had the opportunity to grow both professionally and creatively while contributing to projects such as the Greece DLC and the Nordic Horizons DLC.
Creating immersive game worlds is where I feel most at home. As a creative person with a keen eye for detail, map design allows me to make the most of my strengths, bringing virtual environments to life and shaping experiences for players to explore.
I specialise primarily in landscapes, expansive scenery, and distinctive locations with unique character and atmosphere. I enjoy finding ways to get the most out of every location and creating a world that feels natural and authentic.
The greatest reward for me is the moment when I see that players are truly enjoying the game and that the world weβve worked on is able to draw them in.
In addition to designing the game world, I also contribute to the creation of cutscenes and enjoy sharing my experience with my colleagues. I consider the sharing of knowledge across the team to be an important part of our work, as is our collective effort to continually improve the quality of our game.
Soul of Anatolia will be another beautiful and entertaining map DLC. You have a lot to look forward to!"
KlΓ‘ra - Map Designer
"Hi, my name is KlΓ‘ra, and I have been working at SCS for 3 years. During this time, I had the opportunity to be part of the amazing map teams that worked on the Greece DLC and the Nordic Horizons DLC. This time we are going to TΓΌrkiye, a country that truly stands out with its breathtaking landscapes, rich history, and unique culture. I am looking forward to capturing its atmosphere and bringing it to our game. Buckle up because this is just the beginning, and there will be much more to see!"
Vlad - Map Designer
"I come from the modding community, where I passionately built map mods for ETS2 for more than 10 years. Now, I have finally decided to join SCS Software, where I've already been working for almost 2 months! As a former experienced logistician and expeditor, SCS' trucking games actually inspired me to study transport and logistics, which led me to work in the logistics industry in the past. On the modding forums, I'm also known by the nickname "Vladzz-G".
TΓΌrkiye is my first project at SCS. It is a quite mountainous country, so itβs a great challenge and opportunity to apply my 10 years of mapping experience to represent the region as realistically as possible. Even so, I am still discovering new mapping tricks that make the work easier. Right now, Iβm working hard on a coastal city (the name of which I won't reveal just yet!), creating advanced road layouts and doing initial landscape work. It is interesting that a long time ago, I tried to avoid mapping mountainous areas because I thought it would be too difficult, and I mostly preferred mapping flat or gently rolling terrain. But now, I feel quite confident mapping mountains too!
I can't wait to see how this DLC will look in the end, and I'm so excited to share my work with you all when the official DLC releases!"
OndΕej - Junior Map Designer
"Hi, everyone. I've been a fan of city-builders and simulators for a long time now, so a few months ago I decided to join the SCS family as a map designer, which combines both of my favourite genres in one.
Currently, I'm still learning and working on my very first project. The southern part of the Turkish coastline is as beautiful as it is challenging. I think that with its big hills and windy roads, it will be a great visual experience."
Petr - Junior Map Designer
"Hi! I joined SCS Software a few months ago. Ever since I was a kid, Iβve always loved building miniature cities with toy blocks. Today, Iβm a huge fan of building and strategy games, and I also love digital drawing. Itβs awesome that I get to build worlds for a living!
Soul of Anatolia DLC is my first project. Currently, Iβm working on the southern part of the country, which is known for its massive and beautiful mountain ranges. Iβm still learning the ropes and gaining valuable experience from my amazing colleagues. Iβm doing my best to truly capture the style of the local atmosphere. Iβm giving it my all, and I really hope the players will enjoy exploring the new map."
Lucie - Junior Map Designer
"I joined SCS in 2024 as part of the Nordic Horizons team, where I spent most of my time creating roads throughout Finland.Β
Now, I have the opportunity to work on several cities and interesting locations across Anatolia. Each place has its own distinct character and atmosphere, which makes the work varied and constantly challenging. What I enjoy most is the chance to capture the richness and uniqueness of this region and bring it to life in our game world."
KristΓ½na - Map Designer
"I joined SCS Software in 2020 and started working on the Iberia DLC, which was then in the middle of production. The last project I had the honour of working on before Anatolia called me was Nordic Horizons. I moved to the south from the towns below the Arctic Circle - there couldn't be a bigger contrast! It is this diversity and learning the peculiarities typical of different countries that keep us curious and eager to present those beautiful places in our game.
I joined the TΓΌrkiye team in the pre-production phase. I worked on various tasks across the map and in the process, got to know the variability and diversity of the regions of Anatolia. I was greatly impressed by the traces of rich history in the landscape. Due to the focus of our game on transporting goods, for example, Sultanhani Caravanserai cannot be missing. It is fascinating that sometimes, even at first glance, an ordinary hill, around which we drive, hides an archaeological site of ancient monuments."
Pavel - Map Designer
"Hi, my name is Pavel, and I have been working at SCS Software for almost seven years. As a Map Designer, I have collaborated with many great people on projects such as the Iberia, West Balkans, and Greece DLCs.
Thanks to my passion for roads and driving, I gradually transitioned into the role of a road specialist, contributing my experience to other projects as well, including the Nordic Horizons DLC, the Scandinavia Refresh, and the Benelux Rework.
My goal is always to enrich each project with new ideas and details, such as new prefab types and road accessories, to bring the experience of our virtual world a little closer to the real one. I hope to deliver something special for you in this project as well."
That concludes todayβs Meet the Team! Weβd like to thank everyone featured in this blog for taking the time to share a little about themselves and their contributions to Soul of Anatolia.
We always enjoy giving our community a glimpse behind the curtain and highlighting the talented people who bring our virtual worlds to life. We hope you enjoyed learning more about the team and the passion driving this project forward.
Creating Euro Truck Simulator 2 and American Truck Simulator is a collaborative effort involving many talented teams across SCS Software. While map designers, artists, programmers and more build the driving experience, another team works alongside them to ensure everything functions exactly as intended before players hit the road.
In this Under the Hood blog, we'd like to introduce you to two members of our In-Game QA team, Ivan and David. We asked them about their day to day work, how testing fits into the development process, why quality assurance is about much more than simply playing the game and more!
David - ATS Map QA Lead
"Hey, fellow truckers! My name is David, and I'm 28 years old. I joined SCS as a junior tester when I was just 20, and at the time, I was the youngest employee in the entire company. Today, I'm the QA Lead for ATS map testing. That means I organize and oversee the testing of all ATS map DLCs, communicate with the leads of our map design teams, solve the most complex issues and bugs we encounter, and simply be there for my team whenever they need help. Over the years, I've seen SCS Software grow from a team of around 100 employees into a company of more than 400. When I joined, we were working on the Oregon DLC, and it has been incredible to see how our development and testing processes have evolved and improved alongside our expanding game worlds."
Ivan - World Map Design QA Lead
"Hi everyone! My name is Ivan, and I've been with SCS Software for a little over six years. I started out as a junior tester, but soon after, I took on the responsibility of overseeing map testing for Euro Truck Simulator 2. Today, my role is World Map Design QA Lead, and I manage our entire map testing team, which currently consists of 20 people. Together, we oversee testing for both American Truck Simulator and Euro Truck Simulator 2. While my colleague Davincillo handles the day to day management of ATS, my main focus over the years has remained on ETS2."Β
When people hear "game testing" they often imagine that you simply get to play games all day. How different is the reality?
"Map testing is definitely not just playing the game all day. That's a classic myth. While the 'playing' aspect certainly has its place, it really only happens during the final stages of our testing process. The reality is far more methodical. We spend hours, or even days, testing one specific part of the map. We drive through the same stretch of road multiple times, checking completely different things on each pass while using different camera views and debug tools.
Simply playing the game is not enough to be a good tester. There is a specific skill set you need, these include attention to detail, a logical and analytical mindset, a good understanding of game industry standards, and a passion for making games more enjoyable for others. Communication skills are also vital because finding a bug is only half of the job. The other half is making sure the right people understand the issue. Ultimately, a good tester should save developers time. Instead of simply reporting that 'something is wrong,' a proper report explains the issue, how to reproduce it, what causes it, and potentially how it could be fixed."
What does a typical day look like for a QA Lead?
"Every day is a little different, but it generally consists of a mix of meetings, coordination, and oversight. Most of my time is spent assigning work, tracking testing progress, reviewing reported bugs, and regularly syncing with developers. Some days are calm and focused on planning, while others are all about solving unexpected, fast-moving issues. A large part of the job involves working closely with the team, discussing the bugs we find, figuring out the best approach, and deciding together what needs the most urgent attention."
What are some of the main things your teams are looking for when testing the game?
"It heavily depends on the stage of production. In the early stages, we focus mostly on the road network itself, its layout, and ensuring the drive is smooth. A big part of this phase is also checking the functionality of the economy and verifying the placement of game elements such as gas stations, companies, and truck dealers. In the later stages, our focus shifts to the AI's ability to navigate the road network, alongside visual polish, correct signage, and core gameplay. This is also when we examine performance across different areas to identify and fix any problematic frame rate drops.
Broadly speaking, we focus on almost everything related to the map. That includes road layouts and collisions, the job economy, gas station distribution, sleep areas and service locations, the UI map and its icons, direction blockers, road markings, traffic signs, speed limits, traffic lights, navigation and voice guidance, garage cutscenes, AI trajectories, triggers, quality consistency, scene logic, terrain, vegetation, world and country borders, asset collisions, gaps in terrain, floating objects, performance-heavy locations, environmental sounds and more!"
What do you enjoy most about working in QA?
"Being a game tester is a dream job for many people, and in many ways, it really is. There is an incredibly rewarding feeling in knowing that you're the safety net protecting the player's immersion and helping make the game better for everyone. It's deeply satisfying to watch a messy, broken build gradually turn into a polished world that millions of people will enjoy driving through.Β
When a new DLC is released and you see players talking about how smooth the roads feel, how great the scenery looks, or how well everything runs, it's a fantastic feeling. You can look at that and think, 'Yeah, my team helped build that.'"
When a new map DLC or major update enters testing, how do you approach such a large project from start to finish?
"The QA process often begins before production even starts. We provide early feedback on concepts to avoid known issues before development kicks off. Once production begins, we use an agile testing approach, working through multiple iterations throughout development rather than waiting until the very end to deliver one massive list of issues.
Our systematic testing process is divided into four iterations and an economy test. The first iteration focuses entirely on road layouts, ensuring roads, turns, and slopes are safely drivable, even with the longest trailers and low-power engines. The economy test then verifies that companies generate jobs correctly and that cities provide a healthy variety of destinations. As development progresses, later iterations shift towards visual quality, gameplay consistency, and overall polish.
To make testing manageable, we divide each project into smaller sections, sometimes resulting in dozens or even hundreds of individual tasks covering specific roads and cities. These are tracked throughout development, allowing us to revisit the same areas at different stages. We use maps, checklists, internal tools, and bug-tracking systems to ensure every square mile is covered, while also encouraging testers to explore freely because unexpected issues are often found where nobody would think to look."
Many players only see the finished product. Roughly how much testing goes into a map expansion, update, or feature before release? Does it differ depending on what needs testing?
"There is a massive amount of testing involved, and it differs greatly depending on the project. Smaller projects, such as special event maps, can be thoroughly tested in just a few days. On the other hand, a huge project like the Nordic Horizons expansion takes thousands of hours of rigorous testing before it is ready for release.
Every single road, city, company, gas station, sleep area, tollgate, and ferry is tested at least four times, with a different tester each time. To give some insight into the scale, our Mantis bug tracker recorded 6,849 reports for the Illinois DLC, while South Dakota has generated 6,318 reports so far. These reports range from tiny holes in the terrain that are almost impossible to notice to major bugs that can cause the game to crash. Every report is assigned a priority and severity level so that the most serious issues are addressed first."
How closely do QA teams work with map designers, programmers, artists, and other departments throughout development?
"We work very closely across departments because testing is integrated throughout the entire development cycle. As map QA, we collaborate most closely with the map design and art teams. While the majority of our day-to-day communication happens through reports in the Mantis bug tracker, we also actively discuss issues through private messages on our internal chat system, and arrange direct meetings whenever an issue is important enough. Our interaction with the programming department is mostly on a need-to-know basis, usually when there is an issue involving erratic AI behaviour or when a brand-new code feature is being implemented directly into the map." What tools or methods help you track, reproduce, and report issues efficiently?
"We rely on several internal systems that are connected to one another to track individual bugs and the overall progress of a DLC. We use a specialised internal reporting tool that allows a tester to submit a bug directly from the game or the map editor into our central bug-tracking database. Within a few minutes, the report appears and can even be viewed directly inside the map editor itself. This allows map designers to immediately see the exact issue within their active workspace and resolve it much more efficiently, saving a significant amount of time throughout development."
If there's one thing you'd like for people to better understand about QA and the work your teams do, what would it be?
"We'd like players to understand that map testing is a highly skilled, technical job, not simply driving around looking at the scenery or casually stumbling across a floating tree. In reality, a good tester is part detective and part data analyst. If we come across a strange physics bump on a highway or see AI traffic piling up at a roundabout, we don't just report it and move on. We have to understand exactly why it's happening. Translating what is broken on the road into actionable, structured information that our developers can easily understand and fix takes time, patience, and deep knowledge of the game."
What is one aspect of QA work that you think players would be most surprised to learn about?
"Players would probably be surprised by just how much knowledge about the game and real-world infrastructure you need to become a good tester. Our team has to maintain a solid understanding of complex internal game rules, real-world traffic laws, and regional layout standards across different countries.Β
It's similar to the difference between someone who owns a truck and knows how to drive it and a mechanic who can remove the entire engine, take it apart piece by piece, and put it back together again. Becoming a highly skilled map tester can take years, and many testers naturally become specialists in certain areas of the game because they spend so much time working with those specific systems behind the scenes."
Have you encountered any particularly memorable, unusual, or funny bugs during your time at SCS Software?
Ivan: "Absolutely. Simulators have incredibly complex physics engines, and when things go wrong, they go wrong hilariously. It never gets old seeing an AI vehicle catapulted straight into space. Sometimes, our map designers also leave creative little surprises or jokes for us to discover during development, although we always make sure they don't make it into the live version of the game.
David: "One memorable moment happened while I was parking at a company prefab. I heard a train horn somewhere in the distance, and the sound kept getting louder until suddenly it was right next to me. The only problem was that there was no train there, and there weren't even any railway tracks nearby. A moment later, something invisible hit my truck and launched it all the way across the company. For a few seconds, I genuinely thought I had discovered a haunted company prefab."
How valuable are bug reports and feedback from the community when helping improve the game?
"Community feedback is extremely valuable to us. While our internal QA process is thorough, there are always issues that slip through, and players help us catch them by spotting details or inconsistencies that we might miss. What makes community feedback especially useful is the context players provide. Many are very familiar with the real-world locations we recreate, so they can quickly point out inaccuracies that would otherwise be difficult for us to notice. They also encounter a huge variety of gameplay situations, which helps surface edge cases that are hard to reproduce internally.
"In many cases, a well written report from the community can save us hours of investigation because players provide screenshots, videos, logs, save files, and clear reproduction steps."
Do you have a message for our community?
"A huge thank you for your support, feedback, and for riding along with us for so many years. It's an amazing feeling to work on a game where the players care just as much about the world as the people who build it. Your dedication pushes everyone at the studio to keep raising the bar with every new state, country, and feature. Safe travels, and we'll see you out on the road!"
We'd like to thank both David and Ivan for taking the time out of their busy days to chat with us about their roles in QA and how the team plays such an integral part in bringing our truck simulator titles to life. We hope you've learned a little more about the work that goes on behind the scenes. If you enjoyed this edition of Under the Hood, be sure to leave them a message in the comments below or on our social media channels. Until next time, keep on truckin'!Β
When we launched Steam Controller last month, we quickly saw that initial demand exceeded our expectations. Switching to a reservation queue has (hopefully) cut down on the headaches on the customer side, and for us it's also been helpful as we plan ahead and try to get as many out as quickly as we are able.
We have no plans to stop making Steam Controller. But as we look at the current demand compared to how many we know we can make by the end of the year, we want to manage expectations as much as we can with regards to when folks can expect to receive their order.
Starting today, the Steam Controller page will show you a time frame by when you can expect to receive your order email, based on when you reserved.
To keep it simple, we're showing one of three estimated order windows:
By September 2026
By December 2026
In 2027 (with additional information on specific timing to come)
What does this mean if I already have a reservation?
When you are logged in to your Steam account and go to the Steam Controller page, you'll now see your expected order window.Β
What if I haven't reserved yet?
You still can! We will continue to accept reservations, and you'll see an estimated order availability before you click the "reserve now" button.
Though the current estimation for orders placed today forward indicate a 2027 date for shipping, we will update that estimate as we get closer.
For anyone with reservations OR hoping to make reservations:
We will still be emailing customers with an option to purchase once their place in the queue comes up. You'll have 72 hours to complete your order, otherwise you will be removed from the list and we'll go to the next folks in line.Β Β
We are excited to announce that the 1.60 update for Euro Truck Simulator 2 is now officially released! Let's dive in and take a look at what's in store.
As always, we would first like to thank everyone who participated in the open beta phase and helped us fine-tune all the new content by reporting issues to the dedicated section on our forum. Now let's see what's new in the 1.60 update!
Game Radio
With the 1.60 update, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.
Players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also a radio station designed to help content creators, and we are committed to do our best to keep it stream-safe.
Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.
Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.
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.
During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ETS2 are the DAF NGD and MAN TG3 TGX models. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
Light Tweaks
We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.
Volvo FH Series 6 Update
With this update, truckers can customize their Volvo FH Series 6 with a selection of several new aerodynamic parts, including the newly designed aerodynamic roof deflectors available for the Sleeper Cab, Globetrotter, and Globetrotter XL cab variants. These updated components help create a smoother and more refined roof profile, blending seamlessly into the truck's overall design.
Alongside these additions, all Aero cabin variants also have the option to add new distinctive black aerodynamic A-Pillar trim, as featured on the newest generation of Volvo FH truck. These new additions reflect Volvo Trucks' ongoing efforts to improve aerodynamic efficiency and optimise airflow around the cab to help enhance energy efficiency and overall vehicle performance.
Job Details Widget
Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget is introduced with the 1.60 update. Its primary purpose is to enable a new, more immediate, and concise way of displaying relevant job info. Also, in response to community feedback, the GPS now displays the estimated arrival day and time, along with the remaining travel time and distance.
You can enable the Job Details Widget through the Widget Options menu (F6). The widget displays key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.
Expanded Rest Mechanic
This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.
Alongside this change, the Fatigue system is now split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.
The Rest State, symbolised by a bed icon, now gradually depletes rather than recovers over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.
The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, functions more strictly. In Euro Truck Simulator 2, drivers may drive for up to 10 hours before taking a mandatory break, which requires 9 consecutive hours of rest. You can read more about this feature here.
Note: This update is for the Steam Deck Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
These notes contain all changes since the current stable SteamOS 3.7 release, with the new changes since the previous 3.8.9 Beta noted below
New in 3.8.10
Fixed a 3.8 regression preventing the typing of certain characters (including [c]<>()[/c]) on the Steam on-screen keyboard in Desktop mode
Fixed a case where FPS limits would fail to apply when downscaling games from a higher resolution
Fixed Desktop Mode night color settings inappropriately remaining active when switching back to Game Mode
Fixed a 3.8 regression that would sometimes cause a Game Mode crash when exiting certain games (such as Forza Horizon 6)
General
Fixed a case where WiFi performance could become degraded until the device was put to sleep or manually reconnected
Fixed excessive trackpad sensitivity on certain early Steam Deck LCD models
Fixed a bug on Steam Deck OLED where rebooting would occasionally cause a loss of speaker output until rebooted again
Initial support for upcoming Steam Machine hardware
Added support for waking from sleep via connected Steam Controller
Added preliminary support for HDMI VRR for devices with native HDMI output
Updated Arch system base
Updated graphics driver with performance and stability fixes
Fixed an issue where "Allow Tearing" wouldn't have the intended effect in certain configurations
Fixed a case where per-app performance settings would intermittently fail to apply when launching a game
Substantially improved speed of future OS updates on high-speed connections
Improved support for the screencasts in Game Mode (e.g. OBS/Discord)
Fixed dropdown menus not appearing in some games
Improved VRR frame pacing
Fixed FSR badge remaining off in the performance overlay, even if it was actually active
Improved support for games that attempt to open PDF files in external viewers
Fixed an issue where video output could become frozen while using Remote Play
Fixed a possible session crash when using Game Recording with certain "Maximum video height" settings
Added missing graphics features needed for titles such as "Crimson Desert"
Fixed an issue affecting certain titles (such as "SpongeBob SquarePants: Titans of the Tide") where the game window could have an incorrect position
Fixed closing certain titles (such as "STAR WARS Jedi: Survivorβ’") and Starfield resulting in a session crash
Improved support for certain USB racing wheels and USB devices that boot in a non-standard mode
Frequently these are devices that appear as USB storage devices with a driver installer, and must be switched to their normal mode by the OS
Steam Deck controller firmware updates now display update progress on the splash screen
Fixes issue on specific Steam Deck revisions where firmware updates could render the left controller inoperative for that session
Fixes for experimental nested desktop mode
Numerous stability and security updates
Fixed an issue on certain TCL TVs where the display may remain blank using the Steam Deck Dock when VRR is enabled (requires a Dock firmware update)
Bluetooth
Re-re-enable Bluetooth Wake for Steam Deck LCD
Fix for more spurious wake issues that were present in earlier attempts
Audio
Detect HDMI channel count and expose surround configuration if available
Add a setting to allow using Bluetooth headset mics (Bluetooth playback quality will be worse while capture is active)
Restore internal audio device on reboot if set to "Off" in desktop mode
Increase suspend timeout for HDMI devices so initial audio isn't cut off after a few seconds of inactivity
Fixed a bug with switching input devices when a wired headset is plugged in
Fixed an issue where audio underruns could be experienced after sleep/resume
Accessibility
Added an option to force mono audio output
Desktop Mode
KDE Plasma updated to version 6.4.3 from 6.2.5, and now uses wayland by default
Fixes several cases of reduced performance in Desktop Mode compared to Game Mode
Improved support for rotated displays
Better scale factor out of the box on TVs
Adds support for external HDR displays
Adds support for VRR displays
Adds support per-display scale factor
For more information, see Plasma release announcements
In today's blog, we take you along on a trip to the town ofΒ Akureyri, which you will be able to visit yourself when the upcoming Iceland DLC for Euro Truck Simulator 2 releases. So let's take a look!
Akureyri is the fourth-largest city in Iceland and is often referred to as the Capital of the North due to its location and importance to the region. Nestled on the shores of EyjafjΓΆrΓ°ur, Iceland's longest fjord, the town enjoys a spectacular setting beneath snow-capped mountain peaks, with the GlerΓ‘ River flowing through its heart.
The earliest records of settlement in the area date back to the 9th century. However, it was not until the 18th century that Akureyri began to develop into an important commercial center, thanks to its harbor and proximity to rich fishing grounds. Today, it is Iceland's second-largest port and serves as a major hub for the country's fishing industry, as well as for cruise ships and cargo transport.
Drivers traveling along Route 1, also known as the Ring Road, will pass directly through the center of Akureyri. From there, several side roads branch off toward the harbor, industrial areas, and local food-processing facilities. In the port district, truckers can deliver cargo to a marine logistics center, a shipyard, and an electronics manufacturing depot.
One of Akureyri's most recognizable landmarks is Akureyrarkirkja, a striking church designed in 1940 by GuΓ°jΓ³n SamΓΊelsson, the architect behind HallgrΓmskirkja in ReykjavΓk, Iceland's most famous church.
Players will also recognize a number of other landmarks inspired by their real-world counterparts, including the Hof Cultural and Conference Centre on the waterfront and the Akureyri Art Museum, with its famous colorful pavement leading to its entrance. The town is also a great spot for whale watching tours, which is why we've also included the local whale watching center.
We hope you'll fall in love with Akureyri, with its colourful houses and stunning natural surroundings. If you do, you might even buy a garage in town and transform it into your company's northern Iceland branch.
Also, remember to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok a follow as you'll receive updates not only about Iceland, but also other news from our games straight to your feed. Or subscribe to our newsletter to stay informed.Β Until next time, safe travels!
We're excited to announce that the 1.60 updateforAmerican Truck Simulator has officially been released and is now available on Steam!
Before we head to the news, we would like to thank everyone who took part in the Open Beta and reported any issues or provided general feedback on our forum. This makes it much easier for our team to fine-tune everything and helps ensure a smooth transition to the full update release.
Game Radio
With the 1.60 update, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.
Players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also a radio station designed to help content creators, and we are committed to doing our best to keep it stream-safe.
Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.
Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.
Improved Material System
The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.
During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ATS are the Mack Anthem and the Western Star 49X. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
Light Tweaks
We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.
Players' Company Paint Jobs
Players are now able to customize their trucks and trailers with a brand-new collection of company-themed paint jobs inspired by the selectable company identities available when creating a driver profile. These designs bring a more cohesive and professional visual style to your fleet while fitting naturally into the world of ATS.
One of the biggest focuses during development was ensuring that every paint job feels unique, depending on the type of trailer it is applied to. Rather than simply using one design across all trailer models, our teams carefully adapted each company's paint scheme to match the shapes and details of different trailer types. Whether youβre hauling cargo with a tanker, transporting materials in a dumper, or pulling a traditional box trailer, each variant features its own tailored details and layout. You can find out more in our blog here.
Kenworth TourAmerica Paint Jobs
We're also pleased to introduce the TourAmerica paint jobs for the Kenworth W900 and Kenworth T680 2022 as free content for all players. Inspired by the iconic TourAmerica T600 livery from the 1990s, this special design was recently reimagined by Kenworth as part of the Freedom 250 initiative, a nationwide celebration marking the 250th anniversary of the United States and honoring the legacy of American trucking. You can see more in our blog here.
Job Details Widget
Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget is introduced with the 1.60 update. Its primary purpose is to enable a new, more immediate, and concise way of displaying the relevant job info. Also, in response to community feedback, the GPS now displays the estimated arrival day and time, along with the remaining travel time and distance.
You can enable the Job Details Widget through the Widget Options menu (F6). The widget displays key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.
Expanded Rest Mechanic
This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.
Alongside this change, the Fatigue system is now split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.
The Rest State, symbolised by a bed icon, now gradually depletes rather than recovers over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.
The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, functions more strictly. In American Truck Simulator, drivers can stay on the road for up to 14 hours before they must take a mandatory break, requiring 10 consecutive hours of rest afterward. You can read more about this feature here.
The June edition of Steam Next Fest is live, with developers all over the world sharing their upcoming releases with you before they even launch! Peep our trailer (above) for a taste.
All week you'll find free demos to play across all genres, plus livestreams and developer chats throughout the week. Don't forget to wishlist your favorites to stay in-the-know as those games get ready for their official debut.
Steam Next Fest is on now through June 22nd at 10 a.m. Pacific. See you there!
Steam Next Fest is a week-long celebration featuring hundreds of FREE playable demos as well as developer livestreams and chats. Players try out upcoming games on Steam pre-release, developers gather feedback and build an audience ahead of their Steam launch, everyone wins!
Announcing the next edition of Steam Next Fest, a week-long celebration of upcoming games. Save the date for the June 2026 edition, headed to Steam June 15 through 22! Explore and play hundreds of demos, watch developer livestreams, and chat with the teams about their games in progress, coming soon to Steam.
A new SCS On The Road episode has just arrived! Buckle up and join us as we take you along for the amazing Volvo Days: Influencer Day event, where we were invited by Volvo Construction Equipment.
After the last one two years ago, Volvo CE once again hosted its well-known Volvo Days event at their Customer Center in Eskilstuna, Sweden, showcasing its latest products to customers and the public.
This year, Volvo invited us to attend the event and also approached us to help connect them with content creators from our community to take part in the Influencer Day, held on May 28. Together, we joined fellow influencers such asΒ Gamekeepers_cz, TheNorthernAlex, Polmanzan, Iwona Blecharczyk,Β and others for a day that began with an amazing machine show and continued with hands-on experience operating Volvo CE equipment and Volvo trucks. Now, let's watch the episode!
We would like to extend a huge thank you to Volvo Construction Equipment and their staff for inviting us to this incredible event, providing great hospitality, and giving us the opportunity to experience their vast product line hands-on! You can find more information about the Volvo Days event here.
And if you would like to transport some Volvo CE machines in our games, you can check out the Volvo Construction Equipment DLC for Euro Truck Simulator 2 here, and for American Truck Simulator here.
Two weeks ago, we had the pleasure of opening our doors to the public as part of the Open House Praha Festival, welcoming visitors to our headquarters in Prague. As a festival dedicated to architecture, urbanism, and exceptional spaces that are not normally accessible to the public, Open House Praha offers a unique opportunity to explore some of the city's most interesting buildings and interiors.
As the first tenant of the Roztyly Plaza office building in Chodov, awarded Building of the Year 2024, we were proud to take part in this event and share our workplace with visitors. Throughout the weekend, guests joined guided tours across our offices, discovering not only where we create our games but also the architectural and technological solutions that make this space unique.
Designed by Studio Perspektiv, our offices span several floors and are built around the concept of an adventurous journey through a microworld where nature and technology intertwine. During the tours, visitors learnt more about the architectural vision behind the interior design, as well as the technical aspects of the workspace, including its acoustic design, ventilation systems, and the solutions implemented to create a comfortable and inspiring environment for our teams.
Guests were also able to explore many of the facilities available to employees, including the fitness center, rooms dedicated to massages and meditation, spaces for board games, and even our own movie theater. One of the most striking features of the interior is the monumental red staircase known as Diamant, which connects all three floors of the company and serves as a central architectural element of the space.
Alongside the architectural and technical aspects of the offices, we were happy to share more about SCS Software, our projects, and the work that takes place within these spaces every day. It was a pleasure to meet so many visitors, answer their questions, and showcase the environment where our teams collaborate and create.
A big thank you goes out to everyone who stopped by, as well as to the organizers of Open House Praha for making this event possible. We truly enjoyed welcoming you to our offices and sharing this experience with you.
If you weren't able to visit us during Open House Praha, or would simply like to take another look around, you can explore our offices virtually through Google Street View.