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The June edition of Steam Next Fest is on now!

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!

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Next Fest June 2026

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!

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Steam Next Fest: June 2026 Edition - Coming Soon

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.

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SCS On The Road - Volvo Days 2026: Influencer Day

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.

If you enjoyed this episode, make sure to show your appreciation by following Volvo CE onΒ Facebook, Instagram, YouTube, or LinkedIn.

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.

Also, don't forget to stay connected with all the latest news and upcoming episodes by following us on X/Twitter, Facebook, Instagram, Bluesky, TikTok, and YouTube, or by subscribing to our newsletter. Until next time, happy haulin'!

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Open House Prague 2026: Wrap Up

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.

Make sure to follow us on our social media channels X/Twitter, Facebook, Instagram, Bluesky, YouTube, or subscribe to our newsletter so you don't miss any news or behind-the-scenes.

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British Columbia: Building Canada with Wety

Expanding American Truck Simulator into Canada is much more than just adding new roads and cities. As our teams work on bringing British Columbia, our first Canadian province to ATS, a lot of work is taking place behind the scenes to ensure it feels authentic and recognizable.


From unique architecture and roadside infrastructure to region-specific environmental details, creating a believable Canadian setting requires a lot of effort. To learn more about the process, we spoke with Wety, one of our Map Designer on the British Columbia DLC, who is responsible for coordinating many of the generic assets that will help bring the province to life.


Could you introduce yourself to our readers and tell us a little about your role on the British Columbia DLC?

"Hi! I'm Wety, and I've been working as a Map Designer on Davido's team for the past five years. I joined SCS as a junior map designer with no previous experience in game development, but with a huge passion for video games. I've loved games ever since I was a kid playing DooM on a 486 PC.Β 

Alongside building parts of the map itself, many designers also take on additional responsibilities. Some focus on vegetation and biomes, while others specialize in roads and intersections. My area of responsibility is generic assets, which means helping identify, plan, and coordinate the assets that will be used throughout a DLC."


For players who may not be familiar with the term, what exactly are generic assets?

"In game development, assets are essentially everything the game is made from. Buildings, roads, vehicles, trees, sound effects, animations, and much more all fall under that category. Generic assets are assets that can be reused multiple times across different locations. Things like houses, small stores, power lines, trash bins, and countless other environmental details. Their purpose is to reduce development time while still creating a believable world. If every object in the game had to be unique, it would take an incredibly long time to build a map of this scale."


British Columbia is our first Canadian province in American Truck Simulator. From your perspective, what are some of the biggest visual differences between Canada and the United States that players will notice?

"One of the first things that stood out to me is how much the landscape is dominated by mountains. In British Columbia, it often feels like you're constantly surrounded by them. While there are mountainous regions in the United States as well, the areas I worked on previously didn't have quite the same feeling.

The southern part of the province still has some similarities to the American landscapes players may be familiar with, but further north and inland, the scenery becomes distinctly Canadian. Another thing I noticed is how bike-friendly many Canadian communities are. Dedicated bicycle lanes and cycling infrastructure are everywhere, and they quickly become a recognizable part of the environment."

How many new generic assets are being created specifically for British Columbia?

"Players will encounter around 130 new models throughout cities and rural areas, along with roughly 40 additional assets created specifically for depots and ferry terminals. We're also introducing several decorative Canadian-themed brands to help strengthen the province's identity, with around 14 new brands planned alongside numerous smaller advertisements and environmental details."


How does the creation process work, and how do you decide which assets should be made?

"The process starts with our Research Team. They travel through the region and identify things that appear frequently enough to justify creating dedicated assets for them. After that, I review the list together with other map designers and the DLC Lead. At this stage, we already need a fairly good idea of how the map will look so we can prioritize assets that will actually be used.Β 

We also check whether similar assets already exist from previous DLCs and can be reused. Once we've decided what needs to be created, we prepare documentation for our Asset Team. This includes reference photos, approximate dimensions, colour variations, and other important details. Then our talented 3D artists work their magic. Afterwards, we review the finished assets, provide any necessary feedback, and once everything looks right, they're ready to be placed in the map."

How closely do you work with the Asset Team throughout development?


"Ideally, not too much! That might sound strange, but it usually means everything is progressing smoothly. Once the initial documentation is prepared, the Asset Team generally has everything they need. Of course, questions still come up from time to time. Sometimes they need clarification on a specific detail, and occasionally we realize we've overlooked something and request additional assets later in development. It's very much a collaborative process."


Can you share a few examples of new assets that really help capture the character of British Columbia?

"One of my favourite examples is the Canadian bear-resistant trash bins you'll find throughout the province. They're designed so people can open them easily, but bears cannot. They're a small detail, but they instantly help establish a sense of place. Another great example would be the dry toilets commonly found at rest areas and recreational sites.

They're surprisingly distinctive and appear throughout British Columbia. I also really like some of the new residential houses we've created. Many feature steeply sloped roofs designed to prevent heavy snowfall from accumulating during winter. It's a practical design choice that immediately gives the architecture a distinctly Canadian feel."


You had the opportunity to visit British Columbia for research. What were some of your biggest takeaways from seeing the province in person?

"What impressed me most was how much nature dictates everything. In many parts of the United States, towns and roads can spread across relatively flat terrain, making straight roads and grid-like layouts common. British Columbia is very different. Roads often follow rivers, valleys, and mountain passes because that's simply where the terrain allows them to exist. As a result, roads constantly rise, fall, twist, and turn. It creates some incredible scenery, but it also makes recreating the region much more challenging from a map-building perspective."


Were there any locations, towns, or details that immediately stood out to you?

"My favourite place we visited was Whistler. Many people know it as the mountain resort that hosted events during the 2010 Winter Olympics and Paralympic Games, but it's also simply a beautiful place surrounded by spectacular mountains and forests. The entire area has a unique atmosphere, and it's easy to see why it's such a popular destination. It was memorable for another reason too, I ended up buying a hat there after accidentally sunburning my bald head while we were in Vancouver!"

How important is real-world research when creating assets and making a region feel authentic?

"It gives you perspective. A lot of details that you see in photos or videos don't seem significant at first. But then you're there, trying to get rid of some trash, and you find one of these anti-bear trash bins that resists your attempts to open it. Then you realize why, and it all makes sense. Suddenly, you know those big boys are in the forests around you."

Or you have to almost get hit and yelled at by a cyclist on a sidewalk to realise that those lines are for bicycles, and that people take them there seriously. And all those mountains you can see in pictures? In real life, they're way bigger than you can even imagine.


When players first hit the road in British Columbia, what details should they keep an eye out for?

"Beyond the obvious road-related additions such as new crash barriers, reflective posts, and road markings, players should pay attention to the architecture and agricultural areas. You'll encounter new apartment buildings and residential neighbourhoods inspired by the suburbs surrounding Vancouver, as well as large fruit farms complete with distinctive farmhouses and hacienda-style buildings.Β 

Players may also spot wind machines used to protect crops from freezing temperatures, a detail commonly found in orchard regions. Another familiar sight making a return with a new look are the towering grain elevators that stand as landmarks across the landscape. One of these will be located very close to the border and should be easy to spot during your travels. And of course, don't forget to watch for the large 'Welcome to British Columbia' signs when entering the province."Β 

Finally, what are you most excited for players to experience when they explore British Columbia for the first time?

"More than anything, I hope players enjoy it. We can spend countless hours researching, building, and refining every detail, but ultimately what matters most is whether players have fun driving through the world we've created. So I simply hope everyone has a great time truckin' through British Columbia."


We'd like to thank Wety for taking the time to share the work that goes into creating the assets that help define a region's identity. We hope you've enjoyed this behind-the-scenes look at the process and perhaps learned a thing or two along the way! If you'd like to see more articles like this, be sure to leave a comment and let us know what other topics you'd like us to explore.

We look forward to sharing more from the British Columbia DLC in the future. If you're excited for this new region, be sure to add it to your Steam Wishlist! Until then, keep on truckin'!

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SteamOS 3.8.9 Beta: Second Clutch

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 3.8.8 Beta noted below

New in 3.8.9

  • Fixed a 3.8 regression where "Allow Tearing" could result in graphical artifacts beyond the expected tear line

  • Improved dynamic detection of HDMI audio channel count on hotplug

  • Even more stability and security updates

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

  • Keyboard layout and language are now obeying Game Mode settings

  • Improved windowing behavior for games running in Proton

  • Fixed a bug in Desktop Mode causing previously open applications to not be remembered when using the 'Return to Gaming Mode' shortcut to logout

System Firmware

  • Includes Steam Deck LCD BIOS v133

    • Security updates

    • Added "Memory Power Down" setup option

    • Preliminary support for hibernation

  • Includes Steam Deck OLED BIOS v114

    • Security updates

    • Charging LED now changes color when charge limit is reached, rather than only at 100%

Non-Deck

  • Improved compatibility with recent Intel and AMD platforms

  • Greatly improved video memory management on discrete GPU platforms

  • Fixed a compatibility issue with the SteamOS chainloader that could cause a boot failure on some desktop systems with recent UEFI firmware

  • Power button short and long presses now supported across a wide variety of devices

  • Improved controller support for OneXPlayer F1 series, GPD Win 5, GPD Win Mini, Anbernic Win600, OrangePi NEO, and Lenovo Legion Go

  • Added controller support for OneXPlayer X1 series and Lenovo Legion Go 2

  • Added system and controller firmware update support for the Lenovo Legion Go 2

  • Added preliminary charge limiting support for Legion Go, Legion Go S, and Legion Go 2 - currently only accessible in Desktop Mode

  • Added controller RGB LED color settings for the Lenovo Legion Go 2

  • Added controller, TDP control, and speaker audio support for the ASUS ROG Xbox Ally series

  • Reduced handheld controller input latency from 5-8ms to 100-500us

  • Night mode, color vibrance, and color temperature sliders in Steam now work on Z2E and later AMD APUs

  • Seamless boot fixes for Z2E and later AMD APUs

  • Automatically handle internally rotated display for some third-party handhelds

  • Improved motion control support for handhelds with BMI260 IMUs

  • SD card reliability improvements for some third-party handhelds, including ASUS ROG Xbox Ally, Legion Go 1, Legion Go S, Legion Go 2, and MSI Claw

  • Fixed washed out colors for Zotac and OneXPlayer handhelds with OLED

  • Fixed some GPU hangs on Phoenix APU devices (Tales of Arise, Octopath Traveler II)

  • Fixed ASUS ROG Ally power consumption from fingerprint reader while shut down

  • Fixed trackpad losing functionality after sleep/resume on the Legion Go

  • Fixed spurious wake-ups when using a Logitech Bolt receiver

  • Add controller support for MSI Claw devices (A1M, 7 AI+ A2VM, 8 AI+ A2VM, A8 BZ2EM)

  • Add controller support for OneXPlayer APEX and X1 series.

  • Improved gyro response for devices that use AccelGyro3D (Legion Go 1, Claw A1M)

  • Fixed a system crash on international Asus ROG Xbox Ally models

  • Fix Bluetooth not working on some Intel handhelds

  • Add initial firmware for upcoming Intel handhelds

Developer

  • Desktop Mode now uses Wayland by default

    • X11 support may still be selected via Steam developer settings, or via `steamosctl`

  • Updated Linux kernel to 6.16

  • Steam now uses steamos-manager to query available desktop sessions and trigger desktop session switching

  • Added support for setting the desktop password in developer settings

  • Initial support for running as a Virtual Machine guest (virtio guest drivers)

  • Added support for third-party devices to trigger the SteamOS boot menu via EFI variable

  • Added `custom-update` verb to `atomupd-manager` for easier testing of specific builds

  • System reports now include more audio debug information

  • Initial support for LAVD CPU scheduler via `steamosctl set-cpu-scheduler lavd`

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Steam Deck Beta Client Update: June 12th

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

Remote Play

  • The enhanced streaming presets use "Unlimited" (adaptive up to 250 Mbit/s) bandwidth

Steam Input

  • Fixed an issue with saving out autosaves with multiple Xbox controllers of the same type connected

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Steam Client Beta - June 12th

Note: this beta client was re-released on 6/13 to fix a regression with editing configurations while in a beta branch for a game

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

Remote Play

  • The enhanced streaming presets use "Unlimited" (adaptive up to 250 Mbit/s) bandwidth

Steam Input

  • Added the -gameinput command line option to enable Microsoft GameInput controller support

  • Fixed an issue with saving out autosaves with multiple Xbox controllers of the same type connected

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Introducing the Multi-Function Display: Behind the Scenes

Our #BestCommunityEver, today we'd like to share with you an early look at a feature currently in development for both Euro Truck Simulator 2 and American Truck Simulator, known internally as the Multi-Function Display (MFD).

As many of you know, over the years, both games have continued to grow with new systems, gameplay features, assists, vehicle options, and controls. While this has allowed players to tailor their experience in a variety of ways, it has also gradually increased the amount of information, shortcuts, and menus players need to manage on the road.

With the MFD, our goal is to create a more unified and intuitive way to access vehicle functions directly in-game, without needing to interrupt your experience or remember dozens of key-binds.

Introducing the Multi-Function Display

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.

At the same time, we know usability and minimising distraction are extremely important. So, a lot of our work during prototyping and testing is focused on making sure the system feels quick, readable, and comfortable to use. We’ve also drawn inspiration from modern vehicle interfaces in an effort to create a more believable menu, while still keeping quick access to some of the more abstract gameplay settings for convenience.

Designed Around Accessibility and Discoverability

Another important goal behind this feature is discoverability.

Over time, ETS2 and ATS have accumulated a very large number of functions and controls that many players may never fully discover or use. The MFD is intended to help surface these systems more naturally by presenting available functions together in-context, while also displaying their related key-binds directly within the menu.

This does not mean we expect every player to suddenly change the way they interact with the game overnight. Some players prefer using dedicated key-binds and muscle memory, and those methods will continue to remain important. Instead, we see the MFD as an additional layer that can make operating your vehicle easier and more approachable, especially as both games continue to evolve.Β 

Different control setups are also something we are carefully considering throughout development. The MFD is being designed to support keyboard, mouse, wheel, and controller users alike, with customisable navigation controls.

Building on Recent Interface ImprovementsΒ 

The MFD has been part of a vision to improve the overall in-game driving interface and accessibility of vehicle systems for quite some time. At the same time, we know recent interface-related changes have sparked a lot of discussion within the community, and many of your comments and observations have helped shape internal conversations about where improvements can still be made.

This ongoing feedback has already led to several additions to the updated Route Advisor. Since its release, we have introduced a Damage Widget displaying truck, trailer, and cargo condition, a Finances Widget for tracking your company savings and income, and, with 1.60, a Job Info Widget with details about your current delivery, each of which may be individually hidden.

We are also reworking the Quick Info menu to better align with other in-game interfaces and reflect community feedback. Our current direction is focused on creating a simpler layout that does not obstruct the view while still allowing quick access to functions such as the controls layout, widget settings, Photo Mode, and Services and Adjustments. Functions related to Services and Adjustments are also being integrated into the MFD, allowing players to access them from either interface.Β 

These are relatively small additions on their own, but they're part of a much larger ongoing effort to improve usability, information access, and customisation while driving. We know there is still more work ahead, and we are continuing to explore further improvements and adjustments throughout development.

That is also one of the reasons we wanted to begin sharing this feature earlier in its development process.

Still a Work in ProgressΒ 

The MFD is still in active prototyping. While the core direction and functionality are already taking shape, many details may continue to evolve as we conduct further internal testing and gather feedback during later stages of development.Β 

We are very excited about the possibilities this system opens up, not only for trucks, but eventually for other vehicle types as well.

As always, we look forward to hearing your constructive thoughts once the time comes to put the feature into your hands. Until then, we hope you enjoyed this early look at what is currently being worked on behind the scenes.

Until next time, keep on truckin'.

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Steam Deck Beta Client Update: June 11th

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

General

  • Fixed video autoplay not working in some cases.

  • Fixed webusb notifications showing for some devices when connected.

Steam Input

  • Fixed a case where newly exported templates would not show up in the controller configurator until restarting the Steam client

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Steam Client Beta - June 11th

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

General

  • Fixed a crash at startup on older Windows 10 systems introduced in yesterday's beta update

  • Fixed video autoplay not working in some cases.

  • Fixed webusb notifications showing for some devices when connected.

Steam Input

  • 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

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Game Radio: Meet the Team

Behind every new feature in our games is a dedicated team of talented people working together to bring ideas to life. In this special edition of our Meet the Team, we'd like to introduce some of the people who have been instrumental in creating Game Radio, from the earliest concepts to its implementation in bothΒ Euro Truck Simulator 2Β and American Truck Simulator.

Mrazik - Producer

"During our console development efforts, I've quickly realised that the game's soundscape is an underexplored territory within our games. There's a saying that 'sound is half of the picture', and especially when you're chilling out with a controller in hand, you appreciate a well-tailored musical experience smoothly integrated into the game. I have made it my personal challenge to tackle this effort and venture into the unknown, forming a vision and a team to deliver a result I would personally love as a player myself, and I'm extremely proud of everyone who fell in love with the idea and helped make it a reality.

We've got many plans on how to develop the radio platform in the future, and this is just the starting line. I genuinely hope you love the end result as much as I do, because every road trip is better with a soundtrack!"

Damiana -Β Radio Producer & Audio Designer

"Before joining SCS Software, I spent over five years shaping the sonic identity of Czech Radio podcasts as a sound designer, composer, and co-editor. When I got the opportunity to bring that experience to SCS nine months ago as Radio Producer & Audio Designer and to lead the Game Radio project, it was a no-brainer.

As someone who lives and breathes music, I know how much a single song can change an experience. It sets the mood, triggers unexpected emotions, and makes a fictional world feel real. That mindset naturally carried over to SCS, where I took full creative ownership of the in-game radio stations from the ground up. I’m responsible for defining each station’s brand and sonic identity, curating and processing music for in-game use, and coordinating closely with the whole team (who are amazing, by the way) to make every frequency feel alive.

I’m incredibly excited to hear feedback from the community and to keep building the next chapter of our game’s radio world."

Zuzka - Junior Game Designer

"Hi, truckers! My name is Zuzka, and I’ve been working at SCS Software for almost three years now. I started out as a 2D graphic designer, then moved on to leading the 2D branding team for ATS, and finally landed my current position as a UX game designer. In this role, I took on the task of creating Game Radio. In addition to designing the behaviour of the feature and solving all related issues, I also helped establish guidelines for the creation of the visual identity of each Game Radio station, so I had the opportunity to combine my skills as a UX designer with my graphic design background. All of this has been done with the support of an enthusiastic team of great colleagues who did their very best to bring you an enjoyable experience.

I hope you will love Game Radio as much as we do! Rest assured that the development of the radio is just getting started with this update, and we have plenty of exciting ideas in store for you."

Raivis - Junior Programmer

"I've been at SCS for almost two years now, though it really doesn't feel that long. During this time, I've worked as a programmer on various features, both for the game itself and for the supporting tools.

These past few months, I've been the main programmer for Game Radio, which was exciting because I got to create something new, not just tweak an existing feature, although there were plenty of things that needed to be changed for existing stuff as well.

As for the future, I'm excited for what we have planned for this feature, and I can't wait to work on it."

Petr -Β Console & UI/UX QA Lead

"Hi, my name is Petr, and I've been part of SCS Software for five and a half years. During the development of Game Radio, I worked closely with our Game Design team, brainstorming what we wanted the radio feature to offer and how we could improve the overall user experience. I also helped coordinate production efforts, organised internal playtesting sessions across the company, and participated in functional testing to ensure everything worked as intended.

Throughout development, I gathered a lot of valuable feedback from both our colleagues at SCS and members of the community on social media. Seeing people's reactions and suggestions has been incredibly rewarding, and I'm excited about the future of Game Radio and the opportunities we have to continue expanding the feature with new ideas and improvements."

Misha - Researcher

"My name is Misha, and I've been working at SCS Software for the past 3 years as a researcher, with my biggest project so far being the British Columbia DLC. For the radio feature, alongside research, I've mainly focused on building the identities of the radio stations - defining their philosophy, values, and overall creative direction.Β 

What I enjoy most about this work is turning a large amount of ideas and research into something clear and meaningful. The process can feel chaotic at first, but over time, each station develops its own distinct personality, which then shapes everything from the visual identity to the content itself.

Outside of work, my two biggest passions are composing music and playing video games, so working on the radio feature has been an ideal combination of both worlds for me. I'm really excited for players to experience our in-game world while listening to the new radio stations we've been creating!"

Ales - Junior Producer

"Hi, I’m AleΕ‘, and July marks my first completed year onboard the SCS truck. Prior to working here, I dedicated my working efforts in the gaming industry to community management, PR, and marketing. In SCS, I have the privilege to explore possibilities of being a producer, which I very much enjoy. Generally, I focus on the production of map DLCs for American Truck Simulator, but as a producer, I have the option to try to lend a helping hand to various projects, such as Game Radio.Β 

Unlike other members of the team, my contribution was mostly indirect, focusing on operational support, coordination of tasks and meetings, and overall team progress.Β 

I am very much looking forward to any endeavours of Game Radio, since, in my honest opinion, it has huge potential to add a nice melodic flavour to further enhance the experience of driving the roads of Euro Truck Simulator 2 and American Truck Simulator."

Karina - 2D Graphic Designer

"My journey with SCS Software started almost five years ago, back when I was still a university student. Since then, I’ve become a 2D artist and had the opportunity to work with the 2D design team on the branding for the in-game radio stations. We especially enjoyed this unique task because each station had its own atmosphere and visual style that we needed to capture. It was a refreshing change from our usual routine, and I’m really looking forward to seeing the stations become part of the game."

We hope you've enjoyed getting to know some of the talented people who helped bring Game Radio to life. Features like this are the result of collaboration across multiple departments, and we're always proud to shine a spotlight on the individuals whose passion and expertise make them possible.

Game Radio will make its debut in update 1.60 for both Euro Truck Simulator 2 and American Truck Simulator, and we can't wait for you to experience it for yourself. We'd like to thank everyone involved in the project for sharing their insights, and we hope this behind-the-scenes look has given you a deeper appreciation for the work that goes into every update. You can find out more about Game Radio here.

As always, thank you for your continued support, and be sure to let us know what you think once you hit the road with Game Radio. Don’t forget toΒ follow us on X, Instagram, Facebook, and Bluesky, and subscribe to our newsletter. Until next time, keep on truckin'!

  •  

Steam Deck Beta Client Update: June 10th

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

Remote Play

  • 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

  •  

Steam Client Beta - June 10th

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

General

  • 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.

Remote Play

  • 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

In-Game Overlay

  • Fix beta regression with crashing a small number of games on startup on some system configurations

  •  

Counter-Strike 2 Update

[p]\[ COLOGNE 2026 ][/p]
  • [p]Added display of lowest and highest sticker price in the last 7 days in the Cologne 2026 Major Shop.[/p][/*]
  • [p]Added stickers showcase to the Cologne 2026 Major Hub tile on the main menu.[/p][/*]
[p]\[ MISC ][/p]
  • [p]Added multi-select functionality in Storage Units deposit/retrieve UI.[/p][/*]
  • [p]Added appropriate error message when user's inventory is full and they try to redeem Weekly Care Package rewards, Armory items, or items in the Major Shop cart.[/p][/*]
  • [p]Fixed number wrapping rules in some languages.[/p][/*]
  •  

Steam Deck Client Update: June 10th

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

Steam Networking

  • Fixed a bug causing NAT traversal to fail for many P2P connections

  •  

Steam Client Update - June 10th

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

Steam Networking

  • Fixed a bug causing NAT traversal to fail for many P2P connections

  •  

South Dakota: Custom Depots #2

Excited to get delivering in South Dakota? Then this blog is for you! Today, we're happy to share more of the custom depots you'll deliver to and from in our upcoming South Dakota DLC for American Truck Simulator. From busy agricultural industries to a large scrapyard, let's take a closer look at what our teams have been busy creating!


Unlike standard prefabs, these depots have been carefully assembled by our map designers using a variety of assets, giving each one a distinct look and feel. Many of them are based on real-world locations, which perhaps some of you might recognise if you live locally or visit South Dakota often.


Agriculture plays a major role in South Dakota’s economy, and players will find plenty of job contract opportunities from a range of farming industries across the state. One such location can be found near the city of Aberdeen, where you'll discover a large farm facility featuring numerous silos used for storing crops and seeds before they are shipped further afield. Set amongst the vast prairies and open spaces that define much of South Dakota's landscape, drivers will be treated to panoramic views and seemingly endless horizons as they travel between jobs. This is just one of the many farms that make up South Dakota’s number one industry.Β 


The agriculture industry covers much more than just seeds and crops, however, and nearby the city of Mitchell, players will discover a custom farm livestock depot inspired by a real-life facility. You'll be sure to spot plenty of livestock roaming the nearby fields, as South Dakota famously has the highest cattle to people ratio in the U.S., with approximately 4 times as many cattle as people living in the state!


For those who enjoy heavy industry and rugged terrain, the Spearfish area will feature a large quarry-inspired depot nestled within the scenic Black Hills region. Hauling materials in and out of this site will require careful driving through winding roads and rough terrain, all while surrounded by impressive rocky landscapes and industrial machinery.


In the city of Lead, you’ll find the largest open pit in South Dakota. It is a closed gold mine and a clear visual dominant of the city. In the mine's underground, 4,850 feet deep, we can find a unique research laboratory. It is the deepest underground laboratory in the United States and it houses experiments connected to dark matter and neutrinos, which need to be conducted far below the Earth’s surface, shielded from cosmic radiation. This research facility also serves as an inspiration for one of our locations in the South Dakota DLC. Our players will be able to explore a part of the facility and experience the atmosphere of a place like this for themselvesΒ 


Nearby Aberdeen, players will also come across a large scrapyard depot inspired by a real-life agricultural salvage facility. Spanning a huge area filled with rows of machinery, stacked equipment, scrap piles, containers, and industrial vehicles, this custom depot is based on a well known scrapyard business where people travel from across the region in search of spare parts, equipment, and older vehicles.


Grain transportation remains a key part of South Dakota’s economy, and nearby Mitchell, players can deliver to and from a large grain elevator situated amidst the surrounding countryside. Surrounded by open fields, this agricultural landmark captures the scenic character of South Dakota’s farming regions. Standing tall above the prairie, grain elevators like this serve as important hubs for storing and transporting crops throughout the Midwest, and are a familiar sight for truckers travelling America's backroads and highways alike.Β 


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

  •  

SteamOS 3.8.8 Beta: Second Clutch

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 3.8.7 Beta noted below

New in 3.8.8

  • Fixed a 3.8 regression where the performance HUD might crash when capturing performance data

  • Temporarily rolled back improvements to slow charger detection

  • Fixed an issue where MSI Claw controls would stay stuck in desktop mode

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

  • Keyboard layout and language are now obeying Game Mode settings

  • Improved windowing behavior for games running in Proton

  • Fixed a bug in Desktop Mode causing previously open applications to not be remembered when using the 'Return to Gaming Mode' shortcut to logout

System Firmware

  • Includes Steam Deck LCD BIOS v133

    • Security updates

    • Added "Memory Power Down" setup option

    • Preliminary support for hibernation

  • Includes Steam Deck OLED BIOS v114

    • Security updates

    • Charging LED now changes color when charge limit is reached, rather than only at 100%

Non-Deck

  • Improved compatibility with recent Intel and AMD platforms

  • Greatly improved video memory management on discrete GPU platforms

  • Fixed a compatibility issue with the SteamOS chainloader that could cause a boot failure on some desktop systems with recent UEFI firmware

  • Power button short and long presses now supported across a wide variety of devices

  • Improved controller support for OneXPlayer F1 series, GPD Win 5, GPD Win Mini, Anbernic Win600, OrangePi NEO, and Lenovo Legion Go

  • Added controller support for OneXPlayer X1 series and Lenovo Legion Go 2

  • Added system and controller firmware update support for the Lenovo Legion Go 2

  • Added preliminary charge limiting support for Legion Go, Legion Go S, and Legion Go 2 - currently only accessible in Desktop Mode

  • Added controller RGB LED color settings for the Lenovo Legion Go 2

  • Added controller, TDP control, and speaker audio support for the ASUS ROG Xbox Ally series

  • Reduced handheld controller input latency from 5-8ms to 100-500us

  • Night mode, color vibrance, and color temperature sliders in Steam now work on Z2E and later AMD APUs

  • Seamless boot fixes for Z2E and later AMD APUs

  • Automatically handle internally rotated display for some third-party handhelds

  • Improved motion control support for handhelds with BMI260 IMUs

  • SD card reliability improvements for some third-party handhelds, including ASUS ROG Xbox Ally, Legion Go 1, Legion Go S, Legion Go 2, and MSI Claw

  • Fixed washed out colors for Zotac and OneXPlayer handhelds with OLED

  • Fixed some GPU hangs on Phoenix APU devices (Tales of Arise, Octopath Traveler II)

  • Fixed ASUS ROG Ally power consumption from fingerprint reader while shut down

  • Fixed trackpad losing functionality after sleep/resume on the Legion Go

  • Fixed spurious wake-ups when using a Logitech Bolt receiver

  • Add controller support for MSI Claw devices (A1M, 7 AI+ A2VM, 8 AI+ A2VM, A8 BZ2EM)

  • Add controller support for OneXPlayer APEX and X1 series.

  • Improved gyro response for devices that use AccelGyro3D (Legion Go 1, Claw A1M)

  • Fixed a system crash on international Asus ROG Xbox Ally models

  • Fix Bluetooth not working on some Intel handhelds

  • Add initial firmware for upcoming Intel handhelds

Developer

  • Desktop Mode now uses Wayland by default

    • X11 support may still be selected via Steam developer settings, or via `steamosctl`

  • Updated Linux kernel to 6.16

  • Steam now uses steamos-manager to query available desktop sessions and trigger desktop session switching

  • Added support for setting the desktop password in developer settings

  • Initial support for running as a Virtual Machine guest (virtio guest drivers)

  • Added support for third-party devices to trigger the SteamOS boot menu via EFI variable

  • Added `custom-update` verb to `atomupd-manager` for easier testing of specific builds

  • System reports now include more audio debug information

  • Initial support for LAVD CPU scheduler via `steamosctl set-cpu-scheduler lavd`

  •  

1.60 Update: Kenworth TourAmerica Paint Jobs

We are excited to introduce the TourAmerica paint jobs for the Kenworth T680 2022 and W900 as free content in the upcoming 1.60 update for American Truck Simulator!

A few months ago, Kenworth unveiled a special-edition paint scheme as part of the Freedom 250 initiative, a nationwide effort commemorating the 250th anniversary of the United States and celebrating the enduring spirit of American trucking.

Inspired by the iconic TourAmerica T600 paint scheme of the 1990s, this striking design combines red, white, and blue colors - a classic styling with contemporary finishes. We are happy to support the celebrations by bringing this beautiful paint job to American Truck Simulator, where it will be available for both the Kenworth W900 and Kenworth T680 2022.

Now, ATS drivers can join in the festivities as well and pay tribute to trucking heritage with a unique paint job that honors both a legendary design and a major milestone in American history.

These paint jobs are already available in the ongoing 1.60 Open Beta for American Truck Simulator. If you're taking part, be sure to give your Kenworth a fresh new look and hit the road in style!

Remember to follow us on our X/Twitter, Facebook, Instagram, Bluesky, and YouTube for all the latest news from American Truck Simulator, or sign up for our newsletter to stay informed. Until next time, we wish you happy haulin'!

  •  

Steam Deck Beta Client Update: June 8th

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

Steam Networking

  • Fixed a bug causing NAT traversal to fail for many P2P connections

  •  

Steam Client Beta - June 8th

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

Steam Networking

  • Fixed a bug causing NAT traversal to fail for many P2P connections

  •  

Steam Bullet Fest is here!

Steam Bullet Fest is on now through June 15th at 10 am PT. As you can see from our trailer, there are all kinds of shoot-'em-ups offering discounts all week long!

You'll find hack-n-slashes, anime side scrollers, incremental bullet hells, and more. Join us now for Steam Bullet Fest, on through June 15th at 10 am Pacific!

  •  

Rock For People 2026

We're excited to share that we'll be attending the Rock for People 2026Β music festival in Hradec KrΓ‘lovΓ©, Czech Republic. We've been invited by PlayStation CZ to their gaming hangar at the eventΒ with our 4D Motion Simulator, where you'll be able to play our games!

From the 10th to 14th of June, we'll be part of the 31st edition of this iconic festival, taking place at Park 360 in Hradec KrΓ‘lovΓ©. You'll find us in the PlayStation Hangar, located near the main entrance, where visitors will have the opportunity to experience our games on our immersive 4D Motion Simulator and meet some of our colleagues.

Rock for People welcomed more than 50,000 visitors last year, and we're thrilled to be part of this incredible event. While you're enjoying the music and atmosphere, make sure to stop by, say hello to our colleagues, and enjoy a ride on our simulator!

You can find more information about the Rock For People festival here. We would also like to send a huge thank you to PlayStation CZΒ for inviting us to this fantastic event. We can't wait to see you there!

For more news from other events and our games, remember to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTokΒ or subscribe to our newsletter to stay informed! Until next time, keep on truckin'.

  •  

v0.5.2 - β€œThe funniest joke in the world”

0.5.2 (2026-06-07)

  • Improved: [#26322] [Plugin] Add footpath flags to FootpathSurfaceObject in the plugin API.
  • Improved: [#26566] Improve the performance of sorting sprites.
  • Fix: [#26350] [Plugin] ListViews altered by plugins post their creation are not invalidated.
  • Fix: [#26565] Game crashes when switching to another tab in the guest window.
  • Fix: [#26583] The default tab is not highlighted when opening a ride window.
  • Fix: [#26602] Crash when locating the nearest mechanic for a ride that has not previously been inspected.
  • Fix: [#26615] Missing junction path tile in Build your own Six Flags Over Texas.
  • Fix: [#26616] Fix gap in buyable land in Build your own Six Flags Magic Mountain.
  • Fix: [#26624] Tile elements selected by clicking on them with the tile inspector open do not always redraw correctly.
  • Fix: [#26634] Add missing park patch file for Build your own Six Flags Great Adventure.

Release created in https://github.com/OpenRCT2/OpenRCT2/actions/runs/27089751091

SHA256 checksums:

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8f13a7d3a624f2ff56dd55545c6e38691801cb159065e5c56b12eebc818a5a95  ./OpenRCT2-v0.5.2-Linux-bookworm-x86_64.tar.gz

  •  

Steam Client Beta - June 5th

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

General

  • Updated controller pairing UI.

  •  

Steam Deck Beta Client Update: June 5th

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

General

  • Fixed Scaling/Filtering/Sharpening options not showing in the performance menu.

  • Updated controller pairing UI.

SteamRT3 Beta

  • Fixed SteamOS updates failing to apply when opted in to the SteamRT3 experimental client.

  •  

Introducing Indiana

Today, we are excited to officially announce that a brand-new map expansion is on the horizon for American Truck Simulator. Get ready to discover the crossroads of the Midwest with the upcoming...

Indiana DLC for American Truck Simulator


Known as the Hoosier State or Crossroads of America, Indiana is a land shaped by hardworking communities, rich agricultural heritage, iconic motorsports culture, and bustling industry. From scenic rural highways lined with endless cornfields to thriving urban centers filled with towering factories and busy freight depots, Indiana offers truckers a diverse and authentic slice of America waiting to be explored.


You will haul cargo through vibrant cities, each with its own unique atmosphere, landmarks, industries, and opportunities. At the heart of the state lies Indianapolis, home to a world-famous racing culture and a major hub for transportation and logistics. Whether you are navigating busy interstates around the capital or taking quieter roads through small-town America, every mile brings something new to experience.

As you journey across Indiana, you will encounter a wide variety of landscapes and industries. Deliver agricultural equipment and grain from the fertile farmlands, transport steel and heavy machinery through industrial regions, or supply bustling distribution centers. Keep an eye out for iconic water towers, classic red barns, charming downtown districts, and historic covered bridges that help give Indiana its unmistakable character.

Indiana is also home to an impressive network of highways and interstates that play a vital role in American commerce. With the continuation of I-90 through northern Indiana, you can also look forward to trucking all the way to Indianapolis and deeper into the Midwest. Along the way, drivers can expect a blend of open highways, dense urban traffic, industrial zones, and peaceful countryside roads that capture the true spirit of Midwestern trucking.

Our teams are hard at work bringing Indiana to life with the detail and authenticity our community expects, and while there is still a long road ahead before release, we are excited to begin sharing more from this upcoming expansion in the future. Please keep in mind that everything you see here is still a work-in-progress and may change during development.

If you are looking forward to hitting the roads of the Hoosier State, be sure to add the Indiana DLC to your Steam wishlist and show your support for the project!

Don’t forget to follow us onΒ X/Twitter, Instagram, Facebook, Bluesky, and TikTok,Β or subscribe to our newsletterΒ for the latest updates and behind-the-scenes looks at the development. Until next time, keep on truckin’, and we will see you on the road!

  •  

Steam Deck Beta Client Update: June 4th

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

General

  • Added support for the Malay language.

Steam Input

  • 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.

Linux SteamRT3 Beta

  • The Steam Deck client can now be run inside a Steam Runtime container. This will help the Steam client provide a more consistent experience. This is the same technology we use for Steam games.

  • The SteamRT3 beta client is distributed alongside the regular beta client. You can opt-in to the beta client via the 'Use experimental SteamRT3 Steam Client' toggle in Settings -> System.

  • The SteamRT3 beta client has been updated to 64 bits.

  • Please report issues specific to the SteamRT3 beta in the Beta Forums or the steam-for-linux issue tracker.

  •  
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