Steam Social Deduction Fest is packed with discounts on games that ask you to really look at everyone around you and ask "friend, or foe?"
As you'll see demonstrated in our trailer above, it's not always obvious who to trust. But that's the fun of it when you're grabbing deals on games that require your best judgment of character, whether that's in the form of murder mysteries, hide-and-seek, and even just good old-fashioned paranoia in general.
Join us now for Steam Social Deduction Fest, on through July 16th at 10 am Pacific. See you there! (Or will we? Can you trust us?*)
Today, we're taking you behind the scenes of the development of Euro Truck Simulator 2 and American Truck Simulator to explore another important part of the process that helps shape your experience on the road. This time, we're shining a spotlight on UI/UX QA and its role in creating intuitive, enjoyable, and polished interfaces for our players.
To guide you through this fascinating area, we'd like to introduce Petr and Jan from our UI/UX QA team. They'll take you along for a day at work, explain what their role involves, and share how they help ensure every menu, button, and interaction feels just right before it reaches your screen.
Petr - Console & UI/UX QA Lead
"Hi! My name is Petr, and I work as the Console & UI/UX QA Lead. Together with my colleagues, I helped build two teams that now play a key role in ensuring our games both function well and deliver a great user experience.
We are responsible for both Euro Truck Simulator 2 and American Truck Simulator across all platforms, including traditional PC, Steam Deck, VR, PlayStation, and Xbox Series X/S. In addition to the games themselves, we're also heavily involved in testing projects such as Driving Academy, Coaches, and Road Trip.
My work mainly revolves around coordination, planning, and analysing testing results. I collaborate closely with other teams to identify and resolve bugs or UX issues as early as possible. My goal is to organise our processes so that the entire team can work efficiently and stay focused without unnecessary pressure before every new patch or DLC release.
I also actively test everything my team works on. Not only do I genuinely enjoy testing, but I also see it as a major advantage. Being directly involved in the entire process allows me to better identify areas where we can continue improving and moving forward as a team.
I'm always there to support my team whenever they're unsure about something or need advice, and I make a conscious effort to maintain a positive, friendly atmosphere where everyone enjoys working together."
Jan -Β Senior UI/UX Tester
"Hi, I'm Jan, and I'm a Senior UI/UX Tester with a primary focus on playtesting. I'm 31 years old, andΒ I've been at SCS Software for two years. I originally joined the company as a Junior Tester without a specific specialisation, but once I settled into the team and got to know our development process, I quickly discovered a passion for user experience.
With the support and guidance of Petr, who was already a senior at the time, I helped establish our playtesting process and have been refining it ever since."
What is UI/UX QA?
"Before a new feature gets added to our games, it has to go through a long journey. And the UI/UX (User Interface/User Experience) is there along the way. Whether it's a new feature or a redesign of an existing one, it all starts with analysis and dialogue between us (QA department) and the Game Design (GD) department. For redesigns, we need to start by assessing the current state, what works, and where changes are needed, and for new features and redesigns alike, we need to think about where we want to arrive. Answers to these questions will then inform all future decisions."
What does a typical UI/UX testing process look like, and howΒ closely do you work with other teams?
"In general, we try to be involved in the process of a feature development as soon as possible and cooperate with the GD department as closely as we can, so we're also a part of the next stage of the feature's journey, where we provide feedback on the design. This means looking at the design document and trying to think ahead, so we ask questions like: "Is this going to be intuitive? Is it clear that this is a button? Aren't we forgetting anything? What about accessibility? Will the text be legible on a smaller screen?" and many more. After some back and forth with the GD department, we arrive at a design that can then be implemented by a programmer.
The first playable prototype is the point where we have to start sitting in two chairs at once. We still have to see the big picture - know the design, see how all the pieces fit, know why some decisions were made the way they were. But now, we can also see the game as a player seeing the feature for the first time. We have to become a player that is just starting out and has never played any other game before. A hardcore gamer who has played many games, but never a trucking simulator. Or a real-life trucker who plays our games on a handheld at their rest stops. Our games are played by a very wide audience, and the design has to work and be intuitive for all of them.
At this stage, we identify further issues, offer improvements, and look for possible solutions together with the GD team and programmers working on the feature. After we feel confident enough with the state we arrive at, it's time to validate in the next stage.
The next important part of the feature's journey is internal Playtesting. It's a great way of getting a fresh perspective from people from various parts of the company who haven't seen the design documents and ideally don't know anything about it. Before we start playtesting, we define the questions we want answers to: "Is this screen intuitive? Does it control all accessories well? Did the addition of X add any unnecessary friction?" Based on these questions, we prepare detailed scenarios for the respondents to go through, which will get them to engage with the (re)designed feature in ways that try to simulate a regular gameplay loop. We then invite the respondents to our Playtest Lab, where we guide them through the scenarios, observing their behaviour, reactions, taking down notes, and asking questions. We also utilise eye tracking, which gives us more insight about the players' focus, telling us which elements are observed first and which go by completely unnoticed.
After the playtest ends, respondents also fill out a questionnaire, which allows them to think about the feature some more, further comment on it, and possibly come up with ideas of their own.
All of this gives us a lot of data that needs to be processed. For this, we use practices from applied research, so we start with qualitative coding, followed by thematic analysis with frequency counting. In layman's terms, we go through all the raw statements and observed behaviours and assign them to various categories, along with how often they were mentioned/observed. This helps us to identify recurring patterns and assign them to broader themes/issues.
We then prepare a final Output, which summarises the respondents' behaviour, reactions, opinions, identifies underlying issues, and proposes possible solutions.
The next steps depend on the results of the playtest. If we identify some deep issues that require big changes in the design, we have to go back to the drawing board, repeating the previous points, leading to another playtest to confirm the issues have been satisfactorily addressed. A good recent example is the redesigned Skip Time / Rest feature, which also divided Fatigue into two separate mechanics (Fatigue and Mandatory Break). During playtesting, we found out that this new division and its representation were very confusing to players, and the feature had to be redesigned completely, to great success (at least we hope so).
If, on the other hand, we only identify surface-level issues that require some polish, the GD department tackles those, and we can move on to the final testing of the feature.
In the final testing, we mostly focus on FQA - the design is largely set, and we're now making sure it all works as intended. As soon as this is done, the feature can be merged into the main branch, where the Integration QA department takes over, making sure the feature itself survived the merge in its intended state and didn't break anything else along the way, but that's for another chapter."
What do you enjoy most about working on UI/UX?
Petr:Β "What do I enjoy the most? That's a tough question. In short, pretty much everything! Everyone on our team is passionate about games of all kinds and genres, so having the opportunity to contribute our own ideas and suggestions for Euro Truck Simulator 2 and American Truck Simulator is incredibly rewarding.
At SCS, we often do things our own way, which makes the work especially enjoyable. At the same time, we always keep our players at the heart of every decision. When developing new gameplay features, it's easy for designers to unintentionally fall into "tunnel vision." Our job is to challenge that perspective and bring in a fresh set of eyes. We think about our experienced truckers, but we never forget players who are just starting out. Looking at the game's interface from many different perspectives is both a key part of our work and one of its most creative aspects.
We put our all into making our games as accessible as possible while ensuring they remain just as fun to play."
Jan:Β "I like how it combines technical and human aspects. User experience is mostly an interaction between a human and a machine, and you have to make them understand each other.
The first project I came up with and delivered was the Graphics Settings screenshot representation to make it easier for players to see the changes they're making when setting up the visuals of their game, and that's the perfect example of what I mean - I'm interested in how things work under the hood, but also how the player perceives and understands them."
What message would you like to share with our community, and how valuable is player feedback in helping improve the user experience?
"Player feedback is incredibly important to us and a constant source of inspiration. We're genuinely happy to see more and more initiatives being built around your feedback here at SCS. I want to assure you that we truly do read your comments, ideas, and suggestions carefully, not just our UI/UX team, but the entire studio.
It's clear how much all of you who engage with us care about our games, and we feel exactly the same way. We love Euro Truck Simulator 2 and American Truck Simulator, and we want to keep making them better and better. We genuinely want to know what you enjoy, what you'd like to see added, and what you think could be improved. We've already received an incredible amount of feedback. I wish you could see the extensive documents where we carefully collect and organise all of your ideas and requests.
Unfortunately, we can't implement every suggestion. There can be many reasons that aren't immediately obvious, such as engine limitations, limited internal resources, technical constraints within our game systems, licensing agreements, and more. But please, keep talking to us! Your feedback never goes unnoticed. It's thanks to you that we're able to continue on this journey and keep making the experience even better together.
Thank you to everyone who's travelling this exciting road with us!"
The Steam Client Beta has been updated with the following changes:
Steam Workshop
Re-worked system that managed what subscribed items needed to be updated.
Remote Play
Fixed mouse coordinates for input-only streaming
Fixed very low refresh rate on some systems, introduced in the last beta
In-Game Overlay
Fixed a case where the in-game overlay could hold a reference and prevent a game which tries to fully tear down and recreate the renderer after a D3D12 device/driver failure from succeeding
In today's blog, we'd like to introduce you to some of the custom depots and industries you'll be able to visit in our upcoming South Dakota DLC for American Truck Simulator!
South Dakota's economy is built on a strong foundation of manufacturing, agriculture, and construction. While the state is well known for its farming and ranching, it is also home to a growing manufacturing sector that produces everything from trailers and heavy equipment to food products distributed across the country. As always, we've taken inspiration from these real-world industries to create authentic locations that bring the state's economy to life.
One of the new highlights you'll encounter are the trailer manufacturing plants located in Watertown and Mitchell. These large industrial facilities specialize in producing a variety of trailers, with completed units ready to be delivered to dealerships and customers across the map. You'll also be bringing in the materials and components needed to keep the production lines moving, making these factories a busy part of South Dakota's freight network.
If construction is more your style, you'll have the opportunity to deliver to new residential housing developments located in Watertown and Spearfish. These construction sites require regular deliveries of building materials, heavy machinery, and other essential cargo to support ongoing work.
The food industry also plays an important role in South Dakota's economy, and that's reflected in the food factory you'll find in Sioux Falls. This modern production facility receives a wide variety of raw ingredients before processing and packaging food products that are then shipped to businesses across the country. Whether you're delivering supplies or hauling finished goods, there's always plenty of work to be done.
These new industries are just a small taste of what awaits you in the South Dakota DLC, and we can't wait for you to explore them for yourself. If you're looking forward to hauling cargo across the Mount Rushmore State, be sure toΒ add the South Dakota DLC to your Steam wishlist!
It's been a while since we last shared a story from our community, and today we're excited to bring you another one. This time, we follow Arda from TΓΌrkiye, a fan of Euro Truck Simulator 2, who turned his passion for virtual trucking into reality and has now earned his real truck driver's license!
What started as a love for life on the road in-game has grown into a real profession behind the wheel. Arda started playing Euro Truck Simulator 2 regularly in 2025, and the enjoyment he found in ETS2 inspired him to pursue truck driving in real life.
"ETS2 is extremely popular in TΓΌrkiye and has a very large and passionate community. I have always loved simulation games, so I bought the game immediately after discovering it. What I enjoyed most about ETS2 was its realism. The traffic rules, weather conditions, real truck brands, vehicles, countries, and maps all felt incredibly immersive. It genuinely felt like I was traveling across different countries. The truck sounds are very close to reality, and playing the game helps me relax and leave behind the stress of everyday life," says Arda.
When he started playing ETS2, he had no prior experience with driving trucks. At first, Arda played the single-player mode until he discovered Driving Academy and became hooked.
"I immediately thought that maybe this is what I've been looking for. It turned out to be exactly that. On that day, I decided to obtain a truck driver's license. I spent a lot of time practicing in Driving Academy. I challenged myself to complete the scenarios using only the first-person camera view. The final scenarios were extremely difficult. There were many nights when I stayed awake until 2:00 or 3:00 in the morning trying to complete a single challenge. At one point, I thought I would never finish them, but after enough repetition and practice, I gradually improved. The final challenges were very difficult, but I was incredibly happy when I completed them all."
Arda realized how much he enjoyed being on the road and traveling toward a destination. The more time he spent playing the game, the more excited he became whenever he saw a real truck on the road. Before the end of the year, he signed up for a truck driving course and decided to pursue it seriously, and eventually succeeded as well.
"The experience I gained in ETS2, and especially in Driving Academy, helped me tremendously during my lessons. Reverse maneuvers, reversing with a trailer, and navigating tight or sharp turns felt much easier because I had already practiced them extensively in the game. I have been driving regular vehicles for many years, but maneuvering a trailer, especially in reverse, is completely different from driving a car. Without ETS2, I would have struggled much more," he told us.
We have also received stories over the years from other members of our community who had a similar story, and we are so proud that ETS2 contributed to Arda's career in real life.Β
"I told my instructors about the game and how much it had helped me
improve so quickly. When I noticed that I was progressing faster than
many other trainee drivers, I realized just how beneficial the game had
been for me. I saw that around 30β40% of candidates failed. I told many of them about ETS2 because it genuinely helped me. Reversing and parking a truck with a trailer is largely a matter of practice, and Driving Academy provides an excellent environment for that. After enough repetition, your brain becomes surprisingly comfortable performing similar maneuvers in real life."
It goes to show that Euro Truck Simulator 2 and the Driving Academy can help players to grasp the feeling of driving a truck and make it more comfortable when you sit in the real vehicle, as Arda elaborates on here:
"In the game, I often leaned my view out of the driver's side window while reversing into parking spaces. When I later tried similar maneuvers in real life, I was amazed by how natural they felt. Parking in an L-shape to the right (a 90-degree reverse parking maneuver) is difficult both in the game and in reality. However, through countless hours of practice in Driving Academy, I learned how to approach those situations calmly, how much steering input was appropriate, when a maneuver became risky, and how to reverse into areas with limited visibility. The experience felt remarkably close to real life. Without ETS2, I might not have passed the exam," Arda shared with us.
Even though he completed the truck driving license, there are still more things Arda needs to sort out before he can begin his real-life journey on the route.
"In TΓΌrkiye - and perhaps in other countries as well - obtaining a truck
driver's license is only the first step. To work professionally as a
truck driver, additional certificates,
transportation qualifications, and international freight transport
documents are required. I have already obtained all of them except one,
and I am currently waiting for the final certification process to be
completed. After that, I will officially be able
to work in freight transportation," he says.
At the end of the blog, Arda has a message to the #BestCommunityEver, which might even motivate some of you who have been thinking about taking up a career as a truck driver to make the next step!
"After experiencing real trucks firsthand, I realized how
comfortable they actually are. I wish I could drive a truck every day. The cabin is incredibly
comfortable, and the driving position provides a great sense of
confidence and safety. Being able to see the road from above other
vehicles is a unique and enjoyable feeling. The large windshield
offers a wonderful view of both the road and the scenery. Even in ETS2,
I would often stop to admire beautiful landscapes and lighting
conditions. Experiencing that feeling in real life, however, is
something truly special and difficult to put into words."
We would like to thank Arda for sharing this story with our community and us, and wish him safe travels in his future truck driving adventures!
Don't forget to follow us on our X/Twitter, Facebook, Instagram, Bluesky, and YouTube, so you won't miss out on upcoming news! We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials.
The Steam Client Beta has been updated with the following changes:
Steam Input
Added support for both the wired and wireless versions of the PDP Afterglow Wave Controller for Nintendo Switch
Added support for Turtle Beach controllers for Nintendo Switch 2
Fixed the Apex 5 controller showing up as multiple controllers when "Allow third-party apps to take over mappings" is enabled in the FlyDigi Space Station app
Remote Play
Added 59.94 FPS as an available framerate limit
Reduced frame drops when the framerate limit is set to automatic
Fixed overloading the client video decoder when unlimited bandwidth is enabled
Steam Controller FW
Fixed an issue with occasional repeated button presses on the B Button
Today, weβre excited to share your very first look at gameplay from our upcoming Coaches DLC for Euro Truck Simulator 2, a highly anticipated expansion that many of you in our community have been eager to see more of. Let's hit the road!
In this first showcase, we go behind the wheel of the MAN Lion's Coach. Join us as we take on a bus route between Duisburg and Rotterdam. Along the way, youβll get a glimpse at the passenger satisfaction mechanics in its current iteration, and how it will play a role in your journey on the road ahead.
Youβll also get a great look at the MAN Lionβs Coach itself, a vehicle well regarded in the industry for its blend of efficiency, practicality, and passenger comfort. Powered by MANβs reliable D26 engine, it delivers strong performance for long-distance travel. Inside, the coach is designed with comfort in mind for both driver and passengers alike, featuring large windows, well-arranged seating, and a clean, spacious interior. We think it makes the perfect choice for our first gameplay preview!
Please keep in mind that this gameplay footage is still a work in progress and does not represent the final version of the Coaches DLC. Some features, visuals, and mechanics may change or be further refined as development continues.
We hope you are as excited as we are for the upcoming Coaches DLC as the development continues! For the latest updates, be sure to follow us on our social media channels on X, Instagram, Facebook, Bluesky, and TikTok, or sign up for our newsletter. If you're looking forward to hitting the road in style, donβt forget to add the Coaches DLC to your Steam Wishlist!
This update is for the SteamOS Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
Note: These changes were simultaneously released to SteamOS stable channel as 3.8.14
General
Fixed an issue where WiFi would be limited to lower speeds on certain routers that advertise incorrect MCS requirements
We hope you've packed a warm jacket and perhaps a wee bit of shortbread, because today we're taking you to the Scottish Highlands! We're excited to share with you a closer look at Inverness, a brand-new city arriving as part of our upcoming UK Rework project for Euro Truck Simulator 2. Let's take a closer look at what this destination has to offer drivers.
Known as the "Gateway to the Highlands", Inverness serves as an important hub for transport, tourism, and industry in the north of Scotland. Situated at the mouth of the River Ness and close to the famous Loch Ness, this historic city combines stunning natural scenery with modern infrastructure.
One of the most striking sights you'll encounter is the iconic Kessock Bridge, which spans the Beauly Firth and connects Inverness with the Black Isle. Drivers travelling through the city's industrial area will be treated to impressive views of this landmark suspension bridge, which has become a defining feature of the city's skyline.
As you make your way through the centre of Inverness, you'll be able to enjoy views of the River Ness and spot one of the city's most recognisable riverside hotels. Our team has also recreated several notable landmarks throughout the city, including the Inverness Justice Centre and the Caledonian Stadium, which enjoys one of the most picturesque sporting backdrops in Scotland.
Beyond its landmarks, Inverness offers spectacular scenery in every direction. Surrounded by rolling hills, waterways, and the dramatic landscapes of the Scottish Highlands, the city acts as the perfect introduction to one of the most beautiful regions in the United Kingdom. It's easy to see why millions of visitors travel here every year to begin their Highland adventures.
Whilst there is plenty of sightseeing to enjoy, there's also no shortage of work available! Inverness is home to two key industries where drivers can pick up and deliver cargo. Those looking to help keep Scotland's economy moving can take on jobs at the local oil facility or deliver cargo through the Port of Inverness, where a warehouse offers a variety of freight opportunities connected to the region's maritime trade.
We hope you've enjoyed this first look at Inverness, a brand-new city coming to Scotland as part of our ongoing UK Rework project, which will arrive as a free update for all owners of Euro Truck Simulator 2 in the future. Be sure to let us know in the comments what you think of Inverness and which parts of Scotland you'd love to see featured next. Until next time, keep on truckin', and haste ye back!
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.
Note: This beta contains changes that were simultaneously released to SteamOS stable channel as 3.8.13, noted below
General
The Steam Machine splash screen/logo now appears much more quickly after device startup
Add option to reset all audio configuration and settings to system defaults under Settings -> Audio
Fixed 20-30s startup delay in some games on non-Valve devices with no audio sources
Fixed a regression with some MSI Claw devices on newer firmware losing access the Guide and Quick Access Menu buttons.
Fixed a regression with Legion Go 1 models on older controller firmware where gyroscope would fail to initialize.
Fixed a regression on OneXPlayer F1 models where rumble was being blocked and the joystick poll rate was low. As a consequence, the M1 (left) extra shoulder button is no longer able to function.
Added controller support for missing OneXPlayer F1 and OneXPlayer 2 special edition models.
Fixed in 3.8.13
Fixed an issue causing controller firmware updates to fail on certain Steam Deck models
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
Steam Input
Steam Controller: The Gyro Calibration Threshold has been set to 50% of the previous value so that it is less likely to trigger while in hand.
Steam Controller: Gyro Calibration threshold is now available in Steam->Settings->Controller->Details->Calibration & Advanced (Open)->Gyro Calibration.
Steam Controller: You can choose to disable hardware calibration and rely on the standard Steam Input Gyro Calibration tools instead, by using the "Enable Software Calibration for Steam Controller" toggle.
Steam Controller Firmware
Fixed occasional repeated trackpad samples that caused issues with momentum during trackball mode
Fixed an issue with unintentionally waking host devices while shutting down the controller
The Steam Client Beta has been updated with the following changes:
Big Picture Mode
Fixed style regressions in the Quick Access menu Voice chat controls tab.
Steam Input
Steam Controller: The Gyro Calibration Threshold has been set to 50% of the previous value so that it is less likely to trigger while in hand.
Steam Controller: Gyro Calibration threshold is now available in Steam->Settings->Controller->Details->Calibration & Advanced (Open)->Gyro Calibration.
Steam Controller: You can choose to disable hardware calibration and rely on the standard Steam Input Gyro Calibration tools instead, by using the "Enable Software Calibration for Steam Controller" toggle.
Fixed Steam Controller glyphs in Shadow of the Tomb Raider.
Steam Controller Firmware
Fixed an issue where trackpad samples could be duplicated and cause issues w/ momentum in trackball mode
Fixed an issue with unintentionally waking host devices while shutting down the controller
Remote Play
Fixed software encoding on macOS and the steamrt3 Linux beta
British Columbia is home to some of Canada's most breathtaking landscapes, vibrant communities, and industries that keep the province moving. Today, we're excited to take you on a tour of several cities and towns featured in our upcoming British Columbia DLC for American Truck Simulator.
Grand Forks
Located in the beautiful Boundary Country region, Grand Forks sits at the meeting point of the Kettle and Granby Rivers. Surrounded by rolling hills, farmland, and forests, this welcoming community serves as an important agricultural and transportation center in southern British Columbia.
As you drive through town, you'll discover a charming downtown area alongside local industries that help support the region's economy. Truckers can find work connected to a local sawmill and building material factory, while those exploring the city may spot the historic gallery located near the heart of town. Whether you're delivering cargo or passing through on a longer journey, Grand Forks offers a relaxing stop with plenty of scenic views along the way.
Creston
Nestled within a fertile valley near the United States border, Creston is well known throughout British Columbia for its rich agricultural heritage. Surrounded by mountains and open farmland, this picturesque community offers drivers some truly memorable views.
Our team has recreated key landmarks and the area's distinct atmosphere, allowing players to experience the charm of this valley town firsthand. As you make your way through Creston, keep an eye out for recognizable sights, including the local theater, library, visitor center, and Presbyterian church. Truckers can also find a variety of cargo opportunities connected to the region's agricultural economy, with deliveries to and from farms, a winery, and a beverage factory making Creston an important destination for those traveling through southeastern British Columbia.
Sparwood
At the foot of the Canadian Rockies lies Sparwood, a town deeply connected to British Columbia's mining industry. Surrounded by rugged mountain landscapes, Sparwood is perhaps best known for its rich coal mining heritage and impressive industrial operations.
Drivers passing through will encounter dramatic scenery, steep mountain grades, and large-scale industry centered around the local coal mine. Keep an eye out for some of Sparwood's recognizable landmarks, including the visitor center, library, and the famous World's Largest Tandem Axle Truck displayed proudly near the highway. It's a sight that's hard to miss and has been carefully recreated by our map team.
Invermere
Situated along the shores of Lake Windermere, Invermere offers a refreshing change of pace amid the towering peaks of the Columbia Valley. Popular with both locals and visitors, this mountain town combines beautiful scenery with a welcoming small-town atmosphere.
As you travel through the area, you'll encounter stunning views of nearby lakes, forests, and mountain ranges. While tourism plays a significant role in the region, truckers will also find important connections to local businesses that help keep the valley supplied year-round. Drivers familiar with the area may even recognize the iconic Steak & Schnitzel Haus, faithfully recreated as part of the town's streetscape.
Golden
Nestled between several major mountain ranges, Golden serves as an important gateway to British Columbia's interior. Its strategic location has made it a key transportation hub for decades, connecting communities through some of Canada's most spectacular landscapes.
Players can look forward to navigating winding mountain highways, crossing impressive bridges, and experiencing the unique geography that surrounds the town. Golden's position along major transportation corridors ensures that there will be no shortage of deliveries moving through this busy mountain community, including work connected to the local railyard. Be sure to also look out for the town's visitor center as you pass through.
Princeton
Located where several highways converge, Princeton has long served as an important stop for travelers and truckers crossing southern British Columbia. Rich in history and surrounded by forests, rivers, and rolling hills, the town retains much of its classic frontier character.
As you pass through Princeton, you'll discover a blend of historic charm and modern industry. Local businesses and resource-based industries provide valuable job opportunities, including deliveries connected to a sawmill and nearby copper mining operations. Be sure to take in the surrounding scenery as you continue your travels through the region.
Campbell River
Situated on the eastern coast of Vancouver Island, Campbell River is known as one of British Columbia's premier coastal communities. Surrounded by forests and the waters of the Discovery Passage, it plays a vital role in the province's forestry, fishing, and transportation industries.
Truckers arriving in Campbell River will experience a unique coastal atmosphere unlike anywhere else in the DLC. From bustling industrial areas to scenic waterfront views, the city offers a memorable destination for those making deliveries across Vancouver Island. Drivers can also service the local marina, an important part of Campbell River's connection to the surrounding waterways. The surrounding landscapes and industries provide plenty of reasons to return time and time again.
These are just a few of the many cities and communities you'll be able to discover throughout British Columbia. Our teams are working hard to capture the unique character, industries, and landscapes that make this province such an exciting destination for truckers.
[p]Champions Autograph Stickers are now available for purchase in the Major Shop, congratulations to the Falcons![/p][/*]
[p]Highlight Souvenir Charms are now available for purchase in the Major Shop, featuring 10 highlights for each of the six stages of the Cologne 2026 Major, and the Falcons' trophy-lifting moment.[/p][/*]
We have just shipped an updated Steam Deck Client to the Stable channel.
General
Steam Machine compatibility improvements.
The game launch progress screen screen will now show a note if the "Maximum Game Resolution" setting resulted in the game running at a resolution lower than the display's native resolution.
Moved the "Maximum Game Resolution" setting from Settings->Display->Advanced to Settings->Display.
"Maximum Game Resolution" options will now be generated based on the current display's aspect ratio. On non-standard aspect ratios, additional options will be available under 'More options'.
Don't show the "Maximum Game Resolution" resolution dropdown in Settings->Display if all the available options match the current display's native resolution.
We are excited to reveal the Holland Style Tuning Pack DLC for Euro Truck Simulator 2, which is now released and available for you to get on Steam! This DLC contains dozens of accessories and paint jobs for a wide range of trucks and is the largest tuning pack we have developed for our games so far. Let's see what's in store!
Holland Style is one of the most distinctive and popular trends in European truck customization.Β In the 1970s, Dutch truckers began to adopt the idea of taking pride in their own trucks.Β Holland Style is characterized above all by perfectly coordinated colours, with a minimum of chrome, and an emphasis on symmetry, clean lines, and attention to detail.
The Holland Style Tuning Pack features a wide range of accessories for both the interior and exterior of your truck, along with an extensive selection of stylish paint jobs. This popular tuning style has been one of the most requested additions from our community, and many of the included items were inspired directly by their ideas.
"It all started some time ago when I was thinking about creating my own paint job DLC. Since we were working on the Benelux Rework at that time, which included the Netherlands, I wanted to create something to celebrate the occasion. I would like to thank all my colleagues for their tremendous cooperation and for putting so much passion into this project," says our 2D Graphic Designer for vehicles, Matej, who initiated the creation of this tuning pack.
With this DLC, you'll be able to customize your truck with a vast range of light boxes (for high-roof sleeper cabs), horns, mudflaps, auxiliary lights, Danish lights, and the famous double burners, as well as pennants, toys & decorations, steering wheels, and light boxes for the interior, allowing you to create a truly personalized cabin and make it feel like home.
While many of these accessories were designed by our team, we're especially proud to have collaborated with several well-known manufacturers to bring licensed products into the game. These include double burners, horns, auxiliary lights, and Danish plush pillows from Omnius; long mudflaps, pennants, and air fresheners from Go-In-Style; as well as interior light boxes, long mudflaps, and pennants from TruckJunkie.
You will also be able to select from 23 different paint jobs, each of which has 3 RGB presets that the player can choose from and customize the colours! The pack includes one paint job shared across all supported trucks, as well as two unique paint jobs for each of the truck groups listed below, with each pair tailored specifically to the respective truck models and differing between groups:
Volvo FH Series 6, Volvo FH Series 5, and Volvo FH Series 4
Volvo FH Series 3
Scania R and S
Scania R 2009 and Streamline
Iveco S-Way
DAF NGD and XD
DAF XF 105 and DAF XF Euro 6
MAN TG3 TGX
MAN TGX Euro 6
Renault T
Mercedes-Benz New Actros
The tuning accessories for both the exterior and interior are available for all trucks in ETS2, where compatibility allows. The only exception is light boxes, which are limited to the trucks listed above. We also plan to update this DLC in the future for upcoming trucks.
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
General
Don't show the "Maximum Game Resolution" resolution dropdown in Settings->Display if all the available options match the current display's native resolution.
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.
Note: This beta contains changes that were simultaneously released to SteamOS stable channel as 3.8.12, noted below
General
Updated Mesa graphics driver to a new major release, containing many ray-tracing performance improvements, as well as other performance and functionality improvements
Greatly improved VRAM management, improving performance and stability in cases where VRAM is limited
Fixed in 3.8.12
Fixed issue with Steam streaming in Desktop Mode in fullscreen games
Fixed a graphics driver issue where the main menu in Sniper Elite 5 would not render correctly
Fixed various issues with the SD Card reader on some Legion Go S models