With the upcoming 1.61 update for Euro Truck Simulator 2, we’re excited to introduce a complete rework of the Livestock Trailer, which our vehicle team has reworked from the ground up. Let’s take a closer look at what changes have been made!
The goal for our team was to create a model that closely matches what you’d see on the road in the real world, with a strong focus on detail. Inspired by modern European livestock trailers, our vehicle team rebuilt the trailer entirely from scratch, replacing the previous older model with a brand-new one.
One of the biggest changes drivers will notice is the removal of the older belly axle variant, which has been replaced with a lowered chassis configuration featuring dual wheels. Alongside this, the trailer has been refined with improved proportions, updated details, and an overall cleaner, more modern appearance.
For those who own their own Livestock trailers, the updated trailer will offer multiple customization options, including two chassis variants, a Straight 3 Axle and a Lowered 3 Axle configuration. Drivers will also be able to choose between an Aluminium body or a fully paintable body.
A wide range of accessories have also been included to customize your trailer including storage boxes, water tanks, side protections, full side covers, fenders, marker lights, rear bumpers, mudflaps, a spare tire, and a fire extinguisher.
We’re also introducing newly configurable paint jobs for owned trailers, allowing you to customize up to four different colour sections across specific parts of the trailer for even greater customization. Freight Market and AI traffic variants have also been reworked based on the new owned trailer model, with company paint jobs completely reworked to better reflect more realistic transport operations.
We look forward to seeing you out on the road with this reworked trailer in Euro Truck Simulator 2. Be sure to keep an eye our blog and social media channels for more upcoming development news on the 1.61 update and more. Until next time, keep on truckin’!
When we released the Schwarzmüller Trailer Pack for Euro Truck Simulator 2 back in 2016, it quickly became a popular addition to many players’ fleets. With the upcoming 1.61 update, we’re excited to begin updating the Schwarzmüller Trailer Pack DLC to better reflect the new modern trailer designs, starting with a complete rework of one of its low loader trailers and accessories. Let’s take a closer look!
As Schwarzmüller’s real-world trailer lineup has continued to evolve over the years, we felt it was the right time to revisit this popular trailer pack and bring it more in line with the manufacturer’s current designs. Leading this update is the redesigned low loader trailer, which has been rebuilt to closely match Schwarzmüller’s latest real-world model.
Alongside the trailer itself, its available accessories have also been updated with refreshed designs to better represent the equipment and styling Schwarzmüller offers today. While the available cargo options remain the same, this update marks the beginning of a larger goal for us, to rework the entire Schwarzmüller Trailer Pack.
We hope you're excited to hit the road with this newly redesigned low loader trailer and accessories, which will arrive as a free update for all Euro Truck Simulator 2 owners in the future. Be sure to keep upto date with the latest news by following us on our socials. You can find us on X, Facebook, Bluesky, Instagram & TikTok. Until next time, we’ll see you on the road!
This update is for the SteamOS Beta and Preview channels, and includes new features that are still being tested. You can opt into this in Settings > System > System Update Channel.
Known Issues - Beta
There is a known issue with degraded performance in some cases when composition is required (such as when having FSR enabled).
This issue is fixed in the latest SteamOS stable release (3.8.16). Affected users may wish to switch to the stable update channel while we work on bringing this fix to the beta channel.
General
Fixed an issue causing black screens in certain launchers, including Zenless Zone Zero and FINAL FANTASY XIV Online
As the development of the upcoming Coaches DLC for Euro Truck Simulator 2 advances, today, we'd like to show you some of the new vehicle features we have developed for this expansion. Let's take a look!
Coaches feature a variety of systems and functions that trucks don't. So we needed to dive deeper and faithfully recreate new vehicle systems for the Coaches DLC, which we believe will enhance the driving experience and make every journey feel even more immersive when this expansion releases.
The first thing we have decided to implement is the destination display panel visible at the top of the windshield, showing the coach's final stop. It is a removable accessory, giving players the option to decide whether they want to use it or not, and is also visible from the interior. We've fine-tuned its appearance, including text length, colour, and other visual details to ensure it fits well across different destinations.
Another difference between coaches and trucks is that coaches have larger windshields, which means sunlight can be a greater challenge while driving. That is why we have developed adjustable sun visors. On coaches that support this feature, the visors are split into left and right sections, allowing each side to be controlled independently and positioned as needed. They are also visible from the exterior and include animated controls, as well as sound effects.
Since coaches are long vehicles, judging what's behind you can be quite a challenge. That's why modern coaches are typically equipped with rear-view cameras, which we've also included in this DLC. The camera feed is integrated directly into the dashboard, automatically switching from the navigation display when a reverse gear is engaged. Since we've aimed to recreate bus stations and stops as faithfully as possible, including real-life situations a coach driver might encounter, we believe the camera will prove especially useful in many situations.
We've also added interior lighting options to brighten up the journey for you and your passengers. The first is ambient lighting, which allows you to choose the color to suit your preference. The second is the main ceiling light, which can be switched on and off with a button, particularly useful at night when stopping to pick up or drop off passengers.
SteamOS 3.8.16 has just been released for all users with the following changes:
General
Reverted a change from 3.8.15 resulting in some titles showing a blank screen. The Assassin's Creed Black Flag Resynced HDR fix will be available in Beta while the root cause is investigated.
The countdown to one of the biggest gaming events of the year has begun, and we're excited to share that SCS Software will be attending Gamescom 2026! From August 26th to August 30th, you'll be able to find us in the Entertainment Halls, where we'll have our biggest booth yet. We will be located in Hall 10.1, Booth B022-C023.
We're looking forward to meeting our #BestCommunityEver once again. Whether you've been trucking with us for years or are just discovering our games, we'd love for you to stop by, say hello, and spend some time with the team. Meeting our community in person is always one of the highlights of the year, and we can't wait to see familiar faces as well as meet new ones.
Visitors to our booth will have the opportunity to get behind the wheel and try exclusive demo builds showcasing several of our upcoming map expansions. We plan to bring special preview versions featuring the breathtaking landscapes of the upcoming Euro Truck Simulator 2: Iceland DLC, explore the stunning roads and scenery of British Columbia in the upcoming American Truck Simulator: British Columbia DLC, and get a first taste of the upcoming South Dakota DLC for American Truck Simulator.
We're also doing everything we can to bring playable demonstrations of our upcoming Road Trip and Coaches projects to Gamescom. While we're not ready to make any promises just yet, we're working hard behind the scenes and hope we'll be able to let visitors get an early hands-on experience with these exciting new additions as well.
To make the experience even more immersive, we're thrilled to be partnering with Thrustmaster once again. They will be equipping our booth with a brand-new product that visitors will have the exclusive chance to test! We can't wait for everyone to get their hands on it and experience what's in store. A huge thank you to Thrustmaster for helping us make our Gamescom booth even more exciting!
We'd also like to extend our sincere thanks to Volvo Trucks for helping us prepare something truly special for Gamescom. While we'll keep the details under wraps a little longer, let's just say that fans of Volvo trucks won't want to miss our booth. We'll be showcasing something truly exclusive straight from Volvo that every truck enthusiast will want to see up close.
And if that isn't enough, our 4D motion simulator will also be making its return! If you've always wanted to experience the feeling of driving a truck with added motion effects, be sure to give it a try during your visit.
We can't wait to see you in Cologne this August! We'll have more information to share as Gamescom gets closer, including our booth location and additional activities, so make sure to keep an eye on our social media channels and give us a follow on X/Twitter, Facebook, Instagram, Bluesky, and YouTube, or sign up for our newsletter, so you never miss any news. Safe travels, and we'll see you there!
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: This beta contains changes that were simultaneously released to SteamOS stable channel as 3.8.15,noted below
Known Issues - Beta
There is a known issue with degraded performance in some cases when composition is required (such as when having FSR enabled).
This issue is fixed in the latest SteamOS stable release (3.8.15). Affected users may wish to switch to the stable update channel while we work on bringing this fix to the beta channel.
General
Fixed delayed start time for some games under Proton when no capture device is present
Security and stability improvements
Fixed in 3.8.15
Fixed an issue with HDR in Assassin's Creed Black Flag Resynced
Today, we're excited to take you on another journey through the upcoming Iceland DLC for Euro Truck Simulator 2. This time, we're focusing on one of the country's fascinating pieces of infrastructure - its bridges.
Although Iceland is known for its dramatic volcanoes, glaciers, and waterfalls, every trucker's journey depends on something a little less obvious: the bridges that connect communities across the landscape. From narrow crossings over glacial rivers to long bridges spanning waterways, each one plays an important role in keeping the country's road network moving.
Our map team has carefully recreated a wide variety of bridges inspired by their real-world counterparts. Whether you're hauling cargo along the famous Ring Road or venturing onto more remote routes, you'll encounter structures that reflect Iceland's unique engineering and natural surroundings.
One of the defining characteristics of Icelandic bridges is their diversity. Modern concrete spans stand alongside older steel bridges that have served travellers for decades. In more remote areas, you'll also find plenty of single-lane bridges, where traffic from both directions must carefully share the crossing. These iconic structures have become a familiar sight for anyone who has explored Iceland by road, and we're happy to bring that authentic experience to the game.
Creating these locations required close attention to both realism and gameplay. Our teams worked to ensure that each bridge feels like a natural part of the surrounding landscape while remaining enjoyable to drive across. Terrain, road alignment, barriers, signage, and nearby landmarks all contribute to making every crossing a memorable part of your journey. Of course, bridges are much more than simple road crossings; they also offer some breathtaking views!
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 - 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, and 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 how 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: "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: "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 to 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 Türkiye, 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 Türkiye 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.
"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 30–40% 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 Türkiye - 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
Ми щойно випустили оновлення клієнта Steam Deck для бета-каналу.
Загальне
Виправлено помилку, через яку у вікні попереднього перегляду «Список змін» в меню «Налаштування» → «Система» було показано подію для неправильного каналу. Наприклад, список змін був для бета-каналу, хоча користувач використовував стабільний.
Режим робочого столу
Виправлено помилку, через яку використовувалося неправильне масштабування в режимі Big Picture.
Введення Steam
Додано підтримку дротової та бездротової версій контролера PDP Afterglow Wave для Nintendo Switch.
Додано підтримку контролерів Turtle Beach для Nintendo Switch 2.
Remote Play
До параметра «Обмеження частоти кадрів» додано опцію 59,94 к/с.
Зменшено втрату кадрів, коли для обмеження частоти кадрів вибрано опцію «Автоматично».
Виправлено проблему з перевантаженням відеодекодера клієнта, якщо ввімкнено необмежену пропускну здатність.
Мікропрограма Steam Controller
Вирішено проблему з випадковими повторюваними натисканнями кнопки B.
Today, we’re 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, you’ll 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.
You’ll also get a great look at the MAN Lion’s Coach itself, a vehicle well regarded in the industry for its blend of efficiency, practicality, and passenger comfort. Powered by MAN’s 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, don’t 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