The Improved Material System continues to make its way across our truck line-up! With the upcoming 1.62 update for Euro Truck Simulator 2 & American Truck Simulator, two more trucks will benefit from this upgrade, bringing further visual refinements to their interiors.
We hope you've been enjoying the Improved Material System and the refreshed look it brings to the interiors of our trucks! It has been great to see your reactions to these visual upgrades, and we would like to thank you for all of the comments, feedback & screenshots you have shared with us so far.
In the upcoming 1.62 update, our vehicle teams have expanded this visual improvement to the cabins of the Iveco S-Way in Euro Truck Simulator 2, and the All-New Volvo VNL in American Truck Simulator!
The improved material system significantly enhances the lighting and visual quality of vehicle interiors, with a particular focus on how different interior materials react to light. This results in a more detailed, readable, and visually pleasing cabin environment. It also makes the differences between materials such as leather, fabric, plastic, and metal much more apparent, even in low-light conditions.
As promised, we are gradually bringing this feature to more trucks, allowing you to enjoy beautiful cabin interiors across a wider range of vehicles. If you would like to learn more about what the process of implementing this feature on new vehicles looks like, make sure to check out our Under the Hood blog, where we spoke with colleagues working on the improved material system.
We hope you will be happy to see the improved cabin interiors in more trucks with this upcoming update! Remember to stay tuned for more news from our games by following us on our X, Facebook, Instagram, Bluesky, and YouTube. We would also appreciate it if you could sign up for our newsletter, so you can be informed. Until next time, keep on trucking!
Since the release of the South Dakota DLC for American Truck Simulator, we’ve loved seeing all of your screenshots, videos, reviews, and trucking adventures from across the Mount Rushmore State. Watching our community explore this new expansion has been incredibly rewarding for our team, which is why we wanted to shine a spotlight on some of our favourite community content, as shared by you!
For those of you who may not have had the chance to hit the road in South Dakota just yet, we wanted to highlight a few YouTube videos we enjoyed, to give you a glimpse of what awaits in this newest map expansion for ATS. We hope these will inspire you to start your own journey through the The Land of Infinite Variety! A big shoutout to everyone featured below, be sure to give them a subscribe and a like!
We’ve also been seeing plenty of amazing screenshots and videos shared across social media on X, BlueSky, Instagram, Facebook, TikTok, and more. Thank you to everyone who has tagged us, shared their adventures, and shown off their favourite areas of South Dakota. Our teams genuinely enjoy scrolling through your photos and seeing your unique trucking setups and routes. Here are just a few that we liked!
We also want to thank everyone who has taken the time to leave reviews and feedback on Steam. Reading your comments and impressions means a lot to our developers, map designers, artists, and the entire team behind American Truck Simulator. Your support, suggestions, and enthusiasm continue to help shape the future of the game and motivate us every day.
We have also reached out to a few content creators who got the opportunity to try out this DLC in early access to give us their opinion on the South Dakota map expansion. It's safe to say they enjoyed it too! We also recommend checking out their channels for more content!
BadMae
"We’ve had such a fun time exploring South Dakota together! Seeing Mount Rushmore was definitely a highlight, but we also loved discovering the quarries, landmarks, and quiet towns throughout the state. With a little research, you start to realize just how much history is represented across the map and how each place played a part in shaping South Dakota. We also got an early taste of the new Road Trip experience, which gave us an entirely new and fun way to explore the South Dakota map. South Dakota has been a great addition to ATS, and we’re excited to keep discovering more!" - Christian & Monique, BadMae
Milan
"South Dakota's the first state DLC in a while that actually made me slow down on purpose. The plains stretch forever, then you drop into the Badlands and it feels like someone switched planets, especially around golden hour.
Mount Rushmore is the obvious photo stop, but the real grin moments are in the smaller details: that quarry plonked weirdly in the middle of the Sioux Falls suburbs, the trailer plants in Watertown and Mitchell, and farm depots surrounded by actual shelterbelts dating back to the Dust Bowl era.
Deadwood still has that Wild West vibe, which I personally enjoy, and compared to some previous DLCs, South Dakota feels like it has several different personalities packed into one state. You keep getting those "wait, is that a real landmark?" moments along the way. That's probably what I like most about it. It feels more like a proper road trip."
TheHuskie
"What impressed me the most in South Dakota DLC is how much effort has clearly gone into making the state feel authentic and realistic. The scenery is incredibly detailed, and the variety between the wide-open Great Plains, the Badlands, and the Black Hills makes the experience feel very different depending on where you are driving.
I especially enjoy the Black Hills and the more winding roads there. They provide some really beautiful driving experiences and, from a content creator’s perspective, give me a lot of opportunities to create cinematic shots. Mount Rushmore and the other landmarks also make exploring the map feel more rewarding, while the smaller towns and rural areas add a lot of character to the journeys."
We would like to thank you all for your continued support! Keep on sharing your journeys through the South Dakota DLC with us on our social media channels using the hashtag #CruisingSouthDakota and by tagging us on Social Media. Until next time, keep on truckin'!
Whether you're hauling cargo beneath the glow of city lights, crossing long stretches of desert highway, or watching the horizon for anything unusual in the Nevada skies, the Silver State always has another road, town, or surprise waiting ahead.
Today, we're taking a closer look at some of the cities featured in the upcoming Nevada Rework for American Truck Simulator and how our team has rebuilt them from the ground up, bringing more detail, improved & updated road networks, and plenty of new places to discover along the way. Let's check it out!
Reno
First stop, Reno! Known as "The Biggest Little City in the World", Reno is one of northern Nevada's most important urban centres. Located close to the Sierra Nevada mountains and not far from Lake Tahoe, the city has long been an important hub for travel, industry, entertainment, and commerce in the region.
Often described as a "mini Vegas", Reno attracts millions of visitors each year to its resorts, vibrant local culture, and entertainment scene, which keeps the city busy around the clock! You'll be sure to find no shortage of jobs taking you in and out of the city, with its surrounding highway network connecting drivers with destinations across Nevada and neighbouring California.
In the Nevada Rework, Reno has been completely rebuilt from scratch, recreating the city with greater detail, updated scenery, and an improved road network. Our team has worked to better capture the character and scale of Reno, while retaining important and familiar elements from the original version and adding plenty of new details for players to discover.
Carson City
Just south of Reno lies Carson City, the capital of Nevada. Sitting at the foot of the Sierra Nevada mountains, the city offers a very different atmosphere from its larger neighbour, with historic streets, government buildings, and plenty of scenic surroundings.
As the centre of Nevada's state government, Carson City is home to several important landmarks, including the Nevada State Capitol, while its location also places it close to routes leading towards Lake Tahoe and other parts of western Nevada. Whether you're passing through or making a delivery in the city, there will be plenty to take in along the way.
Our map designers have rebuilt Carson City from the ground up, bringing greater detail to its streets, scenery, and surrounding areas, while giving some of its key landmarks and locations a fresh new look. Familiar elements from the original map have also been rebuilt where possible, bringing them up to the quality and level of detail found in our latest map and asset work.
Elko
Heading east across northern Nevada brings you to Elko, an important regional centre surrounded by wide open landscapes and mountain scenery. The city has strong connections with the mining & farming industries which have played a major role in shaping both Elko and northeastern Nevada as a whole.
Elko also sits along one of northern Nevada's most important transport corridors, making it a natural stopping point for travellers and freight moving across the state. Beyond its industrial connections, the area is also well known for its farming heritage and the vast landscapes which surround the city.
Our team has worked to give the area more of its own identity, while also improving the locations where drivers will pick up and deliver cargo, including new custom depots designed specifically for the area.
Winnemucca
Located along the Humboldt River, Winnemucca has long served as an important stopping point for travellers crossing northern Nevada. Its position along a major east-west transport corridor has helped make it an important regional centre for transport and cargo.
The city also has strong ties to several of the large industries found throughout this part of Nevada. Surrounded by broad valleys, distant mountain ranges, and open desert landscapes, Winnemucca offers the kind of scenery many drivers associate with journeys across the Silver State. Players can expect an updated city layout that better reflects the character of the real-world location.
Ely
In eastern Nevada you'll find Ely, a remote city surrounded by rugged mountains and expansive desert landscapes. Located along U.S. Route 50, famously known as the "Loneliest Road in America", Ely offers a noticeably different setting from many other cities in the state.
For the Nevada Rework, our team has aimed to preserve Ely's distinctive atmosphere and important locations, while bringing its roads, scenery, and surroundings up to the quality of our latest map work.
Across all of these locations, we've also added a variety of new custom depots, refreshed some company branding, and introduced many smaller details to make each city feel more unique. And of course, there is one major Nevada city missing from today's blog! Las Vegas will receive its own dedicated spotlight in the future, so stay tuned for that.
We hope you've enjoyed this latest look at the Nevada Rework. Be sure to follow our social media channels for more news and previews from American Truck Simulator!
Ready to hit the road? Today, we're taking a closer look at one of the new systems created for our upcoming Coaches DLC for Euro Truck Simulator 2 and Road Trip for American Truck Simulator; Mode Switch. This feature helps bring different types of gameplay together, allowing you to move between your trucking career and new adventures behind the wheel of a car or coach!
ETS2 & ATS are expanding beyond trucking, and with that comes the need to clearly separate the different careers and gameplay experiences available to players. This is why we have divided the game into different modes, Truck Mode, Car Mode and Coach Mode.
Each mode has its own gameplay, progression, and career systems. Truck Mode remains centred around transporting cargo and building your trucking business, while Car Mode, introduced with Road Trip, places a greater emphasis on exploration and building your reputation with customers. Coach Mode will focus on operating routes, providing passengers with a smooth journey, and keeping them satisfied along the way.
Progression is separate between these careers, with Car Mode using reputation rather than traditional experience points. However, some important parts of your profile remain shared. Your money and map exploration carry across all modes, meaning roads discovered while travelling by car will remain explored when you return to your truck, and vice versa.
Separating the experience into different modes also allows us to keep everything relevant to your current career together in one place, including your vehicles, progression, statistics, and other mode-specific information.
Switching between modes is straightforward. You can enter another mode while you're not driving to manage that career, although you cannot have more than one active job across all modes at the same time. The full switch between modes happens once you press the Drive button.
As of right now, the navigation system remains tied to the mode you last drove in, so you won’t be able to set or adjust a route for the newly selected mode. As soon as you hit the road, the correct navigation and gameplay systems for that mode will kick in. Looking ahead, we’re already looking at ways to make navigation between modes feel even smoother in future updates.
Wonder where you last left off in your vehicle? The map will also show the positions of your other vehicle, as well as your current position when undertaking a Quick Job. When you mode switch, you'll continue from the location where you left your truck, coach, or car.
The introduction of multiple modes also played a part in our recent changes to the fatigue system. Fatigue Simulation is now separated into Rest State and Mandatory Breaks. Your Rest State represents how tired your character is and is shared across modes, while Mandatory Breaks represent legally required rest periods. Trucks and coaches are subject to Mandatory Breaks, while cars are not.
The introduction of different modes is an important part of expanding Euro Truck Simulator 2 and American Truck Simulator while keeping their various gameplay experiences connected. Each mode offers its own career and progression, while shared systems such as money and exploration help ensure everything still feels like part of the same world and profile.
We hope this gives you a better understanding of how Mode Switch works and some of the thought process behind the creation of the system. We're looking forward to getting you behind the wheel of some new vehicle types in Euro Truck Simulator 2 and American Truck Simulator!
Until next time, keep an eye on our blog and social media for all the latest news, and we’ll see you on the road!
The road is calling!
The South Dakota DLC for American Truck Simulator has arrived, bringing local industries, rolling prairies, stunning scenery, and some of America’s most recognisable landmarks to your journeys.
The South Dakota DLCis now released and available on Steam!
It’s been an exciting road since we first announced that South Dakota was in development, and today we’re excited to finally release it to you. So saddle up, warm up the engine, and get ready to roam the Mount Rushmore State! To help you get your bearings, here is a look at the full map of the DLC, showcasing the cities, towns, and road networks waiting for you.
We can’t wait to welcome you to the Mount Rushmore State! So what can you expect from this DLC?
Explore 13 faithfully recreated cities, including Sioux Falls, Rapid City, Pierre, and more!
Discover 21 scenic towns and settlements across the state, such as Hot Springs, Wall and Sturgis.
Travel across a road network representing around 3000 miles of real-world roads, with connections to Montana, Wyoming, Nebraska, and Iowa.
See iconic South Dakota landmarks including Mount Rushmore, the Corn Palace, Sioux Falls, and the Dignity of Earth and Sky sculpture.
Deliver cargo to 10 custom depots and discover new industries, including trailer manufacturing, residential housing, and a landmark food production facility in Sioux Falls.
Explore stunning natural locations such as the Black Hills, Badlands, and the landscapes surrounding Reva.
Experience the variety of South Dakota’s scenery, from dramatic rock formations and forested hills to wide-open plains and bustling cities.
Discover famous sights, local landmarks, scenic roads, and hidden details as you travel across the Mount Rushmore State!
From busy roads in Rapid City to the wide-open Great Plains, dramatic Badlands, and winding roads of the Black Hills, South Dakota offers plenty of variety for truckers to discover. Along the way, you’ll encounter some of the state’s most iconic sights, including Mount Rushmore and the waterfalls of Sioux Falls, while hauling cargo through the diverse landscapes of the Mount Rushmore State. We can't wait for you to start explorin'! Release Live Stream
Don't forget about our special Release Live Stream, which starts today at 3 pm CEST! Joining us will be some special guests, including the CEO of SCS Software, Pavel Šebor, all of whom will be chatting with us about this exciting new addition while we drive through South Dakota.
Towards the end of the live stream, we'll officially release the South Dakota DLC together, with a live video feed from our office release party, so make sure to be there!
World of Trucks: Cruising South Dakota Event
With the release of our South Dakota DLC, we're excited to welcome you all back & invite you all to join us for our World of Trucks event - Cruising South Dakota! Roll through the Mount Rushmore State and take in its wide-open landscapes, natural beauty and rich history.
This event invites you to explore the new map, deliver cargoes to and from its many cities, and contribute to a community goal, which will you earn you special & unique in-game rewards.
Rewards
Personal Goal: Players who complete deliveries to or from all 13 South Dakota cities will earn a personal World of Trucks Achievement and a Call of the Badlands ATS truck paint job Steam inventory item.
Community Goal: When the community goal of driving 150,000,000 miles (241,402,000 km) during deliveries to or from any city in South Dakota is met, players who have also achieved their personal goal will receive a Ring-necked Pheasant Steam inventory item.
And there’s an extra treat as well! Truckers who complete a job using External Contracts or the External Market TO or FROM Rapid City will be rewarded with the Quartz Triceratops hanging item for their cabin. Combining South Dakota’s official state mineral, rose quartz, with its official state fossil, the Triceratops, it’s the perfect souvenir from your travels across the Mount Rushmore State!
We are eager for you to start trucking in the Mount Rushmore State. Remember to tag us in your photos and videos from this map expansion using the hashtag #CruisingSouthDakota on X, Facebook, Instagram, and Bluesky. If you'll enjoy your time in South Dakota, we'd really appreciate it if you left a review on its DLC Steam store page. We thank you for all your support, and until next time, happy haulin'!
We are excited that the 1.61 update for Euro Truck Simulator 2 is now officially released and available on Steam! We hope you will enjoy all the new features, which you can read about in more detail below.
We would like to thank everyone who took part in the open beta phase and reported possible issues or any kind of feedback on our forum, as it helped us fine-tune everything for a smooth transition to the full update!
We'd also like to thank everyone who participated in the 1.61 Experimental Beta, especially those who shared their thoughts on the Multi-Function Display (MFD) and the In-Game Menu. These additions will be introduced in a future update, giving us more time to refine and polish these features and ensure they deliver the best possible experience when they are ready.
Now without further ado, let's take a look at what this update includes!
Proximity Exploration
In the 1.61 update, we are introducing a new feature designed to assist players with exploring the world map and discovering more along their journey. Introducing Proximity Exploration, a new quality-of-life feature that makes map discovery a little more intuitive, while still keeping the enjoyment of exploring the world for yourself.
When enabled, Proximity Exploration automatically reveals a small area around your vehicle as you travel. This means you will no longer need to drive over every tiny section of road to mark it as explored, which should be especially useful for those of you chasing that elusive 100% map discovery! It can also help reveal nearby accessible roads and areas around locations such as rest stops, toll gates, border crossings, gas stations, and other places where multiple road segments may sit closely together.
And don't worry, secret roads will still have secrets to uncover! Proximity Exploration can reveal the first segment of a secret road when you get close enough, giving you a small hint that there might be somewhere new to explore. From there, however, the rest is up to you, as the remaining route will only be discovered by actually driving along it.
Whether you use Proximity Exploration to help hunt down those final percentages or simply make exploring the map a little smoother, the choice is yours! Volvo Special Edition
We are very excited to join Volvo Trucks in the celebrations of their 100th anniversary by welcoming the Volvo FH Series 6 100 Year Edition to Euro Truck Simulator 2.
The Volvo FH Series 6 100 Year Edition will bring a new look for both the interior and exterior, reflecting Volvo's century of innovation with driver-centric features. These additions will be reflected in the base game of ETS2 with new accessories and paint jobs available for the Aero XL cabin of the Volvo FH Series 6.
On the exterior, this update introduces two new paint jobs: 100 Year Edition – Night and 100 Year Edition – Day. The two designs feature distinctive dark or light exterior colour striping, complemented by two additional Centennial logos on either side of the truck. You will also be able to choose from two different light boxes: one with the 100 Year logo and another one with the FH16 logo.
We are also adding a brand new interior option featuring black leather door panels with unique stitching, carpets, a rear wall decoration featuring the 100 Year Edition logo, and a decorative dashboard ambient LED lighting available in red or blue colour options.
To complete the interior, you will also have the option to customize it with a range of exclusive accessories. These include a black leather steering wheel and new two-tone seats combining a black leather base with a grey textile upper section and the 100 Year logo.
You can read more about this special edition at our dedicated blogpost! Improved Material System
The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which results in a more readable, detailed, and visually pleasing cabin environment.
One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. In this update, we're excited to bring the Improved Material System update to the Volvo FH Series 6, Volvo FH Series 5 and Volvo FH Series 4 alongside the already updated DAF NGD and MAN TG3 TGX models.
With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
Livestock Trailer Rework
We’re excited to introduce a complete rework of the Livestock Trailer, which our vehicle team has done so from the ground up.
Inspired by modern European livestock trailers, our vehicle team rebuilt the trailer entirely from scratch, replacing the previous older model with a brand-new one. One of the biggest changes drivers will notice is the removal of the older belly axle variant, which has been replaced with a lowered chassis configuration featuring dual wheels.
For those who own their own Livestock trailers, the updated trailer will offer multiple customization options, including two chassis variants, a Straight 3 Axle and a Lowered 3 Axle configuration. Drivers will also be able to choose between an Aluminium body or a fully paintable body.
A wide range of accessories have also been included to customize your trailer. We’re also introducing newly configurable paint jobs for owned trailers, allowing you to customize up to four different colour sections across specific parts of the trailer for even greater customization. Freight Market and AI traffic variants have also been reworked based on the new owned trailer model, with company paint jobs completely reworked to better reflect more realistic transport operations.
We’re excited to begin updating the Schwarzmüller Trailer Pack DLC to better reflect their new modern trailer designs, starting with a complete rework of one of its low loader trailers and accessories. Let’s take a closer look!
Leading this update is the redesigned low loader trailer, which has been rebuilt to closely match Schwarzmüller’s latest real-world model.
Alongside the trailer itself, its available accessories have also been updated with refreshed designs to better represent the equipment and styling Schwarzmüller offers today. While the available cargo options remain the same, this update marks the beginning of a larger goal for us, to rework the entire Schwarzmüller Trailer Pack.
We look forward to seeing you on the road with this newly updated trailer! You can read more about this update at our dedicated blog.
Map Changes for Coaches With the upcoming Coaches DLC, our map and asset teams have also been making a number of changes across Euro Truck Simulator 2 to prepare the world for passenger transport. The biggest of these can be found in Nuremberg, where we have added a brand-new bus station alongside several remade and newly created landmarks in the surrounding area. Our teams have put a lot of work into bringing this part of the city to life and making sure it is ready to welcome coaches.
We have also updated the bus stations in Karlstad, Aarhus, and Thessaloniki so they are now functional with our upcoming Coaches DLC. We've also made other smaller changes, including updates to navigation, access, and layouts.
The coach station at Karlstad has received a brand-new station building, while Thessaloniki now features new signage and other updates. In Heraklion, we have also opened up a previously inaccessible street to make room for the new bus station.
We’ve also made a number of changes to border crossings to ensure they work correctly with coaches. This included introducing vehicle-specific navigation, as well as opening up parts of border areas that were previously inaccessible to players. Border crossings across the map have also received smaller layout adjustments to help coaches follow the correct routes while keeping navigation working as expected.
Alongside these changes, we have made plenty of smaller tweaks to bus stops and their surroundings across the map. While many of these may go unnoticed, they all help make sure the existing world is ready for the arrival of Coaches.
Changelog
Map
Proximity Exploration
Map changes for the upcoming Coaches DLC
Vehicles
Addition of the Volvo FH Series 6 100 Year Edition
Livestock Trailer Rework
Schwarzmüller Trailer Pack Update
Visual
Improved Material System added for the Volvo FH Series 6, Volvo FH Series 5 and Volvo FH Series 4
Who says deliveries are only for trucks? In today's blog, we're taking a closer look at how Quick Jobs and the Freight Market will work in our upcoming Road Trip module for American Truck Simulator. Let's check it out!
Before we continue, we’ve also put together a video version of this blog for you to enjoy. You can check it out below!
Players familiar with American Truck Simulator will already know Quick Jobs and the Freight Market from their trucking careers. Road Trip builds on these systems with its own approach to courier work, customer reviews, and progression.
Just like with trucks, you won't need to have your own vehicle to take on a Quick Job. A suitable vehicle will be provided for you by the company offering the job, allowing you to jump straight into work as a courier driver. Fuel, repairs and any other expenses you encounter will be covered by the company, just as they are with traditional Quick Jobs in American Truck Simulator.
So what kind of jobs can you expect? Drivers can be tasked with delivering small packages and documents, as well as transferring vehicles between car dealerships. The jobs available to you can also vary depending on the type of vehicle involved, so a pickup truck may receive different contracts compared to a sports car or a classic vehicle.
However, completing the journey is only one part of the job. After each delivery, the customer will review your performance across three areas; Time Management, Vehicle Appearance, and Cargo Handling.
These reviews are specific to the delivery you have completed. Damaging valuable documents, for example, may lead to very different feedback compared to successfully delivering delicate plant seedlings without any issues. Our goal is to make each job feel a little more personal, with a customer waiting at the other end to judge how well you handled their delivery.
Some customers may also place a higher priority on one of these three areas. You'll be able to see this before accepting the job, and meeting their expectations will be more demanding. However, taking on that extra risk can also result in a better financial reward.
Time Management also works a little differently from simply beating a deadline. Customers expect you at a particular time, which means arriving too early can be just as unwelcome as arriving late. Each completed delivery is also given a star rating, which contributes towards your overall Courier Rating.
Your Courier Rating determines the types of jobs available to you, the maximum distance of the routes you can take on, and how much you can earn. Maintaining a higher rating will unlock more challenging work, such as fragile or valuable cargo and jobs with tighter delivery windows, while also providing a bonus to the offered payout.
Drivers who consistently achieve five-star deliveries can also build a Perfect Delivery Streak, which will reward drivers with additional money bonus.
Already saved up enough money to purchase your own vehicle? Then you'll have access to even more job opportunities! Players of American Truck Simulator will already be familiar with the Freight Market, and Road Trip introduces its own equivalent, known as the Dispatch Market.
The Dispatch Market works in a similar way to Quick Jobs, but instead of using a borrowed vehicle, you'll complete the job using a vehicle from your own garage. As you're supplying your own vehicle, these jobs will also offer a slightly higher payout, as you'll be responsible for your own expenses, including repairs and fuel.
The same Courier Rating, customer reviews, and performance criteria apply here too. Naturally, some jobs will differ from those found in Quick Jobs, such as car jockey work, after all, asking you to give away your own car would be a little unfair.
Any money you earn from these jobs goes directly into your existing ATS profile, which is shared between your trucking career and Road Trip. There is no separate XP system for this mode, instead, progression is earned by your Courier Rating, customer reviews, and your ability to maintain a Perfect Delivery Streak.
For the initial release of Road Trip, jobs will focus on getting yourself and the delivery safely from point A to point B, with more possibilities we hope to explore in the future.
We hope you’ve enjoyed learning more about how jobs will work in Road Trip. We’re looking forward to seeing how you build up your Courier Rating, tackle different types of deliveries, and make the most of these new opportunities on the roads of American Truck Simulator.
If you’re excited to get behind the wheel when Road Trip arrives, be sure to add the Ford Car Pack and RAM & Dodge Car Pack to your Steam Wishlist! Until next time, keep an eye on our official channels for more news and previews from Road Trip. We’ll see you on the road!
Today, we're heading to Bristol, a historic city in the south-west of England known for its harbour, maritime & industrial heritage and iconic landmarks.
We’re excited to bring Bristol to life as a brand new city in our UK Rework project for Euro Truck Simulator 2. Our talented map and asset teams have been working hard to recreate its distinctive character, landmarks and industries for players to discover. So, what can you expect to find? Let us show you!
Located in the south-west of England, Bristol has long been shaped by its connection to the water. The city grew around the River Avon and became one of Britain's most important ports, playing a major role in maritime trade and engineering. Its location close to the Severn Estuary also places Bristol on an important route towards South Wales, making it a natural gateway between England and Wales.
Our recreation of Bristol is divided into two main areas, the city centre and its surrounding road network, and the harbour and logistics area. While everything you see is still in early development, the city centre portion is already progressing well.
Drivers will be able to travel along a variety of road networks including Brunel Way, the A4, Hotwell Road, Merchants Road, and the A4018. These routes offer some fantastic views across different parts of Bristol, from its residential streets and riverside scenery to several of the city's best known landmarks.
One of the most recognisable sights is the Clifton Suspension Bridge, which spans the Avon Gorge and has become one of Bristol's defining landmarks. Designed by Isambard Kingdom Brunel, the bridge has overlooked the city since the 19th century and can be seen from parts of the road network around the River Avon.
Brunel's influence can also be found closer to the harbour with the SS Great Britain. Launched in Bristol in 1843, the ship was one of the most advanced vessels of its time and today remains preserved in the city's historic dockyard. Drivers passing through the area will be able to spot the famous ship and enjoy views across Bristol Marina.
Elsewhere in the city centre, you'll come across landmarks such as Cabot Tower, which stands above the city on Brandon Hill, and the Wills Memorial Building, one of Bristol's most distinctive buildings and an important part of the University of Bristol. Queen Elizabeth's Hospital can also be seen along the route through the city.
The road network itself includes several notable junctions and intersections too. Among them is St James Barton Roundabout, commonly known as The Bearpit, an instantly recognisable part of Bristol's inner-city road network.
Closer to the waterfront, drivers will also discover our Marina Plaza depot, situated among the historic dockside surroundings of Bristol Marina. This part of the harbour has a long connection with shipbuilding, with the nearby Albion Dockyard tracing its history back to the early 19th century.
Of course, Bristol's maritime character also plays an important role in its in-game economy. The harbour and logistics area will feature three main depot locations. A logistics warehouse, a car shipping terminal, and a marina yacht dock. Be sure to have a good look around while you're there too, you never know what you might find hidden among the dockside buildings!
The Bristol Bus & Coach station is also being recreated, giving players another destination to visit as part of the upcoming Coaches DLC for Euro Truck Simulator 2. Whether arriving in the city or setting off on a new journey, it will form part of the growing network of coach destinations being prepared across the reworked UK.
We hope you've enjoyed this first look at Bristol, one of the brand-new cities being introduced as part of the UK Rework. We're excited to share more from this 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 UK city you'd love to see next! Keep on truckin', cheerio!
From the 14th to the 20th of September, members of our team will once again be heading to Hannover, Germany, for IAA TRANSPORTATION 2026, one of the world's leading events for logistics, commercial vehicles, and the transport industry.
Having attended IAA in previous years, we’re excited to return in 2026 and meet with many of our friends and partners from across the automotive industry. We’ll also be working alongside a few of our valued partners to bring our truck simulation experience to the DAF Trucks, MAN and Scania booths throughout the event!
At the Scania booth, visitors will have the opportunity to experience a special Euro Truck Simulator 2 demonstration running on Scania's own motion simulator setup. Our team has been happy to work closely with Scania to develop the software and a specially prepared demo experience for their simulator, and we're looking forward to seeing visitors get behind the virtual wheel and try it out for themselves during the show.
Our friends at DAF and MAN will also both be bringing Euro Truck Simulator 2 to their booths, as we're lending them our very own 4D motion simulators, giving visitors another opportunity to experience our virtual trucking world. We're very happy to support our partners at DAF & MAN for this year's event and to see our motion rigs become part of their presence at the show.
Attending IAA is much more than what visitors will see on the show floor for us. Bringing together manufacturers, suppliers, technology providers, and many other representatives from across the transport industry makes an event of this scale an invaluable opportunity for our team.
Throughout the week, we plan to meet with a number of our existing partners, continue building the relationships which help us bring the world of trucking into Euro Truck Simulator 2 and American Truck Simulator, and hopefully make some new connections along the way. Events such as IAA also provide our teams with a valuable opportunity to research the latest developments within the transport industry, see new vehicles and technologies up close, and gather useful references and knowledge for our future work.
We're very much looking forward to returning to Hannover and meeting so many familiar faces from across the industry. If you're attending the event yourself, be sure to stop by and check out the simulators; or if you happen to spot some of our team attending, wearing a SCS Software, ETS2 or ATS T-shirt, be sure to stop them and say hello!
As always, keep an eye on our social media channels for updates from the show floor, as we will be bringing you some cool photos from the event. We hope to see some of you there! Until till next time, keep on truckin'!
In that blog, we also mentioned that our cameras were rolling throughout the journey, as we worked on a special SCS On The Road episode documenting the trip. Today, we're happy to finally share it with you!
Join Alex, one of our Community Managers, and the team as we take you across Ireland, visit some of the locations featured in our research, and give you a closer look at what goes into gathering the references and information our teams use during development.
We hope you will enjoy coming along for the ride! If you enjoyed the episode, and would like to see more like it, be sure to leave a like, and a comment on where in Ireland you'd love to visit! If you're excited about the upcoming Isle of Ireland DLC, don't forget to add it to your Steam Wishlist! Until next time, keep on truckin'!
We're happy to announce that the Open Beta for the 1.61 update for Euro Truck Simulator 2 is now available for players to try out and test. If you choose to participate, we'd greatly appreciate any feedback, bug reports, or issues you encounter being shared in the appropriate section of our official forums.
Your feedback and reports are incredibly valuable to our team, and we truly appreciate everyone who takes the time to help us improve the game experience. Players who participated in the Experimental Beta should now switch to the Open Beta branch to continue receiving the latest 1.61 updates and fixes. Any saves made during the Experimental Beta will be compatible with the Open Beta.
We'd like to thank everyone who participated in the 1.61 Experimental Beta, especially those who shared their thoughts on the Multi-Function Display (MFD) and the In-Game Menu. Based on the feedback we received, we've decided to postpone these additions from the 1.61 update. This will allow us to spend more time refining these features and ensure they deliver the best possible experience when they're ready.
Now, without further ado, let's take a closer look at what the 1.61 Open Beta has in store.
Proximity Exploration
In the 1.61 update, we are introducing a new feature designed to assist players with exploring the world map and discovering more along their journey. Introducing Proximity Exploration, a new quality-of-life feature that makes map discovery a little more intuitive, while still keeping the enjoyment of exploring the world for yourself.
When enabled, Proximity Exploration automatically reveals a small area around your vehicle as you travel. This means you will no longer need to drive over every tiny section of road to mark it as explored, which should be especially useful for those of you chasing that elusive 100% map discovery! It can also help reveal nearby accessible roads and areas around locations such as rest stops, toll gates, border crossings, gas stations, and other places where multiple road segments may sit closely together.
And don't worry, secret roads will still have secrets to uncover! Proximity Exploration can reveal the first segment of a secret road when you get close enough, giving you a small hint that there might be somewhere new to explore. From there, however, the rest is up to you, as the remaining route will only be discovered by actually driving along it.
Whether you use Proximity Exploration to help hunt down those final percentages or simply make exploring the map a little smoother, the choice is yours!
Livestock Trailer Rework
We’re excited to introduce a complete rework of the Livestock Trailer, which our vehicle team has done so from the ground up.
Inspired by modern European livestock trailers, our vehicle team rebuilt the trailer entirely from scratch, replacing the previous older model with a brand-new one. One of the biggest changes drivers will notice is the removal of the older belly axle variant, which has been replaced with a lowered chassis configuration featuring dual wheels.
For those who own their own Livestock trailers, the updated trailer will offer multiple customization options, including two chassis variants, a Straight 3 Axle and a Lowered 3 Axle configuration. Drivers will also be able to choose between an Aluminium body or a fully paintable body.
A wide range of accessories have also been included to customize your trailer. We’re also introducing newly configurable paint jobs for owned trailers, allowing you to customize up to four different colour sections across specific parts of the trailer for even greater customization. Freight Market and AI traffic variants have also been reworked based on the new owned trailer model, with company paint jobs completely reworked to better reflect more realistic transport operations.
We’re excited to begin updating the Schwarzmüller Trailer Pack DLC to better reflect their new modern trailer designs, starting with a complete rework of one of its low loader trailers and accessories. Let’s take a closer look!
Leading this update is the redesigned low loader trailer, which has been rebuilt to closely match Schwarzmüller’s latest real-world model.
Alongside the trailer itself, its available accessories have also been updated with refreshed designs to better represent the equipment and styling Schwarzmüller offers today. While the available cargo options remain the same, this update marks the beginning of a larger goal for us, to rework the entire Schwarzmüller Trailer Pack.
We look forward to seeing you on the road with this newly updated trailer! You can read more about this update at our dedicated blog.
Map Changes for Coaches With the upcoming Coaches DLC, our map and asset teams have also been making a number of changes across Euro Truck Simulator 2 to prepare the world for passenger transport. The biggest of these can be found in Nuremberg, where we have added a brand-new bus station alongside several remade and newly created landmarks in the surrounding area. Our teams have put a lot of work into bringing this part of the city to life and making sure it is ready to welcome coaches.
We have also updated the bus stations in Karlstad, Aarhus, and Thessaloniki so they are now functional with our upcoming Coaches DLC. We've also made other smaller changes, including updates to navigation, access, and layouts.
The coach station at Karlstad has received a brand-new station building, while Thessaloniki now features new signage and other updates. In Heraklion, we have also opened up a previously inaccessible street to make room for the new bus station.
We’ve also made a number of changes to border crossings to ensure they work correctly with coaches. This included introducing vehicle-specific navigation, as well as opening up parts of border areas that were previously inaccessible to players. Border crossings across the map have also received smaller layout adjustments to help coaches follow the correct routes while keeping navigation working as expected.
Alongside these changes, we have made plenty of smaller tweaks to bus stops and their surroundings across the map. While many of these may go unnoticed, they all help make sure the existing world is ready for the arrival of Coaches.
Changelog
Map
Proximity Exploration
Map changes for the upcoming Coaches DLC
Vehicles
Livestock Trailer Rework
Schwarzmüller Trailer Pack Update
So enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to get there faster, we'd appreciate all of your feedback on our forum and your bug reports in the dedicated section.
Please check our modding wiki to get details pertaining to mods for the game.
If you wish to participate in this Open Beta, you can find this version in the Experimental Beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on Euro Truck Simulator 2 → Properties → Betas tab → Beta Participation drop-down menu → public_beta. No password is required. Sometimes you will have to restart your Steam client to see the correct branch name there.
Our talented video producers have put together a trailer showcasing both the vehicle purchase process and how you can configure and customize your vehicle, which will work a little differently from what you may be used to with trucks in ATS. We hope you enjoy the video and that it gives you a clearer look at what to expect when Road Trip arrives further down the road.
If you're excited about Road Trip, make sure to add its DLCs, the Ford Car Pack and the RAM & Dodge Car Pack, to your Steam Wishlist!
Ready to swap cargo for passengers? Then we've got some exciting news for you! Today, we're sharing more details about the upcoming Coaches DLC for Euro Truck Simulator 2, including coach ownership and how you'll plan and take on passenger transport jobs. All aboard!
One of our goals with the Coaches DLC is to give players the opportunity to purchase and customise their own coach, much like you already can with trucks.
Coaches will be available for purchase through the Online Dealer and will be stored in the player's virtual garage. From there, players will be able to manage, inspect, customise, and sell their vehicles whenever they wish. Coaches will also be stored separately from trucks, meaning they won't occupy any existing garage slots.
Purchasing a coach will be a significant investment, but finances will be shared across both Truck and Coach modes. This means players will be able to earn money through Coach Quick Jobs or regular truck jobs before purchasing their own vehicle. Financing and loans will also be available for those who wish to get behind the wheel a little sooner, just make sure to pay on time!
Coaches will feature a range of customisation options. Depending on the vehicle model, players will be able to choose from various chassis configurations, engine and transmission variants, along with a selection of interior options such as seat upholstery colours and curtains. Selected cabin accessories will also be compatible with coaches.
Not every upgrade will be available immediately. Some parts and accessories will unlock through player progression, giving drivers additional options as they gain more experience behind the wheel.
Owning a coach will also provide the freedom to explore the map outside of scheduled passenger services. Players will be able to travel wherever they like, visit viewpoints, and enjoy driving across Europe at their own pace. Fuel consumption, fatigue, and other familiar gameplay systems will work just as they do when driving an owned truck. Owning a coach will also unlock new gameplay features, one of which is Contract Jobs.
Using the Contract Jobs menu, players will be able to browse available passenger services in cities close to their current location. After selecting a route, they will first need to drive to the appropriate bus station before beginning the service.
Once at the station, players will confirm their selected line. The game will then advance to the scheduled departure time, passengers will board the coach, and the journey can begin. Many passenger services will include multiple stops along the route, and players can choose from jobs that vary in difficulty based on their experience and skill level. Taking on more challenging routes will reward higher earnings and additional experience.
We hope you enjoyed reading about the ongoing work for Coaches for Euro Truck Simulator 2. If you're excited to get behind the wheel, be sure to add this upcoming module to your Steam Wishlist. We look forward to sharing more news with you about this addition as development continues. See you on the road!
What's the best way to capture the spirit of Ireland? Hit the road, of course! In June, members of our Euro Truck Simulator 2 map team travelled across the Emerald Isle on a research trip for our upcoming Isle of Ireland DLC. With cameras in hand and thousands of kilometres ahead, they explored everything from lively cities and picturesque villages to rugged coastlines and breathtaking scenery, collecting the references that will help shape this exciting expansion. Here are some of their highlights from their journey.
Five members of the SCS Software team took part on this trip, including Ivan, our World Map Design QA Lead, Josef from the Road Department, Kristian and Libor, Map Designers, and Honza, the Project Lead for the Isle of Ireland DLC.
However, that isn't all, as Alex, one of our Community Managers, and Cenda, one of our talented Videomakers, also joined the research trip to document the journey and give you a closer look behind the scenes. We can't wait to share more from this incredible adventure in a special future episode of SCS On The Road.
Their journey began in Dublin, where the team came together before setting off on an ambitious road trip around much of Ireland. Their route took them from Dublin to Rosslare Harbour, Waterford, Cork, Killarney, Limerick, Galway, Westport, Sligo, Benbulbin, Londonderry, Bushmills, Giants Causway, Belfast, before finally returning to Dublin. So as you can imagine, the team got to see quite a lot!
This trip wouldn't have been possible without the fantastic support of our friends at Škoda Ireland. A huge thank you to Raymond Leddy and the team for supplying us with two Škoda Octavias, which comfortably carried our crew across thousands of kilometres of Ireland's roads and became the perfect companions for this unforgettable research trip.
We'd also like to extend our sincere thanks to JUDr. Pavel Vošalík and his team of the Czech Embassy in Ireland for helping arrange several special visits for our team, including a tour of a cement plant in Limerick. This provided invaluable first-hand insight into the industry's day-to-day operations, helping our team better understand how the facility functions and the vital role truck drivers play in loading, unloading, and transporting materials every day.
So what did the team get up to during their trip? We spoke with several members of the team to hear about their favourite moments, the places that left the biggest impression, and the valuable references they have gathered to help bring Ireland to life in ETS2.
Honza:
"We recently went on our research trip to Ireland, and I have to say for me personally, it was a great experience. It always feels different to actually be at a place rather than to see it through references on your computer. No amount of photos or Street View can fully replicate the feeling of being there. Having walked and driven through the real landscape, I now have a much clearer picture of what the outcome should be, what the map should look like and, more importantly, what the general vibe should feel like.
One thing we already knew going in was that vegetation would need special attention, but being there made us absolutely sure we need to give it great importance. And yes grass really is very green in Ireland. It's striking, and it has to come through in the map.
We also discovered there are a lot of details we might have missed before. For example, once you're on the ground, you realise just how much art is on public display everywhere murals on walls, electrical boxes used as canvases for local artwork. These small touches add a lot of character and are exactly the kind of details that can make the map feel alive and authentic.
As for personal highlights my favourite places were on the West Coast, the Caha Mountains, Killarney National Park, and Connemara. The Antrim coast was equally stunning. And from the cities, I really liked Galway."
Kristián:
"Ireland is the first DLC I am working on. I am so grateful to have been a part of this journey, to see everything with my own eyes and really soak up the atmosphere. I have visited almost all the places and roads I am working on designing from Waterford to Rosslare Harbour. They have undergone extensive renovations over the past two years, so I am happy to see their latest appearance, which you will not find even on Google Maps. I also visited the Custom Depot of the film studio in Belfast.
This journey helped me to perceive important details and the specific atmospheres of the places there. My personal experience showed me huge differences compared to static online maps. I believe that this will help us take the realism of the environment to a higher level and create a truly immersive world for players. I managed to collect a lot of reference material, of which our entire team can then use to build a virtual Ireland in a much more believable way and depict even places that are completely missing from Street View."
Libor:
"I fell in love with Ireland right from the start of our work on the DLC, when I began exploring it through photos. So when I got the chance to visit Ireland in person, I was thrilled and started looking forward to it. My main goal for the trip was to explore the N71 running through Killarney National Park and its surroundings. The photos we had available before the trip were taken in overcast, rainy weather, but for a map designer’s work, it’s important to see the landscape in sunny weather to capture the correct colours.
Fortunately, the weather turned out perfect, and I was able to gather the right references for my work. In addition to the colors, my visit helped me greatly in grasping the character of the landscape, the scale of the mountains, and the variety of vegetation. All of this is difficult to capture from photographs alone. Being in Ireland in person helped me a great deal not only in mapping the landscape and landmarks, but also in noting the small details regarding road traffic and the road network.
These are the aspects that we pay close attention to at our company. Ireland is rich in diverse landscapes and numerous landmarks, and we’re working hard to deliver the best possible Irish experience."
Josef:
"I joined this trip as a representative of the road department. At SCS, I’m responsible for all right-hand drive prefabs for the Isle of Ireland DLC and the UK rework. These are essentially functional 3D models of all road intersections from simple crossroads to complex roundabouts.
Both the Republic of Ireland and the United Kingdom have unique features in their road networks compared to the rest of Europe. Cats’ eyes (road studs) and box junctions were originally designed in the UK. Roundabouts are more common, sometimes even with traffic lights, of which there are plenty. And in case you didn’t know, people drive on the left side of the road. There are other specifics, but I won’t bore you with them.
That’s why I’m glad I had the opportunity to travel around Ireland and see the road networks of both countries, because I’m now tasked with finalizing and implementing these features into our road network. We’ve gathered a lot of references that will help us greatly with this.
Since my work involves roads and intersections, I’m used to looking down at them. But that was a bit harder in Ireland, where there were breathtaking views and beautiful nature. And just when you’re admiring the view, you suddenly hear a sheep. It’s that feeling of perfection and peace. That’s what I love about Ireland.
At the same time, during my four years at SCS, I had the opportunity for the first time to visit the landmark intersection I’d been working on, rather than just seeing it on a screen. It’s a strange feeling when you arrive at a place and, after a moment, realise that you actually know it a little bit there. Classic déjà vu."
Ivan:
"Getting to visit Ireland in person was hugely valuable for me. In QA, we work with reference photos, videos and Street View all day, but actually seeing the country with my own eyes was a different thing
entirely. Honestly, the island won me over on day one. The atmosphere, how varied the landscapes are, the way each region has its own
character.
We covered a big part of Ireland on the trip, from busy cities to countryside roads where you barely meet another car. That's when the real scale of things sinks in. The road network, the vegetation, the architecture, all the small details you just can't pick up from online references. Some places felt nothing like they look on a static map, and experiencing that first-hand taught me a lot about what makes Ireland special. The trip is already paying off in my daily work.
When I'm reviewing parts of the map now, I recognise places we visited, and they come with actual memories attached, the town we stayed in, a road we drove, the spot where we stopped for food. That kind of familiarity makes it much easier to judge whether the environment feels authentic and to catch details that would otherwise slip by. I really believe these impressions will help us fine-tune the Ireland DLC and make it a more immersive,
believable experience for our players."
We hope you enjoyed reading this insight of our team's research trip across Ireland. If you're excited about the upcoming Isle of Ireland DLC, don't forget to add it to your Steam Wishlist! You can also subscribe to our YouTube channel so you don't miss our upcoming SCS On The Road: Isle of Ireland Research Trip episode, where we'll take you even deeper into the journey. Until next time, keep on truckin'!
Today, we're taking you on a journey through the beautiful Black Hills, one of South Dakota's most iconic regions, which we of course couldn't miss including in our upcoming South Dakota DLC for American Truck Simulator. From legendary Wild West history to breathtaking mountain highways, let us share some of the work our talented teams have done to faithfully recreate this beautiful region.
Spanning thousands of square miles across western South Dakota, the Black Hills are home to countless landmarks, historic towns, scenic byways & more. There's simply too much to cover in a single blog, so today we'd like to highlight just a small part of what you'll be able to discover. In this preview, we're taking a closer look at the historic town of Deadwood and one of the region's most scenic highways, US-385.
Deadwood
Founded in 1876 during the Black Hills Gold Rush, Deadwood quickly became one of the American West's most famous frontier towns. What began as a small mining camp rapidly transformed into a bustling settlement filled with prospectors, merchants, and legendary figures such as Wild Bill Hickok and Calamity Jane. Today, its fascinating past continues to inspire films, television series, books, and Western enthusiasts from around the world.
As you roll into town, you'll be able to drive along Deadwood's famous historic Main Street, faithfully recreated by our map designers for you to enjoy. Lined with charming storefronts, local attractions, and beautifully preserved architecture, it's the perfect place to slow down and soak in the atmosphere of this historic and famous destination.
Keep an eye out for several recognizable landmarks as you pass through, including the Town Hall, Museum, historic Train Station, and many more carefully recreated buildings that help capture the unique character of this iconic Black Hills town.
US-385
The US-385 is one of South Dakota's most scenic highways. Winding through the heart of the Black Hills, this picturesque route takes you past rolling hills, dense pine forests, towering igneous and metamorphic rock formations, and spectacular mountain vistas.
If you're lucky, you may even spot herds of bison grazing alongside the road, adding another memorable moment to your journey through this remarkable landscape.
One highlight along the route is the stunning Pactola Lake, the largest reservoir in the Black Hills. Nearby, you'll also find a visitor center overlooking the lake, offering panoramic views, surrounded by forested hills, making it the perfect place to pause before continuing your journey on the road.
Whether you're discovering the rich history of Deadwood or enjoying the scenic beauty of US-385, the Black Hills are certainly a destination you won't want to miss on your travels in South Dakota!
We look forward to sharing even more from this upcoming DLC for American Truck Simulator in the future. 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 truckin’!
Ready to hit the open road behind the wheel of a true American legend? Today, we're excited to share a new gameplay preview from our upcoming Road Trip module for American Truck Simulator, featuring the iconic 1967 Ford Mustang Fastback, which is a part of the Ford Car Pack DLC.
Join us as we go behind the wheel of this timeless muscle car for your very first look at it in action in American Truck Simulator. From its unmistakable fastback styling to its powerful performance, the '67 Mustang embodies the spirit of American driving like few vehicles ever have.
And what better place to take this American legend for a spin than in the West Coast of the U.S! We'll be cruising from Carson City, Nevada and into Yosemite National Park, where we'll not only take in the breathtaking scenery and winding roads, but also put the car through its paces, showcasing its performance and driving dynamics. Along the way, you'll also get a first look at one of the new exploration mechanics coming with the Road Trip, so be sure to watch the whole video!
We're still hard at work on the Ford Car Pack, so please keep in mind that everything shown in this gameplay preview is still very much a work in progress. This includes the vehicle sounds and driving behaviour, all of which will continue to be refined before release.
We hope you enjoyed this preview of the 1967 Ford Mustang in American Truck Simulator. If you did, be sure to leave a like and a comment on the video, as our team would love to hear your first impressions. Don't forget to add the Ford Car Pack to your Steam Wishlist to be notified when it launches. We thank you for all your support, and we'll see you on the road!
Today, we're taking a closer look at Sioux Falls, the largest city in South Dakota and one of the highlights of our upcoming South Dakota DLC for American Truck Simulator. Whether you're delivering cargo or simply enjoying the drive, this city offers plenty of memorable sights and destinations to explore. Let's take a closer look!
Located in the southeastern corner of South Dakota, Sioux Falls is the state's largest city. Built around the Big Sioux River, the city has grown from a small historic settlement into a bustling city in the Midwest, while still retaining many of its historic landmarks. Our map team has worked to recreate many of the locations that make Sioux Falls instantly recognisable, giving drivers plenty to discover as they travel through the city.
Upon arriving in the city, you'll be greeted by the Welcome to Sioux Falls sign, and no visit would be complete without seeing Falls Park, where the city's famous waterfalls can be found. These cascading falls on the Big Sioux River are not only the inspiration behind the city's name but also one of South Dakota's top attractions.
Heading into Downtown Sioux Falls, you'll find a vibrant mix of historic architecture, modern businesses, and bustling streets. Keep an eye out for the beautifully recreated Minnehaha County Courthouse, an impressive quartzite building that has stood proudly in the city for well over a century. Nearby, you'll also pass the local bus station, where players can spot a colourful mural that celebrates the city's artistic culture and community spirit.
Through the heart of the city, you'll be able to spot several local landmarks, which include the Arc of Dreams sculpture and Fawick Park. History enthusiasts may also recognise the USS South Dakota Battleship Memorial, dedicated to the crew of the famous WWII battleship. The memorial features one of the ship's original main gun barrels alongside displays commemorating those who served aboard the vessel.
Beyond its landmarks, Sioux Falls is a bustling centre of industry, offering plenty of opportunities for hard-working truckers. From delivering to a food processing plant, warehouse, construction site, and rail supply depot, to transporting cargo for a metalworks, wind turbine factory, recreation vehicle dealership, and truck dealership, there's no shortage of work.
You'll also be able to haul materials & equipment to and from the city's impressive quarry, a nod to the region's long-standing quarrying industry that helped shape many of Sioux Falls' historic buildings.
Whether you're making deliveries or admiring its historic downtown, Sioux Falls is a fantastic destination to explore in our upcoming South Dakota DLC for American Truck Simulator. If you like what you've seen here today, be sure to add it to your Steam Wishlist! We look forward to sharing more from this work-in-progress map expansion in the future. Until next time, keep on truckin'!
Our wheels keep turning, and today we’re ready to share a teaser of another U.S. state currently in development for American Truck Simulator. Let’s see how good your guessing game is!
So, here are your clues! Take a close look at the screenshot and teaser video below. It may seem a little fishy at first, but sometimes the smallest hints can lead to the answer.
This next destination is known for its wide-open spaces, long-haul roads, and a landscape where the horizon seems to stretch on forever. It’s a place shaped by hardworking industries, strong prairie winds, and a pioneering spirit that still runs deep today.
Think you’ve caught on to where we’re heading next? Drop your guesses in the comments below, and when the time is right, we look forward to sharing more about what awaits on the road ahead in this part of the U.S. Until then, be sure to follow our blog and our social channels on X, Instagram, Facebook, and TikTok so you don’t miss a thing.
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!
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!
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!
Today, we are excited to share with you a look at one of Ireland’s most scenic driving experiences coming to the upcoming Isle of Ireland DLC for Euro Truck Simulator 2. Introducing the iconic N59 and the famous Connemara Loop, a route that'll take you past some of the most breathtaking landscapes, remote countrysides, and natural landmarks.
The N59 is the longest national secondary road in Ireland, stretching over 290 kilometres between Sligo and Galway, this scenic route takes drivers through winding roads, quiet villages, rolling hills, lakes, and dramatic Atlantic landscapes. Along the way, players will experience the unique atmosphere that makes Ireland’s west coast so popular with travellers from around the world, which our talented teams have been recreating in detail.
On your journey along the N59, drivers will be able to travel on the renowned Connemara Loop, where roads weave between mountains, lakes and open countryside. Some of you with a sharp eye may already recognize the picturesque Pine Island area along Derryclare Lough, which was one of the locations we shared in our “Ireland: Guess Where We Are” blog.
Further along the route, players will encounter one of Ireland’s most iconic landmarks, Kylemore Abbey. Nestled beside the lake and backed by dramatic mountain scenery, this historic estate is being recreated with great care by our map and asset teams.
Continuing north, you'll be able to view Killary Harbour, Ireland’s only fjord. Carved deep into the surrounding mountains, this spectacular natural formation is well worth a stop to admire its beauty. As you travel along the N59, you'll also be treated to views of Croagh Patrick, one of Ireland's most iconic mountains, known locally as "The Reek".
You'll then have the opportunity to discover the charming town of Westport, one of the smallest settlements represented in this DLC. Despite its modest size, our team felt it was an important addition in helping represent the authentic communities found across the Isle of Ireland.
North of Westport, the road ventures through the vast Wild Nephin National Park, known for its remote peat bog landscapes, dark rolling hills, and rugged wilderness. The scenery here takes on a completely different character. Adventurous truckers exploring the surrounding roads may also stumble upon hidden viewpoints overlooking the Atlantic Ocean and spot countless small islands scattered off the coast.
Nearby Sligo, you'll travel through small settlements, open countryside, and stretches of coastal scenery that showcase the raw beauty of the northwest. Whether you are delivering cargo along winding mountain roads or simply enjoying the scenery from your cab, the N59 and Connemara Loop is a route you cannot miss!
Tá an tOileán Smaragaide ag glaoch! The Emerald Isle is calling! If you're excited to discover, explore, and travel across the Isle of Ireland, be sure to add this upcoming map expansion to your Steam Wishlist! We sincerely thank everyone who has supported us so far by doing so. We look forward to sharing more from this upcoming DLC in the future. Until then, keep on truckin’!
Creating Euro Truck Simulator 2 and American Truck Simulator is a collaborative effort involving many talented teams across SCS Software. While map designers, artists, programmers and more build the driving experience, another team works alongside them to ensure everything functions exactly as intended before players hit the road.
In this Under the Hood blog, we'd like to introduce you to two members of our In-Game QA team, Ivan and David. We asked them about their day to day work, how testing fits into the development process, why quality assurance is about much more than simply playing the game and more!
David - ATS Map QA Lead
"Hey, fellow truckers! My name is David, and I'm 28 years old. I joined SCS as a junior tester when I was just 20, and at the time, I was the youngest employee in the entire company. Today, I'm the QA Lead for ATS map testing. That means I organize and oversee the testing of all ATS map DLCs, communicate with the leads of our map design teams, solve the most complex issues and bugs we encounter, and simply be there for my team whenever they need help. Over the years, I've seen SCS Software grow from a team of around 100 employees into a company of more than 400. When I joined, we were working on the Oregon DLC, and it has been incredible to see how our development and testing processes have evolved and improved alongside our expanding game worlds."
Ivan - World Map Design QA Lead
"Hi everyone! My name is Ivan, and I've been with SCS Software for a little over six years. I started out as a junior tester, but soon after, I took on the responsibility of overseeing map testing for Euro Truck Simulator 2. Today, my role is World Map Design QA Lead, and I manage our entire map testing team, which currently consists of 20 people. Together, we oversee testing for both American Truck Simulator and Euro Truck Simulator 2. While my colleague Davincillo handles the day to day management of ATS, my main focus over the years has remained on ETS2."
When people hear "game testing" they often imagine that you simply get to play games all day. How different is the reality?
"Map testing is definitely not just playing the game all day. That's a classic myth. While the 'playing' aspect certainly has its place, it really only happens during the final stages of our testing process. The reality is far more methodical. We spend hours, or even days, testing one specific part of the map. We drive through the same stretch of road multiple times, checking completely different things on each pass while using different camera views and debug tools.
Simply playing the game is not enough to be a good tester. There is a specific skill set you need, these include attention to detail, a logical and analytical mindset, a good understanding of game industry standards, and a passion for making games more enjoyable for others. Communication skills are also vital because finding a bug is only half of the job. The other half is making sure the right people understand the issue. Ultimately, a good tester should save developers time. Instead of simply reporting that 'something is wrong,' a proper report explains the issue, how to reproduce it, what causes it, and potentially how it could be fixed."
What does a typical day look like for a QA Lead?
"Every day is a little different, but it generally consists of a mix of meetings, coordination, and oversight. Most of my time is spent assigning work, tracking testing progress, reviewing reported bugs, and regularly syncing with developers. Some days are calm and focused on planning, while others are all about solving unexpected, fast-moving issues. A large part of the job involves working closely with the team, discussing the bugs we find, figuring out the best approach, and deciding together what needs the most urgent attention."
What are some of the main things your teams are looking for when testing the game?
"It heavily depends on the stage of production. In the early stages, we focus mostly on the road network itself, its layout, and ensuring the drive is smooth. A big part of this phase is also checking the functionality of the economy and verifying the placement of game elements such as gas stations, companies, and truck dealers. In the later stages, our focus shifts to the AI's ability to navigate the road network, alongside visual polish, correct signage, and core gameplay. This is also when we examine performance across different areas to identify and fix any problematic frame rate drops.
Broadly speaking, we focus on almost everything related to the map. That includes road layouts and collisions, the job economy, gas station distribution, sleep areas and service locations, the UI map and its icons, direction blockers, road markings, traffic signs, speed limits, traffic lights, navigation and voice guidance, garage cutscenes, AI trajectories, triggers, quality consistency, scene logic, terrain, vegetation, world and country borders, asset collisions, gaps in terrain, floating objects, performance-heavy locations, environmental sounds and more!"
What do you enjoy most about working in QA?
"Being a game tester is a dream job for many people, and in many ways, it really is. There is an incredibly rewarding feeling in knowing that you're the safety net protecting the player's immersion and helping make the game better for everyone. It's deeply satisfying to watch a messy, broken build gradually turn into a polished world that millions of people will enjoy driving through.
When a new DLC is released and you see players talking about how smooth the roads feel, how great the scenery looks, or how well everything runs, it's a fantastic feeling. You can look at that and think, 'Yeah, my team helped build that.'"
When a new map DLC or major update enters testing, how do you approach such a large project from start to finish?
"The QA process often begins before production even starts. We provide early feedback on concepts to avoid known issues before development kicks off. Once production begins, we use an agile testing approach, working through multiple iterations throughout development rather than waiting until the very end to deliver one massive list of issues.
Our systematic testing process is divided into four iterations and an economy test. The first iteration focuses entirely on road layouts, ensuring roads, turns, and slopes are safely drivable, even with the longest trailers and low-power engines. The economy test then verifies that companies generate jobs correctly and that cities provide a healthy variety of destinations. As development progresses, later iterations shift towards visual quality, gameplay consistency, and overall polish.
To make testing manageable, we divide each project into smaller sections, sometimes resulting in dozens or even hundreds of individual tasks covering specific roads and cities. These are tracked throughout development, allowing us to revisit the same areas at different stages. We use maps, checklists, internal tools, and bug-tracking systems to ensure every square mile is covered, while also encouraging testers to explore freely because unexpected issues are often found where nobody would think to look."
Many players only see the finished product. Roughly how much testing goes into a map expansion, update, or feature before release? Does it differ depending on what needs testing?
"There is a massive amount of testing involved, and it differs greatly depending on the project. Smaller projects, such as special event maps, can be thoroughly tested in just a few days. On the other hand, a huge project like the Nordic Horizons expansion takes thousands of hours of rigorous testing before it is ready for release.
Every single road, city, company, gas station, sleep area, tollgate, and ferry is tested at least four times, with a different tester each time. To give some insight into the scale, our Mantis bug tracker recorded 6,849 reports for the Illinois DLC, while South Dakota has generated 6,318 reports so far. These reports range from tiny holes in the terrain that are almost impossible to notice to major bugs that can cause the game to crash. Every report is assigned a priority and severity level so that the most serious issues are addressed first."
How closely do QA teams work with map designers, programmers, artists, and other departments throughout development?
"We work very closely across departments because testing is integrated throughout the entire development cycle. As map QA, we collaborate most closely with the map design and art teams. While the majority of our day-to-day communication happens through reports in the Mantis bug tracker, we also actively discuss issues through private messages on our internal chat system, and arrange direct meetings whenever an issue is important enough. Our interaction with the programming department is mostly on a need-to-know basis, usually when there is an issue involving erratic AI behaviour or when a brand-new code feature is being implemented directly into the map." What tools or methods help you track, reproduce, and report issues efficiently?
"We rely on several internal systems that are connected to one another to track individual bugs and the overall progress of a DLC. We use a specialised internal reporting tool that allows a tester to submit a bug directly from the game or the map editor into our central bug-tracking database. Within a few minutes, the report appears and can even be viewed directly inside the map editor itself. This allows map designers to immediately see the exact issue within their active workspace and resolve it much more efficiently, saving a significant amount of time throughout development."
If there's one thing you'd like for people to better understand about QA and the work your teams do, what would it be?
"We'd like players to understand that map testing is a highly skilled, technical job, not simply driving around looking at the scenery or casually stumbling across a floating tree. In reality, a good tester is part detective and part data analyst. If we come across a strange physics bump on a highway or see AI traffic piling up at a roundabout, we don't just report it and move on. We have to understand exactly why it's happening. Translating what is broken on the road into actionable, structured information that our developers can easily understand and fix takes time, patience, and deep knowledge of the game."
What is one aspect of QA work that you think players would be most surprised to learn about?
"Players would probably be surprised by just how much knowledge about the game and real-world infrastructure you need to become a good tester. Our team has to maintain a solid understanding of complex internal game rules, real-world traffic laws, and regional layout standards across different countries.
It's similar to the difference between someone who owns a truck and knows how to drive it and a mechanic who can remove the entire engine, take it apart piece by piece, and put it back together again. Becoming a highly skilled map tester can take years, and many testers naturally become specialists in certain areas of the game because they spend so much time working with those specific systems behind the scenes."
Have you encountered any particularly memorable, unusual, or funny bugs during your time at SCS Software?
Ivan: "Absolutely. Simulators have incredibly complex physics engines, and when things go wrong, they go wrong hilariously. It never gets old seeing an AI vehicle catapulted straight into space. Sometimes, our map designers also leave creative little surprises or jokes for us to discover during development, although we always make sure they don't make it into the live version of the game.
David: "One memorable moment happened while I was parking at a company prefab. I heard a train horn somewhere in the distance, and the sound kept getting louder until suddenly it was right next to me. The only problem was that there was no train there, and there weren't even any railway tracks nearby. A moment later, something invisible hit my truck and launched it all the way across the company. For a few seconds, I genuinely thought I had discovered a haunted company prefab."
How valuable are bug reports and feedback from the community when helping improve the game?
"Community feedback is extremely valuable to us. While our internal QA process is thorough, there are always issues that slip through, and players help us catch them by spotting details or inconsistencies that we might miss. What makes community feedback especially useful is the context players provide. Many are very familiar with the real-world locations we recreate, so they can quickly point out inaccuracies that would otherwise be difficult for us to notice. They also encounter a huge variety of gameplay situations, which helps surface edge cases that are hard to reproduce internally.
"In many cases, a well written report from the community can save us hours of investigation because players provide screenshots, videos, logs, save files, and clear reproduction steps."
Do you have a message for our community?
"A huge thank you for your support, feedback, and for riding along with us for so many years. It's an amazing feeling to work on a game where the players care just as much about the world as the people who build it. Your dedication pushes everyone at the studio to keep raising the bar with every new state, country, and feature. Safe travels, and we'll see you out on the road!"
We'd like to thank both David and Ivan for taking the time out of their busy days to chat with us about their roles in QA and how the team plays such an integral part in bringing our truck simulator titles to life. We hope you've learned a little more about the work that goes on behind the scenes. If you enjoyed this edition of Under the Hood, be sure to leave them a message in the comments below or on our social media channels. Until next time, keep on truckin'!
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.
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.
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.
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." 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'!
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.
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 themselves
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.
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’!
Today, we’re excited to share a preview of an upcoming update for owners of the Volvo FH Series 6 arriving in Euro Truck Simulator 2 as part of the upcoming 1.60 update. Let's take a closer look at what's in store!
Players will soon be able to customize their Volvo FH Series 6 with a selection of several new aerodynamic parts. Included in this upcoming update are the newly designed aerodynamic roof deflectors available for the Sleeper Cab, Globetrotter, and Globetrotter XL cab variants. These updated components help create a smoother and more refined roof profile, blending seamlessly into the truck’s overall design.
Alongside these additions, all Aero cabin variants will also have the option to add new distinctive black aerodynamic A-Pillar trim, as featured on the newest generation of Volvo FH truck. These new additions reflect Volvo Trucks ongoing efforts to improve aerodynamic efficiency and optimise airflow around the cab to help enhance energy efficiency and overall vehicle performance.
Some of the aerodynamic developments seen on the real-world truck are even influenced by technologies and concepts used within the aerospace industry!
Our vehicle team has worked carefully to recreate these new parts in detail for this upcoming update, and we hope you enjoy the previews of what you see here. Whether you prefer building a clean factory-spec truck or customizing your rig for long-haul journeys across Europe, these new aero-part accessories will offer even more options for personalising your truck and fleet.
We’d like to extend our sincerest thanks to our good friends at Volvo Trucks for their support and collaboration in allowing us to bring these new additions for our players to explore and enjoy.
We look forward to sharing more news about the upcoming 1.60 update for Euro Truck Simulator 2. Until then, be 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 a single update!
Since the release of the Illinois DLC for American Truck Simulator, we’ve loved seeing all of your screenshots, videos, reviews, and trucking adventures from across the Prairie State. Watching you explore everything Illinois has to offer has been incredibly rewarding for our team, which is why we wanted to shine a spotlight on some of our favourite community content, as shared by you!
For those of you who may not have had the chance to hit the road in Illinois just yet, we wanted to highlight a few YouTube videos we enjoyed, to give you a glimpse of what awaits in this newest map expansion for ATS. We hope these inspire you to start your own journey through the Land of Lincoln! A big shoutout to everyone featured below, be sure to give them a subscribe and a like!
We’ve also been seeing plenty of amazing screenshots and videos shared across social media on X, BlueSky, Instagram, Facebook, TikTok, and more. Thank you to everyone who has tagged us, shared their adventures, and shown off their favourite areas of Illinois. Our teams genuinely enjoy scrolling through your photos and seeing your unique trucking setups and routes. Here are just a few that we liked!
We also want to thank everyone who has taken the time to leave reviews and feedback on Steam. Reading your comments and impressions means a lot to our developers, map designers, artists, and the entire team behind American Truck Simulator. Your support, suggestions, and enthusiasm continue to help shape the future of the game and motivate us every day.
If you’ve been enjoying your time in Illinois, we’d really appreciate it if you considered leaving a review on the Illinois DLC Steam page. If you want to, you can still write a review for the Illinois DLC on its Steam page. We would really appreciate it! You can find the review section if you scroll to the bottom of the Illinois Steam page.
We have also reached out to a few content creators who got the opportunity to try out this DLC in early access to give us their opinion on the Illinois map expansion. It's safe to say they enjoyed it too! We also recommend checking out their channels for more content!
BadMae
"The Illinois DLC absolutely blew us away! Chicago is unlike anything we have experienced in American Truck Simulator so far; the scale, skyline, Lower Wacker Drive, Navy Pier, the L train, the Bears stadium, and even the International Trucks headquarters all made the city feel alive and incredibly immersive. What impressed us just as much was how smoothly the map transitions from the busy energy of Chicago into the farmlands, countryside, quarries, and smaller towns that give Illinois so much character. Thornton Quarry is a massive standout, and players who love exploring may want to do some extra hunting around Marion, too! Overall, Illinois easily ranks as one of our favorite ATS states. SCS truly knocked it out of the park, and we cannot wait to see what comes next with South Dakota!" - Christian and Monique, BadMae
RunawayLobster
"Illinois has now become my favorite American Truck Simulator DLC. The hidden beauty spots, the changing environments, and the pure detail and beauty of Illinois blew me away. With a couple of hidden roads I have discovered already, I had not realised how different the scenery would be. I thoroughly enjoyed exploring Illinois and the beauty it had to offer. Hats off to the developers and artists working on this game who, at every opportunity, absolutely blow us away with the attention to detail. Thank you for this great addition to the already incredible American Truck Simulator game!" - RunawayLobster
Prime Simulations
"The Illinois DLC for American Truck Simulator is simply fantastic! To no surprise, SCS Software has once again raised the bar for map DLCs with Illinois - recreating cities, landmarks, industries, and more to an impressive level of accuracy. I had the absolute privilege of exploring the Illinois DLC during its early access phase - exploring every corner of the state! From Chicago to Marion, Quincy to Champaign, and every location in between - I can confidently say that the Illinois DLC is a "must have" for all ATS players - especially those who want to complete the Route 66 corridor! I look forward to exploring the Illinois DLC further and for the future of ATS!" - Prime Simulation
DaSimSimma
"The Illinois DLC already feels like a major step forward for American Truck Simulator, especially with Chicago. The city feels explorable and believable, and honestly, this might be the most detailed urban environment ATS has received yet. There’s a real sense of scale and atmosphere here that reminds me of actually visiting Chicago in real life, and I think that familiarity is part of what makes these newer DLCs feel so immersive. As ATS continues moving closer toward my home region around the Great Lakes, I honestly find myself getting more personally invested in every new state release." - DaSimSimma
Project Sim Racing
"SCS Software delivers yet another masterpiece with the Illinois DLC!
The attention to detail and the sheer level of immersion make it an
absolute joy to drive through. It’s always an honor to showcase your
incredible work to my community." - Project Sim Racing
We would like to thank you all for your continued support! Keep on sharing your journeys through the Illinois DLC with us on our social media channels. Until next time, keep on truckin'!
We’re excited to partner with Western Star Trucks and head back to Bend, Oregon, from June 5th to 8th for the unforgettable Star Nation Experience 2026! Joining us for this incredible all-expenses-paid adventure will be two lucky members of the American Truck Simulator community, who will get the chance to experience the event alongside the Star Nation community and the Western Star team. Ready to meet them?
Hosted by Western Star Trucks, the Star Nation Experience is a one-of-a-kind four day adventure taking place from June 5th to 8th, 2026, packed with unforgettable experiences including world-class dining, whitewater rafting, the X-Series Ride & Drive Challenge at the Madras Proving Grounds, and more. Earlier this week, Western Star revealed the lucky winners selected from both their own community and ours, who have been chosen to join the experience.
We’re also excited to once again be part of this incredible event and capture the journey for a special SCS On The Road episode! So without further ado, let’s meet the two members from our ATS community heading to Star Nation Experience 2026!
Nathan
Nathan is an avid American Truck Simulator player, and full-time Crane Operator and part-time truck driver for a local contractor! His first experience getting behind the wheel of a full sized truck was a 1997 Western Star 4900SF with a CAT C15, and ever since he's been hooked! His passion for trucks and love for Western Star since he was young was what drew him to becoming an avid player of ATS, where he also loves hitting the virtual road with the Western Star 49X!
"My local contractor is also a massive Western Star fan! He has a fleet of older Western Stars and a newer 2019 4900SF that I drive pulling a float, my love of trucks follow me home, with various walls of my home being decorated with die-cast trucks."
Conor
Conor is a huge fan of our games, having racked up countless hours in American Truck Simulator, with much of his time on the virtual road spent behind the wheel of the legendary Western Star Trucks 49X. A recent college graduate with a degree in marketing, Conor is passionate about pursuing a career in the trucking industry, with earning his CDL and getting behind the wheel being one of his biggest goals since he was young.
“While my official degree is in marketing, my passion for obtaining my CDL and driving is my main goal. I think this is such a cool opportunity to live out a dream I’ve had since I was a kid. Additionally, it could also be a potential step toward finding a place in the industry where I can use my academic knowledge.”
We can’t wait to see Nathan and Conor take part in the Star Nation Experience 2026 and follow their journey throughout this unforgettable adventure! We’d also like to give a huge thank you to everyone who took the time to enter this year’s competition. Your passion, enthusiasm, and continued support means alot to us!
We’d like to give a huge thank you to Western Star Trucks for once again giving us and members of our community the opportunity to be part of this incredible adventure. Be sure to keep a close eye on Western Star’s Facebook and Instagram, along with our X, Instagram, YouTube, Bluesky, and Facebook channels so you don’t miss any updates from Star Nation Experience 2026, which Oscar, Nemiro & Beny from our team will also be attending. See you there!
Looking for a mix of nature, history, and relaxation all in one spot? Hot Springs, South Dakota, is calling your name! Located at the southern end of the beautiful Black Hills, this historic town is one of the many destinations you’ll discover in our upcoming South Dakota DLC for American Truck Simulator. Scroll on down to take a closer look at our recreation of this unique getaway destination!
Known for its naturally warm mineral waters, historic architecture, and outdoor activities, this charming town offers drivers a relaxing yet memorable stop on their journey through the Mount Rushmore State. Our team has been busy at work recreating its virtual counterpart in this upcoming DLC, including several landmarks.
However, the warm water isn’t the only thing producing steam in Hot Springs! The town also holds a unique place in railroad history, once home to what was considered the world’s smallest Union Station. Built in 1891 from locally quarried pink sandstone, this tiny depot became an iconic landmark of the region. While passenger trains no longer run directly into town, the railway heritage of Hot Springs still lives on today, and you’ll even find a representation of it in-game! The beautifully preserved building now serves as the local visitor information center.
Speaking of history, this next landmark goes back a little further.. way further! Hot Springs is home to a Mammoth Site, an active paleontological dig site and museum where the remains of 61 mammoths have been discovered, including Columbian and woolly mammoths. Since the first bones were uncovered in 1974, the site has become one of South Dakota’s most fascinating attractions, featuring an extensive collection of prehistoric remains.
If you’re looking to learn even more about the local area, be sure to take a look at the Pioneer Museum. Originally built in 1893 as a schoolhouse, it later became a museum dedicated to preserving the history of Hot Springs and the surrounding Black Hills region, featuring exhibits on pioneer life, Native American artifacts, and early settlers.
The town’s historic charm is reflected in its distinctive Neo-Romanesque architecture, a style rarely seen in many parts of the United States. Several buildings around Hot Springs almost resemble small castles, giving the downtown area a unique look.
Drivers passing through town can also spot the picturesque Hot Springs Waterfall, located right in the heart of downtown. Nearby, you’ll find shops, restaurants, walking trails, parks, and the Kidney Springs Gazebo. Other local landmarks include the historic public library, the Evans building, the old wooden 1888 jail, and numerous art murals!
We think you’ll enjoy the laid back charm of Hot Springs, but don’t stay too long, there’s still plenty more to discover across South Dakota! If you’re excited to hit the road in this upcoming map expansion for American Truck Simulator, be sure to add it to your Steam Wishlist using the widget below.
We look forward to sharing more development previews here on our blog and across our social media channels on X, Instagram, Facebook, and BlueSky, where you can also catch exclusive video content. Until next time, keep on truckin’!