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’!
Today, we would like to show you a preview of one of the most famous and unique landscapes we have been recreating for the South Dakota DLC for American Truck Simulator - the beautiful Badlands National Park!
Situated along the edge of the Great Plains in southwestern South Dakota, Badlands National Park spans 244,000 acres of dramatically eroded buttes, pinnacles, and spires, alongside the largest protected mixed-grass prairie in the United States.
But why is such a stunning area named Badlands? For hundreds of years, the Lakota people have called it "mako sica", which translates to "bad lands". Then, early French fur trappers called the area "les mauvaises terres à traverser" (bad lands to travel across). Because when it rains there, the wet clay becomes sticky, and the jagged canyons also make it hard to navigate. The winters are cold and windy, and the summers are hot and dry. But it could have had a very different name, as in 1922, when Badlands was first proposed as a national park, the suggested name was Wonderland National Park.
The Badlands contain one of the world's richest fossil beds, preserving evidence of ancient species such as horses and rhinos that once roamed the region. Today, the area is home to bison, bighorn sheep, prairie dogs, and a diverse range of other plant and animal life. As players enter this region in the game, they will be immediately greeted by roaming bison and striking rock formations.
As you drive further, you'll come across iconic places like Pinnacles Overlook, Yellow Mounds Overlook, and the Fossil Trail.
"I fell in love with this place the first time we visited it on our research trip; it's like stepping into another world, where lush green grass blends with the colorful local soil and rolling hills," says Draky, our map designer who worked on recreating this national park for our game.
One thing you may notice in this region is the sudden transition from expansive plains and gentle hills to a dramatic, iconic landscape characterized by rugged formations and large wildlife such as the bison. As the seasons change, the Badlands vegetation undergoes significant shifts in color throughout the year. The version depicted in the game reflects how the landscape appears between July and August, in which the game is set.
Draky also shares her insight on how difficult it was to transfer this wonderful area into the scale of American Truck Simulator, with a message to our community: "The biggest challenge was the initial layout planning, as the space is quite limited, but I'm still very happy with the result, and I'm sure you'll love experiencing this place every time you pass through."
Today, we're excited to share another episode of our SCS On The Road series, where we travel across North America to meet passionate vehicle owners and gather valuable reference materials for future projects.
This time, our journey brought us to Denton, Texas, where we had the opportunity to experience a true American automotive icon - the 1997 Dodge Viper GTS.
During our visit, we had the chance to document and scan this beautiful car, getting our vehicle artists the accurate reference data needed to faithfully recreate it for the Road Trip project in American Truck Simulator. From its distinctive exterior styling to the finer interior details, every piece of information helps us bring this legendary sports car to life in-game.
This vehicle belongs to Dino, who kindly welcomed our team and generously allowed us to document his prized Viper. We also had the pleasure of having an interview with him, where he shared more about his amazing ride.
The Dodge Viper remains one of the most recognizable American sports cars ever produced, and seeing this exceptionally preserved 1997 example in-person was a fantastic experience for our team.
We would like to extend a sincere thank you to Dino for taking the time to speak with us, sharing his story, and allowing us to scan and capture reference materials from his stunning Viper. Support from owners like Dino is invaluable and helps us create authentic experiences for players around the world.
We hope you enjoy this latest episode of SCS On The Road from Denton, Texas. Be sure to watch the video and learn more about this incredible machine and its owner.
Today, we’re excited to introduce the team behind the upcoming Soul of Anatolia map expansion for Euro Truck Simulator 2. This upcoming DLC will take drivers on a journey through one of Türkiye’s most diverse and captivating regions, featuring a rich blend of landscapes, historic cities, cultural landmarks, and scenic roads waiting to be explored.
In this edition of Meet the Team, we’d like to give you a closer look at some of the people working on the project. They have prepared a few words about themselves, their roles, and the work they have been focusing on throughout the map's development. We hope you enjoy getting to know the team helping shape the world of Soul of Anatolia.
Ernest - ETS2 Map DLC Lead
"I’ve been working at SCS for seven years now, and during that time I’ve been involved in a wide range of projects. Following the Greece DLC, Soul of Anatolia is my second project as lead. Just as in the past, I’m fortunate to have a very talented and enthusiastic team, whose work, even now in the development stage, shows that Anatolia will once again be a breathtaking DLC. Türkiye is a beautiful country, and everyone on the team is fully committed and proud to bring it to players in the most perfect form possible. I can’t wait to show you more!"
Tomáš - Senior Map Designer
"I joined SCS in December 2017 as a map designer, and I’ve been working in the same role ever since. Over the years, I’ve created many locations in our game world that you can drive through. I played a major role in the creation of cities such as Klaipeda, Andenes, Larissa, Lillehammer, Zadar, Olbia, and Kovrov, and I am currently creating cities for the Soul of the Anatolia DLC. I have also created many roads connecting these cities.
One of the major tasks that is part of my job as a map designer is working on border crossings. If you’ve ever driven through a border crossing in our game, you’ve likely come across my work. At some point, I became a specialist in this area, and I’m now in charge of all work related to borders.
What I enjoy the most about being a map designer is discovering new possibilities for map creation. I always try to get the most out of a specific location and bring as much originality and authenticity as possible into the game world. What brings me the most joy is when a player drives along our roads and recognises places they’ve visited in real life. Euro Truck Simulator 2 is still just a game, but we strive to make the player feel like they’re moving through the real world, and when that feeling comes to the player, it’s a sign to me that I’m doing my job well."
Jakub - Map Designer
"My journey into game development began at SCS four years ago, when I joined the team working on the West Balkans DLC. Since then, I’ve had the opportunity to grow both professionally and creatively while contributing to projects such as the Greece DLC and the Nordic Horizons DLC.
Creating immersive game worlds is where I feel most at home. As a creative person with a keen eye for detail, map design allows me to make the most of my strengths, bringing virtual environments to life and shaping experiences for players to explore.
I specialise primarily in landscapes, expansive scenery, and distinctive locations with unique character and atmosphere. I enjoy finding ways to get the most out of every location and creating a world that feels natural and authentic.
The greatest reward for me is the moment when I see that players are truly enjoying the game and that the world we’ve worked on is able to draw them in.
In addition to designing the game world, I also contribute to the creation of cutscenes and enjoy sharing my experience with my colleagues. I consider the sharing of knowledge across the team to be an important part of our work, as is our collective effort to continually improve the quality of our game.
Soul of Anatolia will be another beautiful and entertaining map DLC. You have a lot to look forward to!"
Klára - Map Designer
"Hi, my name is Klára, and I have been working at SCS for 3 years. During this time, I had the opportunity to be part of the amazing map teams that worked on the Greece DLC and the Nordic Horizons DLC. This time we are going to Türkiye, a country that truly stands out with its breathtaking landscapes, rich history, and unique culture. I am looking forward to capturing its atmosphere and bringing it to our game. Buckle up because this is just the beginning, and there will be much more to see!"
Vlad - Map Designer
"I come from the modding community, where I passionately built map mods for ETS2 for more than 10 years. Now, I have finally decided to join SCS Software, where I've already been working for almost 2 months! As a former experienced logistician and expeditor, SCS' trucking games actually inspired me to study transport and logistics, which led me to work in the logistics industry in the past. On the modding forums, I'm also known by the nickname "Vladzz-G".
Türkiye is my first project at SCS. It is a quite mountainous country, so it’s a great challenge and opportunity to apply my 10 years of mapping experience to represent the region as realistically as possible. Even so, I am still discovering new mapping tricks that make the work easier. Right now, I’m working hard on a coastal city (the name of which I won't reveal just yet!), creating advanced road layouts and doing initial landscape work. It is interesting that a long time ago, I tried to avoid mapping mountainous areas because I thought it would be too difficult, and I mostly preferred mapping flat or gently rolling terrain. But now, I feel quite confident mapping mountains too!
I can't wait to see how this DLC will look in the end, and I'm so excited to share my work with you all when the official DLC releases!"
Ondřej - Junior Map Designer
"Hi, everyone. I've been a fan of city-builders and simulators for a long time now, so a few months ago I decided to join the SCS family as a map designer, which combines both of my favourite genres in one.
Currently, I'm still learning and working on my very first project. The southern part of the Turkish coastline is as beautiful as it is challenging. I think that with its big hills and windy roads, it will be a great visual experience."
Petr - Junior Map Designer
"Hi! I joined SCS Software a few months ago. Ever since I was a kid, I’ve always loved building miniature cities with toy blocks. Today, I’m a huge fan of building and strategy games, and I also love digital drawing. It’s awesome that I get to build worlds for a living!
Soul of Anatolia DLC is my first project. Currently, I’m working on the southern part of the country, which is known for its massive and beautiful mountain ranges. I’m still learning the ropes and gaining valuable experience from my amazing colleagues. I’m doing my best to truly capture the style of the local atmosphere. I’m giving it my all, and I really hope the players will enjoy exploring the new map."
Lucie - Junior Map Designer
"I joined SCS in 2024 as part of the Nordic Horizons team, where I spent most of my time creating roads throughout Finland.
Now, I have the opportunity to work on several cities and interesting locations across Anatolia. Each place has its own distinct character and atmosphere, which makes the work varied and constantly challenging. What I enjoy most is the chance to capture the richness and uniqueness of this region and bring it to life in our game world."
Kristýna - Map Designer
"I joined SCS Software in 2020 and started working on the Iberia DLC, which was then in the middle of production. The last project I had the honour of working on before Anatolia called me was Nordic Horizons. I moved to the south from the towns below the Arctic Circle - there couldn't be a bigger contrast! It is this diversity and learning the peculiarities typical of different countries that keep us curious and eager to present those beautiful places in our game.
I joined the Türkiye team in the pre-production phase. I worked on various tasks across the map and in the process, got to know the variability and diversity of the regions of Anatolia. I was greatly impressed by the traces of rich history in the landscape. Due to the focus of our game on transporting goods, for example, Sultanhani Caravanserai cannot be missing. It is fascinating that sometimes, even at first glance, an ordinary hill, around which we drive, hides an archaeological site of ancient monuments."
Pavel - Map Designer
"Hi, my name is Pavel, and I have been working at SCS Software for almost seven years. As a Map Designer, I have collaborated with many great people on projects such as the Iberia, West Balkans, and Greece DLCs.
Thanks to my passion for roads and driving, I gradually transitioned into the role of a road specialist, contributing my experience to other projects as well, including the Nordic Horizons DLC, the Scandinavia Refresh, and the Benelux Rework.
My goal is always to enrich each project with new ideas and details, such as new prefab types and road accessories, to bring the experience of our virtual world a little closer to the real one. I hope to deliver something special for you in this project as well."
That concludes today’s Meet the Team! We’d like to thank everyone featured in this blog for taking the time to share a little about themselves and their contributions to Soul of Anatolia.
We always enjoy giving our community a glimpse behind the curtain and highlighting the talented people who bring our virtual worlds to life. We hope you enjoyed learning more about the team and the passion driving this project forward.
Creating Euro Truck Simulator 2 and American Truck Simulator is a collaborative effort involving many talented teams across SCS Software. While map designers, artists, programmers and more build the driving experience, another team works alongside them to ensure everything functions exactly as intended before players hit the road.
In this Under the Hood blog, we'd like to introduce you to two members of our In-Game QA team, Ivan and David. We asked them about their day to day work, how testing fits into the development process, why quality assurance is about much more than simply playing the game and more!
David - ATS Map QA Lead
"Hey, fellow truckers! My name is David, and I'm 28 years old. I joined SCS as a junior tester when I was just 20, and at the time, I was the youngest employee in the entire company. Today, I'm the QA Lead for ATS map testing. That means I organize and oversee the testing of all ATS map DLCs, communicate with the leads of our map design teams, solve the most complex issues and bugs we encounter, and simply be there for my team whenever they need help. Over the years, I've seen SCS Software grow from a team of around 100 employees into a company of more than 400. When I joined, we were working on the Oregon DLC, and it has been incredible to see how our development and testing processes have evolved and improved alongside our expanding game worlds."
Ivan - World Map Design QA Lead
"Hi everyone! My name is Ivan, and I've been with SCS Software for a little over six years. I started out as a junior tester, but soon after, I took on the responsibility of overseeing map testing for Euro Truck Simulator 2. Today, my role is World Map Design QA Lead, and I manage our entire map testing team, which currently consists of 20 people. Together, we oversee testing for both American Truck Simulator and Euro Truck Simulator 2. While my colleague Davincillo handles the day to day management of ATS, my main focus over the years has remained on ETS2."
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'!
We are excited to announce that the 1.60 update for Euro Truck Simulator 2 is now officially released! Let's dive in and take a look at what's in store.
As always, we would first like to thank everyone who participated in the open beta phase and helped us fine-tune all the new content by reporting issues to the dedicated section on our forum. Now let's see what's new in the 1.60 update!
Game Radio
With the 1.60 update, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.
Players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also a radio station designed to help content creators, and we are committed to do our best to keep it stream-safe.
Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.
Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.
Improved Material System
The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which results in a more readable, detailed, and visually pleasing cabin environment.
During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ETS2 are the DAF NGD and MAN TG3 TGX models. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
Light Tweaks
We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.
Volvo FH Series 6 Update
With this update, truckers can customize their Volvo FH Series 6 with a selection of several new aerodynamic parts, including the newly designed aerodynamic roof deflectors available for the Sleeper Cab, Globetrotter, and Globetrotter XL cab variants. These updated components help create a smoother and more refined roof profile, blending seamlessly into the truck's overall design.
Alongside these additions, all Aero cabin variants also have the option to add new distinctive black aerodynamic A-Pillar trim, as featured on the newest generation of Volvo FH truck. These new additions reflect Volvo Trucks' ongoing efforts to improve aerodynamic efficiency and optimise airflow around the cab to help enhance energy efficiency and overall vehicle performance.
Job Details Widget
Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget is introduced with the 1.60 update. Its primary purpose is to enable a new, more immediate, and concise way of displaying relevant job info. Also, in response to community feedback, the GPS now displays the estimated arrival day and time, along with the remaining travel time and distance.
You can enable the Job Details Widget through the Widget Options menu (F6). The widget displays key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.
Expanded Rest Mechanic
This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.
Alongside this change, the Fatigue system is now split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.
The Rest State, symbolised by a bed icon, now gradually depletes rather than recovers over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.
The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, functions more strictly. In Euro Truck Simulator 2, drivers may drive for up to 10 hours before taking a mandatory break, which requires 9 consecutive hours of rest. You can read more about this feature here.
In today's blog, we take you along on a trip to the town of Akureyri, which you will be able to visit yourself when the upcoming Iceland DLC for Euro Truck Simulator 2 releases. So let's take a look!
Akureyri is the fourth-largest city in Iceland and is often referred to as the Capital of the North due to its location and importance to the region. Nestled on the shores of Eyjafjörður, Iceland's longest fjord, the town enjoys a spectacular setting beneath snow-capped mountain peaks, with the Glerá River flowing through its heart.
The earliest records of settlement in the area date back to the 9th century. However, it was not until the 18th century that Akureyri began to develop into an important commercial center, thanks to its harbor and proximity to rich fishing grounds. Today, it is Iceland's second-largest port and serves as a major hub for the country's fishing industry, as well as for cruise ships and cargo transport.
Drivers traveling along Route 1, also known as the Ring Road, will pass directly through the center of Akureyri. From there, several side roads branch off toward the harbor, industrial areas, and local food-processing facilities. In the port district, truckers can deliver cargo to a marine logistics center, a shipyard, and an electronics manufacturing depot.
One of Akureyri's most recognizable landmarks is Akureyrarkirkja, a striking church designed in 1940 by Guðjón Samúelsson, the architect behind Hallgrímskirkja in Reykjavík, Iceland's most famous church.
Players will also recognize a number of other landmarks inspired by their real-world counterparts, including the Hof Cultural and Conference Centre on the waterfront and the Akureyri Art Museum, with its famous colorful pavement leading to its entrance. The town is also a great spot for whale watching tours, which is why we've also included the local whale watching center.
We hope you'll fall in love with Akureyri, with its colourful houses and stunning natural surroundings. If you do, you might even buy a garage in town and transform it into your company's northern Iceland branch.
Also, remember to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok a follow as you'll receive updates not only about Iceland, but also other news from our games straight to your feed. Or subscribe to our newsletter to stay informed. Until next time, safe travels!
We're excited to announce that the 1.60 updateforAmerican Truck Simulator has officially been released and is now available on Steam!
Before we head to the news, we would like to thank everyone who took part in the Open Beta and reported any issues or provided general feedback on our forum. This makes it much easier for our team to fine-tune everything and helps ensure a smooth transition to the full update release.
Game Radio
With the 1.60 update, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.
Players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also a radio station designed to help content creators, and we are committed to doing our best to keep it stream-safe.
Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.
Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.
Improved Material System
The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.
During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ATS are the Mack Anthem and the Western Star 49X. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
Light Tweaks
We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.
Players' Company Paint Jobs
Players are now able to customize their trucks and trailers with a brand-new collection of company-themed paint jobs inspired by the selectable company identities available when creating a driver profile. These designs bring a more cohesive and professional visual style to your fleet while fitting naturally into the world of ATS.
One of the biggest focuses during development was ensuring that every paint job feels unique, depending on the type of trailer it is applied to. Rather than simply using one design across all trailer models, our teams carefully adapted each company's paint scheme to match the shapes and details of different trailer types. Whether you’re hauling cargo with a tanker, transporting materials in a dumper, or pulling a traditional box trailer, each variant features its own tailored details and layout. You can find out more in our blog here.
Kenworth TourAmerica Paint Jobs
We're also pleased to introduce the TourAmerica paint jobs for the Kenworth W900 and Kenworth T680 2022 as free content for all players. Inspired by the iconic TourAmerica T600 livery from the 1990s, this special design was recently reimagined by Kenworth as part of the Freedom 250 initiative, a nationwide celebration marking the 250th anniversary of the United States and honoring the legacy of American trucking. You can see more in our blog here.
Job Details Widget
Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget is introduced with the 1.60 update. Its primary purpose is to enable a new, more immediate, and concise way of displaying the relevant job info. Also, in response to community feedback, the GPS now displays the estimated arrival day and time, along with the remaining travel time and distance.
You can enable the Job Details Widget through the Widget Options menu (F6). The widget displays key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.
Expanded Rest Mechanic
This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.
Alongside this change, the Fatigue system is now split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.
The Rest State, symbolised by a bed icon, now gradually depletes rather than recovers over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.
The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, functions more strictly. In American Truck Simulator, drivers can stay on the road for up to 14 hours before they must take a mandatory break, requiring 10 consecutive hours of rest afterward. You can read more about this feature here.
A new SCS On The Road episode has just arrived! Buckle up and join us as we take you along for the amazing Volvo Days: Influencer Day event, where we were invited by Volvo Construction Equipment.
After the last one two years ago, Volvo CE once again hosted its well-known Volvo Days event at their Customer Center in Eskilstuna, Sweden, showcasing its latest products to customers and the public.
This year, Volvo invited us to attend the event and also approached us to help connect them with content creators from our community to take part in the Influencer Day, held on May 28. Together, we joined fellow influencers such asGamekeepers_cz, TheNorthernAlex, Polmanzan, Iwona Blecharczyk, and others for a day that began with an amazing machine show and continued with hands-on experience operating Volvo CE equipment and Volvo trucks. Now, let's watch the episode!
We would like to extend a huge thank you to Volvo Construction Equipment and their staff for inviting us to this incredible event, providing great hospitality, and giving us the opportunity to experience their vast product line hands-on! You can find more information about the Volvo Days event here.
And if you would like to transport some Volvo CE machines in our games, you can check out the Volvo Construction Equipment DLC for Euro Truck Simulator 2 here, and for American Truck Simulator here.
Two weeks ago, we had the pleasure of opening our doors to the public as part of the Open House Praha Festival, welcoming visitors to our headquarters in Prague. As a festival dedicated to architecture, urbanism, and exceptional spaces that are not normally accessible to the public, Open House Praha offers a unique opportunity to explore some of the city's most interesting buildings and interiors.
As the first tenant of the Roztyly Plaza office building in Chodov, awarded Building of the Year 2024, we were proud to take part in this event and share our workplace with visitors. Throughout the weekend, guests joined guided tours across our offices, discovering not only where we create our games but also the architectural and technological solutions that make this space unique.
Designed by Studio Perspektiv, our offices span several floors and are built around the concept of an adventurous journey through a microworld where nature and technology intertwine. During the tours, visitors learnt more about the architectural vision behind the interior design, as well as the technical aspects of the workspace, including its acoustic design, ventilation systems, and the solutions implemented to create a comfortable and inspiring environment for our teams.
Guests were also able to explore many of the facilities available to employees, including the fitness center, rooms dedicated to massages and meditation, spaces for board games, and even our own movie theater. One of the most striking features of the interior is the monumental red staircase known as Diamant, which connects all three floors of the company and serves as a central architectural element of the space.
Alongside the architectural and technical aspects of the offices, we were happy to share more about SCS Software, our projects, and the work that takes place within these spaces every day. It was a pleasure to meet so many visitors, answer their questions, and showcase the environment where our teams collaborate and create.
A big thank you goes out to everyone who stopped by, as well as to the organizers of Open House Praha for making this event possible. We truly enjoyed welcoming you to our offices and sharing this experience with you.
If you weren't able to visit us during Open House Praha, or would simply like to take another look around, you can explore our offices virtually through Google Street View.
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'!
Our #BestCommunityEver, today we'd like to share with you an early look at a feature currently in development for both Euro Truck Simulator 2 and American Truck Simulator, known internally as the Multi-Function Display (MFD).
As many of you know, over the years, both games have continued to grow with new systems, gameplay features, assists, vehicle options, and controls. While this has allowed players to tailor their experience in a variety of ways, it has also gradually increased the amount of information, shortcuts, and menus players need to manage on the road.
With the MFD, our goal is to create a more unified and intuitive way to access vehicle functions directly in-game, without needing to interrupt your experience or remember dozens of key-binds.
Introducing the Multi-Function Display
The MFD is an in-game interface accessible from both interior and exterior camera views. From there, you can quickly navigate through various categories and vehicle systems such as driving assists, lighting controls, vehicle adjustments, media functions, trip information, and more.
One of the main goals of this feature is to reduce interruptions while accessing vehicle systems and information. In most situations, opening the MFD will not pause gameplay, and vehicle controls will remain responsive during interaction.
At the same time, we know usability and minimising distraction are extremely important. So, a lot of our work during prototyping and testing is focused on making sure the system feels quick, readable, and comfortable to use. We’ve also drawn inspiration from modern vehicle interfaces in an effort to create a more believable menu, while still keeping quick access to some of the more abstract gameplay settings for convenience.
Designed Around Accessibility and Discoverability
Another important goal behind this feature is discoverability.
Over time, ETS2 and ATS have accumulated a very large number of functions and controls that many players may never fully discover or use. The MFD is intended to help surface these systems more naturally by presenting available functions together in-context, while also displaying their related key-binds directly within the menu.
This does not mean we expect every player to suddenly change the way they interact with the game overnight. Some players prefer using dedicated key-binds and muscle memory, and those methods will continue to remain important. Instead, we see the MFD as an additional layer that can make operating your vehicle easier and more approachable, especially as both games continue to evolve.
Different control setups are also something we are carefully considering throughout development. The MFD is being designed to support keyboard, mouse, wheel, and controller users alike, with customisable navigation controls.
Building on Recent Interface Improvements
The MFD has been part of a vision to improve the overall in-game driving interface and accessibility of vehicle systems for quite some time. At the same time, we know recent interface-related changes have sparked a lot of discussion within the community, and many of your comments and observations have helped shape internal conversations about where improvements can still be made.
This ongoing feedback has already led to several additions to the updated Route Advisor. Since its release, we have introduced a Damage Widget displaying truck, trailer, and cargo condition, a Finances Widget for tracking your company savings and income, and, with 1.60, a Job Info Widget with details about your current delivery, each of which may be individually hidden.
We are also reworking the Quick Info menu to better align with other in-game interfaces and reflect community feedback. Our current direction is focused on creating a simpler layout that does not obstruct the view while still allowing quick access to functions such as the controls layout, widget settings, Photo Mode, and Services and Adjustments. Functions related to Services and Adjustments are also being integrated into the MFD, allowing players to access them from either interface.
These are relatively small additions on their own, but they're part of a much larger ongoing effort to improve usability, information access, and customisation while driving. We know there is still more work ahead, and we are continuing to explore further improvements and adjustments throughout development.
That is also one of the reasons we wanted to begin sharing this feature earlier in its development process.
Still a Work in Progress
The MFD is still in active prototyping. While the core direction and functionality are already taking shape, many details may continue to evolve as we conduct further internal testing and gather feedback during later stages of development.
We are very excited about the possibilities this system opens up, not only for trucks, but eventually for other vehicle types as well.
As always, we look forward to hearing your constructive thoughts once the time comes to put the feature into your hands. Until then, we hope you enjoyed this early look at what is currently being worked on behind the scenes.
Behind every new feature in our games is a dedicated team of talented people working together to bring ideas to life. In this special edition of our Meet the Team, we'd like to introduce some of the people who have been instrumental in creating Game Radio, from the earliest concepts to its implementation in both Euro Truck Simulator 2 and American Truck Simulator.
Mrazik - Producer
"During our console development efforts, I've quickly realised that the game's soundscape is an underexplored territory within our games. There's a saying that 'sound is half of the picture', and especially when you're chilling out with a controller in hand, you appreciate a well-tailored musical experience smoothly integrated into the game. I have made it my personal challenge to tackle this effort and venture into the unknown, forming a vision and a team to deliver a result I would personally love as a player myself, and I'm extremely proud of everyone who fell in love with the idea and helped make it a reality.
We've got many plans on how to develop the radio platform in the future, and this is just the starting line. I genuinely hope you love the end result as much as I do, because every road trip is better with a soundtrack!"
Damiana - Radio Producer & Audio Designer
"Before joining SCS Software, I spent over five years shaping the sonic identity of Czech Radio podcasts as a sound designer, composer, and co-editor. When I got the opportunity to bring that experience to SCS nine months ago as Radio Producer & Audio Designer and to lead the Game Radio project, it was a no-brainer.
As someone who lives and breathes music, I know how much a single song can change an experience. It sets the mood, triggers unexpected emotions, and makes a fictional world feel real. That mindset naturally carried over to SCS, where I took full creative ownership of the in-game radio stations from the ground up. I’m responsible for defining each station’s brand and sonic identity, curating and processing music for in-game use, and coordinating closely with the whole team (who are amazing, by the way) to make every frequency feel alive.
I’m incredibly excited to hear feedback from the community and to keep building the next chapter of our game’s radio world."
Zuzka - Junior Game Designer
"Hi, truckers! My name is Zuzka, and I’ve been working at SCS Software for almost three years now. I started out as a 2D graphic designer, then moved on to leading the 2D branding team for ATS, and finally landed my current position as a UX game designer. In this role, I took on the task of creating Game Radio. In addition to designing the behaviour of the feature and solving all related issues, I also helped establish guidelines for the creation of the visual identity of each Game Radio station, so I had the opportunity to combine my skills as a UX designer with my graphic design background. All of this has been done with the support of an enthusiastic team of great colleagues who did their very best to bring you an enjoyable experience.
I hope you will love Game Radio as much as we do! Rest assured that the development of the radio is just getting started with this update, and we have plenty of exciting ideas in store for you."
Raivis - Junior Programmer
"I've been at SCS for almost two years now, though it really doesn't feel that long. During this time, I've worked as a programmer on various features, both for the game itself and for the supporting tools.
These past few months, I've been the main programmer for Game Radio, which was exciting because I got to create something new, not just tweak an existing feature, although there were plenty of things that needed to be changed for existing stuff as well.
As for the future, I'm excited for what we have planned for this feature, and I can't wait to work on it."
Petr - Console & UI/UX QA Lead
"Hi, my name is Petr, and I've been part of SCS Software for five and a half years. During the development of Game Radio, I worked closely with our Game Design team, brainstorming what we wanted the radio feature to offer and how we could improve the overall user experience. I also helped coordinate production efforts, organised internal playtesting sessions across the company, and participated in functional testing to ensure everything worked as intended.
Throughout development, I gathered a lot of valuable feedback from both our colleagues at SCS and members of the community on social media. Seeing people's reactions and suggestions has been incredibly rewarding, and I'm excited about the future of Game Radio and the opportunities we have to continue expanding the feature with new ideas and improvements."
Misha - Researcher
"My name is Misha, and I've been working at SCS Software for the past 3 years as a researcher, with my biggest project so far being the British Columbia DLC. For the radio feature, alongside research, I've mainly focused on building the identities of the radio stations - defining their philosophy, values, and overall creative direction.
What I enjoy most about this work is turning a large amount of ideas and research into something clear and meaningful. The process can feel chaotic at first, but over time, each station develops its own distinct personality, which then shapes everything from the visual identity to the content itself.
Outside of work, my two biggest passions are composing music and playing video games, so working on the radio feature has been an ideal combination of both worlds for me. I'm really excited for players to experience our in-game world while listening to the new radio stations we've been creating!"
Ales - Junior Producer
"Hi, I’m Aleš, and July marks my first completed year onboard the SCS truck. Prior to working here, I dedicated my working efforts in the gaming industry to community management, PR, and marketing. In SCS, I have the privilege to explore possibilities of being a producer, which I very much enjoy. Generally, I focus on the production of map DLCs for American Truck Simulator, but as a producer, I have the option to try to lend a helping hand to various projects, such as Game Radio.
Unlike other members of the team, my contribution was mostly indirect, focusing on operational support, coordination of tasks and meetings, and overall team progress.
I am very much looking forward to any endeavours of Game Radio, since, in my honest opinion, it has huge potential to add a nice melodic flavour to further enhance the experience of driving the roads of Euro Truck Simulator 2 and American Truck Simulator."
Karina - 2D Graphic Designer
"My journey with SCS Software started almost five years ago, back when I was still a university student. Since then, I’ve become a 2D artist and had the opportunity to work with the 2D design team on the branding for the in-game radio stations. We especially enjoyed this unique task because each station had its own atmosphere and visual style that we needed to capture. It was a refreshing change from our usual routine, and I’m really looking forward to seeing the stations become part of the game."
We hope you've enjoyed getting to know some of the talented people who helped bring Game Radio to life. Features like this are the result of collaboration across multiple departments, and we're always proud to shine a spotlight on the individuals whose passion and expertise make them possible.
Game Radio will make its debut in update 1.60 for both Euro Truck Simulator 2 and American Truck Simulator, and we can't wait for you to experience it for yourself. We'd like to thank everyone involved in the project for sharing their insights, and we hope this behind-the-scenes look has given you a deeper appreciation for the work that goes into every update. You can find out more about Game Radio here.
As always, thank you for your continued support, and be sure to let us know what you think once you hit the road with Game Radio. Don’t forget to follow us on X, Instagram, Facebook, and Bluesky, and subscribe to our newsletter. Until next time, 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’!
We are excited to introduce the TourAmerica paint jobs for the Kenworth T680 2022 and W900 as free content in the upcoming 1.60 update for American Truck Simulator!
A few months ago, Kenworth unveiled a special-edition paint scheme as part of the Freedom 250 initiative, a nationwide effort commemorating the 250th anniversary of the United States and celebrating the enduring spirit of American trucking.
Inspired by the iconic TourAmerica T600 paint scheme of the 1990s, this striking design combines red, white, and blue colors - a classic styling with contemporary finishes. We are happy to support the celebrations by bringing this beautiful paint job to American Truck Simulator, where it will be available for both the Kenworth W900 and Kenworth T680 2022.
Now, ATS drivers can join in the festivities as well and pay tribute to trucking heritage with a unique paint job that honors both a legendary design and a major milestone in American history.
These paint jobs are already available in the ongoing 1.60 Open Beta for American Truck Simulator. If you're taking part, be sure to give your Kenworth a fresh new look and hit the road in style!
We're excited to share that we'll be attending the Rock for People 2026 music festival in Hradec Králové, Czech Republic. We've been invited by PlayStation CZ to their gaming hangar at the event with our 4D Motion Simulator, where you'll be able to play our games!
From the 10th to 14th of June, we'll be part of the 31st edition of this iconic festival, taking place at Park 360 in Hradec Králové. You'll find us in the PlayStation Hangar, located near the main entrance, where visitors will have the opportunity to experience our games on our immersive 4D Motion Simulator and meet some of our colleagues.
Rock for People welcomed more than 50,000 visitors last year, and we're thrilled to be part of this incredible event. While you're enjoying the music and atmosphere, make sure to stop by, say hello to our colleagues, and enjoy a ride on our simulator!
You can find more information about the Rock For People festival here. We would also like to send a huge thank you to PlayStation CZ for inviting us to this fantastic event. We can't wait to see you there!
Today, we are excited to officially announce that a brand-new map expansion is on the horizon for American Truck Simulator. Get ready to discover the crossroads of the Midwest with the upcoming...
Known as the Hoosier State or Crossroads of America, Indiana is a land shaped by hardworking communities, rich agricultural heritage, iconic motorsports culture, and bustling industry. From scenic rural highways lined with endless cornfields to thriving urban centers filled with towering factories and busy freight depots, Indiana offers truckers a diverse and authentic slice of America waiting to be explored.
You will haul cargo through vibrant cities, each with its own unique atmosphere, landmarks, industries, and opportunities. At the heart of the state lies Indianapolis, home to a world-famous racing culture and a major hub for transportation and logistics. Whether you are navigating busy interstates around the capital or taking quieter roads through small-town America, every mile brings something new to experience.
As you journey across Indiana, you will encounter a wide variety of landscapes and industries. Deliver agricultural equipment and grain from the fertile farmlands, transport steel and heavy machinery through industrial regions, or supply bustling distribution centers. Keep an eye out for iconic water towers, classic red barns, charming downtown districts, and historic covered bridges that help give Indiana its unmistakable character.
Indiana is also home to an impressive network of highways and interstates that play a vital role in American commerce. With the continuation of I-90 through northern Indiana, you can also look forward to trucking all the way to Indianapolis and deeper into the Midwest. Along the way, drivers can expect a blend of open highways, dense urban traffic, industrial zones, and peaceful countryside roads that capture the true spirit of Midwestern trucking.
Our teams are hard at work bringing Indiana to life with the detail and authenticity our community expects, and while there is still a long road ahead before release, we are excited to begin sharing more from this upcoming expansion in the future. Please keep in mind that everything you see here is still a work-in-progress and may change during development.
We're happy to announce that the Open Beta for the 1.60 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 theappropriate section of our official forums.
Your feedback and reports are incredibly valuable to our team, and we truly appreciate everyone taking the time to help us refine and improve the game experience. Now, without further ado, let's take a closer look at what the 1.60 Open Beta has in store.
Game Radio
With Update 1.60, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.
At launch, players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also the only stream-safe station at launch, designed to help content creators avoid copyright claims.
Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.
Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.
Improved Material System
The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.
During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ETS2 will be the DAF NGD and MAN TG3 TGX models. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
Light Tweaks
We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.
Volvo FH Series 6 Update
With this update, truckers will be able to customize their Volvo FH Series 6 with a selection of several new aerodynamic parts, including the newly designed aerodynamic roof deflectors available for the Sleeper Cab, Globetrotter, and Globetrotter XL cab variants. These updated components help create a smoother and more refined roof profile, blending seamlessly into the truck's overall design.
Alongside these additions, all Aero cabin variants 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.
Job Details Widget
Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget will be introduced with the 1.60 update. Its primary purpose will be to enable a new, more immediate, and concise way of displaying relevant job info. Also, in response to community feedback, the GPS will now display the estimated arrival day and time, along with the remaining travel time and distance.
Once added, you'll be able to enable the Job Details Widget through the Widget Options menu (F6). The widget will display key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.
Expanded Rest Mechanic
This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.
Alongside this change, the Fatigue system will now be split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.
The Rest State, symbolised by a bed icon, will now gradually deplete rather than recover over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.
The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, will function more strictly. In Euro Truck Simulator 2, drivers may drive for up to 10 hours before taking a mandatory break, which requires 9 consecutive hours of rest. You can read more about this feature here.
Changelog
Vehicles
Volvo FH Series 6 Update
Visual
Improved Material System
Light Tweaks
Sound
Game Radio
UI/UX
Job Details Widget
Expanded Rest Mechanic
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.
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!
We’re excited to share that the 1.60 Open Beta for American Truck Simulator is now available for players to try out. If you decide to join the beta, we’d really appreciate it if you report any bugs or issues you encounter in the appropriate section of our official forums.
Your feedback plays a huge role in helping us improve the game, and we truly value the time and effort you put into testing these new features and changes. Now, let’s dive into what you can expect in the 1.60 Open Beta update:
Game Radio
With Update 1.60, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.
At launch, players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also the only stream-safe station at launch, designed to help content creators avoid copyright claims.
Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.
Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.
Improved Material System
The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.
During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.
The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ATS will be the Mack Anthem and the Western Star 49X. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.
Light Tweaks
We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.
Players' Company Paint Jobs
Players are now able to customize their trucks and trailers with a brand-new collection of company-themed paint jobs inspired by the selectable company identities available when creating a driver profile. These designs bring a more cohesive and professional visual style to your fleet while fitting naturally into the world of ATS.
One of the biggest focuses during development was ensuring that every paint job feels unique, depending on the type of trailer it is applied to. Rather than simply using one design across all trailer models, our teams carefully adapted each company's paint scheme to match the shapes and details of different trailer types. Whether you’re hauling cargo with a tanker, transporting materials in a dumper, or pulling a traditional box trailer, each variant features its own tailored details and layout. You can find out more in our blog here.
Job Details Widget
Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget will be introduced with the 1.60 update. Its primary purpose will be to enable a new, more immediate, and concise way of displaying the relevant job info. Also, in response to community feedback, the GPS will now display the estimated arrival day and time, along with the remaining travel time and distance.
Once added, you'll be able to enable the Job Details Widget through the Widget Options menu (F6). The widget will display key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.
Expanded Rest Mechanic
This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.
Alongside this change, the Fatigue system will now be split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.
The Rest State, symbolised by a bed icon, will now gradually deplete rather than recover over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.
The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, will function more strictly. In American Truck Simulator, drivers can stay on the road for up to 14 hours before they must take a mandatory break, requiring 10 consecutive hours of rest afterward. You can read more about this feature here.
Changelog:
Vehicles
Players' Company Paint Jobs
Visual
Improved Material System
Light Tweaks
Sound
Game Radio
UI/UX
Job Details Widget
Expanded Rest Mechanic
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 American Truck Simulator → 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.
Today, we’re excited to share more details about a feature coming to American Truck Simulator in Update 1.60 - Players’ Company Paint Jobs!
For quite some time, our teams have wanted to expand and improve the way players can represent their in-game trucking companies. After over a year of development as a passion project created especially for the ATS community, we’re happy to finally reveal the results.
With Update 1.60, players will be able to customize their trucks and trailers with a brand-new collection of company-themed paint jobs inspired by the selectable company identities available when creating a driver profile. These designs bring a more cohesive and professional visual style to your fleet while still fitting naturally into the world of American Truck Simulator.
One of the biggest focuses during development was ensuring that every paint job feels unique, depending on the type of trailer it is applied to. Rather than simply stretching one design across all trailer models, our teams carefully adapted each company's paint scheme to match the specific shapes and details of different trailer types.
Whether you’re hauling cargo with a tanker, transporting material in a dumper, or pulling a traditional box trailer, each variant features its own tailored details and layout. Our designers paid close attention to every surface, curve, and accessory to make sure the final result feels authentic and visually balanced across the entire fleet.
Players familiar with the feature in Euro Truck Simulator 2 will also feel right at home with the customization options included in ATS. Every company paint job comes with four pre-made color presets, giving players multiple styles to choose from right away while maintaining a consistent company identity.
We can’t wait for you to hit the road with your newly branded fleet when Update 1.60 arrives for American Truck Simulator. Whether you’re starting a brand-new company or giving your current operation a fresh identity, we hope these new paint jobs help make your journeys feel even more personal.
Today, we are happy to give you a glimpse at the upcoming 1.60 update for both Euro Truck Simulator 2 and American Truck Simulator with the Expanded Rest Mechanic feature, which will change how the fatigue system in our games works, so let's take a look!
We are implementing the Expanded Rest Mechanic into our games after a lot of requests from our #BestCommunityEver for this feature. This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.
Alongside this change, the Fatigue system will now be split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.
The Rest State, symbolised by a bed icon, will now gradually deplete rather than recover over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate. Players will receive a warning notification when their Rest State becomes critically low, and microsleep events will begin occurring once it reaches exhaustion.
The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, will function more strictly. Players will receive a notification two hours before a mandatory break is required, as well as another warning if they exceed the allowed driving time, which will also result in a traffic violation penalty.
In American Truck Simulator, drivers can stay on the road for up to 14 hours before they must take a mandatory break, requiring 10 consecutive hours of rest afterward. In Euro Truck Simulator 2, drivers may drive for up to 10 hours before taking a mandatory break, which requires 9 consecutive hours of rest.
We believe these additions coming to our games with the future 1.60 update will provide players with greater flexibility and customization while also enhancing realism. However, both systems can be enabled or disabled independently in the settings, allowing you to tailor the experience to your own preference.
It has been a few days since the last DLC was released, so it is time for us to begin looking ahead in American Truck Simulator. While today is not quite the official reveal, we do have a small teaser from a brand-new destination currently in development for ATS, and we think some of you may already be able to guess where our journey will lead next.
Development on this project is still in its early stages, so we are not ready to share all the details just yet, including any release timeline. However, we couldn’t resist giving the #BestCommunityEver a tiny glimpse of what our teams have been working on behind the scenes.
From iconic roadside landmarks to stretches of highway surrounded by lush countryside, this upcoming map expansion will offer truckers a brand-new region of the United States to explore, haul through, and discover. Whether you enjoy cruising through bustling urban areas, navigating industrial hubs, or taking in scenic rural drives, there will be plenty waiting for you down the road.
Still unsure? Don’t worry, we have a screenshot for you to examine closely. We know our community is filled with expert detectives, and we are excited to see your guesses rolling in across the comments and social media.
As development continues, our map, asset, and research teams are hard at work recreating the atmosphere, industries, road networks, and landmarks that make this part of the United States unique. There is still a road ahead before we are ready to fully unveil this DLC, but we are already looking forward to sharing more about this journey soon.
We cannot wait to show you more when the time is right. Until then, stay up to date with the latest news, don’t forget to follow our blog, subscribe to our newsletter, and follow us on X/Twitter, Facebook, BlueSky, and Instagram. Until next time, keep on truckin’!
In today's blog, we bring you another piece of the puzzle from the upcoming 1.60 update for both Euro Truck Simulator 2 and American Truck Simulator, which we hope will get our #BestCommunityEver very excited. In this update, we will be introducing the Improved Material System for the interior of selected trucks! Let's take a look.
The Improved Material System, which will be introduced in the 1.60 update for both games, significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.
During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors.
This has been requested from our community for some time, as the previous system often made interiors appear too dark and flat, especially in scenes without direct lighting. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions.
"The main goal of the new technology was to bring more light into shadowed areas of vehicle interiors. The previous system struggled to handle indirect lighting in these situations, causing many details to be lost in darkness. 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. Environmental reflections are no longer limited to highly polished metallic surfaces. This change gives interiors significantly greater depth and readability," says our Vehicle Technical Leader, Daniel.
We have also carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions to achieve a more consistent and refined look.
The development of this system took place in parallel with Project Road Trip, where its importance became even more apparent. Smaller, darker passenger vehicle interiors suffered from a lack of indirect light more than trucks with bright cabs and large windows, which often allow direct light to enter. Road Trip thus served as the ideal environment for developing and fine-tuning these technologies.
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. Throughout the entire process, we kept players with lower-end hardware in mind. We aimed to make the visual improvements as impactful as possible while minimizing the performance cost.
The first trucks to benefit from the Improved Material System will be the DAF NGD and MAN TG3 TGX models in ETS2. In ATS, players will see redesigned interiors for the Mack Anthem and the Western Star 49X. With future updates, we will gradually add this technology for other trucks across both games.
We hope this new feature has you looking forward to the 1.60 update even more, as it brings a major enhancement to these truck interiors and makes the view from the driver's seat better than ever! Please note that the Road Trip vehicles are not releasing with the 1.60 update.
For many drivers, music and the open road naturally belong together. Whether you are cruising through the countryside at sunset, hauling cargo across busy interstates, or relaxing during a long night drive, the right soundtrack can completely change the atmosphere of your journey. With Game Radio, we wanted to take that experience much further than a simple music player.
Game Radio is a brand-new in-game radio system designed to deepen immersion, support roleplay, and make every drive feel more authentic. Rather than approaching radio as just another technical feature, we created a collection of stations with their own distinct identities, philosophies, moods, and sounds. This is Game Radio's first chapter - built on music, with more layers planned for the road ahead.
At launch, Game Radio will feature five unique radio stations:
Rust FM
Rust FM is a guitar-driven station bridging five decades of rock, from the psychedelic garage sounds of the late 60s all the way to modern indie. Built for drivers who enjoy raw riffs, extended solos, distortion, and live energy.
This station features, amongst others, Sorry and SASAMI, both on Domino Records. Sorry is a North London indie band whose debut was co-produced by James Dring of Gorillaz fame, while SASAMI is a classically trained French horn player from the Eastman School of Music who scored films and commercials before going solo. Also on the roster: Holiday Ghosts, a DIY duo from Cornwall who record on their own equipment and have built a devoted cult following in the UK underground.
Escape
Escape is for drivers whose nervous systems are stretched thin, a place to slow down, settle in, and find some quiet. Lo-fi textures, jazzy chords, minimal beats. Escape is ideal for peaceful night drives and calm moments behind the wheel.
Escape is also a radio station designed to help content creators, and we are committed to do our best to keep it stream-safe, featuring StreamBeats by Harris Heller, a music library built by a streamer, for streamers. Its music is specifically licensed with streamers in mind, designed to help avoid copyright claims and support content monetization. Players will be able to enable Streamer Mode directly from the game menu.
PUMP IT!
PUMP IT! turns your truck cabin into a dance floor, built on hypnotic beats and precisely engineered production. This station is all about movement and intensity. Don't think it. Just feel it. Featuring Tony Romera, a French producer with official remixes for Calvin Harris and Diplo, and a #1 track on the Beatport Overall Charts, and KIDSØ, a Munich duo known for fully improvised live shows with live visual installations across the European festival circuit.
Pop Gear
Pop Gear runs on hooks, momentum, and dopamine. Designed to capture attention and trigger the irresistible urge for just one more song, the station thrives on the emotional highs of contemporary pop: modern production, catchy melodies, hook after hook. Featuring Palace Winter, a Copenhagen duo the New York Times called "a darkly intoxicating potion," and School of X, a Danish artist whose music moves between orchestral pop and raw electronics.
Roadio
Roadio is dedicated to American roots music that feels grounded, honest, and deeply connected to the spirit of the open road. Inspired by wide landscapes, truck stops, desert highways, and classic Americana, Roadio aims to become the perfect companion for long-distance hauls and quiet moments of reflection. Featuring Bonnie 'Prince' Billy, one of indie folk's most revered voices whose song "I See a Darkness" was covered by Johnny Cash; Grammy nominee and 2021 IBMA Songwriter of the Year Thomm Jutz; and New Zealand singer-songwriter Amber Lynn Nicol.
Game Radio features music from artists across some of the most respected independent labels in the world, including Domino Recording Company, home to Arctic Monkeys, Franz Ferdinand, and Wet Leg, alongside Drag City, Ninja Tune, and independent artists who record and tour entirely on their own terms. Every track was chosen by hand, built to hold up across hundreds of hours of driving.
Game Radio Feature
Game Radio will expand the existing audio experience alongside the current Radio Stream (Online Radio) and Music Player systems, while also bringing a variety of improvements to music selection, user experience, and overall interaction with the in-game audio players.
In-game Widget
While driving, the Audio Player widget will appear above the navigation interface and display detailed playback information, including:
Unique station name and icon
Current song title
Artist name
Animated audio wave visualization
Favorite station indicator
Players will also be able to customize the behavior of the widget through the Widget Options menu (F6), allowing them to tailor how and when radio information appears during gameplay.
Support for Community-Created Stations
We are also excited to support creative possibilities for our modding community. Players will be able to create their own custom radio stations featuring their own music and share them with the community for playback, just like any other mods.
Game Radio has been designed to become part of the driving experience itself. Different stations can completely change the atmosphere of your journey, whether you are hauling cargo through dense urban traffic, crossing remote deserts, or enjoying scenic roads across Europe and North America.
This feature also brings improvements to the existing music and radio systems, creating a more seamless listening experience while driving.
We are incredibly excited to finally begin sharing more about Game Radio with our community, and we look forward to hearing which station becomes your favorite once 1.60 arrives. The stations you hear at launch are the foundation. Music comes first, and there is plenty more we want to build on top of it in the future!
We are happy to bring you another preview from the upcoming Iceland map expansion for Euro Truck Simulator 2, as today, we are taking a closer look at the majestic fjords found in this country!
These glacier-carved inlets are an integral part of the Land of Fire and Ice landscape. They can be found in various locations around the island and are filled with wildlife, towering cliffs, and centuries-old fishing villages.
Capturing Iceland's stunning fjords on our scale presented a unique challenge. In reality, these vast landscapes stretch for kilometers, but at a reduced in-game scale, we needed to carefully balance realism with gameplay so they preserve their breathtaking character and don't lose the sense of grandeur that makes them so iconic.
As a result, players can look forward to routes that faithfully recreate the experience of driving on Iceland's coastline, driving long distances along winding coastal roads to reach the opposite side of a fjord that remains constantly in view, towering majestically beside them the entire journey.
What truly brought these landscapes to life was the presence of water itself. Countless waterfalls, winding streams, tranquil lakes, and bays add a sense of movement and atmosphere to the environment, making Iceland's fjords feel far more vibrant and dynamic than ordinary mountain scenery.
Our map designers also shared some insight into the process behind creating these landscapes. "One of the biggest challenges was modeling and texturing the fjords themselves, which took a considerable amount of time. At the same time, though, it was one of the most enjoyable tasks I've ever had the chance to work on. We also used satellite imagery to better understand how the fjord was formed, so we could design it to look natural even when viewed from different angles and distances," Jan explained.
"At first, the fjords made me feel as if I was looking at another planet. It was hard for me to grasp the sheer scale, size, distance, and shape of these natural formations. But after a while, I began to notice that all the shapes in the rocks have their own logic and continuity. That is exactly the feeling I want to convey to the player who will be driving through these routes. At first glance, they'll be amazed by the size and shape of the fjords, but at the same time, they'll have the chance to look around and understand how the landscape connects," says our map designer, Ashley.
Truckers will encounter a variety of unique locations, each with its own atmosphere. Seyðisfjörður, nestled deep within the bay of the same name, serves as one of the main gateways to Iceland thanks to the ferry connection from Hirtshals in Denmark. Further south in the Eastern Fjords lies Reyðarfjörður, home to an aluminum processing plant depot, while nearby Stöðvarfjörður captures the quiet charm of the Austfirðir region and its coastal settlements.
In the remote and sparsely populated region of the Westfjords, players will drive through Álftafjörður, probably the largest and most imposing fjord featured in this DLC. You will also be able to visit Ísafjörður, a small town built on a narrow headland in Skutulsfjörður, which stands as one of the key economic hubs in the western part of the map.
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!
With the upcoming 1.60 update, we are continuing to refine the widget system in both Euro Truck Simulator 2 and American Truck Simulator based on feedback gathered from our community. Following that, we will be introducing the Job Details Widget, so let's see the changes that will be coming.
Based on the feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget will be introduced with the 1.60 update. Its primary purpose will be to enable a new, more immediate, and concise way of displaying relevant job info.
In the current design, this info is spread across multiple screens, most of it displayed as part of Quick Info, which currently shows the place of pick up and delivery, job income, cargo type and weight, the next rest stop, and remaining time to complete the job, which is also displayed under the GPS.
Once added, you'll be able to enable the Job Details Widget through the Widget Options menu (F6). The widget will display key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game.
In addition, the remaining job time will no longer appear on the GPS and will instead be shown exclusively in the Job Details Widget.
We hope that, through ongoing community feedback, we can continue to refine the widget system and improve the overall player experience.
We’re back with another episode of SCS On The Road! This time, our journey took us across the Atlantic to Dublin, Virginia, where members of our team visited the Volvo Trucks Customer Center to get up close and personal with the all-new Volvo VNL. During our visit, we had the opportunity to gather valuable reference materials, learn more about the truck directly from the experts, and even take it for a test drive!
Join Nemiro, Oscar, Ondřej, and Matěj from the SCS Software team as they explore one of Volvo Trucks North America’s newest and most advanced trucks yet. From detailed photography and video references to capturing authentic sounds and interior details, our team worked hard to ensure that every aspect of the all-new Volvo VNL could be recreated as accurately as possible for our players. We’re also excited that players can already experience this truck for themselves, as the all-new Volvo VNL has officially been released for American Truck Simulator. Find out more in our dedicated blog here.
A major part of the trip was also learning more about the design philosophy, technology, and innovations behind the truck itself. We’d like to give a special thank you to Brian Balicki, Head of Design at Volvo Trucks North America, who took the time to share more details about the all-new Volvo VNL and provided fascinating insights into its development and features.
Of course, no SCS On The Road visit would be complete without getting behind the wheel! Our team had the chance to experience the all-new Volvo VNL firsthand during a test drive around the area surrounding the Volvo Trucks Customer Center. Experiencing the truck on the road gave us valuable insight into its handling, driver comfort, visibility, and overall driving feel, all of which helped us better understand how to bring these experiences into our game.
We’d like to extend a huge thank you to everyone at Volvo Trucks North America and the Volvo Trucks Customer Center for welcoming us and making this visit possible. Opportunities like these are invaluable for helping us deliver authentic and immersive trucking experiences to our community.
Make sure to stay connected with all the latest news and upcoming episodes by following us on X, Facebook, Instagram, Bluesky, TikTok, and YouTube, or by subscribing to our newsletter. We look forward to bringing you more SCS On The Road episodes in the future, and until next time, keep on truckin'!