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World of Trucks: Cruising South Dakota Event

With the release of our South Dakota DLC, we invite you all to join us on Thursday, the 24th of September, for the newest World of Trucks event - Cruising South Dakota! Roll through the Mount Rushmore State and take in its wide-open landscapes, natural beauty and rich history.

So, what is the challenge? Haul cargo to or from any city in South Dakota and help the community reach a collective goal of 150,000,000 miles (241,402,000 km). With the strength of our #BestCommunityEver, we know you will smash it!Β 

Hit the road by #CruisingSouthDakota, where vast prairies meet the rugged Black Hills and the otherworldly Badlands, with long crossings over the Missouri River along the way. But this land carries far more than scenery, it holds stories that reach deep into the past. The Black Hills, known to the Lakota people as Paha Sapa, are sacred ground, while Badlands National Park preserves one of the richest fossil beds on Earth. This is where giants like SUE the T. rex slept for millions of years before being discovered.

During your travels, you can look forward to many spectacular views and highlights, such as:

  • Mount Rushmore National Memorial, the iconic monument carved into a granite face in the Black Hills.
  • Badlands National Park, a dramatic maze of layered rock spires and buttes unlike anywhere else in America.
  • Deadwood, the legendary gold rush town where Wild Bill Hickok played his final hand.
  • Missouri River crossings, where the great river divides the rolling east from the rugged west of the state.


As with past Cruising events, you can also participate using your own trailer by selecting jobs from the External Market!

The South Dakota DLC features 13 incredible cities to explore, and we're offering an exclusive reward for completing your personal goal, which will require you to deliver a job to or from all of them. All jobs for the event must be at least 100 miles (161 km) long.

Take part in this breathtaking journey across the Great Plains, from South Dakota's sweeping landscapes and Black Hills to its frontier towns. Let's roll through the Mount Rushmore State!

Rules

Using External Contracts or External Market, with a World of Trucks-connected profile in American Truck Simulator, the community goal is to drive 150,000,000 miles (241,402,000 km) while delivering cargoes to or from any city in South Dakota.

When a player has completed deliveries to or from all 13 South Dakota cities, they will achieve their personal goal.

All jobs for the event must be at least 100 miles (161 km) long.

You can check if your recent deliveries met these conditions using your Log Book in your World of Trucks profile.

Rewards

  • Personal: Players who complete deliveries to or from all 13 South Dakota cities will earn a personal World of Trucks Achievement and a Call of the Badlands ATS truck paint job Steam inventory item.

  • Community: When the community goal of driving 150,000,000 miles (241,402,000 km) during deliveries to or from any city in South Dakota is met, players who have also achieved their personal goal will receive a Ring-necked Pheasant Steam inventory item.

Note: In order to qualify for the community reward, you must complete your personal goal in American Truck Simulator. Each reward will be a Steam inventory item for American Truck Simulator. Once completed, claim your rewards on the Events page of your World of Trucks profile.

The event will conclude on Sunday, the 22nd of November at 23:59 UTC.

Gear up for the latest addition to American Truck Simulator and join us for #CruisingSouthDakota! Share your screenshots and videos with us on our Facebook, X (formerly Twitter), and Instagram profiles, and we will share our favourite ones (we may even feature some of them in a future blog post!).

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Introducing the Multi-Function Display: Behind the Scenes

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

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

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

Introducing the Multi-Function Display

The MFD is an in-game interface accessible from both interior and exterior camera views. From there, you can quickly navigate through various categories and vehicle systems such as driving assists, lighting controls, vehicle adjustments, media functions, trip information, and more.

One of the main goals of this feature is to reduce interruptions while accessing vehicle systems and information. In most situations, opening the MFD will not pause gameplay, and vehicle controls will remain responsive during interaction.

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

Designed Around Accessibility and Discoverability

Another important goal behind this feature is discoverability.

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

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

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

Building on Recent Interface ImprovementsΒ 

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

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

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

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

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

Still a Work in ProgressΒ 

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

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

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

Until next time, keep on truckin'.

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World of Trucks: Refuelling Our Events

Our dearest community,

Over the years, World of Trucks events have become a very special part of our shared journey. Whether it was exploring new maps and economies during our Cruising events, contributing to continental goals in Trade Connections, building new landmarks in Operation Genoa Bridge, or taking part in magical seasonal experiences like the Witches of Brackenreach or Woven Wonders of Winterland, each event has offered something new, something fun, and brought the community together in its own unique way.

Today, we’d like to share with our #BestCommunityEver that we will be taking a temporary pause from running our World of Trucks events.

This pause is an important step for us. In order to move events forward, we need to invest time into improving the underlying systems and infrastructure that support them. This means reworking how events function behind the scenes and how they are experienced in-game.

As part of this, we want to bring much more of the event experience directly into the game itself. This includes being able to view and redeem rewards, earn and view achievements, and follow event progress and community milestones, all directly in-game.

We’ve got even more ideas we’re working towards, but we’re not quite ready to share them just yet. When the time is right, we’ll return to running your favourite events and share more about what’s ahead.

You can think of this as the first step in building a stronger foundation for future events, one that will allow us to create experiences that are more engaging, rewarding, and flexible, supporting a wider variety of formats, ideas, and durations.

In the meantime, we’ll continue bringing you new content, updates, and improvements across both Euro Truck Simulator 2 and American Truck Simulator, and we look forward to sharing more with you as development progresses.

Thank you, as always, for your support, feedback, and passion. It truly means a lot to us.

We’ll see you on the road.

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