American Truck Simulator News & Announcements
Missouri is also known as "The Show-Me State," and today, we're excited to show you some of the custom-made depots which have been created for this upcoming Map DLC for American Truck Simulator!


On your future travels in Missouri, you’ll be able to deliver to and from some of our custom-made depots, such as a livestock farm, a crop farm, grain elevators, and river ports! Many of these industries are inspired by real-life locations in Missouri, and feature dedicated loading and unloading spots for each type of cargo found there. To share more insight into their creation, we spoke with some of the team involved on how these custom depots are brought to life.





"It all begins in the pre-production phase of the DLC," says Lukas, one of our Map Designers. "The DLC lead collaborates with the research department and the custom depot team to select potential candidates for custom depots. After that, the responsible team members create guidelines for the map designers, which include details such as what the depot is, how it operates in real life, what cargo goes in and out, and what facilities, buildings, or machinery can be found there. The process culminates in a detailed prototype created on paper. With this document, the map location, and the map editor tool, the map designers are ready to bring these depots to life!"





"Many of the locations are based on real-life counterparts," Lukas continues. "We always try to strike a balance between realism and creativity. Our main goal is to make the experience engaging for players while maintaining a sense of authenticity. One of the biggest challenges is adhering to the scale of our game map. While we love the idea of vast industrial areas, endless fields of corn, and expansive forestry sites, we must respect the map’s limitations. Balancing these elements while brainstorming interesting parking spots and fitting them seamlessly into the custom depot is always a challenge."





Despite the challenges, Lukas finds the process rewarding. "It’s fun," he says. "In the end, it feels like a ‘small’ development process within the ‘big’ game development. We collaborate with other departments, such as asset creators, programmers, testers, researchers, and many others, to bring everything together. Personally, I always try to design depots the way I’d want to experience them as a player. I enjoy the uniqueness of custom depots and the realistic approach in both visuals and gameplay. Lastly, we always do our best to listen to the community."




We hope you enjoyed this insight into the custom-made depots coming to the Missouri DLC for American Truck Simulator, be sure to keep an eye on the blog, as this won't be the only post on this topic! If you’re excited about it, consider adding the Missouri DLC to your Steam Wishlist, as it really helps support our upcoming releases. Thank you for reading, and until next time, keep on truckin'!

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
You've driven the trucks; now see where they are made! Today, we're excited to release a new episode in our SCS On The Road series. Join us in Cleveland, North Carolina, USA, where we had the special opportunity to tour the Daimler Trucks North America Truck Manufacturing Plant. We're thrilled to share our experience with you, our #BestCommunityEver!


Join Nemiro, our PR & Marketing Manager and Timothy Hall from Daimler Trucks North America as they take you on an in-depth tour of the production line, where trucks are rolled out of the facility daily! From the chassis to attaching the cabin and making customisations based on the client's needs, you'll learn all about how these trucks come together in a short amount of time. It certainly is an incredible sight to see and learn about!


We would like to thank our partners at Daimler Trucks and Western Star Trucks for inviting us and allowing us to record behind the scenes at their production plant, we learnt so much! If you enjoy this episode, subscribe, hit the like button, and leave a comment, as it really helps support our future episodes and videos. Until next time, keep on truckin'!
The magical Christmas season is long gone and so is our Return to Winterland World of Trucks event. For the past couple of weeks, our community has been hauling cargo like crazy to complete their individual and community goals for this event. We are very proud to say that you have managed to achieve the community goal with plenty of time to spare! Now let's take a look at some stats.


But first, a huge thank you to everyone who participated in this year's Christmas event! Even if you didn't finish all your deliveries, it's been so great seeing so many of you dive in, share screenshots and videos, and just have fun as soon as the event kicked off. And you always amaze us with how quickly you smash the community goal - it's seriously unbelievable!

In total, you have completed over 2.5 million Christmas deliveries! 270,000 players contributed in the Return to Winterland event and over 114,000 finished all 15 jobs and accomplished their individual goals. While this stat wasn't a deciding factor, we're sharing it purely for fun - you've driven an impressive 251,294,135 kilometers while hauling Christmas cargo!


We would also like to thank the amazing team behind the Return to Winterland event - you set the bar really high with the Christmas Winterland event in 2023 and managed to raise it even higher this time as Winterland's weather changed noticeably. Truckers experienced longer and sunnier days than before, but also faced snowfall! As part of the adventure, drivers were challenged to help rescue gift packs that had been lost during a previous snowstorm. We cannot wait to see what you come up with for the upcoming Christmas season.


And let's not forget about the cute Christmas-themed rewards! We really hope you like them and that they fill your truck cabin with the holiday spirit.


Your excitement has not only made this event a big success but also fueled our passion to deliver more in the future. We really appreciate your ongoing support and look forward to more adventurous events together! Make sure to stay connected with us for all the latest updates by following our Twitter, Facebook, InstagramBluesky, and YouTube. Keep on truckin'!
Welcome to another SCS On The Road episode! This time, we take you to Chillicothe, Ohio, where Mark interviewed Kenworth's plant manager Doug Van-Zuiden at their manufacturing plant.


In this episode, you will have the opportunity to find out everything there is to know about Kenworth's manufacturing plant in Chillicothe. We would like to thank Kenworth and Doug for letting us visit this wonderful facility, taking their time to host us and letting us make this interview and the entire episode! Now, without further ado, take a look for yourself.


We hope you have enjoyed this episode! Stay tuned for more updates by following us on our X/Twitter, Facebook, Instagram, and YouTube. Don't forget to also follow our friends from Kenworth on their Facebook, X/Twitter, or Instagram.
2024 has already come and gone. Before we dive into what is next, we thought it would be nice to take a moment and reflect on everything the past year has brought our way.


We have made a lot of progress in both American Truck Simulator and Euro Truck Simulator 2 in the past year. We released a few free updates for the games, new map expansions, trucks, trailers, paint jobs, and more! We're proud to have collaborated on some of these projects with some of the biggest companies in the industry, strengthening our partnerships and bringing exciting new content to our community. We believe these achievements have once again raised the bar, contributing to an even better gaming experience for all you truckers out there.

Make sure to check out this fantastic video that captures the journey of our games and our company throughout 2024!


We are very happy that we were able to release all of this new content for you. Your fantastic feedback means the world to us and we are always excited to hear it! Now, it is time to look into the upcoming year which will definitely bring a lot more content. You can take a look at the Christmas Special live stream with Pavel where we talked about some of the upcoming stuff.

We would like to wish you all the best for the new year. Make sure to stay connected with us for all the updates by following our TwitterFacebook, Instagram, Bluesky, and YouTube. Until next time, keep on truckin'!
Take a trip with us to Springfield, Missouri! In today's blog, we want to show you a glimpse of another city that will be included in this upcoming map expansion for American Truck Simulator, so let's take a closer look.


Springfield, located in the southwestern region of the Show-Me State, is nestled in the heart of the Ozark Plateau - this hilly area has an abundance of caves and water bodies. Because of that, the city is surrounded by stunning natural landscapes, offering some picturesque views.




This city is also known as the birthplace of Route 66 as this iconic road was named right there in Springfield. Other than that, there are several other important major roads and highways including the I-44 going through the city making it a significant transport hub.




Truckers will find plenty of gas stations and rest areas to accommodate them on their long journeys along with a big logistics company that has its headquarters in Springfield. And there will be no shortage of job opportunities either! Among the diverse establishments in the area, you'll find an aviation service, a food processing plant, a quarry, a battery factory, a facility for car parts, truck and trailer services, and car dealership depots. Additionally, there's a unique underground warehouse we showed you in a previous blog about Missouri.




As in all our cities, visitors to Springfield will encounter some iconic city landmarks such as a couple of beautiful churches, a Route 66 reference, and the stunning underground warehouse.




We hope you are looking forward to trucking in Springfield. If so, make sure to add this map expansion to your Steam Wishlist! Don't forget to follow us on our X/TwitterFacebookInstagram, Bluesky, and YouTube, so you won't miss out on any American Truck Simulator news. Happy trucking in 2025!

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
In June 2024, we announced that we had begun production on Iowa for American Truck Simulator! Today we're happy to introduce the Team working on this upcoming DLC!



We figured it would be best to let them introduce themselves in their own words, with a little message about themselves and what they are currently working on in the team. We hope you enjoy these words for you, our #BestCommunityEver!



Saimon


"My love for games like Sonic and Heroes sparked a passion that eventually led me here, to this amazing company. One of the highlights of my career was starting as a lead on the Texas DLC. My other passion lies in art and landscaping, which naturally reflects in the DLCs I’ve been involved with. I also deeply enjoy working with people, and I must say, as a team, we’ve made an incredible journey since the release of Nebraska. I’m proud of what we’ve accomplished together and excited for what we’ll achieve next!"

Vacky


"I have been working at SCS for four and a half years now, and since my humble beginnings with the Texas DLC, I have always enjoyed being challenged with different tasks. The biggest challenge for me has been creating large cities, but I also appreciate designing a nice scenic road or a custom depot. At the moment, I am enjoying my time working on Cedar Rapids."

Tony


"My initial journey at SCS led me to the arid plains of Texas, where I began paving the first miles of Highway 90. This also involved creating a significant number of rock formations, which naturally steered me toward specializing in crafting geological features. With every new project, I strive to push my boundaries and introduce exciting elements that delight curious players and offer them something fresh—whether it’s the view from Scotts Bluff National Monument or a drive through the forgotten mines of the old Oregon Trail. My greatest challenge so far has been creating the Making of Texas book. It allowed me to leverage my experience with graphic design while also teaching me many new skills along the way."

Draky


"Hi, my nickname is Draky. I’m a map designer at SCS Software, where I’ve been working for three years. My main focus is landscapes, especially vegetation and materials, which I really enjoy. My first big project was Nebraska, where I contributed from start to finish. Currently, I’m working on the state of Iowa, developing and refining landscape details while striving to capture the right atmosphere. The city I was responsible for is the beautiful, modern Davenport. I even had the chance to visit this city in person during a company trip, and I immediately fell in love with it. I hope you’ll enjoy it. For the Flowers!"

Evgeny


"A few years ago, I joined Simon's great team, which had just finished working on one of the coolest Texas DLCs, and I had the opportunity to work on Texas 2.0. I still remember the excitement I felt when I learned that I would be working on the city of Texarkana and a small settlement.

Since then, I have worked with this team on the Nebraska DLC, where I delved deeper into the art of map design. With every new city or landscape, I gain valuable experience and learn something new about map-making. I build a personal connection to each of these places by studying their history and culture through articles and local news.

The toughest yet most creative part of my work is capturing the experience of a specific place within the very limited space available on the map. It’s exciting! Cities are my jam, but these days I also enjoy working on custom depots, large industrial sites, and managing generic assets for the entire DLC."


Morrys


"My journey at SCS Software began not too long ago when I joined midway through the Iowa project. I don’t have a specific specialization yet, and I’m enjoying the opportunity to work on a bit of everything. Working on the Iowa DLC has been an amazing experience, thanks to its diverse landscapes, fascinating cities, and unique locations. I have a strong eye for detail and always strive to deliver an authentic and immersive experience for players as they explore each area. I hope you’ll enjoy every mile of this DLC!"

Fregar


"I’ve been working at SCS as a map designer for over four years now. I started with Texas DLC, including creating new content in Texas 2.0, then moved to Nebraska, and now I’m continuing with Iowa. My main focus here is on Iowa City, one scenic town, and the surrounding roads. I’m the kind of person who’s a bit of a jack-of-all-trades when it comes to design. Outside of work, I enjoy Warhammer, drawing, and, of course, video games. Oh, and at home, I have two parrots to keep me company!"

Maky


"I’ve been working at SCS as a map designer for over two years now, and it’s the best job I’ve ever had. Being part of a relaxed team of like-minded people is just as important to me as the creative work that truly fulfils me. Although I initially thought I’d feel more confident working on landscapes, I’ve gradually discovered that I enjoy cities, scenic towns, and especially truck stops even more. Since Nebraska, I’ve been responsible for truck stops in this team. I love tackling their technical design, and I find them fascinating as a concept—serving as meeting points for truckers."

Karel (Citymanlive)


"It’s been 4 years now since I started working at SCS as a map designer, and because I love city-building strategies, I think I’m in the right place! I began working on the legendary rework of California, then jumped to the massive Texas DLC, Kansas, lent a hand in Nebraska, and now a beautiful Iowa awaits me. I’m excited, and when you drive through Waterloo, let me know how you like it!"

Eren


"My career at SCS Software began in 2023 with the state of Nebraska. When I was assigned to Iowa, I was tasked with creating its largest city, Des Moines – something I didn’t expect at all. Looking back, I see it as a necessary trial by fire that gave me an incredible amount of experience. Although Iowa might seem unassuming at first glance, it actually offers a lot of interesting locations, which will be reflected in our DLC. I believe you’ll enjoy exploring this state as much as we enjoyed putting it together!"

Theo


"I’ve been working at SCS for a little over a year now, but Iowa is the first DLC I've been part of from the very beginning of the creation process—and it’s been a great journey! My main responsibility is Sioux City, which poses an interesting challenge since it’s my first large city. What I like most, however, is creating the long, scenic roads that connect the cities. It’s my goal to accurately recreate the fields, rivers, and expansive landscapes of Iowa, all while capturing the region’s authenticity for players."

Eevee


"I’m new at SCS and just starting to work on my first project as a junior map designer. It’s definitely a big challenge for me, but it motivates me even more to grow and create maps with creativity and vision. Luckily, everyone here is friendly and willing to help. Even in these few months at SCS, I’ve learned so much, and I look forward to growing further and turning my ideas into something truly exceptional."



We hope you enjoyed meeting the team members behind the Iowa DLC, who are working hard to deliver a great map expansion. We can't wait to share more of their ongoing work with you in the future. If you are excited about this upcoming DLC, be sure to add it to your Steam Wishlist! Until next time, keep on truckin'.

https://store.steampowered.com/app/3025440/American_Truck_Simulator__Iowa/
A few months back, we unveiled Louisiana as another upcoming state that we are working on for American Truck Simulator. Before we start to show you glimpses of this map expansion, we would like you to meet the team that is currently working hard to prepare it for you!


We hope you will appreciate their messages for our #BestCommunityEver and you'll get in the mood for some more upcoming Louisiana topics. Now let's meet them!

David


Louisiana is the 5th project I've been managing as a DLC leader and we're all enjoying working on this DLC because Louisiana is very diverse. You can look forward to architecturally interesting cities, unique vegetation, more custom depots and several new industries that are typical for this area. Although it's a small state, the DLC has the potential to be a lot of fun and I promise we'll try to squeeze the most out of it.

Zuzana


I have been working for SCS as a map designer for 5 years now. My specialization is in road layouts - complex junctions, truck stops, rest areas and this sort of stuff. I've been excited to work on Louisiana since the time we visited with some colleagues of mine last year (check the vlog ;) ). Anyway, hope you'll love it and enjoy the state in our game!

Joanna


Louisiana is my 5th DLC project, following Wyoming, Montana, Oklahoma, and Arkansas. The state caught my attention with its unique landscape, architecture and road layout. It presents interesting challenges, which is exactly what excites us :) In addition to designing the map, I’m also in charge of the vegetation, which is very special to Louisiana. I really enjoy working on it, and I hope our community will appreciate it too.

Tomáš


I've been with SCS for around six years now. In that time I worked on many map DLCs including Washington, Colorado, Wyoming, Montana and most recently Arkansas. In the past, I was more focused on the natural aspects of the DLCs, which is still my passion and from time to time I like to return to such tasks. But now I am looking more into industrial depot areas and custom depots, which I also enjoy very much since it is the core of our gameplay and I like to design interesting places for players to deliver. Louisiana is very unique and interesting in both aspects - nature and the industry, so I am very excited to work on it and I hope players will enjoy it as well.

Lukáš


I started working in SCS Software three years ago on the Montana DLC. Since then I have worked on Oklahoma and Arkansas and done some work on Texas and the California reskin. I loved working on the natural scenery of Arkansas and can't wait to continue the work on the rich and diverse environments of Louisiana. Without giving away too much, my responsibility is a part of south Louisiana with a rich French heritage. And I hope I can manage to fit in as much of its charm despite the scale we are working with to bring the true soul of Louisiana to our players.

Kateřina


I joined the Louisiana team in October this year as a map designer. This is the first DLC I will be a part of and I am super excited about it! I am currently working on a very beautiful area located in northwest Louisiana and I'm truly hoping I will be able to capture its beauty well in our game. Each place is a challenge for me and I am ready to face them all and do my best!

Eliška


The Louisiana DLC is my first project as a map designer in SCS. My main responsibilities include smaller towns and connecting roads. I really enjoy this work, as it allows me to learn a lot of new things and contribute to creating an engaging game world. I can’t wait for players to experience this project and discover the charm of Louisiana!

Terka


I have been in SCS for over a year and my first project was the Arkansas DLC where I worked on Siloam Springs and a couple roads, which I really enjoyed, especially when they had some rock formations. Now I am working on Louisiana DLC and have been assigned one of the cities and the roads that go with it, which will be a much bigger challenge. This state also has some of the most beautiful natural features, and I hope that I can reflect that in the map, even in our game scale.

Vladimír


I joined SCS 8 years ago as a Map Designer, during that time I was involved in the production of Oregon, Idaho, Utah, Wyoming, Texas, Oklahoma, and Arkansas DLCs and now I've been working on Louisiana. I specialize mainly in the creation of smaller cities, landscapes and brownfields.

Tereza


I am new to the team and I am really looking forward to the very first DLC I will be participating making. Louisiana has beautiful natural features and many interesting places. The whole process will be a challenge for me, but also a great opportunity to learn new skills. So far I have been enjoying building roads that connect major cities. Louisiana has beautiful nature and wetlands, which are my favourite.

Vendula


Louisiana DLC is the very first project I am working on. I find Louisiana beautiful because of its nature and the wetlands are my favourite. I am currently working on a single road as my first ever task in production and so far it has been going great, the nature there is stunning and I am looking forward to where my journey continues. I also enjoy the technical aspects of map design and in the future, I would like to focus on those parts as well.

If you are excited about Louisiana, make sure to add it to your Steam Wishlist. Don't forget to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok a follow as you'll receive updates about our games straight to your feed! We look forward to sharing more with you down the road.

https://store.steampowered.com/app/3012580/American_Truck_Simulator__Louisiana/
Another piece of the puzzle from the upcoming Missouri map expansion for American Truck Simulator is here, our #BestCommunityEver! Today, we are eager to show you the unique underground warehouses you will find and deliver cargo to in the Show Me State. Let's take a look!


You will come across four underground warehouses while trucking in this map expansion, all inspired by their real-world counterparts. The biggest one is located in Kansas City, and it is in fact the largest underground business complex in the world!




Mining of limestone began here in the 1940s using the room and pillar method. This process left behind a network of tunnels separated by massive limestone pillars. Over time, these spaces evolved into a series of rooms, domes, halls, corridors, and columns. Today, the site serves as an ideal storage facility, used by hundreds of companies to store a wide variety of products, thanks to its stable year-round temperature and humidity.





Another facility is located in Springfield, also within a former limestone mine. Although it is roughly half the size of the one in Kansas City, it still spans an impressive 3.2 million square feet (nearly 300,000 square meters). The facility is highly active, accommodating over 600 trucks daily and even features a train connection.






Similar in size is another underground warehouse located in the southwest of Missouri near the city of Joplin. It is mainly used for food storage so even though the storage space is fairly cold, it is being further chilled with refrigeration units on the surface.

If you head south of St. Louis, you will come across the smallest one of them. But don't be mistaken, this warehouse is still pretty big as it is located in an old limestone mine again and you will be able to deliver plenty of different cargo in and out of there.





We hope you are looking forward to exploring these unique warehouses in the Missouri DLC. If you do, make sure to add this map expansion to your Steam Wishlist! And don't forget to follow us on our X/TwitterFacebookInstagram, and YouTube, so you won't miss out on any American Truck Simulator news. Until then, keep on truckin'!

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/


Dear #BestCommunityEver,

The holiday season is upon us! For many, this is a time to reflect on the past year and cherish moments with loved ones. Wherever you are and however you celebrate, we hope you’ll find the time to enjoy the holiday spirit this season brings. Like many of you, a majority of our team here at SCS Software will be taking a holiday away from the office to enjoy traditional festivities with friends and family. During this time, you can expect a bit of a quieter period from us across our official channels, but it won't be long before we're back on the road again in the New Year!

2024 has undoubtedly been a year of growth, change, and progress. With the release of Nebraska and Arkansas for American Truck Simulator and Greece for Euro Truck Simulator 2, many new miles have been added to the in-game world! From exciting firsts, such as the introduction of the first electric truck in ETS2, the Renault E-Tech T to the launch of the Driving Academy, we’re proud to have delivered new content and features to our #BestCommunityEver.

We also can’t overlook the major milestones we’ve achieved this year, including moving into new offices and expanding our team of over 360! None of this would have been possible without the hard work of our incredible team and partners and, of course, the unwavering support of you our community.


Looking to get some extra miles in over the festive period? Take part in our Return To Winterland World of Trucks event for Euro Truck Simulator 2 and American Truck Simulator! Experience the magical Winterland as you help deliver supplies and gift packs across the globe, which contribute to your personal and community goal to unlock tiers of in-game rewards! This year's event features a few special updates to make it even more magical than before. Read more on how you can take part here.


We also recently hosted our traditional Special Christmas Live Steam, which reflects on the past year and where we shared some teasers, glimpses of upcoming projects, and what is in store for the future of ETS2 and ATS. With Special guests including our CEO Pavel Šebor, don't miss out on what we shared! You can re-watch the entire stream at our official YouTube channel here!

We'd like to thank you all again for your support, and we can't wait to spend many more miles on the road with you in 2025. From all of us here at SCS Software, we wish you all a very Merry Christmas and a Happy New Year!
By now you've heard the story old
About a place where you were told
That only few have ever been,
And yet this place you now have seen.

So in your heart, you know it’s true
That there’s a special place for you,
That’s filled with Christmas fun and cheer,
A kind of magic everywhere.

There’s joy and laughter to be had,
And no one there is ever sad,
Especially with the time at hand!
Let’s all Return to Winterland!

So once you’re ready for the ride
And offering your help with pride,
A snowy portal will appear.
Just look around, you’ll find it near.

Then drive to it, and don’t delay
Now park inside, then on your way!
Once you arrive, explore, have fun.
It’s Winterland for everyone.

And last not least, just one more thing,
As well as all the Gifts you bring
There is an unexpected task
That means a lot to those who ask.

In Winterland, before you leave,
Your help is needed to retrieve
Some Gift Packs, that were sadly lost,
In last weeks snow storm, in the frost.

We ask your help to search and find
And load these Gift Packs, if you’re kind,
Then take them also with your haul
So no one misses out at all!

Then once you’re back, with gift packs done,
You’ll help to spread more snowy fun!
But not just fun, a legend grand,
Of magic Christmas Winterland!

So, haul for one and one for haul
And Very Merry Christmas All!


Once again the festive season is upon us, so we are delighted to invite you back to our wonderful Winterland this Christmas. This time we've added a few special updates to make it even more magical than before, we hope you like what you find! So, to our #BestCommunityEver, we give you our Return to Winterland event for Euro Truck Simulator 2 and American Truck Simulator!


Get ready for an unforgettable Christmas adventure! Join us as we journey back to Christmas Winterland, where you'll deliver supplies and gift packs across the globe. We’re challenging the community to collect 200 Snowflakes for cities everywhere for each of the 5 tiers—1,000 Snowflakes in total. Each tier unlocks a special cabin item reward, with designs inspired by the five festive depots of Winterland!


This year, the weather in Winterland has changed a bit. You'll experience brighter, sunnier days than before, offering beautiful views with a fresher, crisper feeling. But don’t be fooled—there’s also a good chance you may encounter rougher weather, with snowfall in the forecast. You never quite know what you'll get!


You’ll be able to track the community progress on World of Trucks or directly in the game using the updated External Contracts interface.


We've designed a new #ReturnToWinterland Desktop Background Theme, and you may notice an elusive blue gift box that pops up every now and then, providing a small clue about something extra that's in store for you. Since the weather in Winterland is a bit different this year, you might be asked to help rescue some gift packs that were lost in a past snowstorm. We trust that you'll rise to the challenge and answer the call for help! Who knows where it may take you in this magical land, perhaps to a place you've never visited before. When the time comes to help, you'll know—just follow the instructions from Winterland and be on your way!


We invite you to join us for a special Christmas stream which is happening today, on the 16th of December, on our Twitch, YouTube, and Facebook. We will show and tell you everything about this wonderful event!


Return to Winterland Event Rules:

Using External Contracts with a World of Trucks-connected profile in Euro Truck Simulator 2, American Truck Simulator or both, the community is to deliver supplies and gift packs to and from Christmas Winterland using as many cities as possible.
There are 5 different depots in Winterland for all deliveries, to and from, they are:

Christmas Market...a town square market
Marigold's...a chocolate factory
Northstar...a post office
Rudolph's Crafts...an art workshop
Snowy Peaks...a mountain resort market

Your personal goal is to complete 15 deliveries for them including at least 1 delivery to or from each depot, using Euro Truck Simulator 2, American Truck Simulator or both games combined.

Snowflakes are gained for those cities that have delivered to or received from Winterland. For a city to receive 1 Snowflake, the community needs to complete 1000 deliveries between it and Winterland. Each city can receive up to 5 Snowflakes!

The community goal is to reach at least 1000 Snowflakes for cities across all trucking territories. A unique community reward will be unlocked for each tier of 200 Snowflakes accomplished, with 5 tiers in total.

Rewards

Personal: Your contribution of 15 or more deliveries to or from the 5 Christmas Winterland depots will gain you:

  • A special World of Trucks Achievement.
  • A collection of 6 festive arrays of decorative exterior cab lighting, designed as truck accessory items for each game. This collection is compatible with the top-tier trucks of all truck brands.
  • A bonus reward, for those that don't already have it, of last year's beautiful Winterland truck paint job


Community: There will be 5 tiers to unlock. Each tier will bring a special cabin item reward for both games, based on the 5 unique depots within Christmas Winterland, so let's haul!




Christmas Winterland Directions

Access to Winterland is available using a portal, which materialises after you've accepted any event cargo. Find it on the map and navigate to it. Look for the sparkles!

When leaving Winterland through a portal, you can either deliver a cargo to its destination or travel to a random city for a new job to Winterland.

Note: In order to qualify for any community reward, you must complete at least your personal goal in Euro Truck Simulator 2, American Truck Simulator or both. Each reward will be a Steam inventory item for both Euro Truck Simulator 2 and American Truck Simulator. Once completed, claim your reward in the Events page on your World of Trucks profile.

The event will be concluded on Sunday, the 12th of January at 23:59 UTC.

We can’t wait to hear about your return journey back to Christmas Winterland and we’d be thrilled to see more photos of you as you reach your goals and enjoy the rewards of this wonderful season of giving. Share your screenshots and videos with us using the hashtag #ReturnToWinterland on our Facebook ATS / ETS2, X (formerly Twitter), and Instagram profiles and we will share our favourite ones.

We also plan on hosting a special live stream in which we will explore more about how this year's Christmas event has been designed and created for all of us in a detailed, nice, and relaxed talk with our colleagues from the World of Trucks team while also playing and contributing towards the community goal. Join us this afternoon from 18:00 CET on Twitch, YouTube, or Facebook, and Return to Winterland with us!

An important aspect of creating realistic virtual representations of cities and towns in Euro Truck Simulator 2 and American Truck Simulator is not only the road networks and buildings, but also the recreation of important and unique landmarks in those areas. One such common landmark is statues, which are created from scratch by our talented digital sculptors, whom we've had the pleasure to talk to and share more about their work with you today!


We spoke with Martina D and Věra Š, both of whom work in our Asset department and they create many of the statues along with a variety of other custom assets. We will let them introduce themselves!


"My name is Martina D. I joined SCS Software about six years ago as a Map Designer. After three years, I transitioned to the Asset department, where I continue to work today!"


"Hello, My name is Věra Š. but I´m also known as Bee! I work as a 3D Graphic Assets Designer and my specialty is statues. I´ve been working at SCS Software for over 2 years."


A real-life reference of The Homesteaders statue located in Enid, Oklahoma

We're interested to know, how did you get into sculpting? Was it something you learned at school, or did you teach yourself at home? "I always had a strong artistic background," Martina tells us. "Since elementary school, I have been attending art classes twice a week. When I was 14, I discovered the world of digital painting, which made me even more obsessed with creating art. When I started working at SCS, I became interested in the process of creating assets, so I began experimenting with 3D programs. Sculpting quickly caught my eye. It’s like painting, but with a third dimension, and it somehow felt so much more satisfying than painting. I completely fell in love with the process."

Věra also shares her answer "As a lover of figures such as Warhammer, or video games, and classical historical statues, I was mesmerized by such art forms and wanted to create something on my own, so I downloaded Blender and started my journey. Thanks to YouTube I learnt the basics of 3D sculpting and couldn't stop creating."

A 3D Digital Sculpture of The Homesteaders statue

When creating digital sculptures for ETS2 or ATS, what kinds of tools and software do you use? "For sculpting, we use the ZBrush software from Maxon." Martina shares "It is the leading and the most efficient sculpting software on the market. As for hardware, I use my big non-screen Huion graphic tablet and a short keyboard that will fit next to my tablet and allow me to use shortcuts comfortably".


The process of creating and integrating a digital sculpture or asset into a game is far from quick or simple. It requires multiple steps and the use of specialized software. Věra explains, “First of all, I start with a block-out. In this step, the main goal is to create a simple shape that resembles the general form of the sculpture. After that, we can start sculpting, which is my favourite part since we’re playing with all the details. At this stage, we use ZBrush, which is excellent for sculpting organic forms.”

Martina agrees on the importance of starting with the basics, saying, “Everything starts with good proportions. I use the most basic shapes with the lowest polygon count possible. Each time I feel satisfied with the proportions, I increase the polygon count. It’s always good to work with lower polygon counts initially because I can use the polygon flow to my advantage. Once my sculpture feels finished after a few rounds of detailing, I use a decimation tool to drastically reduce unnecessary polygons while keeping all the details. This version isn’t usable for further sculpting, but it’s perfectly optimized for import into other software.”


The next step is creating a low-poly version of the model, a process called retopology. Věra explains, “If I’m satisfied with the high-resolution sculpture, I move to Maya, where I create a more optimised version of the sculpture. This step is crucial because we have to lower the resolution, or it won’t run in the game.”

Once the lower-poly model is ready, UV mapping comes next. “UV mapping,” Martina explains, “is the process of transferring a 3D model into a 2D space. It tells us which part of the model will be covered with texture and where.” Věra adds a colourful analogy: “I would describe UV mapping as peeling an orange. If we want to draw on a 3D object, we need to flatten it first. So, like peeling an orange, we peel the model and draw on the 2D rind.”


The final steps involve texturing and assembling the model. “I use Adobe Substance Painter,” says Martina. “First, I import the low-poly model and use the ‘baking’ tool to imprint all the details from the high-poly model onto a normal map texture. Then, I can easily apply any material to the model. I’ve created some of my own metal materials, which I modify as needed.” Věra shares a similar approach: “The fun part is adding colours and details in Substance Painter. Sometimes, we need to make adjustments in Photoshop before going back to Maya to assemble everything, create LODs, and add the finishing touches.”

"However, in some unique cases, to save time on more difficult or interesting sculptures, I like to re-use older statues or just parts of them and re-sculpt them to look brand new."


So how long does a sculpture typically take from start to finish? "It depends on the complexity of the sculpture," Martina explains. "Some statues take a few days, while others can take weeks. Realistic statues always require a bit more time and care."

What are some of the more challenging aspects of creating sculptures? "Optimization is always very critical for us," says Martina. "Sometimes, it can limit us or require us to come up with alternate solutions. It can be challenging, but it also makes my job more interesting."


We then went on to ask about their favourite sculpture they had created. "One of my proudest works is the Enid Heritage Center statue." Věra shares "It warmed my heart to see it praised in a Reddit post. Another favourite of mine is the Santa Cruz Clock Tower statue. This wasn’t an ordinary sculpture, it serves as a reminder of the loss and grief that war leaves behind, not just for a specific war. At one point during its creation, the statue depicted more intense pain, but it was eventually changed to avoid being too disturbing."


A real-life reference of the Buffalo Soldier Memorial statue located in Junction City, Kansas

Martina tells us of their favourite sculpture too "There was one really strange statue of a metal lady made out of metal scraps. It was quite challenging to make it look good and optimised at the same time. I usually sculpt statues of riders on the horse. Sculpting animals is my favourite. I worked lately on cows and dogs too." Between the both of them, Martina and Věra have created more than 50 statues for current and upcoming map expansions.


And for those who share similar interests in digital sculpting, do you have any words? Věra shares "There is no such thing as talent, you are going to get better only if you practice, and that applies to any art." Martina also adds "Fight for your dreams. Working in the game industry is more achievable than it seems".

We hope you enjoyed this insight into the world of digital sculpting and what goes into the work you see behind those landmark statues found across Euro Truck Simulator 2 and American Truck Simulator. We'd like to thank both Věra and Martina for taking the time to talk with us and share their work, knowledge and experience with you in this Under the Hood blog! If you have some suggestions for future topics, be sure to let us know in the comments below. Until next time, keep on truckin'!
Welcome to Cape Girardeau, Missouri! This city full of history is located on the western bank of the Mississippi River, right on the border with Illinois. So let's take a look at how our map designers recreated it for American Truck Simulator.


Cape Girardeau traces its origins back to the 18th century, starting as a modest trading post. It was officially established as a city in 1793. Today, with a population of approximately 40,000, it stands as the largest city between St. Louis and Memphis, serving as a regional hub for education, commerce, and healthcare.



This city is home to numerous beautiful historic buildings which our teams meticulously recreated for our game. These include landmarks like the Old St. Vincent's Catholic Church, the River Campus, Bill Emerson Memorial Bridge, Fort D, and the Missouri Wall of Fame, as well as other buildings such as the local synagogue, courthouse, or dry dock. We believe our asset and map designers did a great job putting it all together and you will feel like you are really there!



As always, truckers delivering in and out of the city will find plenty of job opportunities in the many depots that this city offers. You can come across a factory for building materials, a yacht builder, a truck and trailer service, a supermarket, a feed mill, a riverport, or even an ongoing construction site of a parking lot that will need your services.



We hope you are excited to visit this town once we release the Missouri DLC. If you want to show us that you are also looking forward to trucking in this map expansion, don't forget to add it to your Steam Wishlist! Remember to follow us on our X/TwitterFacebookInstagram, BlueSky, and YouTube, so you won't miss out on any American Truck Simulator news.

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
We are excited to reveal that the 1.53 Update for American Truck Simulator is now released and available on Steam for you to enjoy! This free update contains some new content that you can read about below.


We want to express our gratitude to everyone who took part in the Open Beta, shared their feedback, and reported bugs. Your contributions were invaluable in helping us fine-tune this update, implement improvements, and address issues that might have slipped through earlier. Thanks to your efforts, we hope you can now fully enjoy the results of your hard work!


California Rework - Phase 4

Phase 4 of the California Rework project focused on the southern region of California and includes 10 cities, 3 of which are entirely new to the world of American Truck Simulator. Drivers working in this region can make deliveries to and from the cities of Bakersfield, Santa Maria, Oxnard, Mojave, Barstow, Indio, Blythe, Los Angeles, San Diego, and El Centro. Similar to previous phases, much of the original base map was removed and reworked entirely from the ground up including the cities' surrounding areas.





Our team also focused on reworking key routes, including major coastal highways such as the US-101, CA-1, and I-5. In addition, several other important routes have been revamped, such as the CA-58, CA-14, and CA-99, along with interstates I-10, I-15, I-40, and I-8, which serve as vital connections to neighboring U.S. states. You can read about this phase of the rework project in more detail in a dedicated blog post.





Dynamic Cargo (Un)loading Update

Since the 1.50 update, we have implemented and then further expanded the dynamic cargo loading and unloading feature. So far, truckers have been able to experience this feature when hauling a grain hopper, a chip van, or a bolster logger. When using the logger, truckers were able to transport logs and enjoy the animated loading and unloading only in Arkansas. With the 1.53 update, this feature is available throughout the whole USA!






Driving Academy Fifth Generation Cascadia

In the 1.53 update, The Fifth Generation Cascadia from Freightliner was implemented into Driving Academy, our brand new game module introduced in 1.52. This state-of-the-art truck is the newest addition to the ATS truck roster, and now you can try it out in various challenging scenarios in Driving Academy!


Options QoL improvement

We're happy to introduce a feature that we believe many players will find helpful, especially those who often adjust their settings to fine-tune what is best to their liking and setup. When changing an option with a default value, players now have a visual indication of when a setting has been moved or changed from its default state.


Settings that have been adjusted from their default value now appear with a small visual indicator alongside that setting. We hope this helps users find which settings have been altered from default.

Smooth and Auto Camera Centring

Another new feature that we are happy to include with this update is Smooth and Auto Camera Centering! Players can enable this new option to return their camera to the central position automatically after moving it. When activated by the player or by moving forward, the smooth centering feature becomes noticeable as it gently transitions the camera to the central position.


This addition comes with a range of personal preference options, including three options for speed, which controls how fast or slow the camera returns to the center; as well as the option to set how many seconds of delay there should be before re-centering occurs.

For players who use a third-party head-tracking solution or prefer to adjust the position of the camera manually, there is the option to disable this feature altogether.

Special Transport Update

We have also updated the Special Transport DLC. As part of the California Rework project, we have added a new route for truckers to haul oversized cargo - between the rebuilt cities of Los Angeles and San Diego via the I-5.


But that's not all. In response to community feedback, we've decided to raise the maximum speed limit for special transport deliveries. Escort vehicles and transport trucks themselves can now travel at speeds of up to 55 mph, an increase from the previous limit of 40 mph.

Sliding Tandems Update

We have also introduced a new sliding tandems feature. Previously, players could only set trailer axles in a fixed forward or rear position. Now, select trailers come with updated chassis, allowing players to slide the axles freely to optimize the weight distribution for their load.



But be cautious! To make this feature as realistic as possible, if the trailer's rear axle's distance exceeds 40 feet from the kingpin, you risk receiving a fine at Californian weigh stations and, in some cases, directly from the police.



Changelog

Map

  • California Rework - Phase 4 release

Gameplay

  • Dynamic cargo loading & unloading of logs available throughout the USA
  • New Special Transport route from Los Angeles to San Diego
  • Raised speed limit for Special Transport jobs from 40 mph to 55 mph

Vehicles

  • The new Fifth Generation Freightliner Cascadia® added to Driving Academy
  • Fully functional sliding tandems and fines system

UI

  • Visualization of changed options in the settings
  • Smooth and Auto camera centering

We hope you are excited about the new content! Remember to follow us on our social media (X/Twitter, Instagram, Facebook, TikTok) so you won't miss out on any news from the world of American Truck Simulator, and share screenshots and videos with us featuring new content. Drive safe!

https://store.steampowered.com/app/270880/American_Truck_Simulator/
A map expansion without roads? Now that would be a logistical nightmare for our drivers! Luckily, that's not the case here. In this blog, we bring a preview of the road network that awaits you in our upcoming Missouri map expansion for American Truck Simulator.


Our teams have meticulously recreated some of the big junctions and intersections inspired by real locations in the Show Me State. Here you can see some of them.

One notable spot is a major road junction just outside St. Joseph, where US-36 and I-229 converge. This area also includes the Pony Express Bridge, which spans the Missouri River and connects Missouri to Kansas.




On the opposite side of the state near Jefferson City, you will find a detailed recreation of the intersection where US-54 and US-50 meet. Nearby, the beautiful Jefferson City Bridge offers a scenic route northeast of the city.



In the eastern part of Columbia, there's another complex interchange involving the US-63 and the Dwight D. Eisenhower Highway.



At the heart of Kansas City, you will find two major junctions that are closely connected. They are linked by Interstate 70, which runs through both. These critical intersections serve as connections between I-70 with Interstate 35, and US-71.




We hope you are excited to get in your truck and take it for a ride on some of these roads! If you want to show us that you are also looking forward to trucking in this map expansion, don't forget to add it to your Steam Wishlist! Remember to follow us on our TwitterFacebookInstagram, and YouTube, so you won't miss out on any American Truck Simulator news.

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
On Sunday night, we officially ended two running World of Trucks events. Now, it is time to take a look at how successful they were. Our #BestCommunityEver managed to complete both the #HappyHauloween and #CruisingArkansas events on time and thus earned their community rewards!


We always celebrate the release of a new DLC with a World of Trucks event, and Arkansas could not have been an exemption. The #CruisingArkansas event started on the 16th of September with a community goal of driving 125,000,000 miles (201,168,000 km) while delivering cargo to or from any city in Arkansas. We were happy to see that our #BestCommunityEver reached this impressive number on the 1st of November with more than two weeks to spare!


As you can see in this infographic, you have overcome the goal by more than 22 million miles and completed over 450 thousand deliveries!


Along with this event, we have also hosted the annual #HappyHauloween event which started on the 25th of October - this year's theme being ghosts. The community goal of collectively completing 1,300,000 deliveries of Halloween Treats (which is almost double from two years ago) was completed in just two weeks on the 7th of November so everyone who completed this event can now treat themselves to spooktacular rewards!


The numbers for the Hauloween event are even more impressive. The total job count was overcome by a stunning 469 thousand! And while doing that, you drove over 460 thousand miles. Impressive!


We hope you thoroughly enjoyed both events and are now ready to claim your exclusive rewards! For the #CruisingArkansas event, participants earned the White-tailed Watch ATS truck paint job as a personal reward, while the community unlocked the beautiful Diamond Apple Blossom hanging pendant.



Meanwhile, completing the #HappyHauloween event means you can now decorate your cabin with the spooky Booing Ghost as a personal reward, along with the fun Grumpy Ghost hanging toy as a community reward.



We also appreciate all the photos, videos, and other content you shared with us on social media. It really makes our teams happy to see how much you enjoy participating in these events.

If you couldn't fully complete these events, we hope you still enjoyed taking part! And don't worry, more will come in the future. Make sure not to miss any upcoming event by following us on X/Twitter, Facebook, Instagram, and YouTube where we always share the latest news and updates. Until then, keep on trucking!
It's been almost a year, and we're excited to bring you another Under the Hood blog about Custom Depots. In the previous blog post, we discussed the topic more broadly, but today, we're diving deeper to give you an inside look at the detailed work that goes into creating one specific type of custom depot - timber harvest sites!


We first introduced custom depots in the Kansas DLC for American Truck Simulator starting with farming and agricultural sites. The custom timber harvest sites debuted in our newest map expansion for ATS, the Arkansas DLC. In this blog, we interviewed some of our colleagues who have put a lot of effort into bringing these depots to life. One of them is our Depot Producer, Veronika.


Veronika - Depot & Asset Producer

"Not all depots are custom-made by the map design team, but certain types are perfect candidates for something truly unique. You might wonder, 'Why timber harvest sites?' The answer is simple. These depots handle fewer types of cargo but accommodate various trailer types, and, most importantly, they're located far from cities and surrounded by breathtaking natural scenery. Map designers can create beautiful terrain with elevated forest roads, winding streams, and rugged rocks - all of which become part of the depot's core area. Don't believe me? Check out our first timber harvest sites in the latest ATS map expansion Arkansas," Veronika shared with us.



As players may have noticed, we strive to include custom depots in new DLCs for both games. During the development of the Kansas DLC, we were already planning unique timber harvest sites for the forestry-focused state of Arkansas, with input from Eliška, our Map Economy Research Designer. Once we decided to move forward with this, we faced an important question: How do we communicate the specifics of the depot's design so that map designers can accurately create it?



To tackle this, Veronika, Eliška, and the research team collaborated to create a detailed guideline based on both real-world examples and game mechanics.


Eliška - Map Economy Research Designer

As Eliška explains: "The key elements are the loading and unloading spots. Timber harvest sites feature four main areas tailored to trailer types in the game - logs loading, wood chips loading, a fuel unloading area, and spots for loading and unloading machinery and equipment on platform trailers. Additionally, our updated guidelines for future DLCs provides map designers with information on suitable assets, such as machinery from our Forest Machinery DLC or design inspiration from real timber harvesting sites."


Our colleague Jiří from the research department told us about other areas that are important for the immersive effect we wanted to give the players hauling into these depots and thus needed a lot of background information for the map designers to work with.


Jiří - Researcher

"We put great emphasis on the correct use of forestry techniques and realistic representation of trees and ground surfaces. We try to make the players feel as if they have visited the forest in real life. So you can count on finding just the right kind of trees or shrubs in a given location. My colleague Petr and his team have also analyzed the surfaces of forest paths and types of forest structures such as bridges to make the journey to the forest depot interesting. The list of forest equipment in our game is already extensive. However, we try to keep it as close to real life as possible and are constantly adding new machines and upgrading old models. It is essential to teach fellow map designers working on the depot what the machine is used for and how to use it in the map. For each machine, a description including photos and videos from real operations was created," says our colleague Jiří.



The author of the custom depot logic is our programmer Max who also told us a little bit about his work on this project.


Max - Programmer

"The most interesting task was the creation of a custom depot system itself. It is a system that allows using more flexible points and can stand in the game side by side with classical prefab-defined company depots and has its own logic and connection to game economy subsystems. But there will always be some minor tasks to improve and tweak - like adding new specific trailer types or other rules we might need in the future," Max told us.

Map designers create the customs depots with separate models made by our assets team. We spoke with Rown, our 3D Artist, about his work on this project. You can read for yourself just how much effort went into creating the wooden piles alone. Apart from that, Rown also designed the workflow, created the logs' texture designs, produced most of the close-up textures, communicated with the materials department for successful texture completion, and did some bug fixing as well.


Rown - 3D Artist


Paul - 3D Artist

"While we had models from our previous map expansions, the scale of the tree harvesting industry in Arkansas required us to make a completely new set of models. These models are designed for players to drive around, deliver to the depots in their trucks, and watch the dynamic (un)loading feature. In total we've made over 11 unique piles of wood, each accompanied by different looks and variants resulting in over 84 possible combinations that the Map Designers and Animators could use to make our game world feel alive and unique. Since we had to do every model from scratch, it was a great opportunity to increase the visual fidelity of our wood industry-related assets in our effort to reimagine some of the game's more dated-looking assets," says Rown, who collaborated on this task with his colleague Paul. Paul also created single logs for the vehicles, and low-detail log backdrop models seen from a distance, addressed bug fixes, and provided feedback.


The asset department also incorporated the dynamic cargo (un)loading feature by preparing the animated cargo loading space itself, as Lacky who worked on this specific task describes here: "I have prepared a small exported map for the map designers to ensure they don’t overlook any functional details, like maintaining the correct distance between the loader and the parking space. Map designers have placed this exported map directly at the specific parking spot where they want to load the wood, making it appear as a single asset for simplicity. Although it looks straightforward, it actually includes an animated loader, with the wood being loaded highlighted, and linked. This setup clearly indicates that it's an animated loading scene," he says.

As we told you before, map designers then put these pieces together to create the final product. Our colleague Vopi gave us an in-depth description of the final creation of these timber harvest depots on which he had worked.


Vopi - Map Designer

"Designing custom timber harvests is a little different than working on other, more "rigid", custom depots where we usually have stricter rules based on a lot of research. With timber harvests, I could unleash my creativity a bit more, because I was working with natural features, and the sites themselves are not strictly defined. On the other hand, the lack of references about such places can make things difficult sometimes. That's where the guidelines from our economy research department comes in very handy," he says.



"The creation process starts with choosing locations for the sites. I wanted to make each site distinctive and unique to drive through while respecting the local geography. Based on that, some sites are more hilly with challenging switchbacks, while others are more grid-like with long straight sections of dirt roads. A big part of these depots is the road layout, where I tried to implement a lot of elevation changes, switchbacks, and small bridges. The other crucial part is landscaping where I wanted to recreate various natural features like rocks, creeks, rivers, or far distant hills, which in the end make the whole scene unique."




"Meanwhile, there is constant communication with the asset department and other relevant people. There are not many man-made structures in the forest, but these sites required a lot of natural assets, mainly a completely new set of log piles and other wooden debris, which would correspond with our new cargo as well as surrounding vegetation. We also needed a new road set with complementary materials, and quite a bit of harvesting machinery. Without all of this, the depot wouldn't be complete," Vopi shares with us.

As with everything in our games, the last part before release is testing. We asked Michal, our ATS QA Lead about how he perceives this feature.


Michal - ATS QA Lead

"I enjoy working with my colleagues on the difficulty of delivering orders during the prototype phase so that more experienced drivers can enjoy the challenge too. I personally try out and give feedback on every new depot. In my opinion, custom depots is the best feature implemented and maintained in the game recently. Thanks to the very skilled map designers who put these areas together and the detailed information that our research team processes for them, we have managed to greatly enhance the experience of the backbone feature of our game, freight delivery. Custom depots differ from standard depots not only in size and number of load and unload points, but mainly in their uniqueness, which breaks the stereotype of standard depots. I would also like to highlight the excellent work of the asset team who refreshed the old log models to better match both the environment and the loads," says Michal.



No detail is overlooked when planning the new DLC economy. Loading timber marks the start of the forestry industry chain in our game. For the Arkansas DLC, we've also introduced two brand-new depots: a paper mill and a sawmill, each available in multiple locations. Both are enhanced by our dynamic cargo (un)loading feature, supporting chip vans and log trailers for an even more immersive experience.

"I hope players can now see how challenging it is to create even one of these new custom depots. It's hard work, but seeing our players' reactions to the final results and knowing our impact on the game as a whole is incredibly rewarding. Do you enjoy exploring these unique depot sites with us, too?" Veronika asks the community. So let us know below!


We hope you have enjoyed and appreciated this look behind the scenes of our game development. If you like reading our blogs, make sure to stay updated by following us on X/Twitter, Facebook, Instagram, and YouTube where we always share the latest news and updates. Drive safe!
Since the release of Euro Truck Simulator 2 and American Truck Simulator, the processing power of personal computers has made some serious advancements. In turn, we've continually brought updates to both our titles to introduce new technology and techniques, which has allowed us to introduce higher levels of visual fidelity to our content.


One such rework that has been happening over the last couple of years is the 'reimaging of legacy assets', which aims at enhancing the quality and optimization of game models that have started to look outdated and inconsistent with newer additions. The project team consists of two people, Pavel C and Robert P, both of whom we've had the pleasure to talk to about this project to share with you today. We will let them introduce themselves!


"My name is Pavel C. I've been working at SCS Software for about three years as a 3D Graphics Designer, and I am involved in reimagining legacy assets for our title American Truck Simulator and its DLCs."


"My name is Robert P, and I've been working as a 3D Artist at SCS Software for over three years. I've contributed to several DLCs, including Texas, Oklahoma, Nebraska, and Arkansas."

So, what is the goal behind this project? "Our goal is to create models that not only look realistic but are also well-optimized," Robert explains. "Many of the assets, although well-made, have started to show their age—especially those in use for nearly a decade. As technology advances, there’s an increasing demand for optimized assets with higher levels of visual fidelity."





Beginning a project like this can be quite challenging, especially on such a large scale, Pavel adds. "Initially, we faced many challenges as we realized we couldn’t rely on our current tools and technology for this project. We therefore had to take a different approach and develop a new workflow, often involving multiple programs and new techniques. Our focus was on finding the shortest path to the best results."

"The initiative to give our older assets a ‘facelift’ began about two years ago. Since then, we’ve organized the project and started creating newer versions of assets commonly used throughout the game world," Robert shares.





So, what is the process behind reworking older assets, and which programs are involved? "We start by analyzing the current models and planning each rework. Each asset needs to be recreated with high visual fidelity while being optimized for performance," Pavel says. "First, we analyze the assets we have and consider what can be reused." Robert adds, "Though most assets need to be remade from scratch."

The next step is gathering references, which we either handle ourselves or, if the task is large, assign to our Research Department. We then design a new logic for the asset, focusing on how it will be used and how convenient it will be for Map Designers to incorporate. Pavel explains further, "We prioritize based on each DLC’s needs and the current state of existing assets, actively collaborating with other teams to ensure consistency across projects."





"We have a list of assets in need of replacement, with priority given to those required for each new DLC. Many custom depots themed for various industries are being created, and during discussions on populating them, we often identify assets in need of a remake. We work with the Map Designers since they are the ones who will place the assets into the game world. They have valuable insights on which assets are effective and easy to use versus those starting to show their age.

We work closely with the Research Department, which helps us gain insights into real-world functionality to enhance the player experience and make it even more immersive," Robert explains. "We also collaborate with external partners, like our friends at 60FPS, to manage the workload of creating numerous new assets for each DLC".





So, what challenges do you often encounter on this project? Pavel responds, "A common challenge is achieving high visual quality while keeping hardware requirements low. We aim to strike a balance between quality and optimization, which involves many iterations and testing various techniques. This is simply part of game development." Robert adds, "Primarily, it’s dealing with outdated technologies. Many workflows that were standard just a few years ago are becoming obsolete, so it's up to us to find an optimal workflow for each asset."

As mentioned earlier, multiple programs are used for this project, and Robert goes on to share more about them. "Our primary software is Autodesk Maya, which we use for most of our modelling, organization, and exporting to the engine. We also use a variety of other tools, such as ZBrush for virtual sculpting, Marmoset Toolbag for mesh baking, and the Adobe Substance suite (Painter and Designer) along with Adobe Photoshop for texturing."




"Modern tools and fewer limitations allow us to make new assets more detailed and varied, avoiding repetition while staying faithful to real-life references. This enhances the overall immersive experience for the player." Pavel adds, "Better quality and optimization mean that players can enjoy a smoother and more visually appealing experience. Details such as refined textures, optimized geometry, and LODs (Levels of Detail) contribute to a more realistic environment."

"It's an interesting learning experience to work with both traditional and up-to-date workflows simultaneously." Robert shares "We compare the strengths and weaknesses of each and leverage the best aspects of both. It’s never the same; each asset feels unique and requires individual attention, bringing new challenges with each DLC. These assets are also used in reskins and redesigns of older areas of the map, so even if you don’t play the newest DLC, there’s a little something for everyone".



So next time you drive by some bales of hay or a stack of pallets, we hope you can appreciate a little more the work behind that asset. We'd like to thank both Robert and Pavel for taking the time to share their work with us, and for providing detailed information for this Under the Hood Blog! If you enjoyed today's blog, be sure to leave a comment in the replies or on our social media channels, we'd love to read about it! Until next time, keep on truckin'.
Howdy, partners! Today, we're celebrating the release of Texas, our largest map DLC for American Truck Simulator, which launched two years ago today. To mark the occasion, we have something special to share with all of you.


The team behind this massive map project came up with the idea to create a special Making of Texas book. This book would contain memories, behind-the-scenes content, and artwork from the DLC, including pictures and notes from the research trip, work-in-progress images of 3D modelling and depot designs, and much more. Today, we're excited to announce that this idea has become a reality!


After putting in so many hours of hard work and passion, we couldn’t let this special book go unseen by our community. So, we’ve decided to release a digital version for everyone to read, browse, or download for your viewing pleasure! You can take a read of it here.


While the physical book was initially meant as a gift for employees and colleagues at SCS Software, we managed to get a few extra copies that we'd love to give away to some lucky members of our #BestCommunityEver.


If you'd like a chance to win one, simply post a screenshot of your truck at your favourite spot in the Texas DLC and share it with us on social media channels (X, Instagram, Facebook) using the hashtag #2YearsOfTexasTrucking. Our team will pick their favourites, and winners will receive a copy of the book! Feel free to include a short message about what you enjoy most about this DLC, we’d love to hear from you.

https://store.steampowered.com/app/1465750/American_Truck_Simulator__Texas/
We are very excited to welcome you to another SCS On The Road episode. This one is going to be pretty special as we take you behind the scenes of the filming of the American Truck Simulator commercial!


You might have thought we were filming in the heart of an American desert, but in fact, we were located near Malaga in Spain. This episode is hosted by our community manager, Alex, who sat down with special guests involved in shooting the commercial, including SCS Software CEO Pavel Šebor, who makes a brief cameo appearance. Pedro, also known as PUMIZ0 on YouTube, played the main role in the commercial. We are proud to have partnered with him, as we have done so for a couple of years; he has been a dedicated fan of our games for a long time and a key link between SCS and the Portuguese community.

The commercial has already been used for some promotions over social media, and we have some plans with it for the future as well. Now, without further ado, let's take a look at this episode. Make sure to stay until the end as we show you the whole commercial there!


We hope you have enjoyed this SCS On The Road episode and liked the commercial too. Remember to follow us on our X/Twitter, Facebook, Instagram, and YouTube, so you won't miss out on any upcoming episodes and other American Truck Simulator news.

https://store.steampowered.com/app/270880/American_Truck_Simulator/