American Truck Simulator News & Announcements
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/
Today we're excited to bring you a special SCS On The Road Episode. Earlier in the year we announced we'd be teaming up with our friends at Western Star Trucks for the Star Nation Experience 2024! Hosted at various locations across the US state of Oregon, our 2 lucky American Truck Simulator players, Brendon and Connor, were chosen to experience wild, adrenaline-fueled experiences filled with trucking, fly fishing, ATV fun and more!


Join Nemiro and Mark as they take you along for the journey from Europe to the USA to participate in Star Nation Experience 2024 and share with you what they got up to during this one-of-a-kind adventure! The highlight for us was undoubtedly the opportunity to drive some of Western Stars' iconic trucks at Daimler Truck's High Desert Proving Grounds in Madras and, of course, meet Starsquatch!


But that's not all! Connor, one of our lucky Star Nation winners from our ATS community, amazed everyone with his exceptional real-life trucking skills, which have been entirely honed through playing American Truck Simulator. Though he had never driven a real truck before, Connor quickly impressed us all with his precision and control and even went on to win a reversing competition against experienced truck drivers including our resident expert, Mark!

Inspired by Connor’s talent and passion, YouTuber Casey LaDelle, owner of a heavy-haul rescue company in Oregon, came up with the idea of supporting Connor’s journey to earn his CDL license. From this idea, we at SCS Software, along with Western Star Trucks and Casey LaDelle, have agreed to come together to help Connor achieve his dream by collectively covering the expenses associated with obtaining his license. This story is a powerful testament to the overlap between virtual trucking and real-world skills, highlighting the potential for gamers to pursue a career in the trucking industry.

We wish Connor all the very best on his journey and we can't wait to see how he progresses. You can watch our recent live stream with Connor on our YouTube channel, check it out here!

We'd like to thank Western Star for the opportunity to become an official partner of Star Nation 2024 and for organizing an incredible itinerary of activities and experiences. We hope you enjoy this after-movie that we put together for you, our #BestCommunityEver to enjoy and experience first from our POV what the Star Nation Experience is all about!
With October already behind us, we wanted to share with you an update on our Pinktober 2024 campaign. Since 2019, we are proud to have continued to raise awareness and support for this important topic. If you missed our previous blog post all about this special month, we recommend that you read about it here.


First off, we'd like to extend a heartfelt thank you to our community for actively supporting Pinktober. Whether that be through sharing #Pinktober screenshots, tuning into our live streams or hosting your own charity convoys, these seemingly small gestures play an important role in the fight against this widespread disease.

We'd also like to thank you, our #BestCommunityEver, who have helped us raise donations through the sales of our Pink Ribbon Charity Packs for Euro Truck Simulator 2 and American Truck Simulator. We're happy to share that the amount raised from this year's sales of this special Paint Job Pack is a staggering 54,000 USD! This sum is truly remarkable, and we extend our gratitude to each and every one of you. We believe that contributing the entire amount to the Alliance of Women with Breast Cancer will make a significant difference in supporting those who need it most.


Although Pinktober has ended for another year, we encourage you to continue to prioritise your health by practising self-checks, seeing your doctor regularly, and promoting healthy habits with those around you all year round! We once would like to extend our heartfelt thank you for your unwavering effort and support!

https://store.steampowered.com/app/1162160/American_Truck_Simulator__Pink_Ribbon_Charity_Pack/
https://store.steampowered.com/app/1068290/Euro_Truck_Simulator_2__Pink_Ribbon_Charity_Pack/
Looking to take a break on the road and enjoy some peaceful time by the water? Today, we're excited to guide you through some of Missouri's most iconic and scenic water bodies, beautifully recreated by our map designers for this upcoming American Truck Simulator map expansion!


The most prominent of these is the Lake of the Ozarks, a large reservoir formed by damming the Osage River. It was created by the Bagnell Dam which was completed in 1931. The lake has an iconic dragon shape when seen from above, and is located in the center of Missouri within the Ozark Mountains. It covers an astonishing area of 54 thousand acres (220 square kilometers).




Another major reservoir included in this map expansion is the Harry S. Truman Dam and Reservoir, situated along the Osage River, just west of the Lake of the Ozarks. This vast body of water spans over 55 thousand acres (225 square kilometers), closely matching the Lake of the Ozarks in surface area.




Other than these two reservoirs, the region features a variety of rivers and streams, offering drivers scenic crossings over bridges as they journey through the Show Me State.





You'll encounter iconic rivers like the Fox, Fabius, and Saint Francis - tributaries feeding into the mighty Mississippi - as well as the Chariton, Grand, and Platte rivers, which wind their way toward the Missouri. Beyond these larger rivers, we've also included local gems like the Weldon, and Whetstone rivers, and a part of the Headwater Diversion Channel, along with some other creeks that make Missouri's terrain so richly textured.




We can't wait to explore Missouri once it is released in ATS! Want to show us that you are also looking forward to trucking in this map expansion? Then add it to your Steam Wishlist! Remember to follow us on our Twitter, Facebook, Instagram, and YouTube, so you won't miss out on any American Truck Simulator news. Safe travels!

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
Today we're happy to share with you a very special SCS On The Road episode! Join us at the Daimler Truck North America High Desert Proving Grounds, in Madras, Oregon USA, as we check out the Fifth Generation Cascadia from Freightliner which was recently added as a driveable truck in American Truck Simulator, alongside the launch of the real truck.


During our visit, Oscar, our Director of Global Partnerships, had the pleasure of meeting with Tim Norton, Powertrain Product Marketing at Daimler Trucks North America. Tim provided us with an in-depth tour of the new Fifth Generation Cascadia, inside and out. This episode is packed with detailed information, including the history of the Cascadia, the key changes in each generation, and what makes the Fifth Generation Cascadia their most advanced and aerodynamic on-highway truck to date.


We'd like to thank our partners at Freightliner for allowing us to film and share this episode with you and for the team's kind hospitality during our visit. We really learnt a lot and we are sure you will too.

If you enjoyed this episode, we'd love to hear your comments! Be sure to let us know your favorite new feature of the Fifth Generation Cascadia, along with a like and a subscribe, it really helps support our channel and videos. We will see you soon for the next episode, until then, keep on truckin'!

https://store.steampowered.com/app/3272290/American_Truck_Simulator__Freightliner_Cascadia_The_Fifth_Generation/
Today, we are happy to share with you that the 1.53 Open Beta branch for American Truck Simulator is now available to try and test out. If you plan on participating in this Open Beta, we ask that you please help us by reporting any bugs you may encounter in the appropriate section(s) of our official forums.


Your feedback and reports are extremely valuable to our team and we thank you in advance for taking the time to help us out. So, without further ado, let's take a look at what the 1.53 Open Beta has in store.

California Rework - Phase 4

Phase 4 of the California Rework project focuses 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 look forward to making 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, we are happy to share with you that this feature will be available throughout the whole USA!






Driving Academy Fifth Generation Cascadia

In the 1.53 update, The Fifth Generation Cascadia from Freightliner will be 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 will have the option to 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 will 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 will 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 Centering
Another new feature that we are happy to include with this update is Smooth and Auto Camera Centring! Players can now 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 of 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-centring occurs.

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

Special Transport Update

We are also updating 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 I-5 route.


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 the transport trucks themselves can now travel at speeds of up to 55 mph, an increase from the previous limit of 40 mph. We would like to ask our players to try out this update and share feedback on whether it enhances immersion and improves the overall smoothness of these jobs.

Sliding Tandems Update

In the 1.53 update, we're also introducing 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 California 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

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'll appreciate all of your feedback on our forum and your bug reports in this section.

Please check our modding wiki to get details pertaining to mods for the game.

If you wish to participate in the open beta, you can find this version in the public_beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on American Truck Simulator → Properties → Betas tab → public_beta → 1.53. No password is required. Sometimes you may have to restart your Steam client to see the correct branch name there.

https://store.steampowered.com/app/270880/American_Truck_Simulator/
Another two cities will be getting a brand-new look in our upcoming 1.53 update for American Truck Simulator. The California Rework project just doesn't stop, so let's take a look at how our map designers and assets teams remade Los Angeles and San Diego!


San Diego
"America's Finest City" was rebuilt from the ground up. We managed to use the best areas from the original version while also adding new locations which have been highly requested by our community.




Truckers can look forward to cruising through San Diego on I-5, almost reaching the Mexican border, or taking in the views of the Snapdragon Stadium as they drive along I-8. CA-905 will take you right to the border, passing through a sprawling warehouse district. And for a fresh perspective, you'll now be able to cross the iconic Coronado Bridge, offering stunning views of San Diego from a whole new angle.




Los Angeles
Like San Diego, the City of Angels was completely revamped. Some places from the original L.A. remain (although rebuilt as well) like Santa Monica, the beginning of I-10, and the major intersection of routes I-10, I-5, and US-101.







On top of that, we added some iconic Los Angeles areas such as the L.A. airport, the L.A. River, Port of Long Beach, and one of the busiest roads in the U.S., the I-405, plus many other places. Thanks to the great work of our asset makers and map designers, truckers will discover plenty of landmarks and depots in the reworked city of Los Angeles.








We hope you are excited about the release of the next phase of the California Rework project and to visit the reimagined cities of San Diego and Los Angeles. Stay tuned for more updates on the world in American Truck Simulator on our social media (X/TwitterInstagramFacebookTikTok). We'll see you on the road!

https://store.steampowered.com/app/270880/American_Truck_Simulator/
Over the last few years, our dedicated rework team has been hard at work revitalizing one of the base game areas in American Truck Simulator. We're of course referring to the California Rework project, and today, we're excited to give you a more detailed preview of what they've accomplished in the final phase of this project.


Phase 4 of the California Rework project focuses on the southern region of California and includes 10 cities, 3 of which are entirely new to the ATS economy. As you can imagine, this has been a monumental task for the team. Similar to previous phases, much of the original base map was removed and reworked entirely from the ground up.







Drivers working in this region can look forward to making deliveries to and from the cities of Bakersfield, Santa Maria, Oxnard, Mojave, Barstow, Indio, Blythe, Los Angeles, San Diego, and El Centro. This has been by no means a small feat; our team has meticulously utilized a huge area during this rework phase to incorporate as many details as possible, including accurate city layouts, industries, and road networks, all while working within the limitations of our game engine, map scale and of course, realistic trucking routes.







Road networks are just as important as the cities themselves, ensuring drivers can reach their destinations quickly and safely. Our team 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'll also encounter numerous rest areas and truck stops, which have been thoroughly reworked as part of this update. Additionally, California's agriculture inspection stations, crucial for protecting the state's crops, wildlife, and produce, have received the same detailed attention. These stations play a vital role in safeguarding California’s agricultural industry.









The final phase of the California Rework is scheduled to arrive with the 1.53 Update, which will be free for all owners of American Truck Simulator. In the meantime, we still have another blog post planned that will highlight a couple of the larger cities that have been reworked, trust us, you won't want to miss it!








Until then, we hope you enjoy the screenshots and work the team have put into California Rework. Be sure to share your comments and initial reactions with us on our official social media channels and our official forums, as we'd love to hear them! Until then, keep on truckin'.
Greetings truckers, and welcome to our Happy Hauloween - World of Trucks event! The fun all starts today, Thursday 24th October...

As twilight fades and shadows grow
You realise that it’s time to go
And join the crowd of jolly ghosts
That beckon you, as kindly hosts,
With spooky pumpkins all in hand,
What fun awaits this merry band!
They float and glide with eerie grace,
In search of treats from place to place.
So, start your rig and take the lead,
With all the hungry mouths to feed.
Tonight’s the night, and you’re the one
To bring to all some spectral fun!

For Hauloween is in the air,
And there’s no time to flee nor dare
To hide away from all the treats
That wait for you, but not to eat,
NO, they must be hauled, delivered quick,
Then parked away, now that’s the trick!


To our #BestCommunityEver, we’d love for you all to join us in celebrating Halloween this year by delivering our famously delicious Halloween Treats throughout all trucking territories. This time we have a combined community goal of 1,300,000 deliveries to make. That’s 300,000 more than last year, but we’re sure you can smash it! Our artists have created an extremely cool, ghostly Halloween-themed trailer that will carry your special treats cargo.


This year’s #HappyHauloween also offers a cool new, ghoulishly good, desktop theme that matches our celebrations for the event duration – we sure love it and hope you do too!


Your personal goal is to complete 13 deliveries of our yummy Halloween Treats cargo, and we’re offering some spooktacular event specific rewards, including a World of Trucks Achievement for this. All jobs for the event will be 100Km each (62.1 mile) or more, and be sure to check out the rules below.

Rules

Using External Contracts, with a World of Trucks-connected profile in Euro Truck Simulator 2, American Truck Simulator or both, the community goal is to achieve 1,300,000 deliveries of Halloween Treats cargo, from any city in any trucking territory.

When a player completes 13 deliveries of Halloween Treats cargo across any trucking territories in either game, it will complete their personal goal.

Rewards

Personal: Players that complete 13 or more deliveries of Halloween Treats cargo will gain a unique World of Trucks Achievement as well as a spooky Booing Ghost cabin item as a Steam inventory item for Euro Truck Simulator 2 and American Truck Simulator.


Community: When the community goal of achieving 1,300,000 deliveries of Halloween Treats cargo from any city is met, and if the player has also achieved their personal goal, then they will receive a Grumpy Ghost hanging toy as a Steam inventory item for their cabin.


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, 17th of November at 23:59 UTC.


But that's not all! This year, we're excited to host a special SCS Hauloween Sale on Steam with big discounts on our base games, map expansions, and other DLCs in celebration of Halloween and our Happy Hauloween WoTr event. Complete your collection of ETS2 and ATS DLCs here!

We've also prepared two special Halloween-themed bundles for you to mark this special occasion! So without further ado, we encourage you to take a look at what's in store in the Euro Truck Simulator 2 Hauloween Special and the American Truck Simulator Hauloween Special.

The bundles and Hauloween Sale will be available on Steam on the 24th of October from 19:00 CEST.


This year’s event is packed with ghostly spectral fun, for both American Truck Simulator and Euro Truck Simulator 2, with deliveries counted in both games. You can even join in with the celebrations across both sides of the Atlantic, so we look forward to seeing all your pics on our Facebook ATS / ETS2, X (formerly Twitter), and Instagram profiles and we will share our favourite ones.
We have another glimpse for you of the upcoming Missouri map expansion for American Truck Simulator! This time, we will take you to the town of Poplar Bluff which will be included in this DLC. What is awaiting you there? Let's take a look!


Located in southern Missouri, Poplar Bluff is home to around 17,000 people. The town was established in the 19th century and named after an uninhabited bluff on the Black River where it was built and the beautiful poplar trees that grew there. Today, it serves as a regional hub for education, health care, and business.




How did our team recreate this charming town? You can look forward to some beautiful buildings inspired by real ones such as the Poplar Bluff bank, courthouse, sheriff department, theatre, and also a couple of stunning historic churches.



Looking at what the industry has to offer in and around the city, truckers hauling goods from Poplar Bluff will be able to find jobs in six companies. In the city, you will find a warehouse, sawmill, metalwork, and construction site that all need your help with delivering supplies. And if you don't feel like going to the city center, you will surely find a job at the timber harvest site or furniture factory in the suburbs.



We hope you are looking forward to trucking in the Missouri DLC and visiting this town. 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 next time, drive safe!

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
Today, we are very happy to announce that Driving Academy is now available for American Truck Simulator! A few weeks ago, we announced this new game module in this blog and showed you a preview of it in some of our live streams, and now you can finally try it out for yourself.


As was mentioned in the previous blog we released about Driving Academy, we are venturing into new territory, inspired by years of feedback from players who have told us that our games have helped them grasp the basics of truck driving. Many have used it to get a sense of handling a truck and trailer, learning how to maneuver and reverse. With this in mind, we thought we'd take it a step further with this free update which includes sets of scenarios designed to improve and expand these skills in a fun and captivating way.

We've prepared a short video just for you, explaining everything you need to know about Driving Academy. It also includes a brief yet comprehensive guide on how to get started and make the most out of the game module.


This new game module will provide you with various scenarios of increasing difficulty inspired by instructions given to real-life students. You will go from basic driving to navigating intricate courses and complex parking maneuvers with a detailed explanation via driving instructions including diagrams, pointers, and directions. We also wanted to allow drivers to analyze their drive so we have implemented a new replay feature into this game module as well.












If we get positive feedback from our community, we would love to continue creating additional scenarios and special challenges in the future that real-life truck drivers may encounter on the road. Our dream is for this game module to offer a deeper understanding of both truck driving and the underlying systems, as well as when to use them. But that is still a long way to go.















We hope you will enjoy this new game module. Make sure to share your videos or photos with us by tagging us on social media (X/Twitter, Instagram, Facebook, and YouTube), we are really eager to see those! Also, keep your eyes on our channels so you do not miss out on more upcoming Driving Academy content.