American Truck Simulator News & Announcements
In today's blog, we're excited to share something we know our #BestCommunityEver has been eagerly waiting for - the first gameplay video preview from project Road Trip, with the Ford F-150 as the first vehicle in the spotlight.The Ford F-150 has earned its legendary status over decades at the top as America's best-selling car, built on a foundation of reliability, toughness, and continuous innovation. In this gameplay preview, we take a relaxed drive with the 2023 Ford F-150 Lariat, one of the vehicles included in the upcoming Ford Car Pack for American Truck Simulator.We begin our journey on the roads near the city of Redding in sunny California. From there, the route takes us through busier traffic areas before transitioning to a dirt road, where the F-150 truly shines, showcasing its smooth handling and impressive capability on uneven, rugged terrain. So without further ado, let's take a look!We hope you have enjoyed the first video preview from the Road Trip project, but remember that everything you saw is still very much a work in progress, such as the vehicle sounds and behaviour, and will be adjusted before the release. We can't wait to bring you more previews of what Road Trip will look like in our game, so stay tuned.We would also like to thank Ford very much for enabling us to bring this amazing vehicle into our game! If you are looking forward to hitting the road in the F-150, make sure to add the Ford Car Pack for American Truck Simulator to your Steam Wishlist.Also, remember to stay up to date with the latest Road Trip developments by subscribing to our newsletter or following us on X/Twitter, Facebook, BlueSky, and Instagram. Until next time, we will see you on the road!
Even though the 1.60 update for both Euro Truck Simulator 2 and American Truck Simulator was released just last week, we are already working on features for future updates. And since we want to gather as much feedback from our #BestCommunityEver, we are starting an experimental beta way in advance of the actual update release, with focus on two upcoming features - the Multi-Function Display and In-Game Menu. To make sure we get it right, we need your help!As mentioned above, this time, we are starting the beta cycle from an early stage. The level of polish and stability in this release might not yet be on the same level as with our typical Open Betas. However, we recognize the importance of involving our community in the development process and need to gather feedback early to help us identify any imperfections.With the Experimental Beta, we would like to invite our dedicated players to join us in fine-tuning, testing, and providing feedback on the upcoming Multi-Function Display and In-Game Menu features for both games. We appreciate all of your feedback on our forum and your bug reports in the dedicated section for ATS and ETS2.
Multi-Function DisplayThe MFD has been part of our vision to improve the overall in-game driving interface and accessibility of vehicle systems. Our goal is to create a more unified and intuitive way to access vehicle functions directly in-game, without the need to interrupt your experience or remember dozens of keybinds.The MFD is an in-game interface accessible from both interior and exterior camera views. From there, you can quickly navigate through various categories and vehicle systems such as driving assists, lighting controls, vehicle adjustments, media functions, trip information, and more. One of the main goals of this feature is to reduce interruptions while accessing vehicle systems and information. In most situations, opening the MFD will not pause gameplay, and vehicle controls will remain responsive during interaction.Another key goal of this feature is discoverability. Over the years, ETS2 and ATS have accumulated many functions and controls that players may never encounter. The MFD helps make these features easier to find by presenting them in context and displaying their associated key binds directly within the menu. The MFD is designed to support keyboard, mouse, wheel, and controller (both on PC and consoles in the future) users alike, with customisable navigation controls. You can read more about this feature here. Please note that for the purposes of MFD in Experimental Beta, the controllers will only support In-Game Mapping Mode (which is the recommended default). The support for Steam Client Input Mode will be added only for the full release. In-Game MenuThe In-Game Menu is a new quick-access overlay presented as a compact horizontal bar at the top of the screen, providing players with instant access to essential functions.In the new design, the In-Game Menu, accessible via F1, includes two roles: it provides access to functions exclusive to it, while retaining quick access to selected functions that were previously available through F4 and F7. In-Game menu now consolidates what was previously spread across F1, F4, and F7, providing more immediate access to important system and gameplay functions.From this bar, players can quickly access controls, photo mode, widget options, services, vehicle adjustments, and the quick info menu.In single-player mode, opening the In-Game Menu will pause the game. For now, the In-Game Menu will not be accessible while driving in the convoy, but we are exploring ways in which players can use some of the menu's functions while driving in multiplayer.Don't forget that both of these features are still in a work-in-progress phase and are undergoing internal and external testing and adjustments, so your feedback is crucial in helping us polish them before the final release.We hope you'll enjoy these new additions, but please remember: It's only an experimental beta, not an open beta yet or even a stable public version, so you may encounter bugs, instability, or crashes - which is where we need your input the most to solve any of these issues. The new features for both games will also be available only in English, so it's completely okay if you want to wait for the open beta or the final release. But if you're interested in helping us get there faster, we'll appreciate all of your feedback on our forum.If you wish to participate in this Experimental Beta, you can find this version in the Experimental Beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on Euro Truck Simulator 2 or American Truck Simulator → Properties → Betas tab → Beta Participation drop-down menu → experimental_beta. No password is required. Sometimes you will have to restart your Steam client to see the correct branch name there.Thank you for your ongoing dedication and feedback. We believe the Experimental Beta will be a valuable stepping stone towards Open Beta and the 1.61 version. Don't forget to stay connected with us and all the latest information through our social media channels, make sure to follow us on X/Twitter, Instagram, Facebook, Bluesky, and TikTok. Happy trucking!
Today, we would like to show you a preview of one of the most famous and unique landscapes we have been recreating for the South Dakota DLC for American Truck Simulator - the beautiful Badlands National Park!Situated along the edge of the Great Plains in southwestern South Dakota, Badlands National Park spans 244,000 acres of dramatically eroded buttes, pinnacles, and spires, alongside the largest protected mixed-grass prairie in the United States.But why is such a stunning area named Badlands? For hundreds of years, the Lakota people have called it "mako sica", which translates to "bad lands". Then, early French fur trappers called the area "les mauvaises terres à traverser" (bad lands to travel across). Because when it rains there, the wet clay becomes sticky, and the jagged canyons also make it hard to navigate. The winters are cold and windy, and the summers are hot and dry. But it could have had a very different name, as in 1922, when Badlands was first proposed as a national park, the suggested name was Wonderland National Park.The Badlands contain one of the world's richest fossil beds, preserving evidence of ancient species such as horses and rhinos that once roamed the region. Today, the area is home to bison, bighorn sheep, prairie dogs, and a diverse range of other plant and animal life. As players enter this region in the game, they will be immediately greeted by roaming bison and striking rock formations.As you drive further, you'll come across iconic places like Pinnacles Overlook, Yellow Mounds Overlook, and the Fossil Trail."I fell in love with this place the first time we visited it on our research trip; it's like stepping into another world, where lush green grass blends with the colorful local soil and rolling hills," says Draky, our map designer who worked on recreating this national park for our game.One thing you may notice in this region is the sudden transition from expansive plains and gentle hills to a dramatic, iconic landscape characterized by rugged formations and large wildlife such as the bison. As the seasons change, the Badlands vegetation undergoes significant shifts in color throughout the year. The version depicted in the game reflects how the landscape appears between July and August, in which the game is set.Draky also shares her insight on how difficult it was to transfer this wonderful area into the scale of American Truck Simulator, with a message to our community: "The biggest challenge was the initial layout planning, as the space is quite limited, but I'm still very happy with the result, and I'm sure you'll love experiencing this place every time you pass through."We hope you are looking forward to exploring the Badlands. If so, make sure to add the South Dakota DLC to your Steam wishlist!Also, remember to follow us on X/Twitter, Facebook, Instagram, Bluesky, and YouTube for all the latest news from this map expansion and other American Truck Simulator information, or sign up for our newsletter to stay informed. Keep on truckin'!
Today, we're excited to share another episode of our SCS On The Road series, where we travel across North America to meet passionate vehicle owners and gather valuable reference materials for future projects.This time, our journey brought us to Denton, Texas, where we had the opportunity to experience a true American automotive icon - the 1997 Dodge Viper GTS.During our visit, we had the chance to document and scan this beautiful car, getting our vehicle artists the accurate reference data needed to faithfully recreate it for the Road Trip project in American Truck Simulator. From its distinctive exterior styling to the finer interior details, every piece of information helps us bring this legendary sports car to life in-game.This vehicle belongs to Dino, who kindly welcomed our team and generously allowed us to document his prized Viper. We also had the pleasure of having an interview with him, where he shared more about his amazing ride.The Dodge Viper remains one of the most recognizable American sports cars ever produced, and seeing this exceptionally preserved 1997 example in-person was a fantastic experience for our team.We would like to extend a sincere thank you to Dino for taking the time to speak with us, sharing his story, and allowing us to scan and capture reference materials from his stunning Viper. Support from owners like Dino is invaluable and helps us create authentic experiences for players around the world.We hope you enjoy this latest episode of SCS On The Road from Denton, Texas. Be sure to watch the video and learn more about this incredible machine and its owner.Ready to hit the road in the Dodge Viper? Be sure to add the RAM & Dodge Car Pack for American Truck Simulator to your Steam Wishlist! To stay up to date with the latest development news for Road Trip, don’t forget to follow our blog, subscribe to our newsletter, and follow us on X/Twitter, Facebook, BlueSky, and Instagram.
Creating Euro Truck Simulator 2 and American Truck Simulator is a collaborative effort involving many talented teams across SCS Software. While map designers, artists, programmers and more build the driving experience, another team works alongside them to ensure everything functions exactly as intended before players hit the road.


In this Under the Hood blog, we'd like to introduce you to two members of our In-Game QA team, Ivan and David. We asked them about their day to day work, how testing fits into the development process, why quality assurance is about much more than simply playing the game and more!

David - ATS Map QA Lead


"Hey, fellow truckers! My name is David, and I'm 28 years old. I joined SCS as a junior tester when I was just 20, and at the time, I was the youngest employee in the entire company. Today, I'm the QA Lead for ATS map testing. That means I organize and oversee the testing of all ATS map DLCs, communicate with the leads of our map design teams, solve the most complex issues and bugs we encounter, and simply be there for my team whenever they need help. Over the years, I've seen SCS Software grow from a team of around 100 employees into a company of more than 400. When I joined, we were working on the Oregon DLC, and it has been incredible to see how our development and testing processes have evolved and improved alongside our expanding game worlds."

Ivan - World Map Design QA Lead


"Hi everyone! My name is Ivan, and I've been with SCS Software for a little over six years. I started out as a junior tester, but soon after, I took on the responsibility of overseeing map testing for Euro Truck Simulator 2. Today, my role is World Map Design QA Lead, and I manage our entire map testing team, which currently consists of 20 people. Together, we oversee testing for both American Truck Simulator and Euro Truck Simulator 2. While my colleague Davincillo handles the day to day management of ATS, my main focus over the years has remained on ETS2."

When people hear "game testing" they often imagine that you simply get to play games all day. How different is the reality?

"Map testing is definitely not just playing the game all day. That's a classic myth. While the 'playing' aspect certainly has its place, it really only happens during the final stages of our testing process. The reality is far more methodical. We spend hours, or even days, testing one specific part of the map. We drive through the same stretch of road multiple times, checking completely different things on each pass while using different camera views and debug tools.

Simply playing the game is not enough to be a good tester. There is a specific skill set you need, these include attention to detail, a logical and analytical mindset, a good understanding of game industry standards, and a passion for making games more enjoyable for others. Communication skills are also vital because finding a bug is only half of the job. The other half is making sure the right people understand the issue. Ultimately, a good tester should save developers time. Instead of simply reporting that 'something is wrong,' a proper report explains the issue, how to reproduce it, what causes it, and potentially how it could be fixed."


What does a typical day look like for a QA Lead?

"Every day is a little different, but it generally consists of a mix of meetings, coordination, and oversight. Most of my time is spent assigning work, tracking testing progress, reviewing reported bugs, and regularly syncing with developers. Some days are calm and focused on planning, while others are all about solving unexpected, fast-moving issues. A large part of the job involves working closely with the team, discussing the bugs we find, figuring out the best approach, and deciding together what needs the most urgent attention."

What are some of the main things your teams are looking for when testing the game?

"It heavily depends on the stage of production. In the early stages, we focus mostly on the road network itself, its layout, and ensuring the drive is smooth. A big part of this phase is also checking the functionality of the economy and verifying the placement of game elements such as gas stations, companies, and truck dealers. In the later stages, our focus shifts to the AI's ability to navigate the road network, alongside visual polish, correct signage, and core gameplay. This is also when we examine performance across different areas to identify and fix any problematic frame rate drops.

Broadly speaking, we focus on almost everything related to the map. That includes road layouts and collisions, the job economy, gas station distribution, sleep areas and service locations, the UI map and its icons, direction blockers, road markings, traffic signs, speed limits, traffic lights, navigation and voice guidance, garage cutscenes, AI trajectories, triggers, quality consistency, scene logic, terrain, vegetation, world and country borders, asset collisions, gaps in terrain, floating objects, performance-heavy locations, environmental sounds and more!"


What do you enjoy most about working in QA?

"Being a game tester is a dream job for many people, and in many ways, it really is. There is an incredibly rewarding feeling in knowing that you're the safety net protecting the player's immersion and helping make the game better for everyone. It's deeply satisfying to watch a messy, broken build gradually turn into a polished world that millions of people will enjoy driving through.

When a new DLC is released and you see players talking about how smooth the roads feel, how great the scenery looks, or how well everything runs, it's a fantastic feeling. You can look at that and think, 'Yeah, my team helped build that.'"

When a new map DLC or major update enters testing, how do you approach such a large project from start to finish?

"The QA process often begins before production even starts. We provide early feedback on concepts to avoid known issues before development kicks off. Once production begins, we use an agile testing approach, working through multiple iterations throughout development rather than waiting until the very end to deliver one massive list of issues.

Our systematic testing process is divided into four iterations and an economy test. The first iteration focuses entirely on road layouts, ensuring roads, turns, and slopes are safely drivable, even with the longest trailers and low-power engines. The economy test then verifies that companies generate jobs correctly and that cities provide a healthy variety of destinations. As development progresses, later iterations shift towards visual quality, gameplay consistency, and overall polish.

To make testing manageable, we divide each project into smaller sections, sometimes resulting in dozens or even hundreds of individual tasks covering specific roads and cities. These are tracked throughout development, allowing us to revisit the same areas at different stages. We use maps, checklists, internal tools, and bug-tracking systems to ensure every square mile is covered, while also encouraging testers to explore freely because unexpected issues are often found where nobody would think to look."


Many players only see the finished product. Roughly how much testing goes into a map expansion, update, or feature before release? Does it differ depending on what needs testing?

"There is a massive amount of testing involved, and it differs greatly depending on the project. Smaller projects, such as special event maps, can be thoroughly tested in just a few days. On the other hand, a huge project like the Nordic Horizons expansion takes thousands of hours of rigorous testing before it is ready for release.

Every single road, city, company, gas station, sleep area, tollgate, and ferry is tested at least four times, with a different tester each time. To give some insight into the scale, our Mantis bug tracker recorded 6,849 reports for the Illinois DLC, while South Dakota has generated 6,318 reports so far. These reports range from tiny holes in the terrain that are almost impossible to notice to major bugs that can cause the game to crash. Every report is assigned a priority and severity level so that the most serious issues are addressed first."


How closely do QA teams work with map designers, programmers, artists, and other departments throughout development?

"We work very closely across departments because testing is integrated throughout the entire development cycle. As map QA, we collaborate most closely with the map design and art teams. While the majority of our day-to-day communication happens through reports in the Mantis bug tracker, we also actively discuss issues through private messages on our internal chat system, and arrange direct meetings whenever an issue is important enough. Our interaction with the programming department is mostly on a need-to-know basis, usually when there is an issue involving erratic AI behaviour or when a brand-new code feature is being implemented directly into the map."

What tools or methods help you track, reproduce, and report issues efficiently?

"We rely on several internal systems that are connected to one another to track individual bugs and the overall progress of a DLC. We use a specialised internal reporting tool that allows a tester to submit a bug directly from the game or the map editor into our central bug-tracking database. Within a few minutes, the report appears and can even be viewed directly inside the map editor itself. This allows map designers to immediately see the exact issue within their active workspace and resolve it much more efficiently, saving a significant amount of time throughout development."


If there's one thing you'd like for people to better understand about QA and the work your teams do, what would it be?

"We'd like players to understand that map testing is a highly skilled, technical job, not simply driving around looking at the scenery or casually stumbling across a floating tree. In reality, a good tester is part detective and part data analyst. If we come across a strange physics bump on a highway or see AI traffic piling up at a roundabout, we don't just report it and move on. We have to understand exactly why it's happening. Translating what is broken on the road into actionable, structured information that our developers can easily understand and fix takes time, patience, and deep knowledge of the game."

What is one aspect of QA work that you think players would be most surprised to learn about?

"Players would probably be surprised by just how much knowledge about the game and real-world infrastructure you need to become a good tester. Our team has to maintain a solid understanding of complex internal game rules, real-world traffic laws, and regional layout standards across different countries.

It's similar to the difference between someone who owns a truck and knows how to drive it and a mechanic who can remove the entire engine, take it apart piece by piece, and put it back together again. Becoming a highly skilled map tester can take years, and many testers naturally become specialists in certain areas of the game because they spend so much time working with those specific systems behind the scenes."


Have you encountered any particularly memorable, unusual, or funny bugs during your time at SCS Software?

Ivan: "Absolutely. Simulators have incredibly complex physics engines, and when things go wrong, they go wrong hilariously. It never gets old seeing an AI vehicle catapulted straight into space. Sometimes, our map designers also leave creative little surprises or jokes for us to discover during development, although we always make sure they don't make it into the live version of the game.

David: "One memorable moment happened while I was parking at a company prefab. I heard a train horn somewhere in the distance, and the sound kept getting louder until suddenly it was right next to me. The only problem was that there was no train there, and there weren't even any railway tracks nearby. A moment later, something invisible hit my truck and launched it all the way across the company. For a few seconds, I genuinely thought I had discovered a haunted company prefab."

How valuable are bug reports and feedback from the community when helping improve the game?

"Community feedback is extremely valuable to us. While our internal QA process is thorough, there are always issues that slip through, and players help us catch them by spotting details or inconsistencies that we might miss. What makes community feedback especially useful is the context players provide. Many are very familiar with the real-world locations we recreate, so they can quickly point out inaccuracies that would otherwise be difficult for us to notice. They also encounter a huge variety of gameplay situations, which helps surface edge cases that are hard to reproduce internally.

"In many cases, a well written report from the community can save us hours of investigation because players provide screenshots, videos, logs, save files, and clear reproduction steps."


Do you have a message for our community?

"A huge thank you for your support, feedback, and for riding along with us for so many years. It's an amazing feeling to work on a game where the players care just as much about the world as the people who build it. Your dedication pushes everyone at the studio to keep raising the bar with every new state, country, and feature. Safe travels, and we'll see you out on the road!"

We'd like to thank both David and Ivan for taking the time out of their busy days to chat with us about their roles in QA and how the team plays such an integral part in bringing our truck simulator titles to life. We hope you've learned a little more about the work that goes on behind the scenes. If you enjoyed this edition of Under the Hood, be sure to leave them a message in the comments below or on our social media channels. Until next time, keep on truckin'!
We're excited to announce that the 1.60 update for American Truck Simulator has officially been released and is now available on Steam!Before we head to the news, we would like to thank everyone who took part in the Open Beta and reported any issues or provided general feedback on our forum. This makes it much easier for our team to fine-tune everything and helps ensure a smooth transition to the full update release.Game RadioWith the 1.60 update, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.Players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also a radio station designed to help content creators, and we are committed to doing our best to keep it stream-safe.Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.Improved Material SystemThe Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ATS are the Mack Anthem and the Western Star 49X. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.Light TweaksWe have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.Players' Company Paint JobsPlayers are now able to customize their trucks and trailers with a brand-new collection of company-themed paint jobs inspired by the selectable company identities available when creating a driver profile. These designs bring a more cohesive and professional visual style to your fleet while fitting naturally into the world of ATS.One of the biggest focuses during development was ensuring that every paint job feels unique, depending on the type of trailer it is applied to. Rather than simply using one design across all trailer models, our teams carefully adapted each company's paint scheme to match the shapes and details of different trailer types. Whether you’re hauling cargo with a tanker, transporting materials in a dumper, or pulling a traditional box trailer, each variant features its own tailored details and layout. You can find out more in our blog here.Kenworth TourAmerica Paint JobsWe're also pleased to introduce the TourAmerica paint jobs for the Kenworth W900 and Kenworth T680 2022 as free content for all players. Inspired by the iconic TourAmerica T600 livery from the 1990s, this special design was recently reimagined by Kenworth as part of the Freedom 250 initiative, a nationwide celebration marking the 250th anniversary of the United States and honoring the legacy of American trucking. You can see more in our blog here.Job Details WidgetBased on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget is introduced with the 1.60 update. Its primary purpose is to enable a new, more immediate, and concise way of displaying the relevant job info. Also, in response to community feedback, the GPS now displays the estimated arrival day and time, along with the remaining travel time and distance.You can enable the Job Details Widget through the Widget Options menu (F6). The widget displays key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.Expanded Rest MechanicThis new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.Alongside this change, the Fatigue system is now split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.The Rest State, symbolised by a bed icon, now gradually depletes rather than recovers over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, functions more strictly. In American Truck Simulator, drivers can stay on the road for up to 14 hours before they must take a mandatory break, requiring 10 consecutive hours of rest afterward. You can read more about this feature here. Changelog: Vehicles
  • Players' Company Paint Jobs
  • Kenworth TourAmerica Paint Jobs
Visual
  • Improved Material System
  • Light Tweaks
Sound
  • Game Radio
UI/UX
  • Job Details Widget
  • Expanded Rest Mechanic
We hope you are also excited to try out all the new features! Make sure to keep up to date with the future updates by following us on X/Twitter, Facebook, BlueSky, YouTube, and Instagram, and by subscribing to our newsletter! Until next time, happy haulin'!
A new SCS On The Road episode has just arrived! Buckle up and join us as we take you along for the amazing Volvo Days: Influencer Day event, where we were invited by Volvo Construction Equipment.After the last one two years ago, Volvo CE once again hosted its well-known Volvo Days event at their Customer Center in Eskilstuna, Sweden, showcasing its latest products to customers and the public.This year, Volvo invited us to attend the event and also approached us to help connect them with content creators from our community to take part in the Influencer Day, held on May 28. Together, we joined fellow influencers such as Gamekeepers_cz, TheNorthernAlex, Polmanzan, Iwona Blecharczyk, and others for a day that began with an amazing machine show and continued with hands-on experience operating Volvo CE equipment and Volvo trucks. Now, let's watch the episode! We would like to extend a huge thank you to Volvo Construction Equipment and their staff for inviting us to this incredible event, providing great hospitality, and giving us the opportunity to experience their vast product line hands-on! You can find more information about the Volvo Days event here.If you enjoyed this episode, make sure to show your appreciation by following Volvo CE on Facebook, Instagram, YouTube, or LinkedIn.And if you would like to transport some Volvo CE machines in our games, you can check out the Volvo Construction Equipment DLC for Euro Truck Simulator 2 here, and for American Truck Simulator here. Also, don't forget to stay connected with all the latest news and upcoming episodes by following us on X/Twitter, Facebook, Instagram, Bluesky, TikTok, and YouTube, or by subscribing to our newsletter. Until next time, happy haulin'!
Expanding American Truck Simulator into Canada is much more than just adding new roads and cities. As our teams work on bringing British Columbia, our first Canadian province to ATS, a lot of work is taking place behind the scenes to ensure it feels authentic and recognizable.


From unique architecture and roadside infrastructure to region-specific environmental details, creating a believable Canadian setting requires a lot of effort. To learn more about the process, we spoke with Wety, one of our Map Designer on the British Columbia DLC, who is responsible for coordinating many of the generic assets that will help bring the province to life.


Could you introduce yourself to our readers and tell us a little about your role on the British Columbia DLC?"Hi! I'm Wety, and I've been working as a Map Designer on Davido's team for the past five years. I joined SCS as a junior map designer with no previous experience in game development, but with a huge passion for video games. I've loved games ever since I was a kid playing DooM on a 486 PC. Alongside building parts of the map itself, many designers also take on additional responsibilities. Some focus on vegetation and biomes, while others specialize in roads and intersections. My area of responsibility is generic assets, which means helping identify, plan, and coordinate the assets that will be used throughout a DLC."


For players who may not be familiar with the term, what exactly are generic assets?"In game development, assets are essentially everything the game is made from. Buildings, roads, vehicles, trees, sound effects, animations, and much more all fall under that category. Generic assets are assets that can be reused multiple times across different locations. Things like houses, small stores, power lines, trash bins, and countless other environmental details. Their purpose is to reduce development time while still creating a believable world. If every object in the game had to be unique, it would take an incredibly long time to build a map of this scale."


British Columbia is our first Canadian province in American Truck Simulator. From your perspective, what are some of the biggest visual differences between Canada and the United States that players will notice?"One of the first things that stood out to me is how much the landscape is dominated by mountains. In British Columbia, it often feels like you're constantly surrounded by them. While there are mountainous regions in the United States as well, the areas I worked on previously didn't have quite the same feeling.The southern part of the province still has some similarities to the American landscapes players may be familiar with, but further north and inland, the scenery becomes distinctly Canadian. Another thing I noticed is how bike-friendly many Canadian communities are. Dedicated bicycle lanes and cycling infrastructure are everywhere, and they quickly become a recognizable part of the environment."
How many new generic assets are being created specifically for British Columbia?"Players will encounter around 130 new models throughout cities and rural areas, along with roughly 40 additional assets created specifically for depots and ferry terminals. We're also introducing several decorative Canadian-themed brands to help strengthen the province's identity, with around 14 new brands planned alongside numerous smaller advertisements and environmental details."


How does the creation process work, and how do you decide which assets should be made?"The process starts with our Research Team. They travel through the region and identify things that appear frequently enough to justify creating dedicated assets for them. After that, I review the list together with other map designers and the DLC Lead. At this stage, we already need a fairly good idea of how the map will look so we can prioritize assets that will actually be used. We also check whether similar assets already exist from previous DLCs and can be reused. Once we've decided what needs to be created, we prepare documentation for our Asset Team. This includes reference photos, approximate dimensions, colour variations, and other important details. Then our talented 3D artists work their magic. Afterwards, we review the finished assets, provide any necessary feedback, and once everything looks right, they're ready to be placed in the map."
How closely do you work with the Asset Team throughout development?"Ideally, not too much! That might sound strange, but it usually means everything is progressing smoothly. Once the initial documentation is prepared, the Asset Team generally has everything they need. Of course, questions still come up from time to time. Sometimes they need clarification on a specific detail, and occasionally we realize we've overlooked something and request additional assets later in development. It's very much a collaborative process."


Can you share a few examples of new assets that really help capture the character of British Columbia?"One of my favourite examples is the Canadian bear-resistant trash bins you'll find throughout the province. They're designed so people can open them easily, but bears cannot. They're a small detail, but they instantly help establish a sense of place. Another great example would be the dry toilets commonly found at rest areas and recreational sites.They're surprisingly distinctive and appear throughout British Columbia. I also really like some of the new residential houses we've created. Many feature steeply sloped roofs designed to prevent heavy snowfall from accumulating during winter. It's a practical design choice that immediately gives the architecture a distinctly Canadian feel."


You had the opportunity to visit British Columbia for research. What were some of your biggest takeaways from seeing the province in person?"What impressed me most was how much nature dictates everything. In many parts of the United States, towns and roads can spread across relatively flat terrain, making straight roads and grid-like layouts common. British Columbia is very different. Roads often follow rivers, valleys, and mountain passes because that's simply where the terrain allows them to exist. As a result, roads constantly rise, fall, twist, and turn. It creates some incredible scenery, but it also makes recreating the region much more challenging from a map-building perspective."


Were there any locations, towns, or details that immediately stood out to you?"My favourite place we visited was Whistler. Many people know it as the mountain resort that hosted events during the 2010 Winter Olympics and Paralympic Games, but it's also simply a beautiful place surrounded by spectacular mountains and forests. The entire area has a unique atmosphere, and it's easy to see why it's such a popular destination. It was memorable for another reason too, I ended up buying a hat there after accidentally sunburning my bald head while we were in Vancouver!"How important is real-world research when creating assets and making a region feel authentic?"It gives you perspective. A lot of details that you see in photos or videos don't seem significant at first. But then you're there, trying to get rid of some trash, and you find one of these anti-bear trash bins that resists your attempts to open it. Then you realize why, and it all makes sense. Suddenly, you know those big boys are in the forests around you."Or you have to almost get hit and yelled at by a cyclist on a sidewalk to realise that those lines are for bicycles, and that people take them there seriously. And all those mountains you can see in pictures? In real life, they're way bigger than you can even imagine.


When players first hit the road in British Columbia, what details should they keep an eye out for?"Beyond the obvious road-related additions such as new crash barriers, reflective posts, and road markings, players should pay attention to the architecture and agricultural areas. You'll encounter new apartment buildings and residential neighbourhoods inspired by the suburbs surrounding Vancouver, as well as large fruit farms complete with distinctive farmhouses and hacienda-style buildings. Players may also spot wind machines used to protect crops from freezing temperatures, a detail commonly found in orchard regions. Another familiar sight making a return with a new look are the towering grain elevators that stand as landmarks across the landscape. One of these will be located very close to the border and should be easy to spot during your travels. And of course, don't forget to watch for the large 'Welcome to British Columbia' signs when entering the province." 
Finally, what are you most excited for players to experience when they explore British Columbia for the first time?"More than anything, I hope players enjoy it. We can spend countless hours researching, building, and refining every detail, but ultimately what matters most is whether players have fun driving through the world we've created. So I simply hope everyone has a great time truckin' through British Columbia."


We'd like to thank Wety for taking the time to share the work that goes into creating the assets that help define a region's identity. We hope you've enjoyed this behind-the-scenes look at the process and perhaps learned a thing or two along the way! If you'd like to see more articles like this, be sure to leave a comment and let us know what other topics you'd like us to explore.We look forward to sharing more from the British Columbia DLC in the future. If you're excited for this new region, be sure to add it to your Steam Wishlist! Until then, keep on truckin'!

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


As many of you know, over the years, both games have continued to grow with new systems, gameplay features, assists, vehicle options, and controls. While this has allowed players to tailor their experience in a variety of ways, it has also gradually increased the amount of information, shortcuts, and menus players need to manage on the road.With the MFD, our goal is to create a more unified and intuitive way to access vehicle functions directly in-game, without needing to interrupt your experience or remember dozens of key-binds.


Introducing the Multi-Function DisplayThe MFD is an in-game interface accessible from both interior and exterior camera views. From there, you can quickly navigate through various categories and vehicle systems such as driving assists, lighting controls, vehicle adjustments, media functions, trip information, and more.One of the main goals of this feature is to reduce interruptions while accessing vehicle systems and information. In most situations, opening the MFD will not pause gameplay, and vehicle controls will remain responsive during interaction.At the same time, we know usability and minimising distraction are extremely important. So, a lot of our work during prototyping and testing is focused on making sure the system feels quick, readable, and comfortable to use. We’ve also drawn inspiration from modern vehicle interfaces in an effort to create a more believable menu, while still keeping quick access to some of the more abstract gameplay settings for convenience.


Designed Around Accessibility and DiscoverabilityAnother important goal behind this feature is discoverability.Over time, ETS2 and ATS have accumulated a very large number of functions and controls that many players may never fully discover or use. The MFD is intended to help surface these systems more naturally by presenting available functions together in-context, while also displaying their related key-binds directly within the menu.This does not mean we expect every player to suddenly change the way they interact with the game overnight. Some players prefer using dedicated key-binds and muscle memory, and those methods will continue to remain important. Instead, we see the MFD as an additional layer that can make operating your vehicle easier and more approachable, especially as both games continue to evolve. 


Different control setups are also something we are carefully considering throughout development. The MFD is being designed to support keyboard, mouse, wheel, and controller users alike, with customisable navigation controls.Building on Recent Interface Improvements The MFD has been part of a vision to improve the overall in-game driving interface and accessibility of vehicle systems for quite some time. At the same time, we know recent interface-related changes have sparked a lot of discussion within the community, and many of your comments and observations have helped shape internal conversations about where improvements can still be made.This ongoing feedback has already led to several additions to the updated Route Advisor. Since its release, we have introduced a Damage Widget displaying truck, trailer, and cargo condition, a Finances Widget for tracking your company savings and income, and, with 1.60, a Job Info Widget with details about your current delivery, each of which may be individually hidden.We are also reworking the Quick Info menu to better align with other in-game interfaces and reflect community feedback. Our current direction is focused on creating a simpler layout that does not obstruct the view while still allowing quick access to functions such as the controls layout, widget settings, Photo Mode, and Services and Adjustments. Functions related to Services and Adjustments are also being integrated into the MFD, allowing players to access them from either interface. 


These are relatively small additions on their own, but they're part of a much larger ongoing effort to improve usability, information access, and customisation while driving. We know there is still more work ahead, and we are continuing to explore further improvements and adjustments throughout development.That is also one of the reasons we wanted to begin sharing this feature earlier in its development process.Still a Work in Progress The MFD is still in active prototyping. While the core direction and functionality are already taking shape, many details may continue to evolve as we conduct further internal testing and gather feedback during later stages of development. 


We are very excited about the possibilities this system opens up, not only for trucks, but eventually for other vehicle types as well.As always, we look forward to hearing your constructive thoughts once the time comes to put the feature into your hands. Until then, we hope you enjoyed this early look at what is currently being worked on behind the scenes.Until next time, keep on truckin'.
Behind every new feature in our games is a dedicated team of talented people working together to bring ideas to life. In this special edition of our Meet the Team, we'd like to introduce some of the people who have been instrumental in creating Game Radio, from the earliest concepts to its implementation in both Euro Truck Simulator 2 and American Truck Simulator.Mrazik - Producer"During our console development efforts, I've quickly realised that the game's soundscape is an underexplored territory within our games. There's a saying that 'sound is half of the picture', and especially when you're chilling out with a controller in hand, you appreciate a well-tailored musical experience smoothly integrated into the game. I have made it my personal challenge to tackle this effort and venture into the unknown, forming a vision and a team to deliver a result I would personally love as a player myself, and I'm extremely proud of everyone who fell in love with the idea and helped make it a reality. We've got many plans on how to develop the radio platform in the future, and this is just the starting line. I genuinely hope you love the end result as much as I do, because every road trip is better with a soundtrack!"Damiana - Radio Producer & Audio Designer"Before joining SCS Software, I spent over five years shaping the sonic identity of Czech Radio podcasts as a sound designer, composer, and co-editor. When I got the opportunity to bring that experience to SCS nine months ago as Radio Producer & Audio Designer and to lead the Game Radio project, it was a no-brainer.As someone who lives and breathes music, I know how much a single song can change an experience. It sets the mood, triggers unexpected emotions, and makes a fictional world feel real. That mindset naturally carried over to SCS, where I took full creative ownership of the in-game radio stations from the ground up. I’m responsible for defining each station’s brand and sonic identity, curating and processing music for in-game use, and coordinating closely with the whole team (who are amazing, by the way) to make every frequency feel alive.I’m incredibly excited to hear feedback from the community and to keep building the next chapter of our game’s radio world."Zuzka - Junior Game Designer"Hi, truckers! My name is Zuzka, and I’ve been working at SCS Software for almost three years now. I started out as a 2D graphic designer, then moved on to leading the 2D branding team for ATS, and finally landed my current position as a UX game designer. In this role, I took on the task of creating Game Radio. In addition to designing the behaviour of the feature and solving all related issues, I also helped establish guidelines for the creation of the visual identity of each Game Radio station, so I had the opportunity to combine my skills as a UX designer with my graphic design background. All of this has been done with the support of an enthusiastic team of great colleagues who did their very best to bring you an enjoyable experience.I hope you will love Game Radio as much as we do! Rest assured that the development of the radio is just getting started with this update, and we have plenty of exciting ideas in store for you."Raivis - Junior Programmer"I've been at SCS for almost two years now, though it really doesn't feel that long. During this time, I've worked as a programmer on various features, both for the game itself and for the supporting tools.These past few months, I've been the main programmer for Game Radio, which was exciting because I got to create something new, not just tweak an existing feature, although there were plenty of things that needed to be changed for existing stuff as well.As for the future, I'm excited for what we have planned for this feature, and I can't wait to work on it."Petr - Console & UI/UX QA Lead"Hi, my name is Petr, and I've been part of SCS Software for five and a half years. During the development of Game Radio, I worked closely with our Game Design team, brainstorming what we wanted the radio feature to offer and how we could improve the overall user experience. I also helped coordinate production efforts, organised internal playtesting sessions across the company, and participated in functional testing to ensure everything worked as intended.Throughout development, I gathered a lot of valuable feedback from both our colleagues at SCS and members of the community on social media. Seeing people's reactions and suggestions has been incredibly rewarding, and I'm excited about the future of Game Radio and the opportunities we have to continue expanding the feature with new ideas and improvements."Misha - Researcher"My name is Misha, and I've been working at SCS Software for the past 3 years as a researcher, with my biggest project so far being the British Columbia DLC. For the radio feature, alongside research, I've mainly focused on building the identities of the radio stations - defining their philosophy, values, and overall creative direction.What I enjoy most about this work is turning a large amount of ideas and research into something clear and meaningful. The process can feel chaotic at first, but over time, each station develops its own distinct personality, which then shapes everything from the visual identity to the content itself.Outside of work, my two biggest passions are composing music and playing video games, so working on the radio feature has been an ideal combination of both worlds for me. I'm really excited for players to experience our in-game world while listening to the new radio stations we've been creating!"Ales - Junior Producer"Hi, I’m Aleš, and July marks my first completed year onboard the SCS truck. Prior to working here, I dedicated my working efforts in the gaming industry to community management, PR, and marketing. In SCS, I have the privilege to explore possibilities of being a producer, which I very much enjoy. Generally, I focus on the production of map DLCs for American Truck Simulator, but as a producer, I have the option to try to lend a helping hand to various projects, such as Game Radio.Unlike other members of the team, my contribution was mostly indirect, focusing on operational support, coordination of tasks and meetings, and overall team progress.I am very much looking forward to any endeavours of Game Radio, since, in my honest opinion, it has huge potential to add a nice melodic flavour to further enhance the experience of driving the roads of Euro Truck Simulator 2 and American Truck Simulator."Karina - 2D Graphic Designer"My journey with SCS Software started almost five years ago, back when I was still a university student. Since then, I’ve become a 2D artist and had the opportunity to work with the 2D design team on the branding for the in-game radio stations. We especially enjoyed this unique task because each station had its own atmosphere and visual style that we needed to capture. It was a refreshing change from our usual routine, and I’m really looking forward to seeing the stations become part of the game."We hope you've enjoyed getting to know some of the talented people who helped bring Game Radio to life. Features like this are the result of collaboration across multiple departments, and we're always proud to shine a spotlight on the individuals whose passion and expertise make them possible.Game Radio will make its debut in update 1.60 for both Euro Truck Simulator 2 and American Truck Simulator, and we can't wait for you to experience it for yourself. We'd like to thank everyone involved in the project for sharing their insights, and we hope this behind-the-scenes look has given you a deeper appreciation for the work that goes into every update. You can find out more about Game Radio here.As always, thank you for your continued support, and be sure to let us know what you think once you hit the road with Game Radio. Don’t forget to follow us on X, Instagram, Facebook, and Bluesky, and subscribe to our newsletter. Until next time, keep on truckin'!
Excited to get delivering in South Dakota? Then this blog is for you! Today, we're happy to share more of the custom depots you'll deliver to and from in our upcoming South Dakota DLC for American Truck Simulator. From busy agricultural industries to a large scrapyard, let's take a closer look at what our teams have been busy creating!


Unlike standard prefabs, these depots have been carefully assembled by our map designers using a variety of assets, giving each one a distinct look and feel. Many of them are based on real-world locations, which perhaps some of you might recognise if you live locally or visit South Dakota often.


Agriculture plays a major role in South Dakota’s economy, and players will find plenty of job contract opportunities from a range of farming industries across the state. One such location can be found near the city of Aberdeen, where you'll discover a large farm facility featuring numerous silos used for storing crops and seeds before they are shipped further afield. Set amongst the vast prairies and open spaces that define much of South Dakota's landscape, drivers will be treated to panoramic views and seemingly endless horizons as they travel between jobs. This is just one of the many farms that make up South Dakota’s number one industry. 

The agriculture industry covers much more than just seeds and crops, however, and nearby the city of Mitchell, players will discover a custom farm livestock depot inspired by a real-life facility. You'll be sure to spot plenty of livestock roaming the nearby fields, as South Dakota famously has the highest cattle to people ratio in the U.S., with approximately 4 times as many cattle as people living in the state!


For those who enjoy heavy industry and rugged terrain, the Spearfish area will feature a large quarry-inspired depot nestled within the scenic Black Hills region. Hauling materials in and out of this site will require careful driving through winding roads and rough terrain, all while surrounded by impressive rocky landscapes and industrial machinery.


In the city of Lead, you’ll find the largest open pit in South Dakota. It is a closed gold mine and a clear visual dominant of the city. In the mine's underground, 4,850 feet deep, we can find a unique research laboratory. It is the deepest underground laboratory in the United States and it houses experiments connected to dark matter and neutrinos, which need to be conducted far below the Earth’s surface, shielded from cosmic radiation. This research facility also serves as an inspiration for one of our locations in the South Dakota DLC. Our players will be able to explore a part of the facility and experience the atmosphere of a place like this for themselves.


Nearby Aberdeen, players will also come across a large scrapyard depot inspired by a real-life agricultural salvage facility. Spanning a huge area filled with rows of machinery, stacked equipment, scrap piles, containers, and industrial vehicles, this custom depot is based on a well known scrapyard business where people travel from across the region in search of spare parts, equipment, and older vehicles.


Grain transportation remains a key part of South Dakota’s economy, and nearby Mitchell, players can deliver to and from a large grain elevator situated amidst the surrounding countryside. Surrounded by open fields, this agricultural landmark captures the scenic character of South Dakota’s farming regions. Standing tall above the prairie, grain elevators like this serve as important hubs for storing and transporting crops throughout the Midwest, and are a familiar sight for truckers travelling America's backroads and highways alike. 


We look forward to sharing even more from this upcoming DLC for American Truck Simulator in the future, right here on our blog. If you're excited to be haulin' in the Mount Rushmore State, be sure to add South Dakota to your Steam Wishlist, your support means a lot to us. Until next time, happy haulin’!

We are excited to introduce the TourAmerica paint jobs for the Kenworth T680 2022 and W900 as free content in the upcoming 1.60 update for American Truck Simulator!A few months ago, Kenworth unveiled a special-edition paint scheme as part of the Freedom 250 initiative, a nationwide effort commemorating the 250th anniversary of the United States and celebrating the enduring spirit of American trucking.Inspired by the iconic TourAmerica T600 paint scheme of the 1990s, this striking design combines red, white, and blue colors - a classic styling with contemporary finishes. We are happy to support the celebrations by bringing this beautiful paint job to American Truck Simulator, where it will be available for both the Kenworth W900 and Kenworth T680 2022.Now, ATS drivers can join in the festivities as well and pay tribute to trucking heritage with a unique paint job that honors both a legendary design and a major milestone in American history.These paint jobs are already available in the ongoing 1.60 Open Beta for American Truck Simulator. If you're taking part, be sure to give your Kenworth a fresh new look and hit the road in style!Remember to follow us on our X/Twitter, Facebook, Instagram, Bluesky, and YouTube for all the latest news from American Truck Simulator, or sign up for our newsletter to stay informed. Until next time, we wish you happy haulin'!
We're excited to share that we'll be attending the Rock for People 2026 music festival in Hradec Králové, Czech Republic. We've been invited by PlayStation CZ to their gaming hangar at the event with our 4D Motion Simulator, where you'll be able to play our games!From the 10th to 14th of June, we'll be part of the 31st edition of this iconic festival, taking place at Park 360 in Hradec Králové. You'll find us in the PlayStation Hangar, located near the main entrance, where visitors will have the opportunity to experience our games on our immersive 4D Motion Simulator and meet some of our colleagues.Rock for People welcomed more than 50,000 visitors last year, and we're thrilled to be part of this incredible event. While you're enjoying the music and atmosphere, make sure to stop by, say hello to our colleagues, and enjoy a ride on our simulator!You can find more information about the Rock For People festival here. We would also like to send a huge thank you to PlayStation CZ for inviting us to this fantastic event. We can't wait to see you there!For more news from other events and our games, remember to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok or subscribe to our newsletter to stay informed! Until next time, keep on truckin'.
Today, we are excited to officially announce that a brand-new map expansion is on the horizon for American Truck Simulator. Get ready to discover the crossroads of the Midwest with the upcoming...Indiana DLC for American Truck SimulatorKnown as the Hoosier State or Crossroads of America, Indiana is a land shaped by hardworking communities, rich agricultural heritage, iconic motorsports culture, and bustling industry. From scenic rural highways lined with endless cornfields to thriving urban centers filled with towering factories and busy freight depots, Indiana offers truckers a diverse and authentic slice of America waiting to be explored.You will haul cargo through vibrant cities, each with its own unique atmosphere, landmarks, industries, and opportunities. At the heart of the state lies Indianapolis, home to a world-famous racing culture and a major hub for transportation and logistics. Whether you are navigating busy interstates around the capital or taking quieter roads through small-town America, every mile brings something new to experience.As you journey across Indiana, you will encounter a wide variety of landscapes and industries. Deliver agricultural equipment and grain from the fertile farmlands, transport steel and heavy machinery through industrial regions, or supply bustling distribution centers. Keep an eye out for iconic water towers, classic red barns, charming downtown districts, and historic covered bridges that help give Indiana its unmistakable character.Indiana is also home to an impressive network of highways and interstates that play a vital role in American commerce. With the continuation of I-90 through northern Indiana, you can also look forward to trucking all the way to Indianapolis and deeper into the Midwest. Along the way, drivers can expect a blend of open highways, dense urban traffic, industrial zones, and peaceful countryside roads that capture the true spirit of Midwestern trucking.Our teams are hard at work bringing Indiana to life with the detail and authenticity our community expects, and while there is still a long road ahead before release, we are excited to begin sharing more from this upcoming expansion in the future. Please keep in mind that everything you see here is still a work-in-progress and may change during development.If you are looking forward to hitting the roads of the Hoosier State, be sure to add the Indiana DLC to your Steam wishlist and show your support for the project!Don’t forget to follow us on X/Twitter, Instagram, Facebook, Bluesky, and TikTok, or subscribe to our newsletter for the latest updates and behind-the-scenes looks at the development. Until next time, keep on truckin’, and we will see you on the road!
We’re excited to share that the 1.60 Open Beta for American Truck Simulator is now available for players to try out. If you decide to join the beta, we’d really appreciate it if you report any bugs or issues you encounter in the appropriate section of our official forums.Your feedback plays a huge role in helping us improve the game, and we truly value the time and effort you put into testing these new features and changes. Now, let’s dive into what you can expect in the 1.60 Open Beta update:Game Radio With Update 1.60, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.At launch, players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also the only stream-safe station at launch, designed to help content creators avoid copyright claims.Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post. Improved Material SystemThe Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ATS will be the Mack Anthem and the Western Star 49X. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.Light TweaksWe have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.Players' Company Paint JobsAfter over a year of development as a passion project for the ATS community, players are now able to customize their trucks and trailers with a brand-new collection of company-themed paint jobs inspired by the selectable company identities available when creating a driver profile. These designs bring a more cohesive and professional visual style to your fleet while fitting naturally into the world of ATS.One of the biggest focuses during development was ensuring that every paint job feels unique, depending on the type of trailer it is applied to. Rather than simply using one design across all trailer models, our teams carefully adapted each company's paint scheme to match the shapes and details of different trailer types. Whether you’re hauling cargo with a tanker, transporting materials in a dumper, or pulling a traditional box trailer, each variant features its own tailored details and layout. You can find out more in our blog here. Job Details WidgetBased on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget will be introduced with the 1.60 update. Its primary purpose will be to enable a new, more immediate, and concise way of displaying the relevant job info. Also, in response to community feedback, the GPS will now display the estimated arrival day and time, along with the remaining travel time and distance. Once added, you'll be able to enable the Job Details Widget through the Widget Options menu (F6). The widget will display key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.Expanded Rest MechanicThis new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration. Alongside this change, the Fatigue system will now be split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.The Rest State, symbolised by a bed icon, will now gradually deplete rather than recover over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, will function more strictly. In American Truck Simulator, drivers can stay on the road for up to 14 hours before they must take a mandatory break, requiring 10 consecutive hours of rest afterward. You can read more about this feature here.Changelog: Vehicles
  • Players' Company Paint Jobs
Visual
  • Improved Material System
  • Light Tweaks
Sound
  • Game Radio
UI/UX
  • Job Details Widget
  • Expanded Rest Mechanic
Enjoy all the new additions, but please remember: It's only an open beta, not a stable public version, so you may encounter bugs, instability, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to get there faster, we'd appreciate all of your feedback on our forum and your bug reports in the dedicated section.Please check our modding wiki to get details pertaining to mods for the game. If you wish to participate in this Open Beta, you can find this version in the Experimental Beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on American Truck Simulator → Properties → Betas tab → Beta Participation drop-down menu → public_beta. No password is required. Sometimes you will have to restart your Steam client to see the correct branch name there.
Today, we’re excited to share more details about a feature coming to American Truck Simulator in Update 1.60 - Players’ Company Paint Jobs!For quite some time, our teams have wanted to expand and improve the way players can represent their in-game trucking companies. After over a year of development as a passion project created especially for the ATS community, we’re happy to finally reveal the results.With Update 1.60, players will be able to customize their trucks and trailers with a brand-new collection of company-themed paint jobs inspired by the selectable company identities available when creating a driver profile. These designs bring a more cohesive and professional visual style to your fleet while still fitting naturally into the world of American Truck Simulator.One of the biggest focuses during development was ensuring that every paint job feels unique, depending on the type of trailer it is applied to. Rather than simply stretching one design across all trailer models, our teams carefully adapted each company's paint scheme to match the specific shapes and details of different trailer types.Whether you’re hauling cargo with a tanker, transporting material in a dumper, or pulling a traditional box trailer, each variant features its own tailored details and layout. Our designers paid close attention to every surface, curve, and accessory to make sure the final result feels authentic and visually balanced across the entire fleet.Players familiar with the feature in Euro Truck Simulator 2 will also feel right at home with the customization options included in ATS. Every company paint job comes with four pre-made color presets, giving players multiple styles to choose from right away while maintaining a consistent company identity.We can’t wait for you to hit the road with your newly branded fleet when Update 1.60 arrives for American Truck Simulator. Whether you’re starting a brand-new company or giving your current operation a fresh identity, we hope these new paint jobs help make your journeys feel even more personal.Until then, be sure to stay connected with us on our social media channels on X/Twitter, Facebook, BlueSky, YouTube, and Instagram, and by subscribing to our newsletter so you don’t miss any future updates! Stay safe and happy truckin'!
Today, we are happy to give you a glimpse at the upcoming 1.60 update for both Euro Truck Simulator 2 and American Truck Simulator with the Expanded Rest Mechanic feature, which will change how the fatigue system in our games works, so let's take a look!


We are implementing the Expanded Rest Mechanic into our games after a lot of requests from our #BestCommunityEver for this feature. This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.


Alongside this change, the Fatigue system will now be split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.The Rest State, symbolised by a bed icon, will now gradually deplete rather than recover over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate. Players will receive a warning notification when their Rest State becomes critically low, and microsleep events will begin occurring once it reaches exhaustion.


The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, will function more strictly. Players will receive a notification two hours before a mandatory break is required, as well as another warning if they exceed the allowed driving time, which will also result in a traffic violation penalty.In American Truck Simulator, drivers can stay on the road for up to 14 hours before they must take a mandatory break, requiring 10 consecutive hours of rest afterward. In Euro Truck Simulator 2, drivers may drive for up to 10 hours before taking a mandatory break, which requires 9 consecutive hours of rest.


We believe these additions coming to our games with the future 1.60 update will provide players with greater flexibility and customization while also enhancing realism. However, both systems can be enabled or disabled independently in the settings, allowing you to tailor the experience to your own preference.


Don't forget to stay tuned for more news from the upcoming 1.60 update by following us on our X/TwitterFacebookInstagramBluesky, and YouTube. We would also really appreciate it if you could sign up for our newsletter. Until next time, safe travels!

It has been a few days since the last DLC was released, so it is time for us to begin looking ahead in American Truck Simulator. While today is not quite the official reveal, we do have a small teaser from a brand-new destination currently in development for ATS, and we think some of you may already be able to guess where our journey will lead next.Development on this project is still in its early stages, so we are not ready to share all the details just yet, including any release timeline. However, we couldn’t resist giving the #BestCommunityEver a tiny glimpse of what our teams have been working on behind the scenes.From iconic roadside landmarks to stretches of highway surrounded by lush countryside, this upcoming map expansion will offer truckers a brand-new region of the United States to explore, haul through, and discover. Whether you enjoy cruising through bustling urban areas, navigating industrial hubs, or taking in scenic rural drives, there will be plenty waiting for you down the road.Still unsure? Don’t worry, we have a screenshot for you to examine closely. We know our community is filled with expert detectives, and we are excited to see your guesses rolling in across the comments and social media.As development continues, our map, asset, and research teams are hard at work recreating the atmosphere, industries, road networks, and landmarks that make this part of the United States unique. There is still a road ahead before we are ready to fully unveil this DLC, but we are already looking forward to sharing more about this journey soon.We cannot wait to show you more when the time is right. Until then, stay up to date with the latest news, don’t forget to follow our blog, subscribe to our newsletter, and follow us on X/TwitterFacebookBlueSky, and Instagram. Until next time, keep on truckin’!
In today's blog, we bring you another piece of the puzzle from the upcoming 1.60 update for both Euro Truck Simulator 2 and American Truck Simulator, which we hope will get our #BestCommunityEver very excited. In this update, we will be introducing the Improved Material System for the interior of selected trucks! Let's take a look.


The Improved Material System, which will be introduced in the 1.60 update for both games, significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.


During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. 

This has been requested from our community for some time, as the previous system often made interiors appear too dark and flat, especially in scenes without direct lighting. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions.


"The main goal of the new technology was to bring more light into shadowed areas of vehicle interiors. The previous system struggled to handle indirect lighting in these situations, causing many details to be lost in darkness. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way. Environmental reflections are no longer limited to highly polished metallic surfaces. This change gives interiors significantly greater depth and readability," says our Vehicle Technical Leader, Daniel.We have also carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions to achieve a more consistent and refined look. 


The development of this system took place in parallel with Project Road Trip, where its importance became even more apparent. Smaller, darker passenger vehicle interiors suffered from a lack of indirect light more than trucks with bright cabs and large windows, which often allow direct light to enter. Road Trip thus served as the ideal environment for developing and fine-tuning these technologies.The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. Throughout the entire process, we kept players with lower-end hardware in mind. We aimed to make the visual improvements as impactful as possible while minimizing the performance cost.


The first trucks to benefit from the Improved Material System will be the DAF NGD and MAN TG3 TGX models in ETS2. In ATS, players will see redesigned interiors for the Mack Anthem and the Western Star 49X. With future updates, we will gradually add this technology for other trucks across both games.We hope this new feature has you looking forward to the 1.60 update even more, as it brings a major enhancement to these truck interiors and makes the view from the driver's seat better than ever! Please note that the Road Trip vehicles are not releasing with the 1.60 update.


Until next time, be sure to follow us on X/Twitter, Facebook, Instagram, Bluesky, and YouTube for all the latest updates. Don't forget to sign up for our newsletter as well! See you out on the road, and keep on truckin'!

Today, we are excited to share with our community a brand-new feature coming to both Euro Truck Simulator 2 and American Truck Simulator with the upcoming 1.60 update - Game Radio!For many drivers, music and the open road naturally belong together. Whether you are cruising through the countryside at sunset, hauling cargo across busy interstates, or relaxing during a long night drive, the right soundtrack can completely change the atmosphere of your journey. With Game Radio, we wanted to take that experience much further than a simple music player. Game Radio is a brand-new in-game radio system designed to deepen immersion, support roleplay, and make every drive feel more authentic. Rather than approaching radio as just another technical feature, we created a collection of stations with their own distinct identities, philosophies, moods, and sounds. This is Game Radio's first chapter - built on music, with more layers planned for the road ahead.At launch, Game Radio will feature five unique radio stations:Rust FMRust FM is a guitar-driven station bridging five decades of rock, from the psychedelic garage sounds of the late 60s all the way to modern indie. Built for drivers who enjoy raw riffs, extended solos, distortion, and live energy.This station features, amongst others, Sorry and SASAMI, both on Domino Records. Sorry is a North London indie band whose debut was co-produced by James Dring of Gorillaz fame, while SASAMI is a classically trained French horn player from the Eastman School of Music who scored films and commercials before going solo. Also on the roster: Holiday Ghosts, a DIY duo from Cornwall who record on their own equipment and have built a devoted cult following in the UK underground.EscapeEscape is for drivers whose nervous systems are stretched thin, a place to slow down, settle in, and find some quiet. Lo-fi textures, jazzy chords, minimal beats. Escape is ideal for peaceful night drives and calm moments behind the wheel.Escape is also currently the only stream-safe station available at launch, featuring StreamBeats by Harris Heller, a music library built by a streamer, for streamers. Its music is specifically licensed with streamers in mind, designed to help avoid copyright claims and support content monetization. Players will be able to enable Streamer Mode directly from the game menu.PUMP IT!PUMP IT! turns your truck cabin into a dance floor, built on hypnotic beats and precisely engineered production. This station is all about movement and intensity. Don't think it. Just feel it. Featuring Tony Romera, a French producer with official remixes for Calvin Harris and Diplo, and a #1 track on the Beatport Overall Charts, and KIDSØ, a Munich duo known for fully improvised live shows with live visual installations across the European festival circuit.Pop GearPop Gear runs on hooks, momentum, and dopamine. Designed to capture attention and trigger the irresistible urge for just one more song, the station thrives on the emotional highs of contemporary pop: modern production, catchy melodies, hook after hook. Featuring Palace Winter, a Copenhagen duo the New York Times called "a darkly intoxicating potion," and School of X, a Danish artist whose music moves between orchestral pop and raw electronics.RoadioRoadio is dedicated to American roots music that feels grounded, honest, and deeply connected to the spirit of the open road. Inspired by wide landscapes, truck stops, desert highways, and classic Americana, Roadio aims to become the perfect companion for long-distance hauls and quiet moments of reflection. Featuring Bonnie 'Prince' Billy, one of indie folk's most revered voices whose song "I See a Darkness" was covered by Johnny Cash; Grammy nominee and 2021 IBMA Songwriter of the Year Thomm Jutz; and New Zealand singer-songwriter Amber Lynn Nicol.Game Radio features music from artists across some of the most respected independent labels in the world, including Domino Recording Company, home to Arctic Monkeys, Franz Ferdinand, and Wet Leg, alongside Drag City, Ninja Tune, and independent artists who record and tour entirely on their own terms. Every track was chosen by hand, built to hold up across hundreds of hours of driving.Game Radio FeatureGame Radio will expand the existing audio experience alongside the current Radio Stream (Online Radio) and Music Player systems, while also bringing a variety of improvements to music selection, user experience, and overall interaction with the in-game audio players.In-game WidgetWhile driving, the Audio Player widget will appear above the navigation interface and display detailed playback information, including:
  • Unique station name and icon
  • Current song title
  • Artist name
  • Animated audio wave visualization
  • Favorite station indicator
Players will also be able to customize the behavior of the widget through the Widget Options menu (F6), allowing them to tailor how and when radio information appears during gameplay.Support for Community-Created StationsWe are also excited to support creative possibilities for our modding community. Players will be able to create their own custom radio stations featuring their own music and share them with the community for playback, just like any other mods.Game Radio has been designed to become part of the driving experience itself. Different stations can completely change the atmosphere of your journey, whether you are hauling cargo through dense urban traffic, crossing remote deserts, or enjoying scenic roads across Europe and North America.This feature also brings improvements to the existing music and radio systems, creating a more seamless listening experience while driving.We are incredibly excited to finally begin sharing more about Game Radio with our community, and we look forward to hearing which station becomes your favorite once 1.60 arrives. The stations you hear at launch are the foundation. Music comes first, and there is plenty more we want to build on top of it in the future! Be sure to follow us on X/Twitter, Facebook, Instagram, Bluesky, and YouTube for all the latest updates. Don't forget to sign up for our newsletter as well! See you out on the road, and until next time, keep on truckin’.