American Truck Simulator News & Announcements
Star Nation is back! We’re thrilled to once again team up with our good friends at Western Star to offer a once-in-a-lifetime opportunity to members of the American Truck Simulator community. This year, two lucky virtual truckers will win an all-expenses-paid trip to Oregon, USA, to take part in the Star Nation Experience 2026, an unforgettable trip filled with outdoor activities, the opportunity to get behind the wheel of a real Western Star truck, and so much more.

Excited? Before we get into the details of how you can apply, let us first share with you what the event is all about! The Star Nation Experience is a four-day adventure unlike any other in the trucking industry, taking place between June 5-8, 2026. It’s packed with world-class dining and unforgettable experiences, including whitewater rafting, the X-Series Ride & Drive Challenge at the Madras Proving Grounds, and a Star Nation photo shoot in the mountains. You’ll even have the chance to rub shoulders with Western Star’s engineers and product teams. It's the ultimate prize for any American Truck Enthusiast!


It’s an opportunity you don’t want to miss, but don’t just take our word for it! Watch our SCS On The Road - Star Nation Experience 2025 & 2024 episodes and follow our previous years winners, along with members of the SCS Software team, as they share their stories and experiences from this epic adventure. Take a watch below!In addition to the awesome activities that await you, you'll also get to meet Oscar, Nemiro, and Beny from our team here at SCS Software, who will be attending as well! They’ll be filming this epic experience for a future SCS On The Road episode to share with our community & posting photos and updates live from Star Nation throughout the event, so be sure to follow us on our social media channels!


If you read this far, you must be eager to know how you can be in with a chance of being a part of this epic experience. However, there are a few important details you need to know before applying. We strongly advise you to review Western Star's Terms and Conditions, read the FAQ, and thoroughly examine the application form as there are specific limitations for applicants. You can find the T&C's here, and the FAQs hereThis opportunity is exclusively to all legal residents of the fifty (50) United States, District of Columbia and Canada (except for the Province of Quebec) who are 21 years of age or older at the time of entry. Whilst a having an active Commercial Driving Licence is not an entry requirement, some activities do require a CDL to participate. Western Star Trucks will then select two winners from applicants who meet all requirements.Ready to submit your entry? Click here to be taken to the official Western Star Trucks website to enter. We wish you the best of luck! We look forward to spending a fun-filled few days at Star Nation 2026. Be sure to keep a close eye on Western Star's Facebook, Instagram, YouTube and Newsletter for the latest Star Nation news, and our X, Bluesky, Instagram and Facebook for more updates. Until then, keep on truckin'!
For more than 60 years, Bobcat has been building compact equipment used by individuals, workers, and businesses across countless industries. Today, we’re excited to announce that drivers in American Truck Simulator and Euro Truck Simulator 2 can now deliver Bobcat equipment across our virtual worlds, supplying in-game industries with the Bobcat Cargo Pack.

Since the late 1950s, they’ve been building compact, hardworking machines designed to get the job done in tight spaces, on tough terrain, and in demanding conditions. They are best known for creating the world's first skid-steer loader, a machine that has become an absolute icon on construction sites worldwide. It’s only fitting that this legendary piece of equipment takes centre stage in this cargo pack, representing Bobcat’s spirit of versatility, power, and practicality.

Alongside the iconic skid-steer loader, the Bobcat Cargo Pack also brings a selection of machines commonly seen across a range of industrial areas and businesses. From excavators and wheel loaders used on construction sites to forklifts, telehandlers, and support equipment found in depots and farms, these cargoes reflect the everyday work Bobcat machines are trusted to handle.

Every cargo included in this DLC has been created using detailed reference materials and technical information collected and provided during our collaboration, making sure each machine looks and feels right when loaded up on your trailer. The Bobcat Cargo Pack DLC features a variety of equipment from Bobcat's product lineup, giving drivers plenty of new job contracts on the road. This includes:
  • Agricultural Telehandler - Bobcat TL30.70 
  • Compressor - Bobcat PA12.7v 
  • Excavator - Bobcat E60 
  • Forklift - Bobcat D30
  • Mini Excavator (Electric) - Bobcat E10e 
  • Skid-Steer Loader - Bobcat S86
  • Wheel Loader - Bobcat L95
In addition to these new cargoes, this DLC also includes a set of Bobcat branded cabin accessories. These include work gloves, a black hard cap, a hard hat, a polo shirt, and a reflective safety vest. Inspired by real world workwear featuring the Bobcat logo, they are the perfect addition to any hardworking trucker’s cabin, and a great reminder that safety always comes first on the job!


Hauling in both Euro Truck Simulator 2 and American Truck Simulator? Don't miss out on our special Steam bundle. The Bobcat Cargo Pack Bundle lets you purchase this DLC for both games with a 50% discount, meaning you can get both for the price of one! You can find the bundle available now on Steam here. 


But that's not all! We’re also preparing a special upcoming episode of our SCS On The Road series, where our team visits Bobcat’s production facility located in Czechia. It’s a behind the scenes look we’re really excited about, so keep an eye out for that episode coming soon on our official YouTube channel. Be sure to subscribe here.

This DLC would not have been possible without the help and support from the team at Bobcat. We want to give a huge shoutout and sincere thank you to everyone who we worked with closely from the very beginning, sharing references, expertise, and feedback to help us bring these legendary machines into the virtual trucking world.

We hope you enjoy the Bobcat Cargo Pack DLC, and we'd love to see your photos and videos from your first deliveries hauling them! Be sure to tag us in your posts, as we will be sure to share some of them across our social media channels. Until next time, happy haulin' and keep on trucking! 

Fresh news from the Prairie State just got delivered! In today's blog, we would like to show you how we are progressing with the Illinois DLC for American Truck Simulator by showcasing a selection of settlements you will discover in this state, so let's dive in.Apart from the big cities where you will often deliver cargo to and from, you will also encounter these smaller towns on the road. Our map designers are putting together a total of 11 settlements for Illinois, and today, we are showing you a selection of them. MonmouthMonmouth is one of the first towns you will discover when driving from Iowa into Illinois, located near the state line in western Illinois, northwest of Peoria. Established in 1831, it serves as the county seat of Warren County. The local economy is rooted in agriculture, and the town is well known for hosting annual maple and beef festivals that celebrate its rural heritage. In the game, Monmouth will be easy to recognize thanks to its beautiful historic landmarks, including the Warren County Courthouse and Monmouth City Hall. MacombContinuing south along Route 67, you'll arrive in Macomb, the county seat of McDonough County, established in 1829. The town is perhaps best known for "Macombopoly", the world's largest game of its kind, featuring oversized game pieces displayed around the lawn of the McDonough County Courthouse. The installation pays tribute to the classic board game and its inspiration, which was created by one of the town's residents. To reflect this unique piece of local history, a recreation of the courthouse, along with one of the statues that commemorates this connection, has been included in the map. El PasoAt the junction of Interstate 39 and Route 24 lies the small town of El Paso, home to just over 2,000 residents. In the past, El Paso served as an important railroad hub. Its local freight depot became historically significant and, following the decline of rail transport, was listed on the National Register of Historic Places. In later years, the depot was transformed into an archbishop center, which is now a distinctive local landmark that has also been recreated in the game. ChenoaChenoa, located in McLean County, is one of the towns along the historic Route 66. In recognition of this iconic highway, the game features a roadside attraction inspired by its real-world counterpart in Chenoa, paying tribute to the legendary route. Farther along the road, you'll also spot a recreation of a small historic red wooden house, which today operates as a gift shop.
GilmanContinuing on Route 24 from Chenoa, you will arrive in the town of Gilman. Being located on the intersection of Interstate 57, Route 24, and Route 45, it has been nicknamed "The City of the Crossroads", which is also reflected on its welcome sign in the real world and our game as well.BeardstownIn the western part of the state lies the city of Beardstown, historically known as the "Belle of the Bend" because of its prominent location on a curve of the Illinois River. The town's characteristic name comes from its founder, Thomas Beard, who settled there in 1819, when he built a log cabin at the edge of the river, from which he traded with the local native Americans and ran a ferry. If you like this preview of the Illinois DLC, make sure to add this map expansion to your Steam wishlist! Don't forget to stay tuned for more American Truck Simulator news by following us on our X/TwitterFacebookInstagram, ThreadsBluesky, and YouTube. We would also really appreciate it if you could sign up for our newsletter. Until next time, happy haulin'!
We’re back with a brand new episode of our SCS On The Road series! Last year, we had the privilege of visiting and taking a look around Veteráni na Truc, a local Czech company specialising in importing, selling, and servicing heritage and classic cars, as well as American vehicles, in Czechia. Here, we had the opportunity to get up close to some truly iconic machines, including the legendary 1969 Dodge Charger!


The Dodge Charger is an iconic American muscle car, instantly recognisable thanks to its bold fastback design and unmistakable presence on the road. Powered by a range of legendary V8 engines, this classic car has become a symbol of raw performance, leaving a lasting mark on automotive history and popular culture alike. So, for us to have the opportunity to see one up close in our home country was something quite special! We couldn’t leave without taking the time for a walk-around of this legend and sharing it with you.We’d like to extend a big thank you to the brothers Ondřej and Jiří Truc, Jan Lancinger and the fantastic team at Veteráni na Truc, for welcoming us, sharing their storiy, and allowing us to record it for you. What started as a family passion has grown into a well-known Czech specialist in classic, heritage, and American cars, with a strong focus on preserving automotive history, much of which you’ll hear about in this episode.Of course, there was some important work to be done too, as we also spent time capturing valuable reference material, including video footage and authentic vehicle sounds from their collection for our upcoming American Truck Simulator Road Trip DLC!

If you enjoyed this episode, be sure to show some love to Veteráni na Truc and the amazing work they do! We highly recommend checking out their website here, and following them on social media channels (Facebook, Instagram, YouTube), where they regularly share photos of their vehicles, restoration projects, and behind-the-scenes insights from their workshop. We’ve got plenty of SCS On The Road episodes planned and lined up for 2026, so be sure to subscribe to our official YouTube channel so you don’t miss any upcoming releases. Thank you for your continued support, likes, and comments and we look forward to seeing you on the road again soon!

For more than a decade, the Route Advisor has been a constant companion on the road. It’s been with many of you for thousands of hours, countless deliveries, and more than a few white-knuckle parking attempts. Changing something so familiar is never a small decision, and it’s not one we took lightly. So before we talk about what changed, we want to start with the most important question:

Why did we change the Route Advisor at all? 

Over the years, the core truck driving experience has grown deeper and more detailed. Trucks gained more systems. Driving assists became more nuanced. Screens got smaller for some players, larger for others, and control methods expanded from keyboards to wheels and gamepads.

The original Route Advisor did an incredible job for a long time, but it was reaching a point where it could no longer grow without becoming cluttered, unclear, or restrictive. Adding more and more information into a single panel meant compromises: hidden states, missing feedback, and tab switching while driving.

Our goal with the new Route Advisor was not to change how you enjoy truck driving. It was to make sure the information you need while driving is:
  • Clear
  • Immediate
  • Unambiguous
  • Adaptable to how you play
 What you’re seeing now is the foundation of that change.

From One Panel to Many: A Widget-Based Advisor

Instead of one compact panel trying to do everything, the new Route Advisor is built from individual widgets, each with a single, clear purpose.

This shift lets us do three important things for truck drivers:Show more driving-critical information without crowdingGive clear feedback on what your truck is actually doingLet you decide what stays on screen, and what doesn’tEach widget can be enabled or disabled independently, and you can choose whether it appears:
  • in the interior view
  • the exterior view
  • both
  • or not at all
If you want a minimal, immersive screen, great. If you want more at-a-glance feedback, also great. Furthermore, F3 remains as before to switch off all UI elements with notifications still being shown.Driving-Critical Information, Front and Centre

One of our biggest focuses was improving feedback while driving, especially information that previously was missing, unclear, or only available in limited views.What is now more visible and easier to read:
  • Speed
  • Selected gear
  • Fuel status
  • Time to rest 
What is now displayed for the first time:
  • Engine RPM
  • Exact time until rest is required
  • Time remaining to complete a delivery
  • Truck systems indicators
This information is available whether you’re driving from the cabin or using an exterior camera, so you’re never guessing what your truck is doing.

Clear Feedback on Truck Systems

Modern trucks rely on many active systems, but until now, it wasn’t always obvious which ones were on, off, or partially engaged. 

The new Indicators widget provides immediate visual feedback for systems such as:
  • Cruise control (including its settings)
  • Engine brake and retarder levels
  • Lane assist and lane departure warning
  • Lights, high beams, hazards, beacons
  • Parking brake, trailer brake, differential lock
  • Wipers and air brake pressure
Icons appear only when systems are active, keeping the screen clean while ensuring nothing important is hidden. A Better Way to Understand Damage

Damage feedback has also been reworked.

Previously, damage was shown mainly as percentages, but those numbers didn’t always explain what that damage actually meant. Now, instead of an abstract value, the UI shows when a system is damaged enough to start malfunctioning.

In other words:
  • You don’t just know that something is damaged
  • You know when new damage occurs, with the change clearly highlighted
  • You know when it will start affecting how your truck behaves
This gives clearer feedback and a better sense of urgency, without unnecessary distraction.Notifications That Inform Without Overwhelming

Notifications now live in a dedicated area of the screen and are colour-coded by importance: 
  • Alerts
  • Warnings
  • Announcements
Only one notification appears at a time, helping you stay informed without flooding your view. This also prevents important messages from fighting for attention in multiple places.

Automatic Parking, Refined 

Automatic parking assistance has been redesigned to be less intrusive and more optional.

Instead of repeated reminders in a distracting block of text, it now appears as a small, dedicated widget (highlighted below) that subtly communicates the option clearly, and can be disabled entirely by experienced drivers who don’t need it.The Role of the Quick Info Menu

Some information has been intentionally moved away from the live driving HUD to reduce distraction:
  • Detailed job information
  • Damage percentages
  • Vehicle adjustments and services
This information is now centralised in the Quick Info menu, alongside:
  • Control references
  • Easier access to settings
  • Photo mode
  • Widget Options 
  • Local regulations
The intent here is separation:
  • Driving HUD → what you need while driving
  • Quick Info menu → deeper context and configuration
This Is a Foundation, Not a Final Step

We want to reassure everyone that the new Route Advisor will continue to be improved.

Additional widgets, refinements, and customisation options are all possible because of this new foundation, and we intend to get this right, for everyone.

Looking Ahead

Change is always hardest at first, especially when it touches something as familiar as the Route Advisor. We understand the community’s concerns, the strong reactions, and the passion behind them. That passion about our game is exactly why we care so deeply about getting this right. Our commitment is simple:
  • Preserve the heart of truck driving
  • Improve clarity, driving awareness, and immersion
  • And keep making this system better with you, not without you
Thank you for taking the time to read this and share your thoughts, and for continuing to travel on this incredible journey with us and the game we all love.

We’ll see you on the road.
Today, we’re excited to take you behind the scenes of an ambitious project. We spoke with Davido, the DLC Lead for British Columbia, who shared insights into the scale, challenges, and inspiration behind bringing Canada to American Truck Simulator for the very first time."Hi, I’m Davido, and I’m the DLC Lead for British Columbia (BC). As a DLC Lead, I'm essentially the project's manager. This means that I primarily manage a team of 14 people who are responsible for the visual appearance of the DLC, and I have to keep track of everything that people create in the map. I have to make sure that nothing is forgotten in a given DLC, that everything meets our technical and visual standards. I spend a lot of time consulting and providing feedback not only with people in the team, but also across the entire company because a DLC is not just about visual work, but it's a combination of several things that must work both on its own and in conjunction with the rest of our game world. In addition to all this, there are also a lot of administrative matters related to the regular evaluation of people, marketing, reporting of the DLC ​​status to top management, recruiting and training new map designers, etc. I’m also still able to participate in some of the production. In BC, I would like to build the city of Kelowna."For the first question, we asked Davido how extensive this DLC will be."British Columbia is a really big and vast territory comparable to the area of Texas, Oklahoma, and Kansas combined, just to give you an idea. Anyway, a large part of the territory consists of uninhabited islands off the coast or wilderness in the North. Many cities are located mainly in the lower half of the territory and on the border with the United States. Logically, it doesn't make much sense in our game to create all of it from the South to the North to the border with Yukon, where only a few one-way roads lead to; in that case, the community would have to wait a really long time for this DLC. We're going to cover about two-thirds of the territory with major cities and roads, and that should be an amount of work roughly equivalent to 1.5 - 2 times the size of our standard US DLCs." Davido explains.Since we are moving away from the USA for the first time in American Truck Simulator, we wondered what new challenges the DLC brings."First of all, after a long time, we're again facing a completely different landscape and environment, where breathtaking mountains, rocks, forests, and lakes play a significant role, which is what my team and I did previously in the Montana DLC. Canada is also, of course, a new country, with its own road metric system, rules, signs, different architecture, but partly also cultural customs and language. For the first time in ATS, we're going to have border crossings. But it's already clear to us that the biggest challenge will be the mountains, rocks, and road elevation presented everywhere. These elements are not easy to create in the map; not every map designer has the talent for it, and we will have to share know-how with each other, probably also with a few people who were able to capture such landscapes perfectly in the rework of Austria and Switzerland." Davido told us.To truly understand British Columbia, part of the team traveled there last year."We visited British Columbia last year in July. The team included several of my senior guys who also work as specialists in vegetation, generic assets, and custom depots. Also, the person who will be creating Vancouver and the border crossings was a part of the group, and several representatives from the Asset department and people responsible for branding went with us as well. The intention was to spend 10 days there, but due to bad weather, we had to stay 1 day in London, UK, so we were forced to shorten our schedule, and unfortunately, we didn't have time left for Vancouver Island. But apart from that, we managed to visit all the places that we wanted to," he shares.Of course, we were curious to learn more about how a research trip like this actually works and what it involves, so we asked Davido to walk us through it."After our arrival in British Columbia, we spent the first day in Vancouver, where we toured the downtown and the area around the harbour. We tried to get as close as possible to the container terminal and river port to get a better idea of ​​how big these areas are, how it works there, what can be seen there, where the trucks get in, etc. The following days, we drove into the mountains, and along the way, we stopped at several lakes and spent the night at the Whistler Olympic Village. After that, we headed towards the city of Kamloops. There are a few mines, paper mills, and other industries around that town that we wanted to document. We also got close to the border with Alberta, passing the important Summits on the way, such as Roger Pass, for example. On the way back, we took it through the Okanagan Valley, a region rich in vineyards and orchards, stretching from the city of Kelowna down to the city of Osoyoos, which lies on the border with the United States, and from there we returned to Vancouver," he explains. Looking back on the trip, we asked what stayed with Davido the most and how British Columbia left its impression on him."It was great to get this opportunity, and each personal visit enriches you both personally and professionally. I had the chance to see places that I would probably never see under normal circumstances. British Columbia is a truly amazing place, and at times, I was amazed by some of the scenery. There was always something to admire."Davido then continues."If I had to say in general, Canada impressed me as a mix of American and European culture. The people are nice and helpful, and speak the same language as in the United States. They also drive big cars. You can see American trucks there, some American brands, etc. On the other hand, in many places, Canadian patriotism and pride in their own products were quite noticeable. Also, as a European, the metric system suited me much better," he says.We were also curious to know what truly defines British Columbia, especially when it comes to its architecture and the overall character of the map."I think that small towns, where it is often really difficult to find something that would meet our requirements for a landmark, are more typical of Canada. Only Vancouver meets the definition of a metropolis, and even there, the architecture is different from the US. In this respect, American cities are much more interesting, and their federal buildings, like city halls, post offices, banks, courts, etc., are very beautiful and recognizable buildings in every city. There are also a lot of beautiful churches in America, which we usually recreate as landmarks. It's always fun to give such places care in the game. Unfortunately, I am missing some of this a bit in Canadian cities. Also, the network of large truck stops that we're used to seeing in the US is simply not there, so it will be a bigger challenge for us to capture the right feeling. British Columbia will simply be much more about the natural scenery and interesting industry," Davido answered. At the end, we asked what he was most looking forward to seeing in the finished map of British Columbia."I would say everything. We are currently at a stage where we have thought up and created designs for all the roads and cities, and I can already say that players will have a lot to look at all the time. Personally, I'm looking forward to Vancouver and its surroundings. It's a truly significant and beautiful city that we want to take care of. I'm also looking forward to the capital, Victoria, which we were not able to visit in person, but it's also one of the beautiful, architectural cities, and I'm looking forward to having the opportunity to see it at least in the game. And of course, all the mountains, peaks, rivers, and lakes that we can offer to players," he shares with us.Davido and all of us here at SCS truly believe that you, our #BestCommunityEver, will fall in love with British Columbia. Opening the gates to Canada is a major milestone for American Truck Simulator. As you’ve read, bringing an entirely new country, landscape, and atmosphere into the game requires a tremendous amount of work and dedication. But we’re confident that once you hit the road and take in those mountains, forests, cities, towns, and lakes for yourselves, you’ll agree it was absolutely worth it.We hope you enjoyed this peek behind the curtains of this upcoming expansion. Don't forget to add the British Columbia DLC to your Steam wishlist! Make sure to follow us on X/TwitterFacebookInstagramBluesky, and YouTube, or sign up for our newsletter for future updates. Until next time, safe travels and happy haulin'!
In today's episode of SCS On The Road, Petr and Oscar travel to Sweden, where they visited the Volvo Construction Equipment Customer Center and got a hands-on opportunity to test vehicles similar to those featured in our Volvo Construction Equipment DLCs for both Euro Truck Simulator 2 and American Truck Simulator!Welcome to the city of Eskilstuna! In this episode, you'll get an exclusive look inside Volvo CE's Customer Center, where they welcome dealers and customers from around the world, showcase their impressive construction machinery, and host spectacular live events. Guided by their instructor, David Lundin, and Arvid Rinaldo from Brand Communications & Sponsorships, Petr and Oscar had the incredible opportunity to operate several machines from Volvo CE's lineup, including the L260 wheel loader, the A60 6x6 articulated hauler, and more. We would like to extend a huge thank you to Volvo Construction Equipment for inviting us and making this episode possible, as well as to Arvid and David, who helped us get a once-in-a-lifetime opportunity to drive these massive machines. Now, without further ado, let's have a watch!We hope you enjoyed this episode! If you did, make sure to follow Volvo CE on their Facebook, Instagram, YouTube, or LinkedIn.And if you would like to transport these 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, make sure to stay connected with all the latest news and upcoming episodes by following us on X/TwitterFacebookInstagramBlueskyTikTok, and YouTube, or by subscribing to our newsletter. See you on the road!
Some vehicles are more than just a means of transportation; they are icons that have left a lasting mark on automotive history. Today, we’d like to share a closer look at one such legend, the Ford Crown Victoria, which will be part of our upcoming Road Trip project for American Truck Simulator.As part of our preparations for Road Trip, we reached out to our community to ask if anyone owns vehicles that will be featured in the project, allowing us to capture authentic reference material and record real-world sounds. Marcel, a member of our community from Germany, contacted us and generously offered to let us come and check out his vehicle in person.Marcel is the proud owner of a Ford Crown Victoria P71 Police Interceptor, an ex-supervisor police car that still carries many of the unmistakable details that made this model so memorable. For decades, the Crown Victoria defined what a police car looked like, while also being equally recognizable as the classic yellow taxi seen on city streets. Its unmistakable silhouette and presence made it a familiar sight not only in everyday life but also in countless movies and TV shows.Thanks to Marcel’s help and enthusiasm, we were also able to record sounds, capturing the unique audio character of the Crown Victoria, which will play an important role as we continue work on the Road Trip project.The Ford Crown Victoria will be included as part of the Ford Car Pack, bringing this iconic vehicle to the roads of American Truck Simulator and allowing players to experience a true classic on their journeys. We’d like to extend a big thank you to Marcel for reaching out to us and making this walk-around and sound recording session possible. The support and passion from our #BestCommunityEver is invaluable and helps us bring even more authenticity to our projects.Be sure to stay tuned for more of the latest Road Trip developments by subscribing to our newsletter or following us on X/TwitterFacebookBlueSky, and Instagram. Don't forget to also add the Ford Car Pack for American Truck Simulator to your Steam Wishlist! Until next time, safe travels!
Join us in celebrating Valentine’s Day and the arrival of spring by taking part in our latest World of Trucks event - Hearts in Bloom, starting tomorrow, February 12, along with the release of the 1.58 update.As the frost fades and the first blossoms appear, the open road comes alive with the sights and sounds of early spring, and with it, a lovely Valentine tradition returns. Now, as birds sing above winding country roads and petals scatter in the breeze, it’s your turn to become part of the story.The winter's gone and the spring is here,
Let's start it up with fire in your gear,
So grab your keys and grab your wheel,
For there's love to haul that you can seal.
From the top of the mountains down you steer,
Through bloomy ways you have no fear,
The engine hums an ode to your ear,
Each mile unfolds a new frontier.
Petals of love rise from the trailing rear,
As you deliver presents to the ones held near,
And if the storm and shadow on the road reveal,
You carry on bravely with your heart of steel.
We’d like to invite our #BestCommunityEver to help share the love all across the globe! Whether you’re delivering for that special someone or simply spreading the joy of spring, we encourage you to help reach the community goal of 600,000 Valentine’s Presents delivered to hearts around the world. Our talented artists have created a special Valentine-themed event trailer, so start your engines, truckers, there’s plenty of work awaiting!To complete your personal goal, you need to deliver 14 Valentine's Presents cargoes. Don’t worry, your hard work will be rewarded with charming Valentine-themed cabin items and an exclusive World of Trucks achievement. Don’t let this opportunity fly by, join in the fun and get hauling!RulesUsing 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 600,000 deliveries of Valentine Presents cargo, from any city in any trucking territory.When a player completes 14 deliveries of Valentine Presents cargo across any trucking territories in either game, they will complete their personal goal.Rewards
  • Personal: Players who complete 14 or more deliveries of Valentine Presents cargo will gain a unique World of Trucks Achievement as well as a Hearts Blanket as a Steam inventory item for Euro Truck Simulator 2 and American Truck Simulator.
  • Community: When the community goal of achieving 600,000 deliveries of Valentine Presents cargo from any city is met, and if the player has also achieved their personal goal, then they will receive a Cupid's Cap 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 the 1st of March at 23:59 UTC.Don't forget to check out our Hearts in Bloom Bundle on Steam! It includes both Euro Truck Simulator 2 and American Truck Simulator base games, along with the Valentine's Paint Jobs Pack for each title. Whether you only own one of the games or simply want to celebrate Valentine's Day in style, this bundle has you covered. Plus, it uses Steam's "Complete the Set" feature, so you'll only pay for the items you don't already own in your library.

This season, love is blooming, and it’s on your route. We’re excited to hear about your romantic journeys across the map and see your amazing screenshots! Please share your adventures with us using the hashtag #HeartsInBloom on our Facebook ATS / ETS2X (formerly Twitter), and Instagram profiles, and we’ll share our favourite ones. We can’t wait to see where the road takes you!
We're happy to announce that the 1.58 update for American Truck Simulator is now officially released and available on Steam!First, 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.Route 66 Rework ProjectWith the 1.58 update for American Truck Simulator, we’re excited to roll out the Route 66 Rework Project, which has been a project led by our dedicated Rework team to refresh the legendary Historic Route 66, including surrounding locations, depots, landmarks, and cities found along this world-famous highway. This release focuses on key stretches in Northern Arizona and parts of New Mexico.This legendary American highway will at last be completed with the upcoming Illinois DLC. We wanted to revisit some of the older sections of this iconic route, which no longer match our current mapping standards. This update features a completely reworked stretch of I-40 and Historic Route 66, along with reworked cities, road networks, and more.Truckers travelling in Northern Arizona can now 1.58 discover that cities including Kingman, Flagstaff, Grand Canyon Village, Page, Kayenta, Camp Verde, and Show Low have been completely reworked from the ground up, alongside the addition of a brand-new city, Lake Havasu City, located on AZ-95. Known as a premier vacation destination in Arizona that attracts visitors from all around the world, it sits right along the Colorado River.This city is especially famous for being home to the London Bridge. Originally built in 1831 and spanning the River Thames, it was relocated from its original home in London, England and rebuilt brick by brick here over the Bridgewater Channel in 1971! Players can not only see this iconic British landmark in Lake Havasu City, but also drive across it. We highly recommend celebrating your first crossing with a nice cup of proper tea.However, that’s not the only change in the map, as we say goodbye to the city of Holbrook and hello to the city of Winslow, a new addition you’ll definitely want to check out. Crossing the state border into New Mexico, the cities of Gallup, Albuquerque, and Tucumcari have also been completely reworked from the ground up, adding more detail to the cities, routes, and surrounding scenery that make the Route 66 corridor so iconic.Alongside the cities and highways themselves, the Route 66 Rework Project also revisits memorable landmarks and scenic drives across the region, including places like the Hoover Dam, the Grand Canyon, and Monument Valley, giving them a fresh look and helping the entire area feel more up-to-date and rewarding to explore.You can read more specifically about the work around these legendary U.S. landmarks in our recent dedicated blog post.The best way to learn about all the changes is by hitting the road! We hope you enjoy what the team has created here. They’ve worked hard to bring this legendary route and its surrounding areas up to date with our current mapping standards, while still keeping the familiar feel that long-time drivers will recognise. If you'd like to learn more about the Route 66 Rework Project, then be sure to check out the series of dedicated blog topics here. Driving Academy - Double Trailer HandlingThis update also introduces a new module for Driving Academy, called the Double Trailer Handling. This time, our team took a deep dive into how we could pass on more hands-on know-how about handling trucks with two trailers, better known as doubles. We've put together a set of challenging scenarios that guide players step-by-step through forward driving, maneuvering, and reversing with doubles.The experience is split into three chapters, beginning with forward-driving maneuvers, then easing players into the techniques needed to reverse double trailers. From there, it shifts into more lively, real-world-inspired scenarios where you can really put your newly gained skills to the test.Just like in the previous modules of Driving Academy, we have prepared a reward for you! Completing all the scenarios in this chapter will reward you with an adorable wiener dog toy - named Frankie - for your truck cabin, ready to ride along with you. Keep in mind that this reward is tied to the in-game profile you used to complete this chapter. You can read more about the new module here.Thanks to your feedback, we've also adjusted an achievement in the second module of Driving Academy, the Truck Driving Proficiency. To unlock the "Nerd of the Road" achievement, you now need to obtain three stars in only 15 scenarios instead of 23. However, truckers looking to show off full completion and be awarded with the hanging golden traffic cone accessory in their truck cabin still need to complete all scenarios with three stars collected in each one.New Truck GaragesOver the years, garages have become an essential part of building your trucking empire. They’re not just a place to store your trucks and hire drivers, but also a space that represents your progress and success on the road. That’s why our teams decided it was time to give them a well-deserved refresh.As part of the 1.58 update, our designers have reworked the truck garages, bringing a fresh new look that better reflects the quality and level of detail you’ve come to expect from American Truck Simulator. From updated interiors to improved visuals and atmosphere, these changes are designed to make your garages feel more modern, immersive, and enjoyable to spend time in.Our teams carried out a full visual rework of all three garages. The main goal was to refresh spaces that have become rather outdated and bring them up to date. They approached this rework with considerable ambition and genuine care. Their goal wasn’t just to update old models, but to turn the garages into a place players actually enjoy returning to. A space that feels rewarding to upgrade, explore, and appreciate down to the smallest details.You can read more about the New Truck Garages at its dedicated blog topic here.Vehicle Behavior Physics & Collisions UpdateAs we prepare the ground for the arrival of new vehicle types through upcoming content for Euro Truck Simulator 2 and American Truck Simulator, such as Road Trip and Coaches, we’ve revisited and significantly refined the in-game physics simulation, including how vehicles behave, how they respond to your inputs, and how collisions and contact with the world are handled. To make that possible, we had to take a major look “under the hood” and revisit some of the fundamentals of how physics is simulated in our games.Some adjustments were made with these new vehicle categories in mind, often lighter, shorter, and in some cases more powerful than what our simulation was originally tuned for, but many of the improvements also benefit every vehicle, including the trucks you’re already familiar with. The goal throughout all of this has been simple: to improve realism and responsiveness, while keeping the core truck driving experience you know and love fully recognizable, just better refined.We first focused on improving throttle response, now based on a proper throttle torque engine map, alongside more realistic off-throttle engine resistance for smoother, more natural coasting. The engine also now revs slightly to build torque before pulling away, and a hill start assistant was added to make starts on inclines more reliable.For keyboard users, a new optional double-tap throttle control system allows smoother control, holding the key applies partial throttle for easier cruising, while double-tapping gives full acceleration when needed.Beyond engine response, the update also includes mechanical improvements that add extra nuance to how trucks behave on different surfaces. Wheels now camber when going off-road in a way that better reflects how a solid axle suspension behaves, and turning wheels also incorporate caster. These are subtle details, but they contribute to a more authentic feel when the terrain gets uneven or when you move away from perfectly flat roads.The audio you hear whilst driving has also been refined, making the overall driving feedback feel more connected. Another change that you may notice is that the engine now revs slightly to build up torque before pulling away.In American Truck Simulator, we’ve updated the collision geometry on almost all roads, improving stability and enabling smoother curvature for better wheel contact and more predictable handling. To learn more in-depth about this topic, you can read more in our dedicated blog post topic here. Tutorial Redesign & Contextual HintsWe are introducing a redesigned tutorial focused on a new system of contextual hints. The goal is to introduce the game and its features to new players more organically by presenting helpful information at the right moment, rather than relying solely on a single, linear tutorial flow.Initially, this system will incorporate prompts from the current first job tutorial, complemented by a selection of newly created hints. These prompts are designed to appear naturally during gameplay, helping new players understand core mechanics while allowing experienced drivers to stay focused on the road.Route Advisor RedesignOne of the most visible changes coming with the 1.58 update is the complete redesign of the Route Advisor. In fact, the current Advisor, as you know, is being removed and replaced with an entirely new widget-based system.Instead of a single, fixed panel, information will now be presented through individual graphical widgets, each dedicated to a specific function. This approach allows for a cleaner on-screen experience and gives players more control over what information they want to see while driving. The widgets can be customized to better suit different playstyles and preferences, whether you prefer a minimal setup or a more information-rich HUD.This redesign has been in development for some time and was frequently requested by the community. We previously showcased it exclusively to fans attending our third SCS Fan Day, and it has since undergone extensive internal testing, as well as senior external testing, with very encouraging results. As with all major changes, we continue to closely monitor your feedback, allowing us to incorporate it into future iterations and updates. Our ultimate goal is to ensure everything works smoothly and meets the expectations of the widest possible range of players. Quick Info FeatureThe Pause Screen has been completely reworked to better reflect how our games are played today. With this in mind, we took the opportunity to rethink the Pause Screen from the ground up and give it a clearer purpose, redesigning it into a Quick Info feature. The new design focuses on presenting key information in a structured and easily readable way, including controls, truck information, job details, and local regulations, all in one place.As part of this change, some information that was previously shown directly in the Adviser has been moved to the Quick Info feature. This primarily includes job information, truck damage details, as well as options for truck settings and calling for service. This redistribution helps keep the on-road HUD cleaner, while still ensuring that all important data is only a pause away when you need it, and it also helps pave the way for future gameplay experiences such as Coaches and Road Trip.Thanks to your valuable feedback in the Open Beta phase, we were also able to address the accessibility of the Quick Info feature in multiplayer. You can now easily access it by simply pressing F1 while trucking with your buddies in convoy.Overall, the newly designed Quick Info fits naturally into the new UI direction of the 1.58 update and supports our goal of creating a more modern, flexible, and future-ready user experience. Management Screen ImprovementsThe 1.58 update brings a set of finishing touches to the existing management screens, including the Driver, Trailer, Truck, and Garage Managers. Rather than a major overhaul, these changes focus on refining what’s already there by improving usability, clarity, and overall polish, while also addressing a number of smaller imperfections.One of the practical improvements is better visibility of information related to hired drivers. Players will now be able to more easily track the progress of their drivers’ skills, making it clearer how their team is developing over time. In addition, the currently selected skill training for each hired driver will be highlighted directly in the skills overview, allowing players to see it at a glance.Alongside these refinements, we’ve also made incremental UX, UI, and controller-control improvements, as well as added clearer access to company-related information, such as the company name and logo, including options to edit them.All of these adjustments are designed to make everyday management tasks smoother and more informative, enhancing the experience without changing the familiar structure players are already used to.Truck Configurator ImprovementsThe Truck and Trailer Configurator, along with the Explorer, are also receiving targeted improvements. While these screens are powerful, we recognize that their current form is not always optimal for controller or mouse use, with some functions being unclear, difficult to navigate, or lacking helpful tooltips and hints. A number of smaller issues have also been addressed as part of this update.Rather than a complete redesign, our goal here was to refine and improve the existing UI. This means clearer navigation, better feedback, added hints where needed, and overall stability improvements, all while keeping the familiar structure intact.We have also added the "Apply to All Compatible" feature for configuring paintable wheel accessories such as bolts, nuts, rims, hubs, and hub covers. When changing a colour, you can use Apply to All Compatible to apply it to all matching wheel accessories, so you no longer need to change each one individually.These changes should make vehicle customization more accessible and enjoyable, whether you’re fine-tuning details with a mouse or navigating menus from the comfort of a controller.This is a fairly big set of changes, and we want to be transparent about that. We know acclimatising to these adjustments may take some time, and that feedback from the community is crucial. That's why the Open Beta phase was especially important for us, allowing a broader audience to try these changes and share their thoughts.All of these improvements are part of our long-term vision for American Truck Simulator. They help us prepare the core of our games for exciting new projects that are yet to come, while also making everyday gameplay smoother and more enjoyable. Changelog:Gameplay
  • Driving Academy - Double Trailer Handling
Vehicles
  • Vehicle Behaviour Physics & Collisions Update
Map
  • Route 66 Rework Project
  • Map Changes In Preparations for Road Trip 
  • New Truck Garages 
UI
  • Tutorial Redesign & Contextual Hints
  • Route Advisor Redesign
  • Quick Info Feature
  • Management Screen Improvements
  • Truck Configurator Improvements
We hope you are excited to try out all the new features! Make sure to keep up to date with the future updates by following us on X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter! Until next time, happy haulin'!
Yesterday, we officially wrapped up the #CruisingLouisiana World of Trucks Event, which was running for more than two months following the Louisiana DLC release. We are excited that our #BestCommunityEver managed to fulfill the community goal. And now it's time to look at the stats from this event!

We would like to thank all the 45,574 truckers who took part, and we hope you enjoyed hauling cargo through the Pelican State, along with earning the rewards available for completing the goals we set. Of course, we also want to send a big thanks to the dedicated team that prepared this event and its rewards.

As a community, players were tasked with collectively driving 125,000,000 miles while delivering goods to or from any city in Louisiana. On an individual level, truckers needed to complete deliveries to or from 10 different Louisiana cities. We are happy to share that the community milestone was reached one week ahead of the deadline, with a total of 132,663,569 miles driven. This means that everyone who also completed the personal goal can now enjoy the full set of rewards!In addition to the World of Trucks achievement, the 29,200 players who completed all required deliveries earned the Southern Wings ATS truck paint job and the Golden South hanging ornament. We can't wait to see your trucks rolling down the road, proudly decorated with these accessories.And if you did not manage to finish the event and get the rewards, don't worry. We hope that you still enjoy driving in Louisiana and will continue to do so, as the journey matters more than the destination.If you don't own this map expansion yet, make sure to get the Louisiana DLC on Steam! Also, don't forget to give our X/TwitterInstagramFacebookBluesky, and TikTok a follow, as you'll receive updates about our games straight to your feed, or subscribe to our newsletter to stay informed. We look forward to sharing many more miles on the road with you.
Today, we’d like to share with you some of the lakes, rivers and other water bodies you’ll be able to discover in our upcoming Illinois DLC for American Truck Simulator. From the urban lakeside atmosphere of Chicago to the tranquil wetlands and reservoirs further south, Illinois offers a surprising variety of waterways that our map designers have been recreating. Let's take a look at some of them!

Lake Michigan & Chicago's Beaches

One of the most iconic sights in the state is Lake Michigan, one of the five Great Lakes of North America. It is the second-largest of the Great Lakes by volume and also the second-deepest, making it a truly impressive stretch of freshwater that looks almost endless.

As you explore the roads of Chicago, you’ll be able to take in views of the lake, and pass by Lakefront Park, which is a part of the scenic Lakefront Trail along Lake Michigan. You will also be able to spot one of the numerous free public beaches along Lake Michigan, Oak Street Beach, a popular urban sandy beach that sits right against the backdrop of Chicago’s skyscrapers, where residents and visitors alike can enjoy swimming, sunbathing, and relaxing, if it isn't too windy!

Lakes, Reservoirs & Dams

Illinois is also home to a number of lakes and reservoirs, many of which serve as popular recreation areas whilst also supporting nearby towns and infrastructure.


In the southern part of the state, you’ll encounter Rend Lake, a well-known reservoir surrounded by forests and open countryside. We’ve also recreated the Rend Lake Dam, which was constructed by the U.S. Army Corps of Engineers in 1972. 

Not too far from the Dam, you’ll also catch views of other Lakes, including Little Grassy Lake and Crab Orchard Lake, which is a National Wildlife Refuge and the largest of three refuge lakes in the State. Along the I-70 you'll also pass over the Highland Silver Lake, which serves as a primary water source for the city of Highland and other surrounding communities. 

Rivers, Wetlands & Swamps

Beyond the lakes, Illinois is full of waterways that shape its landscape. Drivers heading through the southern areas of the state will be able to spot the Cache River, known for its unique wetland environment and dense vegetation, giving this region a completely different atmosphere compared to the flatter northern stretches. 

You may even spot an old wooden trestle bridge whilst travelling over the Cache River on the IL-3, remnants of the old Illinois Central Railroad, a historic U.S. railway, chartered in 1851, famous for its north-south route connecting the Great Lakes to the Gulf of Mexico. 

You'll also be able to pass other significant water bodies such as Sandusky Creek, which is nestled along the eastern shores of Rend Lake. And for those who enjoy noticing the finer details during a haul, keep an eye out for features like Hatfield/McCoy Pond, as well as swampy and wetland areas inspired by real-life scenery near the Mark Twain Memorial Bridge which are a part of Illinois' Great River National Wildlife Refuge Complex.


We hope you have enjoyed this look at the Water Bodies you'll encounter in upcoming Illinois DLC for American Truck Simulator. We are excited to share more as development continues, so be sure to keep up to date with the latest updates by following us on X, Facebook, BlueSky, YouTube, and Instagram, and by subscribing to our newsletter! Until next time, happy haulin'.

We are bringing more news from the Mount Rushmore State! In today's blog, we would like to show you a preview of South Dakota's road network, the highways and byways you'll be able to navigate in this upcoming American Truck Simulator map expansion. In its real-world counterpart, South Dakota has over 82,000 miles of roads, but most of them aren't busy highways - they're quiet country lanes, winding backroads, and scenic stretches that take you through rolling plains, open fields, and charming small towns. The state highways make up less than 10% of the network, yet they carry more than two-thirds of the traffic, connecting key cities and towns. South Dakota's longest interstate is I-90, which spans the state from east to west. If you enter the Mount Rushmore State from Wyoming on I-90, you'll find a welcoming rest stop just beyond the border. Surrounded by rolling green prairies, it offers wonderful views that stretch far across the open countryside.As you continue east, you'll encounter a variety of truck stops, both large and small, ideal places to pause and recharge. The drive itself is scenic as well, with I-90 crossing the James and Missouri Rivers and offering pleasant views along the way.I-90 also features several major interchanges with its Business Route, providing direct access from the interstate to the downtown areas of cities such as Rapid City and Mitchell.As mentioned earlier, South Dakota's road network includes not only major interstates but also smaller highways, such as U.S. Route 12. In the northeastern part of the state, this route winds through a beautiful landscape dotted with scenic lakes, including Blue Dog Lake and Rush Lake. The area is widely regarded as one of South Dakota's best destinations for fishing. We're also preparing several special roads for the upcoming Road Trip expansion. Some of these scenic routes will be accessible to both trucks and cars, while others are designed especially for cars. The two routes we're showcasing today are located in the stunning Black Hills National Forest, where you can look forward to winding roads set in beautiful scenery.We hope you are looking forward to trucking in this state as much as we are. If so, make sure to add the South Dakota DLC to your Steam wishlist! Also, don't forget to follow us on TwitterFacebookInstagramBluesky, 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. Stay safe on the road!
Today, on February 2nd, American Truck Simulator officially celebrates its 10th anniversary! A whole decade on the road across the United States, and honestly… that’s something pretty special!When we started thinking about how to commemorate this milestone, one thing was clear right away: this celebration wouldn’t mean much without you. Our #BestCommunityEver has been with ATS from the very first mile, through countless updates, expansions, and new features, and we wanted to find a way to celebrate together.So instead of just a single day, we decided to turn the entire month of February into a month full of celebrations, surprises, and small gifts here and there as our way of saying thank you.Looking back, it’s hard not to get a bit nostalgic. Over the last 10 years, American Truck Simulator has grown in ways we could only dream of back in 2016.From the release of our very first map expansions to the ever-growing rework projects, from welcoming iconic truck brands into the ATS universe to introducing brand-new trucks, trailers, cargo packs, tuning parts, and gameplay features. We’ve seen the arrival of Convoy multiplayer, major upgrades, continuous improvements to immersion and realism, and so many quality-of-life changes shaped directly by community feedback.Each update, each DLC, each new feature is a small chapter in ATS' history, and every mile driven by our players is what truly brings that history to life.To properly celebrate this anniversary, we’d like to invite you to keep a close eye on our social media channels, streams, and other communication platforms throughout the entire month of February. We have a lot planned, including:
  • Special livestreams with guests from SCS Software, reminiscing about the 10 years of ATS. You can look forward to hearing stories and memories from developers such as Patrik S., Mrazik (one of the very first map designers on ATS), and even our CEO, Pavel Šebor.
  • Giveaways on social media, featuring SCS merchandise and Steam keys.
  • Special showcase streams, where we’ll take a look at new and upcoming content, including parts of the Route 66 Rework Project or new additions coming to Driving Academy.
  • A special Steam promotion and sales event, starting February 19th.
  • …and more surprises we’ll be revealing along the way!
We also want to take a moment to give a special shout-out to all our content creators. From incredible videos and screenshots to live streams and countless mods, your creativity, passion, and dedication have helped shape ATS into what it is today. You inspire us every single day, and we’re incredibly grateful for everything you do.Most of all, thank you to every player who has supported American Truck Simulator over the past 10 years, whether you joined us on day one or just recently started your journey. Your enthusiasm, feedback, and love for trucking are the reason we’re still here, still building, and still excited about what lies ahead.Here’s to 10 years of American Truck Simulator… and many more miles to come! We hope you enjoyed this throwback and reminiscing with older screenshots and videos celebrating a decade of American Truck Simulator. Make sure to follow us on our X/TwitterFacebookInstagramBluesky, and YouTube, or sign up for our newsletter to stay informed about more updates, event schedules, and celebrations. Until next time, happy haulin' and happy 10th birthday to American Truck Simulator!
Today, we'd like to introduce you to some of our colleagues who are working on the Road Trip expansion for American Truck Simulator, which will bring some legendary passenger cars to the game. If you're looking forward to cruising the roads of ATS in a car, make sure to add the Ford Car Pack and the RAM & Dodge Car Pack to your Steam wishlist! And now, let's meet the team, see what they are working on, and what you can look forward to in this project.In this blog, we'll introduce you to the core Road Trip team, the people bringing together work from multiple departments, as well as members of our Vehicle team who are responsible for creating the car models. Road Trip is a large project involving far more than just vehicle modeling. Our game design team, programmers working on physics, and many other departments are all playing a crucial role in bringing it to life.So be sure to keep an eye on our blog, as we plan to take you behind the scenes of these other teams' work in a future Under the Hood blog, where we'll explore the work that goes into Road Trip beyond the cars themselves. Miňo - ProducerI joined SCS three years ago as an asset producer primarily on the California Rework. After a year and a half, I moved to the general producers department, and Road Trip was assigned to me shortly after. Thanks to Road Trip, I have the opportunity to collaborate with the most experienced developers across SCS and push things forward. Project Road Trip is a big challenge; practically the entire company is involved in it, and it is not always easy to agree on all the features. However, I am part of a great team that can deal with everything that comes our way. I really like this. I'm looking forward not only to the release but also to the possibilities it will bring to the entire SCS in the future. Nicole - Assistant Producer"I'm still quite new to the SCS family, having joined exactly half a year ago. My role is to support Miňo and the team with everything that needs to be taken care of, alongside the many other responsibilities that come with the role. Thanks to my background in Game Design, I'm also involved in working on the new Exploration feature, which I'm incredibly excited about. What excites me most about Road Trip is the sense of discovery and freedom it brings, and I believe players will truly enjoy exploring the significance of the places represented on the map. I'm very grateful to be working with such talented and supportive people, and I'm looking forward to learning, growing, and gaining new experiences." Dubak - Project Map Lead"I have been working at SCS Software for over 8 years and currently hold the position of Map DLC Lead for American Truck Simulator. As Map DLC Lead, I am responsible for the Special Transport project for ATS, the development of the Illinois DLC, and the map part of the Road Trip project. As part of the Road Trip project, I am involved in consultations, preparation, and the actual creation of map content - from design to implementation of everything needed for this project. Players can look forward not only to new vehicles but also to a completely new type of gaming experience. It will offer the opportunity to discover not only the natural beauty of America, but also the grandeur of its cities from the perspective of a passenger car." Patrik - ATS Map Technical Lead"My role on Road Trip was to put new triggers and Road Trip-specific gas stations into the map. Mainly at the beginning, when we were not 100% sure whether we were going to keep any of that, as it was early in development, and we were searching for the best practices that would be ideally sustainable in the map for the future. My sandbox was Oregon and Washington, where we tested various approaches to gas station density and discovery trigger density. When we found the right compromise, I wrote a manual for map designers (Dubak and Pavel) who would join later on to follow an already-tuned pipeline. They also tuned a few things in the pipeline as well, that's development." Pavel - Project Map Designer"I have been with SCS for over five years and started as a map designer, which is still my current position. What I enjoy most about being a map designer is that I can create places for players to drive their trucks through - places they often wouldn't be able to experience in real life. Later, I helped out with the Road Trip project, where I worked on new gas stations and various rest stops where players can take a break. I think Road Trip will give players a unique experience driving across the US, if only because they get to go and enjoy places they wouldn't normally visit while hauling cargo. With a different perspective from a car, players really have something to look forward to." Michal - Senior Programmer"I have been with the company for six years. From the very beginning, I have been working on game features and closely collaborating with designers, which is the part of my job I enjoy the most. I like discussing game design, exploring possible solutions, and developing new ideas that help push the gameplay forward. I previously worked on Driving Academy and currently work on the Road Trip project, which is larger and more demanding, making it an even bigger and more enjoyable challenge." Hynek - Programmer"When I went to study mathematics, I didn't expect I could become a game programmer. I am very glad I did, since it is a place where you can solve difficult problems, but at the same time collaborate on something fun and creative. At SCS, I'm responsible mainly for gameplay features and making diverse interactive parts of the game world move, including AI vehicles, gates, and dynamic cargo loading. Working on Road Trip is very exciting, since we are creating something of a whole new game inside ATS. I hope that you will enjoy it." Mjack - Senior Programmer"I have been working at SCS Software for more than 15 years, during which time I’ve taken part in solving a wide range of technical challenges across our games. I focus mainly on the traffic system and various gameplay features, helping to shape a smooth and immersive experience for our players. On the Road Trip project, I'm involved in integrating and supporting features specific to this project, contributing my experience from design to implementation. It's rewarding to see these ideas come together and become part of the gameplay that players can enjoy on the road." Jiří - Project Tester"My journey at SCS started just two years ago, but my experience with how the world of video games works goes much further back. I'm the classic example of a gamer who spends a lot of his free time playing different games and expanding his knowledge of what developers are currently bringing into the gaming industry. In Road Trip, my role is to help deliver the best and most authentic experience possible for our players through testing, providing feedback, opening discussions, and sometimes even questioning things that may be missing or not working as intended. The addition of passenger vehicles also interests me as a player, so I'm really looking forward to the final result, which I'll happily launch at home on my own PC, and hopefully, together we'll be able to say: GG & WP, SCS!" Anton - Junior Game Designer"I initially joined the Road Trip project as a senior researcher and later took on the role of game designer. My main task was to create a new gameplay loop focused on exploration, which is an exciting but challenging goal. How do you make exploration engaging rather than tedious, especially in an open world with years of map development behind it? Drawing on my background in English and American literature, I wanted to design a gameplay system that offers players a new way of experiencing the landscapes of American Truck Simulator and evokes something of the spirit found in the writing of Walt Whitman or Henry David Thoreau. I hope the result captures this sense of freedom and fascination with the world, and perhaps something more as well. I would like to thank the Road Trip team for their collaboration and for the opportunity to work together on exploring new directions for the game." Martin - Senior 3D Graphic Designer - Vehicle"I have been working on the project since the very beginning. My role on Road Trip consisted of several things, from the initial vision on vehicle selection and cooperation with Oscar, our Chief Partnership Officer, to the selection of vehicles to fit the idea and needs for the project. What I personally enjoyed the most was the phase in which we searched for vehicles that were original and correct for data collection, being in cooperation with the production team, providing my automotive know-how, seeing the vehicles in real-life during data gathering sessions, communicating with the owners, doing research, and especially reading historic materials about the older vehicles." "I have been around cars all my life, so I have perhaps brought some of my own impression of what I imagine under the term Road Trip, and American automotive culture in general, to the project. I hope that players will enjoy driving in Road Trip and also in the 1967 Ford Mustang, on which I spent a lot of time studying and on its creation. It's as if SCS created this project for me as a reward. Cars are my passion, especially sports cars and historic ones, mostly the American ones! I love this culture and the historical and technological aspects of it, plus the development." Daniel - Vehicle Technical Leader"I have been working at SCS for almost 13 years, during which I have held several roles, ranging from 3D Generalist and 3D Vehicle Artist to Vehicle Team Lead. I eventually found my place in the role of Vehicle Technical Leader, where I can best combine my experience with internal workflows, artistic skills, technical insight, and a pragmatic approach to problem-solving. On the Road Trip project, I am responsible for cooperating with programmers on designing how car models are integrated into the engine, as well as implementing new features and improvements that are appearing in our games for the first time. I particularly enjoyed working on the design and implementation of improved vehicle interior materials to better reflect real-world materials, which I initiated as part of this project. I greatly appreciate the positive approach of SCS' management when I proposed these visual improvements. I believe we achieved strong results with minimal impact on the game's hardware requirements, and I hope that our players will appreciate that all the improvements and new features developed during Road Trip will be carried over into our main games." George - Vehicle Art Leader"I have been working at SCS since 2013. At that time, I switched from the film industry, where I learned to perceive reality visually and transfer it into the virtual world. Since then, I've had the opportunity to try out roles ranging from Paint Job Artist and 3D Senior Artist to Project Manager, Art Lead, and Lead of the Vehicle Department. As for the Road Trip project, as a 3D Senior Artist, I currently have the privilege of creating my dream car, a car that every boy dreamed of in his youth, at least those who are around my age, the Dodge Viper GTS. I believe that Road Trip will be a successful add-on for both of our games, where everyone can choose their dream car and enjoy our beautiful landscapes." Marula - Senior 3D Graphic Designer - Vehicle"I am working on a project specifically for the Ford Car Pack DLC. It is currently a basic model of the 2006 Crown Victoria, with a complete exterior and interior, including animations. The car is well-known from movies as a police and government vehicle, and it was also widely used as a taxi, especially in the civilian LX trim. Since I have worked exclusively on truck models so far, modeling cars is a pleasant change, and as a graphic designer, I am gaining new experience. What is interesting about the project is that players will have the opportunity to drive passenger cars from well-known brands and types, some of which are legendary and very popular. These are not only classic passenger cars, but also pickups and larger SUVs, which are very popular in the US." Lukáš - Senior 3D Graphic Designer - Vehicle"I focus on the creation of detailed vehicles for the game and the improvement of reference data acquisition workflows using photogrammetry and 3D scanning. On this project, I was responsible for creating the complete 3D model of the Ford F-150, including both the interior and exterior, and reference data acquisition using a 3D scanner. What I enjoy most about the project is the opportunity to model an entire vehicle from the ground up. Thanks to well-established partnerships and strong teamwork, we had access to high-quality reference materials for my model. 3D scanning other vehicles, whenever detailed technical documentation from manufacturers was not available, allowed me to personally meet their owners and gain many interesting insights. Looking ahead, I am most excited about offering players the opportunity to experience something completely different from what they are used to, presented with a high level of detail and realism." Andi - Senior 3D Graphic Designer - Vehicle"I was responsible for modeling the 1970 Dodge Charger and 2023 Dodge Challenger - both exteriors and interiors. Each car had its own unique challenges and problems that I had to overcome, so both projects were quite different from each other. My favorite part of the process was creating textures and materials for the interiors of the cars; it's always a technical and creative challenge to make the interiors look detailed and still be very optimized. I hope players enjoy exploring the States in these cars as much as I enjoyed making them."  Renju - Senior 3D Graphic Designer - Vehicle"I have been working with SCS for almost four years now, and I am part of the Vehicle team, mainly focusing on trucks. Currently, I am involved in the Road Trip project. My task is to create both exterior and interior models and their textures for cars. I have worked on the RAM 1500 and the Ford Bronco. I'm eager to see how players will react to the incredible details the team has integrated into the models. I hope they enjoy driving the cars with the same enthusiasm as they do for trucks. What I enjoy the most is that we are able to work on both the most modern cars and some classic cars as well. I believe players will enjoy the highly-detailed cars while driving on the roads, on which they previously drove only in a truck."

If you are excited to experience the team's work in our game, don't forget to add the Ford Car Pack and RAM & Dodge 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/TwitterFacebookBlueSky, and Instagram. Stay safe on the road!
We're happy to announce that the American Truck Simulator 1.58 Open Beta is now available for players to try out and test. If you decide to take part in this Open Beta, we would like to ask you to help us by reporting any issues or bugs you encounter in the appropriate section of our official forums.

Your feedback and reports are really valuable to our team, and we truly appreciate you taking the time to help us in improving the game. Now, let's dive in and see what the 1.58 Open Beta has to offer.

Route 66 Rework Project

With the 1.58 update for American Truck Simulator, we’re excited to roll out the Route 66 Rework Project, which has been a project led by our dedicated Rework team to refresh the legendary Historic Route 66, including surrounding locations, depots, landmarks, and cities found along this world-famous highway. This release focuses on key stretches in Northern Arizona and parts of New Mexico.

This legendary American highway will at last be completed with the upcoming Illinois DLC, we wanted to revisit some of the older sections of this iconic route which no longer match our current mapping standards. This update features a completely reworked stretch of I-40 and Historic Route 66, along with reworked cities, road networks, and more. 

Drivers travelling in Northern Arizona in 1.58 will discover that cities including Kingman, Flagstaff, Grand Canyon Village, Page, Kayenta, Camp Verde, and Show Low have been completely reworked from the ground up, alongside the addition of a brand-new city, Lake Havasu City, located on AZ-95. Known as a premier vacation destination in Arizona that attracts visitors from all around the world, it sits right along the Colorado River.  

This city is especially famous for being home to the London Bridge, which was originally built in 1831 and spanned the River Thames, was relocated from its original home in London, England and rebuilt brick by brick here over the Bridgewater Channel in 1971, brick by brick! Players will not only be able to see this iconic British landmark in Lake Havasu City, but drive across it too. We highly recommend celebrating your first crossing with a nice cup of proper tea. 

However, that’s not the only change on the map, as we say goodbye to the city of Holbrook and hello to the city of Winslow, a new addition you’ll definitely want to check out. Crossing the state border into New Mexico, The cities of Gallup, Albuquerque, and Tucumcari have also been completely reworked from the ground up, adding more detail to the cities, routes, and surrounding scenery that make the Route 66 corridor so iconic. 

Alongside the cities and highways themselves, the Route 66 Rework Project also revisits memorable landmarks and scenic drives across the region, including places like the Hoover Dam, the Grand Canyon, and Monument Valley, giving them a fresh look and helping the entire area feel more up to date and rewarding to explore. You can read more specifically about the work around these legendary U.S Landmarks in our recent dedicated blog post.
The best way to learn about all the changes is by hitting the road! We hope you enjoy what the team has created here, they’ve worked hard to bring this legendary route and its surrounding areas up to date with our current mapping standards, while still keeping the familiar feel that long-time drivers will recognise.

If you'd like to learn more about the Route 66 Rework Project, then be sure check out the series of dedicated blog topics here.

Driving Academy - Double Trailer Handling


This update will introduce a new module for Driving Academy, called the Double Trailer Handling. This time, our team took a deep dive into how we could pass on more hands-on know-how about handling trucks with two trailers, better known as doubles. We've put together a set of challenging scenarios that guide players step by step through forward driving, manoeuvring, and reversing with doubles.

The experience is split into three chapters, beginning with forward-driving maneuvers, then easing players into the techniques needed to reverse double trailers. From there, it shifts into more lively, real-world-inspired scenarios where you can really put your newly gained skills to the test. 

Just like in the previous modules of Driving Academy, we have prepared a reward for you! Completing all the scenarios in this chapter will reward you with an adorable wiener dog toy - named Frankie - for your truck cabin, ready to ride along with you. Keep in mind that this reward is tied to the in-game profile you used to complete this chapter. You can read more about the new module here.

Thanks to your feedback, we've also adjusted an achievement in the second module of Driving Academy, the Truck Driving Proficiency. To unlock the "Nerd of the Road" achievement, you now need to obtain three stars in only 15 scenarios instead of 23. This change will be active during the Open Beta, but on Steam, the achievement may still show the previous info until a few days before the official update releases.

New Truck Garages

Over the years, garages have become an essential part of building your trucking empire. They’re not just a place to store your trucks and hire drivers, but also a space that represents your progress and success on the road. That’s why our teams decided it was time to give them a well-deserved refresh.

As part of the 1.58 update, our designers have reworked the truck garages, bringing a fresh new look that better reflects the quality and level of detail you’ve come to expect from American Truck Simulator. From updated interiors to improved visuals and atmosphere, these changes are designed to make your garages feel more modern, immersive, and enjoyable to spend time in.

Our teams carried out a full visual rework of all three garages. The main goal was to refresh spaces that have become severely outdated and bring them up to date. They approached this rework with considerable ambition and genuine care. Their goal wasn’t just to update old models, but to turn the garages into a place players actually enjoy returning to. A space that feels rewarding to upgrade, explore, and appreciate down to the smallest details.

You can read more about the New Truck Garages at its dedicated blog topic here.

Vehicle Behaviour Physics & Collisions Update

As we prepare the ground for the arrival of new vehicle types through upcoming content for Euro Truck Simulator 2 and American Truck Simulator such as Road Trip and Coaches, we’ve revisited and significantly refined the in-game physics simulation, including how vehicles behave, how they respond to your inputs, and how collisions and contact with the world are handled. To make that possible, we had to take a major look “under the hood” and revisit some of the fundamentals of how physics is simulated in our games.

Some adjustments were made with these new vehicle categories in mind, often lighter, shorter, and in some cases more powerful than what our simulation was originally tuned for but many of the improvements also benefit every vehicle, including the trucks you’re already familiar with. The goal throughout all of this has been simple, to improve realism and responsiveness, while keeping the core truck driving experience you know and love fully recognizable, just better refined.

We first focused on improving throttle response, now based on a proper throttle torque engine map, alongside more realistic off-throttle engine resistance for smoother, more natural coasting. The engine also now revs slightly to build torque before pulling away, and a hill start assistant was added to make starts on inclines more reliable. 

For keyboard users, a new optional double throttle control system allows smoother control, holding the key applies partial throttle for easier cruising, while double-tapping gives full acceleration when needed.
Beyond engine response, the update also includes mechanical improvements that add extra nuance to how trucks behave on different surfaces. Wheels now camber when going off-road in a way that better reflects how a solid axle suspension behaves, and turning wheels also incorporate caster. These are subtle details, but they contribute to a more authentic feel when the terrain gets uneven or when you move away from perfectly flat roads. The audio you hear whilst driving has also been refined, making the overall driving feedback feel more connected. Another change that you may notice is that the engine now revs slightly to build up torque before pulling away.

In American Truck Simulator, we’ve updated the collision geometry on almost all roads, improving stability and enabling smoother curvature for better wheel contact and more predictable handling. To learn more in-depth about this topic, you can read more in our dedicated blog post topic here.

Tutorial Redesign & Contextual Hints

We are introducing a redesigned tutorial focused on a new system of contextual hints. The goal is to introduce the game and its features to new players more organically by presenting helpful information at the right moment, rather than relying solely on a single, linear tutorial flow.

Initially, this system will incorporate prompts from the current first job tutorial, complemented by a selection of newly created hints. These prompts are designed to appear naturally during gameplay, helping new players understand core mechanics while allowing experienced drivers to stay focused on the road.

Route Advisor Redesign

One of the most visible changes coming with the 1.58 update is the complete redesign of the Route Advisor. In fact, the current Advisor, as you know, is being removed and replaced with an entirely new widget-based system.

Instead of a single, fixed panel, information will now be presented through individual graphical widgets, each dedicated to a specific function. This approach allows for a cleaner on-screen experience and gives players more control over what information they want to see while driving. The widgets can be customized to better suit different playstyles and preferences, whether you prefer a minimal setup or a more information-rich HUD.

This redesign has been in development for some time and was frequently requested by the community. We previously showcased it exclusively to fans attending our third SCS Fan Day, and it has since undergone extensive internal testing, as well as senior external testing, with very encouraging results. As with all major changes, we will continue to closely monitor the Open Beta phase to collect your feedback, allowing us to incorporate it into future iterations and updates. Our ultimate goal is to ensure everything works smoothly and meets the expectations of the widest possible range of players.

Quick Info Feature

The Pause Screen has been completely reworked to better reflect how our games are played today. With this in mind, we took the opportunity to rethink the Pause Screen from the ground up and give it a clearer purpose, redesigning it into a Quick Info feature. The new design focuses on presenting key information in a structured and easily readable way, including controls, truck information, job details, and local regulations, all in one place.

As part of this change, some information that was previously shown directly in the Adviser has been moved to the Quick Info feature. This primarily includes job information, truck damage details, as well as options for truck settings and calling for service. This redistribution helps keep the on-road HUD cleaner, while still ensuring that all important data is only a pause away when you need it, and it also helps pave the way for future gameplay experiences such as  Coaches and Road Trip.

Overall, the newly designed Quick Info fits naturally into the new UI direction of the 1.58 update and supports our goal of creating a more modern, flexible, and future-ready user experience.

Truck Configurator Improvements

The Truck and Trailer Configurator, along with the Explorer, are also receiving targeted improvements. While these screens are powerful, we recognize that their current form is not always optimal for controller or mouse use, with some functions being unclear, difficult to navigate, or lacking helpful tooltips and hints. A number of smaller issues have also been addressed as part of this update.

Rather than a complete redesign, our goal here is to refine and improve the existing UI. This means clearer navigation, better feedback, added hints where needed, and overall stability improvements, all while keeping the familiar structure intact.

These changes should make vehicle customization more accessible and enjoyable, whether you’re fine-tuning details with a mouse or navigating menus from the comfort of a controller.

This is a fairly big set of changes, and we want to be transparent about that. We know acclimatising to these adjustments may take some time, and that feedback from the community is crucial. That’s why the Open Beta phase will be especially important for us, allowing a broader audience to try these changes and share their thoughts.

All of these improvements are part of our long-term vision for American Truck Simulator and Euro Truck Simulator 2. They help us prepare the core of our games for exciting new projects that are yet to come, while also making everyday gameplay smoother and more enjoyable.

Management Screen Improvements

The 1.58 update brings a set of finishing touches to the existing management screens, including the Driver, Trailer, Truck, and Garage Managers. Rather than a major overhaul, these changes focus on refining what’s already there by improving usability, clarity, and overall polish, while also addressing a number of smaller imperfections

One of the practical improvements is better visibility of information related to hired drivers. Players will now be able to more easily track the progress of their drivers’ skills, making it clearer how their team is developing over time. In addition, the currently selected skill training for each hired driver will be highlighted directly in the skills overview, allowing players to see it at a glance.

Alongside these refinements, we’ve also made incremental UX, UI, and controller-control improvements, as well as added clearer access to company-related information, such as the company name and logo, including options to edit them.

All of these adjustments are designed to make everyday management tasks smoother and more informative, enhancing the experience without changing the familiar structure players are already used to.

Changelog 

Gameplay
  • Driving Academy - Double Trailer Handling

Vehicles
  • Vehicle Behaviour & Physics & Collisions Update
Map
  • Route 66 Rework Project
  • Map Changes In Preparations for Road Trip 
  • New Truck Garages 
UI
  • Tutorial Redesign & Contextual Hints
  • Route Advisor Redesign
  • Quick Info Feature
  • Truck Configurator Improvements
  • Management Screen Improvements
So enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to get there faster, we'd appreciate all of your feedback on our forum and your bug reports in the dedicated section.

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

If you wish to participate in this Open Beta, you can find this version in the Experimental Beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on 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 would like to take a closer look at one of the bigger parts of the upcoming 1.58 update for American Truck Simulator - a broad set of User Interface and User Experience changes prepared by our Game Design team.This update is another important milestone, as it touches many screens and menus you interact with on a daily basis. Some of these changes are a long-requested refresh, while others are a necessary step forward as we continue to evolve our games and prepare them for future projects we are actively working on.Why These Changes? Over the years, ATS has grown enormously. With that growth comes the need to revisit and modernize certain systems. Our goal with the 1.58 update is not only to refresh parts of the UI and UX visually and functionally, but also to create a more flexible and future-proof foundation that can support new features, content, and platforms down the road.We are fully aware that for some players, these changes may feel significant at first. Muscle memory built over hundreds (or thousands!) of hours might need a bit of retraining. However, we strongly believe that in the long run, these improvements will feel more natural, more up to date with modern standards, and more comfortable to use as our games continue to expand.What’s Coming in 1.58? With the 1.58 update, our Game Design team is introducing a substantial package of improvements, including:Tutorial Redesign & Contextual HintsWe are introducing a redesigned tutorial focused on a new system of contextual hints. The goal is to introduce the game and its features to new players more organically by presenting helpful information at the right moment, rather than relying solely on a single, linear tutorial flow.Initially, this system will incorporate prompts from the current first job tutorial, complemented by a selection of newly created hints. These prompts are designed to appear naturally during gameplay, helping new players understand core mechanics while allowing experienced drivers to stay focused on the road.Route Advisor RedesignOne of the most visible changes coming with the 1.58 update is the complete redesign of the Route Advisor. In fact, the current Advisor, as you know, is being removed and replaced with an entirely new widget-based system.Instead of a single, fixed panel, information will now be presented through individual graphical widgets, each dedicated to a specific function. This approach allows for a cleaner on-screen experience and gives players more control over what information they want to see while driving. The widgets can be customized to better suit different playstyles and preferences, whether you prefer a minimal setup or a more information-rich HUD.This redesign has been in development for some time and was frequently requested by the community. We previously showcased it exclusively to fans attending our third SCS Fan Day, and it has since undergone extensive internal testing, as well as senior external testing, with very encouraging results. As with all major changes, we will continue to closely monitor the Open Beta phase to collect your feedback, allowing us to incorporate it into future iterations and updates. Our ultimate goal is to ensure everything works smoothly and meets the expectations of the widest possible range of players.Quick Info FeatureThe Pause Screen has been completely reworked to better reflect how our games are played today. With this in mind, we took the opportunity to rethink the Pause Screen from the ground up and give it a clearer purpose, redesigning it into a Quick Info feature. The new design focuses on presenting key information in a structured and easily readable way, including controls, truck information, job details, and local regulations, all in one place.As part of this change, some information that was previously shown directly in the Adviser has been moved to the Quick Info feature. This primarily includes job information, truck damage details, as well as options for truck settings and calling for service. This redistribution helps keep the on-road HUD cleaner, while still ensuring that all important data is only a pause away when you need it, and it also helps pave the way for future gameplay experiences such as Coaches and Road Trip.Overall, the newly designed Quick Info fits naturally into the new UI direction of the 1.58 update and supports our goal of creating a more modern, flexible, and future-ready user experience.Management Screen - QoL Improvements & Bug FixesThe 1.58 update brings a set of finishing touches to the existing management screens, including the Driver, Trailer, Truck, and Garage Managers. Rather than a major overhaul, these changes focus on refining what’s already there by improving usability, clarity, and overall polish, while also addressing a number of smaller imperfections.One of the practical improvements is better visibility of information related to hired drivers. Players will now be able to more easily track the progress of their drivers’ skills, making it clearer how their team is developing over time. In addition, the currently selected skill training for each hired driver will be highlighted directly in the skills overview, allowing players to see it at a glance.Alongside these refinements, we’ve also made incremental UX, UI, and controller-control improvements, as well as added clearer access to company-related information, such as the company name and logo, including options to edit them.All of these adjustments are designed to make everyday management tasks smoother and more informative, enhancing the experience without changing the familiar structure players are already used to.Truck Configurator ImprovementsThe Truck and Trailer Configurator, along with the Explorer, are also receiving targeted improvements. While these screens are powerful, we recognize that their current form is not always optimal for controller or mouse use, with some functions being unclear, difficult to navigate, or lacking helpful tooltips and hints. A number of smaller issues have also been addressed as part of this update.Rather than a complete redesign, our goal here is to refine and improve the existing UI. This means clearer navigation, better feedback, added hints where needed, and overall stability improvements, all while keeping the familiar structure intact.These changes should make vehicle customization more accessible and enjoyable, whether you’re fine-tuning details with a mouse or navigating menus from the comfort of a controller. This is a fairly big set of changes, and we want to be transparent about that. We know acclimatising to these adjustments may take some time, and that feedback from the community is crucial. That’s why the Open Beta phase will be especially important for us, allowing a broader audience to try these changes and share their thoughts.All of these improvements are part of our long-term vision for American Truck Simulator. They help us prepare the core of our games for exciting new projects that are yet to come, while also making everyday gameplay smoother and more enjoyable.As always, we look forward to hearing your feedback. Until next time, keep on truckin’!
As we prepare the ground for the arrival of new vehicle types through upcoming content for Euro Truck Simulator 2 and American Truck Simulator such as Road Trip and Coaches, we’ve revisited and significantly refined the in-game physics simulation, including how vehicles behave, how they respond to your inputs, and how collisions and contact with the world are handled. 

To make that possible, we had to take a major look “under the hood” and revisit some of the fundamentals of how physics is simulated in our games. Some adjustments were made with these new vehicle categories in mind, often lighter, shorter, and in some cases more powerful than what our simulation was originally tuned for but many of the improvements also benefit every vehicle, including the trucks you’re already familiar with.  The goal throughout all of this has been simple, to improve realism and responsiveness, while keeping the core truck driving experience you know and love fully recognizable, just better refined. Pavel Č, one of our programmers here at SCS Software, explained that despite the scale of the work, the goal was always to enhance what players already know and enjoy. “A lot of things under the hood changed, but we tried very hard to make sure that the core truck driving experience is still recognizable, but better,” he shared. 
One of the first areas addressed was throttle response, which is now properly calculated from a throttle torque engine map. Combined with a more realistic level of engine resistance when you’re off the throttle, this makes coasting feel more natural and gives cruising a smoother, more believable flow.
Beyond engine response, the update also includes mechanical improvements that add extra nuance to how trucks behave on different surfaces. Wheels now camber when going off-road in a way that better reflects how a solid axle suspension behaves, and turning wheels also incorporate caster. These are subtle details, but they contribute to a more authentic feel when the terrain gets uneven or when you move away from perfectly flat roads. The audio you hear whilst driving has also been refined, with turbocharger sounds now reflecting more accurately what the engine is doing, making the overall driving feedback feel more connected.

Another change that you may notice is that the engine now revs slightly to build up torque before pulling away. Pavel goes onto explain “This helps the truck feel a little more alive when moving off from a stop. However, that improvement also brought challenges in specific scenarios, particularly when starting on inclines, so a hill start assistant was introduced to support those situations and make them feel more reliable.”
We've also spent time improving how the game feels for keyboard users, where the throttle control can often be an all-or-nothing experience. "We really wanted to improve the way the throttle behaves with keyboard controls", Pavel said, which led to the development of the double throttle control system. Holding the throttle key now applies partial throttle, allowing for smooth, controlled acceleration and making it easier to settle into a relaxed cruising pace. When you do need more power for situations like overtaking, or climbing a hill, you can "double tap" the throttle key for full acceleration potential. Once you've finished your overtake, or topped the summit of the hill, simply release the throttle key, and press it again to return to a partial throttle state.This feature will be turned off by default, meaning vehicles will continue to deliver their full performance as usual. However, you’ll be able to enable it through the settings if you’d like to try a smoother, more relaxed throttle response on a keyboard. Once the 1.58 update arrives, we recommend giving it a go. It may be an option you find especially useful not only for trucking, but also for driving in the future.
Preparing the physics simulation for the arrival of smaller vehicles wasn’t simply a matter of tweaking a few values. It required careful attention to a system that has been developed and tuned around trucks for many years, and expanding that simulation beyond its original design. “We had a working physics simulation for trucks that was very in-depth, but extending a simulation outside of its original bounds meant a lot of changes,” Pavel explained.We also took the opportunity to revisit another important part of the driving experience in this upcoming update. For American Truck Simulator, we’ve adjusted the collision geometry of almost all roads, and this work has also helped improve the stability of trucks in some specific cases. One example of where you may feel the difference is when entering turning lanes at highway intersections at higher speeds, where handling can now feel more consistent and controlled.
More technically, this comes down to how road curvature was represented in the original triangle-based collision model. As the road roll angle changes, the triangles used to form curves could create a subtle “sawtooth” profile along the center of the road, as the collision faces turned toward each other. This could reduce the friction force applied to the wheels in certain situations, impacting stability and smoothness. With the updated collision model, we now have the opportunity to create smoother road curvature directly within the collision geometry, improving wheel contact and delivering more predictable behaviour on the road.The 1.58 update is just the beginning of a wider set of improvements we’re working towards. It marks the starting point for bigger changes we’ll be making in preparation for upcoming content, while also pushing forward the overall quality, realism, and responsiveness of the driving experience for both Euro Truck Simulator 2 and American Truck Simulator. As we continue working on the new vehicle types coming to our games, especially for Road Trip, we’re stepping into territory we’ve never had to simulate before. Some of these vehicles can come with levels of power and torque that push our in-game world, assets, code, and physics systems in entirely new ways. 
From the very beginning, the plan with Road Trip has never been to compete with racing or hardcore simulation games, but to offer something different, a chance to explore and experience the virtual world we've created from a fresh perspective behind the wheel of iconic vehicles, striking a balance that would keep it enjoyable even for casual players. Because of that, we may prefer to set up a vehicle's performance settings so that the player is not punished too hard for driving errors. We will make choices that fit the limited narrative of the early Road Trip packs, choices which we may revisit later, as the ambition with our Road Trip concept is to evolve it over time. We want to ensure that the driving experience remains believable, stable, and enjoyable.
Our team involved in this project wanted to share a few words with you, our #BestCommunityEver “I would like to encourage all players to try the Open Beta once it is available, and share their feedback to help with further development. Input from our community is an integral part of our daily work, and it’s thanks to you that we can keep improving.”We hope you enjoyed reading this blog on and perhaps learned a thing or two about the development of our driving physics. If you did, be sure to leave a comment on our blog. Until next time, keep on truckin’!
We’re back with a sneak peek at what’s new in the upcoming 1.58 update for American Truck Simulator. This time, we’d like to shine a spotlight on something which many of you interact with daily during your trucking adventures - truck garages!Over the years, garages have become an essential part of building your trucking empire. They’re not just a place to store your trucks and hire drivers, but also a space that represents your progress and success on the road. That’s why our teams decided it was time to give them a well-deserved refresh.As part of the 1.58 update, our designers have reworked the truck garages, bringing a fresh new look that better reflects the quality and level of detail you’ve come to expect from American Truck Simulator. From updated interiors to improved visuals and atmosphere, these changes are designed to make your garages feel more modern, immersive, and enjoyable to spend time in. Our teams carried out a full visual rework of all three garages. The main goal was to refresh spaces that have become severely outdated and bring them up to date. They approached this rework with considerable ambition and genuine care. Their goal wasn’t just to update old models, but to turn the garages into a place players actually enjoy returning to. A space that feels rewarding to upgrade, explore, and appreciate down to the smallest details. "The garage rework makes use of our latest graphical tools and rendering solutions currently available in the game. To meet the level of quality we were aiming for, we also revisited and refreshed a large number of older textures and models, introduced new lighting, and built an entirely new set of custom interior props from scratch - along with many smaller improvements throughout," says our Producer, Mino. Bringing all of this together wasn’t easy, especially due to optimization constraints. The new garages still needed to remain reasonably close in performance cost to the originals, which were created more than ten years ago. Inevitably, this meant making decisions on what to leave as ideas for future updates. Even so, we believe the final result will meet your expectations and be a pleasure to explore and discover. The garage rework launches for American Truck Simulator as one of the steps towards the upcoming Project Road Trip. We also plan to bring the updated garages to Euro Truck Simulator 2 further down the line.This rework is another example of our ongoing commitment to refining existing features alongside introducing new content. While garages may not always be the first thing you think about when hitting the open road, we believe these improvements will make a noticeable difference in your day-to-day gameplay experience.We truly believe that you will love the updated appearance of the garages and appreciate the care and effort that went into their redesign. Whether you’re managing a growing fleet or just checking in on your drivers, the new garages aim to make those moments feel more rewarding.Make sure to follow us on our X/TwitterFacebookInstagramBluesky, and YouTube, or sign up for our newsletter to stay informed about more updates and developments. Until next time, happy haulin'!
In today's blog, we're happy to share some news for everyone who enjoys putting their skills to the test in our Driving Academy game module. The upcoming 1.58 update for both Euro Truck Simulator 2 and American Truck Simulator will introduce a third module, called the Double Trailer Handling, full of brand-new scenarios. Let's take a closer look at what's coming!Since Driving Academy has been available for some time now, most of our players are likely already familiar with it. However, if you're not, you can learn more about it in this blog post about the Truck Driving Basics module and in this follow-up blog that focuses on the second module, Truck Driving Proficiency.

This time, our team took a deep dive into how we could pass on more hands-on know-how about handling trucks with two trailers, better known as doubles. We've put together a set of challenging scenarios that guide players step by step through forward driving, manoeuvering, and reversing with doubles.The Double Trailer Handling module should be approachable for anyone who's completed Truck Driving Basics, building on what you've already learned with a single trailer. If you haven't played Truck Driving Proficiency beforehand, it's not a problem, but it can give you a helpful head start.The experience is split into three chapters, beginning with forward-driving maneuvers, then easing players into the techniques needed to reverse double trailers. From there, it shifts into more lively, real-world-inspired scenarios where you can really put your newly gained skills to the test.We also wanted to mix things up a bit, which is why players in ETS2 and ATS won't be getting an identical set of scenarios. Instead, each game features its own tailored challenges and a different type of double trailer. In ETS2, you'll get hands-on experience with the Euro Combi double trailer, while ATS drivers will take on the challenge of B-Double. While this combination might not be the most common sight on U.S. roads, it offers a great opportunity to really test your skills in handling and maneuvering a long, tricky setup comprising of a tractor with two trailers, and to use your knowledge with other trailer combinations.To make it a little bit more interesting for you, we decided to include a few pairs of scenarios focused on reversing the same manoeuvre but with a different starting set-up. First, you will learn how to handle the situation when your trailers are straightened up. Then, you can try the next scenario, where the truck and trailers do not start in a perfectly aligned position, adding an extra challenge by requiring correction from the start. This unaligned position of the truck and trailers is the most common situation drivers can get into.Just like in the previous modules of Driving Academy, we have prepared a reward for you! Completing all the scenarios in this chapter will reward you with an adorable wiener dog toy - named Frankie - for your truck cabin, ready to ride along with you. Keep in mind that this reward is tied to the in-game profile you used to complete this chapter. And you can also get an achievement called "Double Trouble" after successfully completing twelve scenarios in this module.And that's it for today! We hope you are excited to try out these new scenarios when the Double Trailer Handling module is released. Just remember that everything you see here is still a work-in-progress. To stay up to date with all the latest news from our games and information about the upcoming 1.58 update, which will also feature this chapter of Driving Academy, make sure to follow us on our X/TwitterFacebookInstagramBluesky, and YouTube, or sign up for our newsletter to stay informed. Until next time, we wish you happy haulin'!