American Truck Simulator News & Announcements
At SCS Software, we love celebrating the passionate individuals who bring our trucking simulators to life. Today, we’re excited to feature a dedicated content creator and truck-sim enthusiast, Mark Armstrong. Mark has built an impressive setup and a thriving community (Armstrong Gaming) around his love for virtual trucking, making him a well-known figure in the simulation world. Let’s dive into his journey!


“I am Mark Armstrong, I am from the northeast of England, born and raised. I currently am 34 and I'm a huge driving simulator enthusiast!”


Before discovering his love for trucking and simulation gaming, Mark was an avid cyclist, riding competitively with his father. His dad wasn’t just a parent, he was a best friend and mentor. They shared a passion for road biking, mountain biking, and trials-riding, always pushing each other to be better. “My dad was more of a friend than a dad, really. He was my riding partner, my motivator. We did everything together, whether it was fixing bikes in the garage or hitting the roads. He was always there.”


However, a severe accident at 20 years old changed Mark’s path, leaving him unable to continue cycling. Looking for a new passion, he turned to gaming, a decision that would shape his future. “I had a severe accident, which caused me to be unable to ride... I was housebound and I actually sat one day on the sofa and made a joke about 'Farming Simulator' and then for Christmas, my wife at the time and my dad actually got me the game, and that's where it all started.”

From there, Mark quickly became engrossed in the simulation gaming world, exploring different titles until he discovered Euro Truck Simulator 2 through a friend, which he instantly loved. His passion for virtual trucking led him to build his first simulator setup, starting with a basic wooden rig and an affordable steering wheel. “I started on a wooden shoe rack that I took apart, put it back together into the shape of a simulator, and bolted a seat from a Renault Clio onto it. Then I put a 30-pound steering wheel on. You don’t start where you end up, you have to start small.”


His love for simulation extended to American Truck Simulator, where he developed a deep appreciation for American trucks, particularly the Peterbilt 389. “I like the big chrome, big shifter, laid-back seating position. That’s what I like. But as soon as I go on ETS2, I want to sit like a Scania driver, so I change everything around.”

Mark’s journey into content creation was heavily inspired by his father, who had experimented with uploading RC tank videos to YouTube. “My dad mentioned one day, 'Start a YouTube channel, record some videos, bring them to my house, and I'll upload them for you because I have internet.' Brilliant. That’s what I did.”

Over time, Mark transitioned into livestreaming and built a loyal following. His father played a huge role in this, not only as a supporter but as a gamer himself. “My dad was gaming before I even was. I remember him getting into Colin McRae Rally back in the early 2000s when we still had dial-up internet. He was always ahead of the game, even buying a new graphics card every few months since the technology moved so quickly. He swore he’d never get back into gaming, but when I started trucking, he couldn’t resist joining me again.”


Mark’s father became an integral part of his streaming journey, joining in on multiplayer convoys and even taking over the channel occasionally. “He loved it. He went full in, bought himself a full gaming rig, triple monitors, everything. He would take over my streams so I could take a break. He was just as passionate about it as I was.”

Unfortunately, in November 2023, Mark’s father passed away unexpectedly. The loss was devastating. “Losing my dad was the hardest thing I’ve ever faced. We had built so much together. He wasn’t just my dad, he was my best mate, my biggest supporter. And suddenly, he was gone.”

Mark not only lost his father but also his home, as his dad had taken over financial responsibilities after Mark’s wife left.”After he passed, I lost the house too. I was basically homeless for five months, bouncing between friends' houses and staying with my 91-year-old Nan. It was a hard time, but the community kept me going.” Despite the immense personal challenges, Mark continued to stream, leaning on his audience for support. He eventually found a new home and rebuilt his studio, determined to carry on his father’s legacy.



Mark’s current setup is a testament to years of dedication from both himself and his father. His simulator consists of a triple 65-inch 4K 120Hz TV setup, a SimMagic Alpha Mini wheelbase, and a collection of truck shifters built by a dedicated community member. For those who have had the pleasure of tuning into Marks stream, you'll know his streams almost look like the real deal! “I stream in kind of a POV style, I have my GoPro camera located behind me, like your sitting on the bunk in the cabin. It gives you that aspect that you’re driving with me.”


While Mark’s simulator setup is already impressive, he always looks for ways to improve. “The simulator side of things is limited, because I want my community to be able to enjoy the view and setup as much as I do. If I were to set it up just for me, I’d make the rig a lot more enclosed and immersive. But I choose to balance it so that everyone can enjoy it”






With over 300,000 followers across YouTube, Twitch, TikTok, and Discord, Mark has built an incredible community. He credits his audience for keeping him motivated and finds joy in interacting with fellow truck sim enthusiasts. “The community has been fantastic. People think you need emotional or financial support, but you really don’t. If you turn your stream on and there are 10 people there in a happy mood, that’s my support.

Mark also tells us of how the kindness of one of his followers led to a relationship, “One of my subscribers, Mitch, very kindly gifted a Fanatec McLaren wheel for my setup. Through my streams, he met two other community members, one who became a very close friend, and the other he recently became engaged to; our community really is special”



Streaming is more than just a hobby for Mark, it’s his full-time passion and job “I can never drive in real life, so I am literally driving for a living through my channel, which is amazing. If you’re looking for a community to join, we are very, very laid back, and we'd love to have you join us, whether you choose to just watch or drive along with us.”


For those looking to follow Mark’s adventures, you can find him streaming on YouTube and Twitch under ArmstrongGaming. “We don’t have a set schedule because of my health. But we go live when we can and as much as possible. We just keep things very calm and collective, no drama, just trucking with friends. Thank you, Mark, for sharing your incredible journey with us! Keep on trucking, and we’ll see you out on the virtual highways.

Has Euro Truck Simulator 2 or American Truck Simulator played a vital role in your life? If so, we'd love for you to share your story with our community! If you're interested, you can contact us on X/Twitter, Instagram, or BlueSky!
Today, we're excited to share more previews of the custom-made depots featured in our upcoming Missouri DLC for American Truck Simulator! This blog serves as part 2 of a previous post, if you haven't read it yet, you can check it out here.


Also known as The Show-Me State, Missouri offers a diverse range of depots for drivers to deliver to and from. However, one particular industry in this DLC stands out as truly unique! Drivers should exercise extra caution when approaching this custom depot, as the results could be… explosive! It’s time to put your Hazardous cargo skills for transporting dangerous goods to use, as drivers will be required to have the Class 1 Explosives skill point to deliver dynamite from this location. It’s a risky job, but somebody’s got to do it!





Operating under a subsidiary of NAMIQ, one of our in-game companies, drivers will be able to transport not only dynamite to quarries and mines across the United States, but also other cargo to a variety of other locations. Based on a real life location, we are sure you'll enjoy haulin' to this unique depot.





Speaking of quarries, you'll find several throughout Missouri, but the one located nearby the city of Rolla stands out above the rest. This quarry is huge, and players will be able to drive right into its heart, navigating gravel roads and manoeuvring around heavy equipment and mining structures. What makes the Quarry unique is the depot itself, as it is split into two parts. The main hub is used for maintenance and general operations, and the second area which is the core of the quarry itself.




We urge you to explore everything that the quarry (and other depots in Missouri) has to offer, those who do may discover more than what appears on their GPS.





Missouri is also one of the leading producers of timber products. With numerous harvest sites scattered across the state, truckers will have no shortage of jobs. Be sure to equip your rig with the appropriate tires and accessories as you travel through forested areas and dirt roads. We are sure you will enjoy delivering to these custom depots.





We hope you enjoyed checking out more of the custom-made depots you'll be able to explore and deliver to in our upcoming Missouri DLC. If you like what you see, be sure to add it to your Steam Wishlist! Also, if you'd like to stay up to date with the latest news, you can have it delivered right to your inbox. Subscribe to our newsletter here. Until next time, keep on truckin'.

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
Today, we are happy to take you for another look Under the Hood! This time, we bring you an interview with some of the members of our team who are working on the redefined cargo system for both ETS2 and ATS in the upcoming 1.54 update. So without further delay, we'll let the experts explain what this new system is all about and take you behind the scenes of their work!


As our games continue to expand, the number of cargo types and trailers has grown significantly, making the old system increasingly difficult to manage. To understand why a change was necessary, it helps to look at how the previous system worked.

Until now, what seemed like the game combining a trailer with cargo, such as a piece of machinery, was actually a manually created model, with each trailer-cargo pair stored separately on disk. This approach required an enormous number of unique models, making it harder to add new content efficiently and taking up disk space.

Programmer Simon, also known as 50keda, who worked on this task from the very beginning, explains this in more depth.

"In our world, every cargo must be attached to a trailer in some way. The way cargo is visually linked to the trailer, including the chosen model for loading, is part of what we call the cargo system. This system manages how visual models of cargo are connected to the appropriate trailers, playing a role in the broader economy. As our projects expanded, the number of cargo and trailers increased to the point where the older approach became unsustainable. Managing the growing combinations of trailers and cargo became overwhelming, leading to longer release times and affecting the order in which new cargo and trailers could be integrated," he shares with us.





Smety, our Senior Vehicle Artist explains that this issue has been a growing problem for some time and needed solving. "Things were getting complicated with the arrival of new cargo and a lot of new branded trailers to the game. Each cargo was attached to all trailers of that type, meaning if we had 3 flatbeds, we also needed 3 specific cargo models - and every cargo variant usually has two or three visuals. Plus, we have branded trailers so the combinations were reaching huge numbers. I had the task of reworking the trailers."





Our goal was to simplify the process of connecting new cargo and trailers, eliminating the need to manually manage their combinations, as Simon explains here: "We could achieve this by having the code automatically merge cargo and trailers based on simplified rules, rather than creating separate models for each trailer type. This means that each cargo will define its own model, loading methodology, and lashing method. While this approach may have some initial challenges and might not be perfect at first, it lays the foundation for future expansion and improvement. For example, when loading cargo programmatically - such as a pallet - you will only need to model a single pallet. The code will then determine the correct number of models and position them on the trailer according to the chosen loading methodology."

So the new system's biggest advantage is that it no longer requires our 3D artists to manually create pre-baked trailer-cargo pairs. Instead, it dynamically matches any compatible trailer with any compatible cargo, procedurally decides its placement and generates believable lashing elements which will make the work of our vehicle team much easier.

Our producer, Karel, coordinated the project and played a key role in overseeing its progress, helping to ensure a smooth completion.


Karel - Producer

"When I joined the development team, I was initially just curious about how wooden logs would be handled in the new system, as I was mainly working on a related feature which is the dynamic cargo (un)loading. However, when I realized the massive amount of work required - replacing thousands of combinations of cargoes and trailers with just a few hundred "smart" ones - I took over production responsibilities so Simon could focus primarily on development. This included providing time estimates, planning, tracking progress, getting more 3D graphic vehicle designers and testers involved, scheduling the release, and more. And of course, a huge shoutout to our QA team, who took on the heavy task of testing all combinations and reporting countless issues," Karel shares with us.

Naturally, we also had to rework the cargo models to ensure they function seamlessly with the new system, which automatically pairs cargo with trailers. Matěj, our 3D Graphic Vehicle Designer, took on this task.


Matěj - 3D Graphic Vehicle Designer

"Instead of creating six or more different cargo models, I designed a single version and, when necessary, split it into multiple variants for more diverse cargo - such as two versions of air conditioning units. After finalizing the model, I checked to ensure everything was in order and placed special locators to define how and where the cargo would be secured to the trailer. The system then dynamically distributes the cargo based on its size and weight and the trailer's length. This new approach simplifies the creation of cargo models and allows for greater variety in the game," Matěj tells us.



Petr, another 3D Graphic Vehicle Designer on our team, is working on the same task - and, in his own words, he's enjoying it.


Petr - 3D Graphic Vehicle Designer

"I joined the New Cargo System project between August and September, working alongside Smety and Simon. My primary task - then and now - is converting existing cargo into the new system. It was an exciting shift for me, moving from 3D modelling to actively developing a new game feature, which I found both stimulating and fun," says Petr.





Our programmer, Max, played a key role in integrating the new cargo system into the games' economy, among other tasks, as he explains below.


Max - Programmer

"The main part of my work on the new cargo system was its design and connection to the rest of the game. Automatic placing and lashing of independent cargo models should simplify any modelling work for the future. Recalibrating the economy data ensures it should work with all current cargo and trailer combinations. There are some issues remaining, so we definitely have plans for improvements for the next time," Max says.

This change will significantly boost the work of our vehicle team as it allows them to create even more cargo and trailer combinations as we continue expanding our games. While there may be issues in the first iteration, it's a worthwhile goal to refine the system, as it not only improves efficiency but also saves disk space and memory by eliminating the need to store countless pre-made combinations.

Simon teases that this project may lead to other possibilities for both of our games. "For now, we're focusing on reworking all cargo and trailers to be compatible with the new system while ensuring they look visually believable. That said, the cargo system opens the door to countless possibilities. This project will definitely be integrated with dynamic cargo (un)loading, and we aim to improve the way we calculate how many items can fit on a trailer. Currently, the logic is fairly simple and won't be accurate in every case, but it already showcases the system's potential. With a bit of imagination, this could even lead to some level of player interaction - but we'll see where it takes us."



We hope you enjoyed this behind-the-scenes look into the new cargo system from the point of view of our colleagues who work on it. Make sure to stay connected with us for all future updates by following us on Twitter, Facebook, InstagramBluesky, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. We'll see you on the road!
When driving through a virtual city, the details make all the difference in making it feel alive and immersive. One of our latest additions to our truck simulation titles is the introduction of Parallax Interiors, an innovative way to render detailed interiors through windows using a clever illusion. This enhances the visual depth of buildings in Euro Truck Simulator 2 and American Truck Simulator, which you may have already spotted in recent releases such as the Greece DLC or our Return to Winterland World of Trucks event.


Today, we’re going Under the Hood on the process behind Parallax Interiors and exploring the research, development, and implementation that made this feature possible. We spoke with some members of the team behind this project. We will let them introduce themselves!


“Hi, my name is Sasha, and I work in the asset department of ETS2. My main focus is developing methodologies for solving various visual challenges. I collaborate with other departments on art-related tasks and occasionally take on different roles across various projects. During the development of parallax, I took on a role somewhere between an art lead and a project manager, helping to shape the process and guide the team.”


“Hi there, my name is Jan V. and my work at SCS for the last five years has mainly comprised high-level graphics programming with the occasional venture into internal tools development; more specifically, most of my tasks involve either researching and implementing new graphics features or improving existing ones, be it model materials or post-processing effects.”


“Hi, my name is Yurii H., and I joined the SCS Software team almost 3 years ago. I work as a 3D designer on the ETS Assets team. Over the past year, I've been focusing on specific tasks such as creating new menu scenes, working on the parallax project, and improving the interiors of assets.”


“Hi, I am Martin Č, I’ve been working as a tools programmer at SCS for over 5 years now. During that time, I’ve been mainly focused on supporting our artists by creating specialized tools in Maya and managing our asset pipeline with my colleague and good friend Petr B. One of these specialized tools was our so-called “Interior Window Tool” which allows artists to apply our new parallax interior shader to assets."

The Vision Behind Parallax Interiors

What was the motivation behind creating these new Parallax Interiors? “The idea came from one of our colleagues, Wave, who was inspired by how other games, such as Forza, implemented a similar technology.” Sasha tells us “He built the first prototype, proving that this approach could work within our games. From there, we refined the process and expanded it into a full-fledged feature, so big kudos to him for that!”





“It is commonly said that real-time computer graphics is all smoke and mirrors. Whenever we see an opportunity to improve our visuals on a mass scale without having to necessarily compromise on performance, we deem it especially worth looking into.” Jan V explains, “Seeing as we are far from the only developers out there building a virtual world closely modelled after reality, noticing similar tech being widely adopted with impressive results in other games provided us with the inspiration necessary to decide on adapting it ourselves, perhaps even coming up with new improvements to the technique as a result.”





“Having a straightforward, universal way of both creating and rendering realistic-looking building interiors would hopefully enable us to save time on both the asset authoring front (not having to manually create each and every room behind each and every window) as well as the rendering one - with parallax mapping, many interior instances can essentially be drawn at once using a single piece of specially parametrised geometry, among other things. Considering that we had also been using an extremely simplified version of the effect in our games for many years at this point, upgrading to a more up-to-date look just seemed like the logical thing to do”

Where did it all begin?

“In the early stages, way before the research and model artist crew got involved, we started off with a experimental phase” Jan V tells us " The team consisted of Wave and me, who took care of creating the initial textures and 3D modelling work. We were looking at what's realistically possible to implement, coming up with a basic list of requirements and procedurally iterating on what's called a vertical slice, an in-engine initial prototype used to represent what could realistically be formally implemented later into the production pipeline. In this particular case, this process consisted of taking an existing 3D asset and adapting it to use this new rendering technique.”

“Before starting work on creating parallax interiors, our programmers developed a shader, which we initially tested using simple blockout scenes.” Yurii H explains “Once the shader passed testing successfully, our researchers conducted an extensive study to determine the types of interiors we needed, their sizes, and how many would be required. Only after that did we move on to fully developing the atlas.”


“Our goal was to cover as many use cases as possible with the least amount of textures and tools.” Sasha explains “In other words, we needed to design interiors that would look natural and consistent across all countries, cities, and building types, in both ETS2 and ATS, while keeping the implementation as streamlined as possible. This required extensive research.


“We conducted a detailed study of interior types, their proportional distribution, and their relevance to both of our games. Beyond interiors themselves, our research extended to various types of curtains, blinds, shutters, decals, advertisements, and other related elements. The next step consisted of creating these interiors. Once we had a solid understanding of our needs, we began the process of assembling texture atlases to categorize interiors by type. This allowed us to create variations suited for different types of buildings, such as administrative offices, apartments, restaurants, and shops, while maintaining an efficient and manageable workflow.”

The Technology, Tools and Code.

The implementation of Parallax Interiors wouldn't be possible without the work of our talented programmers and artists. To make Parallax Interiors easy to work with, Martin Č, one of our tool programmers, developed the Interior Window Tool for Prismtool, which is what we call our internal tooling here at SCS. “A lot of it is centred around Autodesk Maya which is used in-house to create assets for our games including trucks and other vehicles, buildings, props, roads, vegetation, characters, and more.”


Martin goes on to explain the creation of this specialized tool “First and foremost, I wanted it to be simple to use and understand. Under the hood, it is a tool that helps artists with the process of UV mapping, during which artists determine how textures are mapped to an asset. The resulting tool is therefore very point and click. Artists see an overview of all rooms which can be assigned to a group of faces (polygons - i.e. geometry in the 3D scene).”

“At first sight, it might look simple, but behind the curtain the tool needs to determine which faces can form a so-called “portal” into a single room based on their orientation and proximity. There is also some additional logic which tries to determine whether the faces can be on the same floor or need to be separated into multiple floors. Additionally, to push some boundaries, I was determined to add a “Randomize Rooms” button which would automagically assign rooms to windows for a large selection of faces. This is my magnum opus when it comes to this tool!”


“Another interesting challenge was adjusting the tool during its lifetime to various changes made to the interior shader by Jan V, who continuously came up with improvements and optimizations. For example, Jan added an option to disable glass on different windows. Later on, he added an option for the windows to be tilted at any angle. So you can have a roof window or a hole in the ground with a caveat that the room will be tilted along with the window. The tool was not written with these possibilities in mind at first and it involved some rewrites and interesting maths for this to be supported.


As mentioned, Jan was responsible for the shader itself. We spoke with him more about the technical aspect of this project, and how he helped developed it. “The secret ingredient at work here is operating within the boundaries of a tightly-defined problem space.” Jan explains, “most building interiors we see can be geometrically approximated as open boxes - that is to say, if we simply decide that all we need to know about a room in order to render it is its position, dimensions and texture, things suddenly get a lot easier!”

“Working off such a simplified model in the first place is what allowed me to implement a working solution as a real-time effect that is both entirely shader-based and light on texture memory requirements; in other words, the crux of the work is done by compact programs living on the GPU with very little external overhead. In addition to basic texture projection, the same rendering procedure also takes care of simulating proper interior lighting (adapted to time of day) as well as any objects covering the interior space, such as glass or translucent window curtains.”


"Before making this effect a stable part of our toolset, we had to define the right technical constraints and artist-driven parameters, balancing performance, visual fidelity, and creative freedom. Getting it production-ready was challenging, requiring multiple revisions of tools and shaders to resolve pre-production roadblocks as artists adapted existing models. Despite the challenges, the final result was worth the effort. My favorite part of developing graphics features is the freedom to experiment, blending artistic vision with solving complex technical problems."

Interior Design

With so many types of buildings found across Euro Truck Simulator 2 and American Truck Simulator, creating a variety of interior designs to represent some of the more common shops, businesses, living spaces and more was an important task. We spoke with Yurii H to learn more about his role in creating them. "Although we had detailed research to guide us, it mainly served as inspiration for me." Yurii explains "My primary task was to design each interior from scratch and think about how to make the lighting more varied, since each scene needed three lighting variations, for different times of the day/night".


"Our selection criteria were roughly as follows: first, defining atlas types based on interior categories (administrative buildings, restaurants, shops, apartments)." Sasha explains to us "Then, segmenting each category by "price range", for example, deciding how many restaurants should appear high-end versus more affordable and which of these should be more prevalent. Finally, considering the size of each individual interior, and how large each room should be and how that would affect the overall atlas layout."

"Throughout this process, we had to keep one crucial aspect in mind: the atlases needed to be as generic as possible while still looking appropriate and believable across a wide range of scenarios where these interiors would be used. Once the atlas layouts were designed, discussed, and approved, we moved on to developing each interior individually."


"Once everything was ready, I created four renders, three for the lighting setups and one for the normal map." Yurii tells us "The time needed to complete an interior depended on its size, which could range from 1 to 4 sections, taking anywhere from 1 to 3 days in total."


"We encountered many interesting challenges." Sasha explains "To start with, we had only a very rough understanding of how to create these interiors in the first place, meaning we had to invent the workflow on the fly. Parallax mapping, while visually impressive, comes with strict limitations. What you see in the game isn’t actual geometry, it’s essentially a render projected onto the inner walls of a cube. Because of this, at certain angles and in specific conditions, the illusion can break, revealing noticeable distortions in furniture, lighting, and other visual artifacts."


"Fortunately, we dedicated plenty of time to pre-production and studied how similar technologies have been used in other games. For me personally, minimizing these distortions as much as possible was a key priority. We wanted to develop a toolset that would stand the test of time, remaining relevant for years both in terms of visual quality for players and ease of use for our artists. Beyond the technical challenges, what truly made this project special for me was the opportunity to collaborate with colleagues across different departments. It was inspiring to see the level of effort and enthusiasm everyone put into the parallax project — even knowing that, in the end, it would be just a minor background improvement..."

The Future of Parallax

Will we continue to see Parallax interiors in the future and possibly more variety and additions? "Yes, absolutely!" Sasha tells us "New interiors will continue to be introduced with upcoming content, and we also have plans to rework some of the older assets, integrating parallax interiors into them. Over time, these interiors will become a standard feature across the game. As for new atlases, you can definitely expect more!". Yurii also goes on to share a little teaser with us, "Here’s a little insider info, these new parallax interiors will feature technology that allows them to be used not only behind "windows" but also in open spaces, like garages, which will further enhance the visuals in our game"


"Beyond generic atlases, we also have the flexibility to create specialized interiors, for example, for seasonal events." Sasha explains "You might have noticed some changes in this year's Christmas map, where we put together a holiday-themed interior atlas. You may expect more seasonal and event-related updates like this in the future. On top of that, we’ve been discussing expanding the functionality of the parallax shader itself. I’d love to spill the tea on those plans, but... let’s keep it a secret for now. ;)"


We'd like to thank you all for taking the time to read all about Parallax Interiors, and we hope you learnt quite a bit of the process involved in bringing these into virtual world! We asked the team to share a final message for you all reading.

"Thank you for your support, enthusiasm, and loyalty to our game. Seeing you enjoy what we create is the best motivation for our entire team. We always strive to make each new piece of content better and more exciting, and it’s truly rewarding to know that our work resonates with you. Love what you do, stay open to new opportunities, and enjoy every moment. Explore, experiment, and never stop seeking inspiration. Thank you for being with us — there’s so much more to come!"







If you enjoyed this Under the Hood blog, be sure to leave a message for the team, we’re sure they’ll appreciate your comments! We look forward to sharing more Under the Hood topics in the future. If you'd like to read previous articles, you can find them all here. Until next time, keep on truckin'!
Welcome to the Heart of America! Located near the geographic center of the United States, Kansas City is one of the many destinations you'll be able to explore in our upcoming Missouri DLC for American Truck Simulator. Today, we're excited to share more information and previews of this bustling metropolitan area. Let’s take a closer look!


For players who own the Kansas DLC, this location may already familiar to you, that's because the city straddles the Missouri and Kansas state line! In the Kansas DLC, players could admire the city’s skyline and explore the surrounding industrial areas. In our upcoming Missouri DLC, you will have the opportunity to drive through the heart of the city and see what the other side has to offer.



From iconic skyscrapers to buildings like the Kansas City Convention Center, the State Court building, the Federal Building, the Tech Center, and a new sports stadium located by the Missouri River; you'll be able to discover plenty of landmarks across the city. This includes the opportunity to travel through its downtown area, which will be accessible by owners of both the Kansas and Missouri DLC!



Speaking of the Missouri River, you will also be able to travel across the Christopher S. Bond Bridge. This crossing is a key connection point for road traffic and plays a crucial role in the daily operations of the Kansas City area. It allows for a smooth transition over the Missouri River for both cars and freight transport.



With such a busy city, comes the demand for logistics, transportation and more! Drivers will find a variety of industries to deliver to and from, including unique ones such as Underground Warehouses, which we covered in a recent blog topic, check it out here!




Are you excited to explore the other half of Kansas City? Then consider adding the Missouri DLC to your Steam Wishlist, as it helps support our releases! You can also stay up to date with all our latest development news for American Truck Simulator by following our official X/Twitter, Instagram and Facebook pages! Until next time, keep on truckin'.

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
We are very excited to reveal that we have begun working on another U.S. state for American Truck Simulator. At this time, we have four map expansions in development, so Missouri, Iowa, and Louisiana will now be joined by...

Illinois for American Truck Simulator!


Welcome to the beautiful Prairie State! Illinois showcases the best of what the USA has to offer. Hop into your rig, hit the legendary Route 66, and journey through Springfield, the state’s historic capital, to Chicago, one of the Midwest's most iconic cities.






Travel alongside the mighty Mississippi River, which defines the state’s western border. Discover charming river towns, classic steamboats, and scenic vineyards dotting the landscape. In the southern part of Illinois, experience a blend of cities, lush farmland, and quaint small towns. Meanwhile, the northeastern region is a bustling hub of urban and suburban life, anchored by Chicago, the nation’s third-largest city, nestled on the bank of Lake Michigan.






Illinois is not just about its picturesque landscapes, you can also be sure there will be no shortage of jobs waiting for you. The state ranks among the nation's leaders in exports, agricultural production, and manufacturing as it lies within both the old industrial belt and the fertile agricultural heart of the country. Chicago serves as a national railroad hub, its O’Hare International Airport is one of the busiest in the world, and the state’s highways and waterways are always busy with traffic.





We can’t wait for you to explore everything the Illinois DLC for American Truck Simulator has to offer. Add this map expansion to your Steam Wishlist and get ready for an unforgettable adventure! Make sure to stay connected with us for all the updates by following our Twitter, Facebook, InstagramBluesky, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. Until next time, keep on truckin'.

https://store.steampowered.com/app/3486960/
Celebrate with us Valentines day by taking part in our latest World of Trucks event – Cupid's Express!


For centuries, Valentine’s Day has been a celebration of sharing love and thoughtful gifts with those closest to our hearts. This year, the tradition continues with countless miles to cover and Valentine presents to deliver. Each delivery spreads a little more joy, making this season of love even brighter.

I’m Cupid’s courier on the go,
With gifts of love in tow.
Each parcel wrapped with tender care,
To spread the joy we know.

Through winding roads and purple skies,
My trailer is packed with cheer.
Each heart-shaped box and ribboned bow
Brings love to those held dear.

And when the final gift is placed,
Beneath the stars that shine,
I’ll find my way back home to you,
My cherished Valentine.


We invite you, our #BestCommunityEver, to share the love this season! Whether you’re delivering for a special sweetheart or helping others connect, let’s come together to reach the community goal of 600,000 Valentine’s Presents delivered to loved ones around the globe. Our Valentine-themed event trailers are loaded up and waiting for you to roll out!


Here’s your chance to create a romantic matching paint job for your truck, using the Valentine's Paint Jobs Pack DLC for ETS2 or ATS!

To complete your personal goal, deliver 14 Valentine’s Presents cargos. As a token of our appreciation, you’ll earn exciting rewards, including a special World of Trucks Achievement. Don’t miss out—join the fun and spread the love!

Rules
Using External Contracts, with a World of Trucks-connected profile in Euro Truck Simulator 2, American Truck Simulator or both, the community goal is to achieve 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, it will complete their personal goal.

Rewards
Personal: Players that complete 14 or more deliveries of Valentine Presents cargo will gain a unique World of Trucks Achievement as well as a Neon Heart dashboard item 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 Dice hanging item 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 Wednesday the 26th of February at 23:59 UTC.


Haul your heart out with the Cupid’s Express Bundle! This heartfelt collection includes American Truck Simulator, Euro Truck Simulator 2, and the Valentine’s Paint Jobs Pack for both games. Whether your heart belongs to the highway or you’re planning a romantic convoy with someone special, don’t let this love-loaded deal pass you by! Check it out on Steam for a limited time only.

https://store.steampowered.com/bundle/30356/Cupids_Express_Bundle/
We are happy to reveal another part of the upcoming Missouri map expansion! In today's blog, we have a preview for you of selected settlements and street art waiting to be uncovered in this DLC for American Truck Simulator, so let's take a look.


Sedalia
The county seat of Pettis County is located in the central part of the Show-Me State, just east of Kansas City. The city was established in 1857 and more than 22,000 people live there. Of course, we couldn't leave out some of its landmark buildings to make you feel like you are really there! These include the Katy Trail Bridge over US-50; the historic district along with the local church, gate, and tower; and also the beautiful "Welcome to Missouri State Fair" display with a train, statues, and water tower.




Hannibal
Located right at the Ilinois border along the mighty Mississippi River, the historic town of Hannibal is known as the boyhood home of the famous author Mark Twain. Our map designers and asset teams have meticulously recreated multiple beautiful landmarks for this town, such as the local bank, church, and school. Make sure to stop by!





Lancaster
In the northern part of Missouri near the Iowa border, you can come across the small town of Lancaster. Despite its smaller size in area and population of just over 600 residents, this settlement is the county seat of Schuyler County. Lancaster is a picturesque town with some nice historic buildings such as the court house which you will be able to see on your travels.



Street Art
When you are trucking through Missouri, make sure to keep your eyes peeled for beautiful street art you can admire along the way. Multiple cities and towns feature buildings adorned with amazing colorful murals. Two works of art can be found in Joplin and Kansas City, with others scattered across Galena, St. Joseph, and St. Louis. Just take a look here!







We can't wait for you to explore all this once Missouri is released for ATS! Want to show us that you are also looking forward to trucking in this map expansion? Then add it to your Steam Wishlist! Remember to follow us on our Twitter, Facebook, Instagram, Bluesky, and YouTube, so you won't miss out on any American Truck Simulator news. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. Drive safe!

https://store.steampowered.com/app/2730870/American_Truck_Simulator__Missouri/
In September 2023, a group from our American Truck Simulator map team embarked on a journey across the USA on a research trip. This included collecting research material and references for our upcoming Louisiana DLC. In this blog post, we’ll share a glimpse of their exciting journey through the state and the experiences they had along the way!


The trip consisted of 5 members, Paulie, our asset specialist; Zuzu, our road specialist; Ashka, our vegetation and rock formation specialist; Vojta, one of our more senior map designers; and Davido, the lead for the Louisiana DLC. We spoke with each of them to share with you their own personal experiences and what they learned and gathered from this trip.

This trip wasn’t exclusively for Louisiana, but served several purposes, as Davido explains to us. “A few of my colleagues and I were on a business trip in the USA, which included research and travelling through various states. However, we focused most on Arkansas and Louisiana, since at that time we already knew that these two states were up next in production.”





“When we entered Louisiana, I was driving on I-10 from Texas, and right after the border was a Welcome Center, where we made our first stop,” Zuzu tells us. “We were greeted by signs saying 'Do not feed alligators' and 'Be aware of snakes” Ashka adds, “There was also a beautiful lake full of floating islands of water hyacinth, wooden walkways through a forest covered in Spanish moss and giant spiders. We immediately knew this state would be special.”

“My first impression when getting out of the car was that the air is really humid and warm,” Zuzu told us. Davido goes on to share “For people coming to the States for the first time from Europe, the biggest surprise is probably the vastness and the distances between everything, as well as the overall size. Of course, we have big cities with skyscrapers in Europe too, but I'm referring more to things you don't notice at first glance, like curbs and parking spaces, which are designed for large SUVs. Also, hydrants, signs, barriers, and trash cans. Sometimes, for fun, we took pictures with these objects so that we could later better estimate their size in relation to the human body.”





In addition to exploring cities and capturing the overall vibe of the southern United States, the team was eager to visit several key points of interest, including industrial areas and historical landmarks. “We visited well-known sites, such as the Port Fourchon area, a major seaport supporting offshore oil platforms and drilling rigs, and the Oak Alley Plantation. Players can look forward to experiencing these locations in some form,” Davido shared.

“In cities, we focused primarily on the historical centers and significant landmarks, as our goal is to make each city recognizable and authentic. We strive to capture the unique essence of a place so that locals or those familiar with it can instantly identify it. To do this, we made a point to pass through or highlight the most iconic landmarks. We also tried to include key industries located in the area, though we were limited by time and couldn’t see everything we wanted to.”





“I was focused more on buildings, objects, their size, and details,” Paulie shares. “As my position bridges the team of mappers and the team of 3D asset creators, I wanted to bring them as many photos as possible. My colleague and I took comparative pictures to show the scale of objects, captured materials, and even documented hard-to-find views of the backsides of landmark buildings. Honestly, I barely saw the place outside the camera lens, haha.”

“On a more personal note, this trip was like a dream come true. When I was little, my grandmother used to show me pictures from her trip to the USA, and I fell in love with the country back then. She also visited Louisiana, so it was fascinating for me to stand in the same places she had been 21 years earlier. Since this trip, I can’t stop thinking about going back to the States and putting even more passion into my work for ATS.”





“As someone who was focused on the road layouts, I really enjoyed driving over all those bridges above swamps and even over the sea when we visited Port Fourchon.” Zuzu tells us, “Of course, I also loved seeing the massive junction complexes in New Orleans and other big cities. Experiencing them in real life gave me a whole new perspective since, until now, I had only seen them in pictures and on Street View. The same goes for truck stops, it was incredible to see them up close.”

“As we walked through New Orleans, we saw so many lively places filled with people and music. When we visited Louis Armstrong Park, I took the opportunity to buy an LP to bring back home for my grandparents. My grandpa cried tears of joy when I gave it to him. Making him this happy was so heart-warming, and I wanted to share this little moment.”





“Another great experience was visiting the Tabasco factory on Avery Island,” Vojta shares. “We had a full tour, not only around the island and its beautiful nature, but also inside the factory itself. We learned about the company’s history and the process of making Tabasco. At the end of the tour, we visited their souvenir shop and even got to taste a variety of Tabasco flavoured ice creams.”

“We also visited the Jungle Gardens, a huge, stunning park created by the island’s owner and the founder of Tabasco,” Ashka added. “The whole island felt like something out of a fairy tale: sprawling oak trees with branches that reached the ground, draped in Spanish moss; scenic paths; and ponds filled with herons and alligators.”




“Thanks to this visit to the state of Louisiana, I believe we’ll be able to deliver an even more immersive experience.” Zuzu tells us, “I’m truly grateful to have been part of this journey, and I hope we can bring a similar experience to all of you through our upcoming map DLC.”

We hope you enjoyed reading all about the Louisiana Research Trip! We look forward to sharing more about the development of this upcoming DLC for American Truck Simulator with you here on our official blog. If you're excited to explore Louisiana, be sure to add it to your Steam Wishlist! Until next time, keep on truckin'!

https://store.steampowered.com/app/3012580/American_Truck_Simulator__Louisiana/
Every road has its beginning and end, and this historic route is no exception. Today, we are happy to share with you a teaser of what roads lay ahead for American Truck Simulator...

We know some of you are very excited about the Iowa map expansion, which is one of our upcoming map DLCs for American Truck Simulator. Now, we can finally reveal more on how the development of this map is going. In this blog, we would like to show you a glimpse of the Hawkeye State's nature!


Located in the upper Midwestern region of the USA, Iowa forms a bridge between the forests of the east and the grasslands of the prairie plains to the west. Saimon, the DLC's map lead, shared his thoughts on the state's nature from the research trip he and his team took in 2023. "The first thing that caught our attention were the expansive hills with terraced fields, picturesque farms with round silos, and countless wind turbines on the horizon."

Iowa also takes special care to protect native flowers and grasses as part of its environmental program. That is why our teams have created a lot of new flower assets that will brighten the countryside of this map.




Iowa's terrain comprising of rolling hills and flat plains was greatly influenced by continental ice sheets that covered it and melted just around 13,000 years ago. Its elevation gradually increases from the southeast to the northwest, though it remains modest, with the highest spot, Hawkeye Point, reaching only 511 meters above sea level.




An important part of the landscape is the Mississippi River which creates the entire eastern border of the Hawkeye State. The vegetation in Iowa is mostly tallgrass prairie and savanna. Actually, over 90 % of its land is used for agriculture, mainly for corn, soy, and hay. This is why Iowa is also called the Corn State, and ranks as number one among the US states in corn and soybean production. So you can look forward to playing an important role in the region's agricultural industry, transporting local produce.




Only 8 % of Iowa's land is covered by forests which can be divided into three categories - upland hardwoods, found in elevated areas with well-drained soils; oak savannah, which is a transition between upland and bottomland forests; and the bottomland hardwoods often found near water bodies with wet soils.




As always, truckers can look forward to encountering some natural landmarks which will be incorporated into the map. One example is the famous Tree in the Road located near I-80 between Omaha and Des Moines.



If you are excited to be trucking in Iowa, don't forget to support us by adding this map expansion to your Steam Wishlist! Until then, make sure to stay up to date on any other news by following us on our social media (Twitter, Facebook, InstagramTikTok, and YouTube).

https://store.steampowered.com/app/3025440/American_Truck_Simulator__Iowa/
Today, we're excited to bring you a unique and special blog for our #BestCommunityEver. This post marks the beginning of what we hope will become a new blog series. We'd like to introduce you to Connor, also known as CaptainC0N - a long-time member of our American Truck Simulator community and a passionate truck enthusiast. Connor's incredible journey, closely tied to ATS, has led him to experiences beyond his dreams. We sat down with him to learn more about his story, and now, we're thrilled to share it with you. Let's dive in!


Connor has been playing our games for a couple of years now and shares the story of how he fell in love with them. "I grew up playing the original Euro Truck Simulator on my family computer in our office room. I remember playing on a standard keyboard and mouse and enjoying every bit. Once ATS came out I bought it. Although my laptop sounded like a spaceship taking off whenever I ran the game, I loved every bit of it. I took a break for a few years but around the Covid pandemic I got back into it and invested in a wheel and pedal setup and that was a game changer. I've since obtained an eye tracker and shifter to add to my current setup."



We also asked Connor about his favorite truck and DLC within our games. "My favorite truck would be a red Western Star 57X. My favorite DLC so far would have to be the Texas DLC and I will be very eager to wait for future DLCs as my home state is Illinois!"

After spending hundreds of hours enjoying both American Truck Simulator and Euro Truck Simulator 2, Connor wanted to try out a real-life trucking experience. This was possible thanks to Western Star and their unique Star Nation Experience 2024 event, in which they also decided to invite two members of our ATS community last year, and Connor was one of them.



"I found out about the Star Nation Experience on a loading screen in the game and it looked like a fun and adventurous experience. I've always wanted to drive a real truck or at least sit in one and I knew that this could be my opportunity. I was blown away by this opportunity and was super excited to be selected. It was a truly remarkable experience. I cannot thank everyone enough from SCS to Western Star and all the people behind the scenes to make it happen. The opportunity to sit in a truck let alone drive a powerful truck like Western Star was crazy and thrilling!"

If you want to see more from the Start Nation Experience, you can check out the SCS On The Road that Nemiro and Mark recorded as they also participated in this amazing event!


While it was Connor's first time sitting in a real truck, he managed to win one of the driving challenges beating all the others including Mark. "One of the challenges included backing up a hill on a steep grade. One of the newer features on the truck was a crawl mode which allowed you to slowly back up a hill without using the accelerator! It slowly went back and we had to stop at a certain spot without hitting anything. I ended up being closest to the line while not going over which meant I was the winner of that competition!"

Towards the end of the event, one of the participants Casey LaDelle came up with an idea to help Connor get his CDL along with us and Western Star, as it was one of his dreams for a long time. "I am currently working on earning my CDL class A license. It's going good so far but it includes a lot of studying as well as learning all the different parts and features of a truck such as the air brake system. I am currently set up to take my permit test this month and then I will begin behind-the-wheel training after passing. My goal is to finish within the next couple of months as I am still working a full-time job during the week as well as spending time with my girlfriend and family."


Connor would like to incorporate trucking into his current job. "I currently work at a steel bar manufacturer and we see trucks come and go all day long! My goal would be to do a small load or two here or there for my company and help out when I can while still having my main job. Also, I would plan on making some YouTube videos along with it to help encourage other young drivers to take the leap and get a CDL!"

You can already follow CaptainC0N on YouTube right now, as he is creating content mostly from ATS. "I started creating content just about a year ago officially. I like being able to interact with others in convoys as well as in the comments or in the chat. I've learned a lot just from talking with others about trucks and learning how to drive a manual transmission. I have even made a few videos of my girlfriend driving a truck and teaching her a bit about the game and the awesome opportunities it can create while also still making it fun!"



In the end, we would like to forward the message Connor, aka CaptainC0N, has for our #BestCommunityEver: "Keep putting in those miles whether you are in a VTC or just conveying with friends! Enjoy the time and experience on the open road. Thank you to everyone who has supported me. I can't wait to continue to carry on this awesome experience and give back to y'all in the future! Don't forget to apply for next year's Star Nation Experience when applications open!"

Before you leave, we just wanted to tell you one more thing! If you have a similar interesting life story like Connor that involves our games, we would really love to hear it and maybe present it on our blog like we did today. So get in touch with us! Follow us on our X/TwitterFacebookInstagramBluesky, and YouTube, so you won't miss out on upcoming news. Drive safe!
Missouri is also known as "The Show-Me State," and today, we're excited to show you some of the custom-made depots which have been created for this upcoming Map DLC for American Truck Simulator!


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





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





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





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




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

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


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


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


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

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


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


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


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


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


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


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

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


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

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


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




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




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




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




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

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



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



Saimon


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

Vacky


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

Tony


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

Draky


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

Evgeny


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

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

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


Morrys


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

Fregar


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

Maky


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

Karel (Citymanlive)


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

Eren


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

Theo


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

Eevee


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



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

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


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

David


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

Zuzana


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

Joanna


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

Tomáš


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

Lukáš


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

Kateřina


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

Eliška


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

Terka


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

Vladimír


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

Tereza


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

Vendula


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

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

https://store.steampowered.com/app/3012580/American_Truck_Simulator__Louisiana/