Euro Truck Simulator News & Announcements
Today, we're excited to introduce part of the team behind the UK Rework Project, which plans to deliver a long-anticipated refresh to one of the earliest regions included at the launch of Euro Truck Simulator 2. If you'd like to learn more about this project, you can take a read of our previous annoucement blog here.
The rework of the UK is a significant undertaking. With so many cities, towns, settlements, landmarks, and road networks, it was necessary to have more than one team working on this project.

The UK Rework consists of three dedicated teams, each responsible for their own areas and today, you’ll get to hear from two of them! Each team member featured here has prepared a short message for you, including a few hints and small snippets about what they’re currently working on. We hope you enjoy reading them!Southern England + Wales (inc Liverpool + Sheffield)
Abbe - Map DLC Lead 


"People say I am the best boss! My journey at SCS Software began more than eight years ago. After working primarily as a city map designer (Daugavpils, Mangalia, and the community “favourite,” București, as well as parts of Madrid), I became a Map DLC Lead in late 2020. Since then, I have designed and overseen the reworks of Austria and all of the German cities. I have also collaborated on parts of Switzerland’s rework and contributed to the initial design for the Scandinavia reskin.

The rework of the UK is my dream project, as many of you probably know from the UK rework announcement blog post. I am truly in awe of the incredible team working on this project. Everyone is passionate, even about the smallest details. I hope you will have just as much fun exploring the new content in the UK as we are having implementing it on the map."

Tomas V - Senior Map Designer


"I have been working at SCS Software for almost six years now as a map designer. My first tasks consisted of reworking German landscapes, including fields and small towns around the highways, but I wanted to focus on something more urban and complex. On the Switzerland Rework project, I was assigned to work on the city of Bern. After that, I worked on some German cities, such as Hamburg and Berlin. On the UK team, I am a part of the preproduction team and have worked on early layouts."

Martin O - Senior Map Designer


"My journey with SCS Software games started in the summer of 2013, when I bought a copy of ETS2 to play during the holidays. I was immediately hooked and spent countless hours playing it over the following years. During the 'COVID year' of 2020, I decided to follow my passion and applied for a job opening at SCS. Luckily, I was accepted and since then, I’ve worked on the reworks of Austria and German cities, and helped with various bits and pieces on other map projects.

I am also responsible for the initial training of new map designers for ETS2. In my free time, I enjoy cycling and hiking. My favorite game genres are driving and racing simulators, as well as city builders. From a fan’s standpoint, I really like what is being created in the UK Rework project, and I’m sure you will enjoy it as well when it is eventually released."

Bety S - Senior Map Designer


"Hello truckers, my name is Bety, and I have been working at SCS for almost four years. SCS is my first job after finishing my postgraduate studies in the UK, where I studied computer games modelling and animation. I have many good memories of my time in England, so I am thrilled to be part of the UK rework team and to help bring out the best the UK has to offer.

While helping to finalize the first drafts of the UK layouts, I also assisted with selecting generic assets of various kinds, including houses, flats, walls, administrative buildings, and other props, to make it immediately clear to players which locations they are driving through.

Previously, I contributed to almost every recent map project, from the Germany Rework to Nordic Horizons. I worked on optimizing and polishing various areas of the map, but my main focus has been, and will continue to be, on creating intriguing and engaging cities."

Daniel C - Map Designer


"Hi, my name's Dan, I've been a map designer for nearly three years and after a few rather cool cities like Brussels or Osnabrück, I'm now proudly working on my biggest project yet. London. With its unusually complex road system, world famous landmarks and the left-hand traffic that has given me some funny stories to tell when I'm leaving work by car, I can honestly say that I can't wait to bring this city to our game. 

I've given myself a goal to lead our players through the city's most iconic places, and although it's impossible to fit all of the cool junctions, famous landmarks and wild roundabouts in, I'm quite happy with how it's turning out. I really think you'll like it and please don't forget to look right when crossing the street. Cheers!

Dárius L - Map designer


"Hi everyone! I may still be relatively new at SCS, having joined about a year and a half ago as a passionate modder, but I’ve already had the chance to contribute to several major projects, including Nordic Horizons and the Scandinavia Reskin. I mainly focus on city building and road network design. I’m really excited to be part of something as ambitious as the UK Rework. Ever since my first visit to the UK, I’ve fallen in love with the country, so helping to shape it in-game means a great deal to me. I’ll be putting care and passion into every detail to capture its true character. I can’t wait to see the rework come together, and even more to drive through it myself (purely for quality assurance, of course). See you on the road!"

Ondrej A -  Map Designer"I have been working as a Map Designer at SCS for a year and a half and I’m still relatively new to the company. During that time, I have contributed to the Scandinavia Reskin and the Nordic Horizons DLC. 

I’m currently working on the UK, focusing on building a believable and functional game world. I enjoy the creative side of map design, especially building more complex road structures and junctions. It’s motivating for me when players enjoy driving through the areas I helped build and find them enjoyable and memorable."

Dominik K - Junior Map Designer


"I joined SCS less than a year ago as a long-time city-building and strategy game fan. The UK rework is the first project I’ve been involved in, and it has given me the chance to bring my passion for city-building into the game. I’ve had the honour of working on Hastings and Stonehenge in southern England, both of which you might have spotted in the teaser trailer.

Right now, I’m working on Portsmouth and Southampton. I’m doing my best to capture their unique atmosphere and bring it into the game with plenty of small details. We’re putting a lot of heart and care into this project, and I really hope you’ll enjoy the final result!"

Týna - Junior Map Designer


"Hello everyone. I joined SCS last year after spending a couple of years working as a graphic designer, and I’ve since found myself in the role of a map designer, which I’m honestly loving. The UK rework is the first project I’ve dived into. I visited the UK before and fell in love with it, especially the countryside, so being part of this project is genuinely exciting.

I’m mainly focusing on roads, but I’ll also be creating my first settlement. I think it’s going to be an awesome experience. We’ve got a bunch of great and talented people on the team, and together we’re cooking up something really cool. You definitely have a lot to look forward to!"

Tedesco - Junior Map Designer


I joined SCS Software after many years in the ProMods community, where I worked extensively on large-scale map projects and team coordination. Coming from a community-driven modding environment, I’m passionate about collaboration, iteration, and building high-quality worlds together. I’m excited to bring that experience into SCS and contribute to the UK Rework with the same care, attention to detail, and long-term vision.Northern England + South East EnglandPetr S - Map DLC Lead 
"Hello! After releasing Nordic Horizons, I moved to work on the UK. My work is mostly the same, communicating with everyone (mainly my team) and making sure everything goes as smoothly as possible.

The biggest challenge from a map design perspective is handling all the complex junctions, giving them enough space while still ensuring there’s a good road distance between cities. My favourite part is the beautiful architecture of the cities. Whether we’re in Wales or northern England, everything feels distinctive yet connected, and hopefully we’ll be able to capture it as faithfully and respectfully as possible!"

Josef V - Senior Map designer


"Greetings! I have been building cities in games as a developer since 2002. My collaboration with SCS started in 2014, so I've had the opportunity to participate in several projects like Scandinavia, Vive la France, Italia, Iberia, West Balkans and Nordic Horizons. What always amazes me is the professionalism, creativity and friendliness of every team I have worked with. 

The UK team follows this tradition that is from my point of view embedded directly into the SCS DNA. It is a pleasure, challenge and hobby too, to work on this new project. And it brings many fond memories as well, as I have a weakness for the British Isles and I have visited them on countless occasions."

Nikita - Map designer


"Hi everyone! I’m a Map Designer at SCS Software, and right now I’m working hard on the UK rework. I’ve always been fascinated by the British road network, especially the dense cities and the huge number of complex junctions. 

My favorite part is definitely the legendary 'Magic Roundabouts'; they are such a unique challenge to recreate in the game! I’m doing my best to make the English roads feel authentic and interesting for you to drive. See you on the left side of the road!"

Radek S - Map designer

"Greetings to our loyal fans. I’m happy to have this opportunity to show my appreciation to all of you. Although I’m still relatively new here, with just over two years of experience in level design and production, I’ve had the chance to work on Greece, Nordic Horizons, and now the UK rework. It always warms my heart to hear positive feedback from our players, but don’t go too easy on us, as constructive criticism gives us the opportunity to improve!

This time, I’m once again working on some larger cities, and I’ll do my best to keep them looking fresh and unique, with lots of nature and vegetation, so you all won’t get bored of them too easily. Take care, everyone, and I hope you’ll have as great a time playing the UK rework as we’re having while creating it!"

Jana S - Map designer


"Hi! I’ve been part of SCS for over five years, helping to bring scenic landscapes to players through forests, water viewpoints, and now the open countryside of the UK. After working on regions like Austria, Switzerland, and Sweden, I’m excited to shift from dense Nordic forests to detailed UK fields and even contribute to some of the country’s most iconic highland terrain. I’m really looking forward for you to experience it!"

Michael P - Map designer


"Hey players, I’ve been working at SCS for three years now. Some of the most notable parts of the map I’ve worked on include the cities of Kiruna and Mo i Rana, as well as several custom depots in the Nordic Horizons DLC. This time, I’m working on the UK’s biggest port, along with a ferry terminal on the other side of the river. I won’t reveal the city names just yet, but these hints should be enough. ;)

In addition to that, I’ll be working on more custom depots. Outside of map work, I’ll also be keeping an eye on the trains created for this rework, as I’m a big train enthusiast. Thank you for playing!"

David H - Map designer


"Ahoy, mateys! I’ve been part of the SCS crew for over ten years now… As you can see, the King of the Road pin has already dropped into my lap, and I’d love to see more of them coming, wish me luck! I was delighted to find out I would be part of the UK team. I’ve spent a few months in Liverpool, visited the Lake District and Edinburgh, and I’ve loved the countryside and beautiful architecture ever since."

Matej - Junior Map designer


"After a hectic year on Nordic Horizons DLC, I have sailed to the eastern shores of England and settled in Cambridge, a beautiful and historic city. I will try to capture the character of a part of the city and its surroundings and give you as authentic a feeling as possible while passing through it. Given the limited space, it is a bit of a challenge, but I believe that I will be able to do work that will make you want to return to places like Cambridge, which our new UK rework project will offer you."

Lucie G - Junior Map designer


"Hello there! I've been with SCS for three years now, with most of my time spent on the Nordic Horizons DLC, mainly Norway and Sweden. And after fjords and mountains, I switched the magnificent scenery for calmer, but no less magnificent, fields and hills of the northern part of England. I'm quite delighted by the numerous sheep pastures. Cheers, everyone, see you soon between the hedges!"

And that’s it for today! We’d like to thank the teams for taking the time out of their busy schedules to share their messages with you, and we hope you’ve enjoyed getting to know them a little better. If you’re looking forward to more, you’ll be able to meet the team behind Scotland in the near future!

Until then, to stay up to date with the latest news on this project, be sure to follow us on X, Instagram, Facebook, and Bluesky, or by subscribing to our newsletter. Keep on truckin'! 

We are back with more news from our upcoming Iceland DLC for Euro Truck Simulator 2! In today's blog, we would like to showcase a preview of the stunning nature you will see in the Land of Fire and Ice, with a focus on its scenic coastline.Along Iceland's nearly 5,000 kilometres of coastline, you can see where this country got its nickname, as it is literally shaped by fire and ice. Steep cliffs rise above deep fjords carved by glaciers during the last ice age, while black-sand beaches stretch along the shore, formed by centuries of volcanic activity.Actually, most of the beaches in Iceland are made of black sand. This dark, almost otherworldly look comes from volcanic lava that cooled rapidly when it met the sea, and also from the ocean slowly wearing down the softer rocks above the basalt to create the cliffs we see today. The mainland is dotted with smaller islands and countless rocky outcrops, adding to the rugged feel of the landscape.One of the most stunning locations featured in this map expansion is Reynisdrangar - an impressive series of rock formations rising from the sea near the shore of the famous black-sand Reynisfjara Beach, close to Iceland's southernmost village, Vík í Mýrdal. These dramatic basalt sea formations are the remnants of large ancient sea cliffs, towering out of the ocean under the steep cliffs of Mt. Reynisfjall.Although the area is truly breathtaking, visitors should be aware that unexpectedly powerful waves and strong currents frequently occur here and can be dangerous. This part of the coastline is also heavily affected by erosion, adding to both its wild beauty and danger as well.The northwestern peninsula of Iceland has a name that perfectly reflects its landscape: Vestfirðir, meaning "West Fjords". Here, you can drive along a coastline carved by dozens of fjords - long inlets formed by ancient glaciers that reach far inland. Traveling along Route 60, you'll see breathtaking views of the ocean, dramatic cliffs, and rugged terrain at every turn.If you're traveling along the Ring Road, be sure to watch for the stunning scenery along the way. One highlight is the southeast coast, where numerous glacial rivers carry sediments to the ocean, creating striking lagoons and sandbars that stretch along the shoreline.Driving further along the coast, you'll encounter another spectacular sight shaped by Iceland's geological forces - towering cliffs that were once part of the seashelf. Here, the road runs along a shallow shore, with the ocean on one side and these massive cliffs rising on the other.And that's all for today! If you are eager to be trucking in this upcoming map expansion, don't forget to support us by adding the Iceland DLC to your Steam wishlist.Also, remember to give our X/TwitterInstagramFacebook, ThreadsBluesky, and TikTok a follow as you'll receive updates not only about Iceland, but also other news from our games straight to your feed. Or subscribe to our newsletter to stay informed! Until next time, we will see you on the road.
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.
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!
Today we're happy to share a look at the work being undertaken in our Benelux Rework Project for Euro Truck Simulator 2, specifically in the city of Groningen, Netherlands! Many of you may already be familiar with this city from your travels in-game, and as part of this rework project, it has now been completely rebuilt from the ground up to better reflect its real-world counterpart. Let’s take a closer look!


As one of the key northern cities of the Netherlands, Groningen has long played an important role as a regional hub for trade and transport. From the very first settlers, the city grew around the River Hunze and later flourished through commerce, earning its reputation as the unofficial 'Capital of the North'. With the Benelux Rework, our map designers have been hard at work bringing a fresh new, modern and up to date recreation of this important city, while preserving its recognisable landmarks and its unique Dutch character. 


One of the most notable updates players will experience is the accurate recreation of the N7 ring road, including the section that now runs underground in real life. This major infrastructure project significantly reshaped traffic flow in Groningen, and we’re excited to bring this modern engineering solution into the game to improve realism and immersion while driving through the city.


The logistics side of the city has also seen significant attention. In Groningen’s industrial and commercial areas, players will be able to deliver cargo to furniture stores, logistics depots, and grocery warehouses. Drivers heading out toward the outskirts of the city can also pick up jobs at a large, modern sugar factory complex, a key location for processing sugar beets. Sugar production has deep roots in the north of the Netherlands, making this industry a very fitting addition to the rework. Don't miss out on checking for those sweet job offers! 


Heading closer to the city centre, drivers will find themselves travelling alongside the Verbindingkanaal, an important canal in Groningen’s history. Along this route are several key transport and cultural landmarks, including the main railway station, the bus terminal, and the unmistakable Groningen Museum. Known for its bold and contemporary architecture design, the museum stands as a striking contrast to the city’s older brick buildings and historic streets.


And of course, no true Dutch city would be complete without its canals, waterways and drawbridges. Groningen features plenty of both, weaving water and road infrastructure together in a way that is instantly recognisable to anyone who has visited the Netherlands. 


We’re looking forward to sharing more from the Benelux Rework Project as development continues. Be sure to follow us on our official social media channels, or subscribe to our newsletter, to keep up to date with all the latest news. Until then, keep on truckin’!

We're happy to announce that the 1.58 update for Euro Truck Simulator 2 is now officially released and available on Steam! Let's take a look at what is new for our #BestCommunityEver.First, we would like to thank everyone who took part in the Open Beta and reported any issues or just 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.Driving Academy - Double Trailer HandlingThis update introduces a new module for Driving Academy, called 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 manoeuvres, 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, 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.Renault Trucks T UpdateThis update brings a major refresh to the Renault Trucks T! We are adding two brand-new interiors - Anthracite and Carbon 2024 - featuring a digital dashboard and camera mirrors. Under the hood, the truck can be equipped with two new DE13 Turbo Compound engines: the DE13 TC 440 Euro 6e and DE13 TC 480 Euro 6e.On the visual side, truckers can enjoy two new Smart Racer paint jobs, as well as a set of facelifted exterior parts for both the base truck and its Renault Trucks T Tuning Pack DLC. These include eight new front grilles with an updated logo, new DE13 front and side badges, and THE BOSS roof grilles, which can now be painted in any custom color.Scania R & S UpdateWe are adding several new customization options to the Scania R and S, in the base game as well as the Mighty Griffin Tuning Pack! Front bumpers are now available in three different sizes and also come in three color variants, so you can better match your setup. Bumper lights have been moved to their own locator, and a new fog light type has been added, meaning you can now mix and match them more easily with other front parts.We are also adding a new front fender with radars, and you can now change it independently from the steps under the cab. At the rear, you can use a new type of fender cover as well, available in three color variants. The steps themselves have their own locator as well and now include an additional variant, giving you more choice. You can also choose between two new front logo variants, one of which is underlit to add a nice lighting touch to the front.On top of that, new roof lights have been added, including a dedicated version for the V8, along with new front mid lights to complete the setup. We hope you will enjoy making your Scania R & S even more unique!
IVECO S-Way 6x2 UpdateIn this update, we are also expanding the IVECO S-Way with a brand-new 6x2 chassis featuring a steerable and liftable middle axle. Alongside this addition, the entire truck model has received general bug fixes and optimisations. We hope truckers will be happy to have more flexibility when configuring their beautiful S-Way! Map Changes in Preparations for CoachesAs we prepare for the implementation of the Coaches DLC for ETS2, we also need to make several adjustments to the map to accommodate coaches and bus stations. In this update, you may notice a number of smaller changes, such as new signs or road markings, as well as larger modifications. These include newly added areas in selected cities featuring larger bus stations and terminals.Vehicle Behaviour Physics UpdateAs we prepare the ground for the arrival of new vehicle types through upcoming content for ETS2 and ATS, 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.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, and a hill start assistant was introduced to support those situations and make them feel 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. You can read more about this particular 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 is now 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 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.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 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.Changelog Gameplay
  • Driving Academy - Double Trailer Handling
Vehicles
  • Renault Trucks T Update
  • Scania R & S Update
  • IVECO S-Way 6x2 Update
  • Vehicle Behaviour Physics Update
Map
  • Map Changes in Preparations for Coaches
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'.
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!
Today, we’re excited to share a little more about a true long-distance legend, coming to our upcoming Coaches DLC for Euro Truck Simulator 2. Say hello to the Volvo 9700 Double Decker, a modern touring coach built around passenger comfort, smart flexibility, and effortless highway cruising. With its bold double deck design, it’s guaranteed to catch your eye wherever it goes. Ready to take a closer look?
Built to meet the demands of modern coach operations, the Volvo 9700 DD is a familiar sight especially across Northern Europe. Designed for comfort, efficiency, and high-capacity intercity travel, this iconic Volvo coach brings a premium long-haul experience to the road, combining Scandinavian design with a strong focus on refinement and safety. 

Comfort is also a key part of the Volvo 9700 Double Decker, with the ability to change layouts and equipment depending on the operator's needs. Inside, a low interior noise level, ergonomically designed seating layout for up to 96 passengers helps make every trip feel relaxed and comfortable, even on longer journeys. 

Up front, the elevated and spacious driver’s compartment offers excellent visibility on the road, supported by advanced driver assistance systems such as the collision warning with emergency braking, alongside electronic stability controls for confident handling on the road. 


Our vehicle team has been working hard to faithfully recreate the defining characteristics of the Volvo 9700 Double Decker with as much accuracy as possible. In-game, it will be available in a 6×2 configuration, standing 4 metres tall and measuring 14.3 metres in length, capturing the coach’s impressive road presence.


The Volvo 9700 DD will also come with a variety of customisation options, including a selection of official Volvo colours, as well as interior options for curtains and passenger seat variations. Whether you prefer something clean and classic or a finish that stands out on the road, you’ll have multiple choices to help make this coach feel uniquely yours.


Whilst what you see here today is still a work in progress, we’re excited to be able to share these previews with you, and give you a taste of what lies on the road ahead! 
We hope you are as excited as we are for the upcoming Coaches DLC as the development continues! For the latest updates, be sure to follow us on our social media channels on X, Instagram, Facebook, Bluesky, and TikTok, or sign up for our newsletter. If you're looking forward to hitting the road in style, don’t forget to add the Coaches DLC to your Steam Wishlist!

After more than two months, we have concluded the #CruisingNordicHorizons event on Sunday. We would like to thank all the 113,728 truckers for taking part! Now, let's take a look at how you managed to complete the set goals.Before we get into it, we would also like to send a huge thanks to the dedicated team behind this event. We really appreciate all their hard work, and we are sure that our #BestCommunityEver does too!As tradition goes, with every new map expansion, we launch a World of Trucks event with dedicated goals and rewards for our #BestCommunityEver. For #CruisingNordicHorizons, the community set out to drive a combined 300,000,000 kilometres while delivering cargo to or from any city featured in the Nordic Horizons DLC. With the personal goal, truckers were challenged to complete 18 contracts to or from six unique cities in each of the countries; Norway, Sweden, and Finland.We're thrilled to report that you didn't just meet these goals, you absolutely smashed them. The community goal was reached in less than two weeks, and by the end of the event, the total distance driven had more than doubled, reaching an incredible 702,446,695 kilometres.Meanwhile, 57,397 truckers completed the personal challenge and can now enjoy all the rewards: the Northern Tides ETS2 truck paint job, the Viking Helmet dashboard accessory, and a World of Trucks achievement. Now it's time to go trucking in the far north in style with the themed rewards you earned.Even if you didn't complete the event, don't worry - the journey is what matters most, and we hope you've had (and will continue to have) plenty of fun hauling cargo across this map expansion.For future updates and news from the world of ETS2, make sure to follow us on our X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter! We will see you on the road.
Today, we are happy to take you to the Netherlands once again, as we continue our work on the Benelux Rework for Euro Truck Simulator 2. This time, our journey brings us to Eindhoven, a city with a strong industrial identity and a name that is inseparably linked with one of Europe’s most legendary truck manufacturers - DAF Trucks.As part of the Benelux Rework, Eindhoven is being introduced as a brand-new city to Euro Truck Simulator 2. Our map designers have been working to capture its modern character, distinctive architecture, and key road connections from the ground up. The result is a fresh addition to the map that feels detailed, immersive, and fully aligned with today’s ETS2 standards.You'll be able to catch a glimpse of some of Eindhoven’s most recognisable locations. One of them is the Lichtnaald sculpture, standing proudly over a roundabout, with the iconic Evoluon building rising in the background. With its unmistakable UFO-like shape, the Evoluon is one of the city’s most famous landmarks, and we are excited to bring this unique skyline into the game.Another location is Floraplein, an important urban junction that plays a key role in Eindhoven’s road network. This area has been carefully reworked to better reflect its real-world layout and surroundings, helping the city feel more natural and believable as you drive through it during your deliveries.This rework also gave us a special opportunity that we are particularly excited to share. While working on Eindhoven, we joined forces with DAF Trucks to bring a recreation of their Eindhoven factory and facility into Euro Truck Simulator 2. As the home of DAF, this location holds enormous significance not only for the city itself but also for truck enthusiasts across Europe and beyond.Due to real-world constraints and the need to respect certain boundaries, some parts of the premises could not be documented or recreated in full detail. For this reason, the version you will experience in-game represents a carefully crafted interpretation, created in close cooperation with DAF. Our focus was on conveying the character, energy, and identity of the area, while ensuring that everything which needs to remain private does so.Even so, we strongly believe that our players will love the opportunity to visit this area, explore its surroundings, and get a sense of what the DAF facility in Eindhoven feels like within the world of ETS2. We hope you enjoyed this closer look at Eindhoven, and we look forward to sharing more from the Benelux Rework with you in the future. Until next time, be sure to keep up to date with the latest updates by following us on X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter. Safe travels and keep on truckin’!
We're happy to announce that the Euro Truck Simulator 2 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 may 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.
Driving Academy - Double Trailer HandlingThis update will introduce a new module for Driving Academy, called 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 manoeuvres, 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, 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 in the Open Beta, but on Steam, the achievement may still show the previous info until a few days before the official update release. Renault Trucks T UpdateThis update brings a major refresh to the Renault Trucks T! We are adding two brand-new interiors - Anthracite and Carbon 2024 - featuring a digital dashboard and camera mirrors. Under the hood, the truck can be equipped with two new DE13 Turbo Compound engines: the DE13 TC 440 Euro 6e and DE13 TC 480 Euro 6e.

On the visual side, truckers can enjoy two new Smart Racer paint jobs, as well as a set of facelifted exterior parts for both the base truck and its tuning DLC. These include eight new front grilles with an updated logo, new DE13 front and side badges, and THE BOSS roof grilles, which can now be painted in any custom color.Scania R & S UpdateWe are adding several new customization options to the Scania R and S, in the base game as well as the Mighty Griffin Tuning Pack! Front bumpers will now be available in three different sizes and also come in three color variants, so you can better match your setup. Bumper lights have been moved to their own locator, and a new fog light type has been added, meaning you can now mix and match them more easily with other front parts.We are also adding a new front fender with radars, and you can now change it independently from the steps under the cab. At the rear, you can use a new type of fender cover as well, available in three color variants. The steps themselves have their own locator as well and now include an additional variant, giving you more choice. You can also choose between two new front logo variants, one of which is underlit to add a nice lighting touch to the front.On top of that, new roof lights have been added, including a dedicated version for the V8, along with new front mid lights to complete the setup. We hope you will enjoy making your Scania R & S even more unique! IVECO S-Way 6x2 UpdateIn this update, we are also expanding the IVECO S-Way with a brand-new 6x2 chassis featuring a steerable and liftable middle axle. Alongside this addition, the entire truck model has received general bug fixes and optimisations. We hope truckers will be happy to have more flexibility when configuring their beautiful S-Way! Map Changes in Preparations for CoachesAs we prepare for the implementation of the Coaches DLC for ETS2, we also need to make several adjustments to the map to accommodate coaches and bus stations. In this update, you may notice a number of smaller changes, such as new signs or road markings, as well as larger modifications. These include newly added areas in selected cities featuring larger bus stations and terminals.Vehicle Behaviour Physics UpdateAs we prepare the ground for the arrival of new vehicle types through upcoming content for ETS2 and ATS, 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.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, and a hill start assistant was introduced to support those situations and make them feel 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. You can read more about this particular 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 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.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 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 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.Changelog 

Gameplay
  • Driving Academy - Double Trailer Handling
Vehicles
  • Renault Trucks T Update
  • Scania R & S Update
  • IVECO S-Way 6x2 Update
  • Vehicle Behaviour Physics Update
Map
  • Map Changes in Preparations for Coaches
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 Euro Truck Simulator 2 → 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 Euro Truck Simulator 2 - 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, ETS2 has grown enormously. With that growth comes the need to revisit and modernise 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 customised 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 recognise 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 customisation 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 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.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’!
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'!
On Sunday, we wrapped up the Woven Wonders of Winterland, our World of Trucks event that brought us back to this magical snowy map once again. Now it's time to look back and see how our community rose to the challenge and completed the milestones we set!First, we'd like to thank everyone from our #BestCommunityEver who took part in the event, as well as our team who worked behind the scenes - making improvements and creating new rewards for you to enjoy. We're truly happy to see so many of you taking part!

The personal goal challenged truckers to complete 15 deliveries, including at least one delivery to or from each of the five depots. We're happy to share that 101,762 of you achieved this goal and can now enjoy your rewards: a World of Trucks Achievement, the Winter Woollies truck paint job, and - if you didn't already have it - last year's collection of six decorative festive exterior cab lighting arrays.The community goal was to earn at least 1,000 Snowflakes for cities across all trucking territories (with one Snowflake awarded for every 1,000 deliveries completed between a city and Winterland). You achieved this goal as well, completing an impressive 2,263,339 deliveries across both games in less than a month!This means that everyone who also completed their personal goals will receive all five Christmas-themed cabin accessory rewards. We hope you had fun dressing up your truck in true festive style with these!
Once again, thank you to everyone who took part! We're already looking forward to more events in the future. Make sure to follow us on our social media (X/TwitterFacebookInstagramBluesky, and YouTube), or sign up for our newsletter if you don't want to miss out on any news from our games. Until next time, happy travels!
Arriving in Belgium? Then Liège is one of the cities you will want to visit when the Benelux Rework project for Euro Truck Simulator 2 is done! And in today's blog, you are about to see why.Nestled on the Meuse River in eastern Belgium near the German and Dutch border, Liège is a beautiful city with a long history reaching back more than 1,000 years. As the cultural center of the Wallonia region, Liège has many stunning historic landmarks. Often called "the fervent city", it grew through the coal and steel industries that shaped the region for decades. While much of that heavy industry is now part of the past, Liège remains the economic and logistical center of the province. Approaching the city via the E25 and heading south onto the A25, drivers will follow the Meuse River toward the industrial area around Monsin Island. This hub features a riverport depot, along with delivery opportunities to a landmark beverage factory located on the western riverbank, recreated to represent its real-world counterpart as a recognizable landmark alongside a nearby office building and a hydroelectric power station.Continuing along the E25 toward the west leads to the impressive E25–E42–E40 interchange, offering scenic views of the city skyline with several distinctive high-rise buildings. From this route, truckers can also spot some of Liège's most notable architectural landmarks, including the striking modern Guillemins railway station, the Basilique de Cointe, and the Interallied Memorial of Cointe overlooking the city.To further enhance the feeling that you are really there, our map designers included a few more recognizable details in the map, such as a waste recycling complex by the river, the tall pillar of the De Wandre Bridge visible on the horizon, and the Mémorial Albert Ier standing at the tip of Monsin Island.And that's it for today. We hope you have enjoyed this preview of the wonderful city of Liège! If you did 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, we wish you safe travels.
As we look back at 2025, and into the new year, we’d like to take this opportunity to reflect on another busy and rewarding year. It's one that wouldn't have been possible without the support from you, our #BestCommunityEver, and our ever-growing talented team behind the scenes here at SCS Software.
2025 has been a truly momentous year for us. Both Euro Truck Simulator 2 and American Truck Simulator have been receiving a wide range of updates and new content, including new map expansions, multiple game updates, completed and announced rework projects, the release of the Driving Academy module, Truck Driving Proficiency, and many other additions.Truthfully, 2025 has been a huge year for us, and it’s almost impossible to fit everything into a single blog post. That’s why our talented video team has put together a special 2025 wrap-up video, capturing many of the highlights from the past year. We’d love for you to take a moment to watch it and reflect with us, and feel free to leave a comment sharing your virtual trucking highlight from 2025. We’re really looking forward to reading them!
As we look ahead to the coming year, there’s plenty more to be excited about. If you haven’t already, be sure to check out our Christmas Special livestream with Pavel, where we shared a little insight on the road ahead in 2026. From all of us at SCS Software, we wish you a wonderful start to the new year and want to thank you for all your support and for every mile you’ve shared with us on the road. It truly means a lot to us, and we’re excited to continue this long-haul journey together into the year ahead. Until next time, keep on truckin’!
Are you curious about how our Coaches DLC for Euro Truck Simulator 2 is being created? You're in luck! Today, we're giving you a behind-the-scenes look at this upcoming expansion. We interviewed Dominik, the producer of Project Coaches, who will share a few insights."Hi, I'm Dominik, and I'm the producer of the Coaches DLC. Even before I joined SCS, I was very interested in coaches, waiting for news, and looking forward to what SCS would come up with. When I moved into the role of a producer, and we were discussing what project I could take on, coaches were the obvious choice. It's a very interesting project with a long history, but one that has been stagnating for many years. Taking it on and seeing it through to completion is a challenge. I'm very happy to have been given this opportunity and to be able to work with the team on this great project," he shares with us.Dominik has been with our team for several years, and his path to becoming a producer for the Coaches project has provided him with strong, relevant experience. "I joined SCS as a map designer for the Italia DLC. I gradually worked my way up to map lead, and after a few years, I moved to the position of a producer. This prepared me quite well for Coaches' development. I had extensive knowledge of the map and coach station coverage, I was familiar with the map development process, asset submission, and managing large numbers of people and tasks. Of course, there were many other challenges ahead of me. Working with the game design and programming teams was new to me, and overall, it was a more agile project with more unknowns than in map development," Dominik told us.So, what exactly does a producer do on a project like this? Dominik gave us a clear overview of his responsibilities and how they all come together to ensure the project's success."The main focus of this position is coordination. My job is to ensure that the whole team pulls together, that everyone knows what they are supposed to do, and that they have all the necessary resources and information to reach our common goal as quickly as possible. Sometimes it is necessary to secure additional capacity and work outside the team; for example, when we discovered that we couldn't render such a large number of raindrops due to the large windows on coaches. This problem concerned the rendering team, as no one within our team could solve it. I try to keep track of the direction of development so that I can quickly respond to any changes that may arise," he explains.Of course, a project like this doesn't come without its challenges. Dominik talked about some of the hurdles involved and how he works through them."The difficult thing is to keep the scope of the project under control. We and the community have lots of ideas and expectations about what could be incorporated, but we need to remember that our team is relatively small and we don't want this project to drag on for another 5 years; we want to get it to our players as soon as possible. So we need to carefully choose what we focus on now and what we will develop in future updates."Dominik also explains the core design thinking behind making this game mode feel distinct from trucks while still fitting naturally into the existing game."The basic question we asked ourselves was what makes coaches different and how to make them unique. The answer, of course, was the passengers. Not only can they be seen inside the vehicle, but the player must also drive more carefully; they should not slam on the brakes or make sharp turns if they want to avoid a penalty. Last but not least, we are also working on sounds so that the player is aware of the passengers thanks to the sounds. At the same time, we are mindful that the primary focus of the game is still trucks, and coaches are an addition, so we don't want to get bogged down in simulating the management of a coach company or hiring drivers," Dominik shares with us.The team working on Coaches is still relatively small, but there are a lot of people joining the project in consulting roles, for example, but don't work on it directly."We have put together the core gameplay with a team of four: a producer, a game designer, a programmer, and a tester. Then there is a branch of the team that takes care of the map, where we have a researcher and currently two map designers – one deals with coach stops, the other with map modifications necessary for the proper functioning of coaches, such as border crossings. And of course, the QA at the end. Finally, we have the vehicle part, consisting primarily of two vehicle designers and also QA. If I were to add up all the various additional consultants, asset designers, physics programmers, marketing, etc., I would say that a total of about 20 people are working on the coaches," he says.For Dominik, this project has been something of a dream come true. Having wanted to work in this area since childhood, he is a natural fit for the producer role."Ever since I was little, I've been a fan of anything with wheels, and I couldn't wait to get my driver's license so I could drive myself. I liked to sit at the front of the bus and watch everything the driver had to do, how he had to take corners, check his mirrors, make sure he had the engine brake on, and so forth. When I couldn't drive myself, I at least explored what the gaming world had to offer. I played games from SCS, at that time the 18 Wheels of Steel series, almost every day, and Bus Driver was a must. I didn't become a bus driver, but I still play simulators, not only those from SCS but other titles as well," he explains.What Dominik enjoys most about his work is being both a fan of simulators and being closely involved in the development process."I can try out internal builds as features are gradually added and the project comes together. I can see the progress. I can go through it and see how we are moving forward, and everything that was once just ideas on paper is now really working in the game. It was great to organize an internal playtest where we watched various colleagues who haven't had much contact with the project drive the coaches. It was great to see their reactions and suggestions," he says.Apart from the fact that players will be able to try out different vehicles in the game, Dominik believes it will be the passenger satisfaction system that they will enjoy the most. "Players have to balance arriving at the stop on time with not driving too fast and upsetting the passengers. This adds a whole new dimension to the gameplay that players haven't experienced in our games before," he shares with us.For the Coaches DLC, the team looked for inspiration everywhere possible, as Dominik says: "We looked at our older game, Bus Driver. Of course, we browse forums and other sources for ideas from the community, we have a person on our team as a consultant, who worked as a bus driver for many years, and last but not least, we also looked at other games in a similar genre."He also believes that this project won't end with the release, as they already have some future plans. "Of course, I don't want to make any empty promises about what we might deliver a year after release, but we want to continue working on the project, and we have further plans and updates for it. For example, we are currently exploring cooperation with other long-distance coach manufacturers. We would also like to further support the tourist aspect of the game and take players to places that are attractive to tourists, thereby guiding them through the scenic locations we are building in the game," Dominik hints.And at the end of the blog, he has a short message for our #BestCommunityEver. "In conclusion, I would like to say that I am really looking forward to the release. I hope that the coaches will entertain the community. I look forward to reviews and reaction videos, and I believe that this will encourage SCS in a similar way as do the positive reactions to Nordic Horizons and Louisiana," Dominik says.We hope you liked this peek behind the curtains of this upcoming expansion. Don't forget to add the Coaches DLC to your Steam wishlist! If you want to keep track of future updates, make sure to follow us on X/TwitterFacebookInstagramBluesky, and YouTube, or sign up for our newsletter. Until next time, happy travels!
Today, we are excited to present a fresh look at one of Belgium’s most iconic and culturally vibrant cities, Antwerp, as part of the Project Benelux Rework. Known for its vast port, historic landmarks, and lively urban atmosphere, Antwerp will make its first-ever appearance in Euro Truck Simulator 2, expanding the map with a wealth of new locations, authentic details, and diverse driving experiences. Antwerp stands proudly along the banks of the Scheldt, and for drivers, the city’s character becomes immediately apparent upon approaching the Antwerp riverport. This busy waterfront area captures the energy of daily trade and movement, offering a scenic yet industrious welcome to the city. From here, players will weave through streets lined with modern infrastructure and historic brickwork.Venturing further into the city centre, drivers will encounter the Kipdorp site, currently the focus of the largest archaeological excavations Antwerp has seen in many years. This remarkable location adds a strong sense of history in motion, with its exposed foundations and ongoing research efforts reflecting the city’s deep past. Soon after, the elegant Parkbrug comes into view, its distinctive white steel design arching gracefully as it connects two busy districts. Crossing it offers a moment of calm above the traffic below, with a panoramic glimpse of the city’s rooftops. Not far away, players will pass by the bus station, a hub of urban transportation where trams and buses converge. In true Antwerp style, this area blends modern city life with pockets of culture, and one such cultural highlight sits just a short drive further along the route: the chocolate museum. This deliciously themed attraction pays homage to Belgium’s world-renowned confectionery traditions and stands as a familiar landmark for locals and travellers alike. As the road stretches onward, a sudden shift in atmosphere greets drivers at the entrance to the city’s Chinatown Gate, an ornate and colourful structure marking one of Antwerp’s most distinctive cultural quarters. Following this, one of the city’s most recognisable landmarks appears: Antwerp Centraal Station. Renowned for its grandeur and architectural beauty, the station has been faithfully reimagined to reflect the impressive presence it commands in real life. Of course, no depiction of Antwerp would be complete without its world-famous harbour. As drivers leave the centre and head north, they will arrive at the Antwerp port, beginning with a carefully detailed entrance area that sets the tone for the scale ahead. The route continues into the industrial heart of the city, where players can expect to discover a dedicated chemical depot and many other places. From cultural marvels to industrial giants, Antwerp is a city of contrasts, and our rework aims to capture every one of them. Whether crossing iconic bridges, navigating bustling urban streets, or exploring one of Europe’s largest ports, players will find no shortage of landmarks to explore and new experiences to enjoy.And that's it for today. We hope you have enjoyed this preview of Antwerp! If you did make sure to keep up to date with future updates by following us on X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter! Until next time, we wish you safe travels.
Today, we're excited to release a brand-new episode of our SCS On The Road series! Join us in Munich, Germany, as we visit the MAN Bus Forum, where we were invited to take a closer look at the MAN Lion’s Coach. Our goal during this visit was to capture media references and sound recordings for the upcoming Coaches DLC for Euro Truck Simulator 2.


In this episode, you'll see Nemiro, our Head of PR & Marketing, and Oscar, our Chief Partnership Officer, accompanied by several members of our Vehicles and Sound teams. Together, they get up close to a MAN Lion’s Coach to capture detailed reference photos, videos, and audio samples. We also had the pleasure of speaking with Florian Rott, Product Marketing at MAN Truck & Bus SE, who gave us a guided walkaround and shared insights about this impressive coach.
We’d like to extend our sincere thanks to MAN and everyone who joined us on the day for their warm hospitality during what was an unusually cold, but productive visit. It was a truly enjoyable experience, and we certainly learned a great deal about the MAN Lion’s Coach. We hope you, our viewers, will learn something new as well!

We hope you enjoy this episode, and once again, a huge thanks to MAN for making it all possible. Be sure to return the favour by following them on X, Facebook, and Instagram.And don’t forget to follow us too on X, Facebook, Instagram, Bluesky, and YouTube, so you won’t miss any future SCS On The Road episodes. You can also sign up for our newsletter to stay informed even when you’re not checking the blog or our social channels.