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.
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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 crowding
Give clear feedback on what your truck is actually doing
Let you decide what stays on screen, and what doesn’t
Each 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.
Today, we’re excited to take you behind the scenes of an ambitious project. We spoke with Davido, the DLC Lead for British Columbia, who shared insights into the scale, challenges, and inspiration behind bringing Canada to American Truck Simulator for the very first time.
"Hi, I’m Davido, and I’m the DLC Lead for British Columbia (BC). As a DLC Lead, I'm essentially the project's manager. This means that I primarily manage a team of 14 people who are responsible for the visual appearance of the DLC, and I have to keep track of everything that people create in the map. I have to make sure that nothing is forgotten in a given DLC, that everything meets our technical and visual standards. I spend a lot of time consulting and providing feedback not only with people in the team, but also across the entire company because a DLC is not just about visual work, but it's a combination of several things that must work both on its own and in conjunction with the rest of our game world. In addition to all this, there are also a lot of administrative matters related to the regular evaluation of people, marketing, reporting of the DLC status to top management, recruiting and training new map designers, etc. I’m also still able to participate in some of the production. In BC, I would like to build the city of Kelowna."
For the first question, we asked Davido how extensive this DLC will be.
"British Columbia is a really big and vast territory comparable to the area of Texas, Oklahoma, and Kansas combined, just to give you an idea. Anyway, a large part of the territory consists of uninhabited islands off the coast or wilderness in the North. Many cities are located mainly in the lower half of the territory and on the border with the United States. Logically, it doesn't make much sense in our game to create all of it from the South to the North to the border with Yukon, where only a few one-way roads lead to; in that case, the community would have to wait a really long time for this DLC. We're going to cover about two-thirds of the territory with major cities and roads, and that should be an amount of work roughly equivalent to 1.5 - 2 times the size of our standard US DLCs." Davido explains.
Since we are moving away from the USA for the first time in American Truck Simulator, we wondered what new challenges the DLC brings.
"First of all, after a long time, we're again facing a completely different landscape and environment, where breathtaking mountains, rocks, forests, and lakes play a significant role, which is what my team and I did previously in the Montana DLC. Canada is also, of course, a new country, with its own road metric system, rules, signs, different architecture, but partly also cultural customs and language. For the first time in ATS, we're going to have border crossings. But it's already clear to us that the biggest challenge will be the mountains, rocks, and road elevation presented everywhere. These elements are not easy to create in the map; not every map designer has the talent for it, and we will have to share know-how with each other, probably also with a few people who were able to capture such landscapes perfectly in the rework of Austria and Switzerland." Davido told us.
To truly understand British Columbia, part of the team traveled there last year.
"We visited British Columbia last year in July. The team included several of my senior guys who also work as specialists in vegetation, generic assets, and custom depots. Also, the person who will be creating Vancouver and the border crossings was a part of the group, and several representatives from the Asset department and people responsible for branding went with us as well. The intention was to spend 10 days there, but due to bad weather, we had to stay 1 day in London, UK, so we were forced to shorten our schedule, and unfortunately, we didn't have time left for Vancouver Island. But apart from that, we managed to visit all the places that we wanted to," he shares.
Of course, we were curious to learn more about how a research trip like this actually works and what it involves, so we asked Davido to walk us through it.
"After our arrival in British Columbia, we spent the first day in Vancouver, where we toured the downtown and the area around the harbour. We tried to get as close as possible to the container terminal and river port to get a better idea of how big these areas are, how it works there, what can be seen there, where the trucks get in, etc. The following days, we drove into the mountains, and along the way, we stopped at several lakes and spent the night at the Whistler Olympic Village. After that, we headed towards the city of Kamloops. There are a few mines, paper mills, and other industries around that town that we wanted to document. We also got close to the border with Alberta, passing the important Summits on the way, such as Roger Pass, for example. On the way back, we took it through the Okanagan Valley, a region rich in vineyards and orchards, stretching from the city of Kelowna down to the city of Osoyoos, which lies on the border with the United States, and from there we returned to Vancouver," he explains.
Looking back on the trip, we asked what stayed with Davido the most and how British Columbia left its impression on him.
"It was great to get this opportunity, and each personal visit enriches you both personally and professionally. I had the chance to see places that I would probably never see under normal circumstances. British Columbia is a truly amazing place, and at times, I was amazed by some of the scenery. There was always something to admire."
Davido then continues.
"If I had to say in general, Canada impressed me as a mix of American and European culture. The people are nice and helpful, and speak the same language as in the United States. They also drive big cars. You can see American trucks there, some American brands, etc. On the other hand, in many places, Canadian patriotism and pride in their own products were quite noticeable. Also, as a European, the metric system suited me much better," he says.
We were also curious to know what truly defines British Columbia, especially when it comes to its architecture and the overall character of the map.
"I think that small towns, where it is often really difficult to find something that would meet our requirements for a landmark, are more typical of Canada. Only Vancouver meets the definition of a metropolis, and even there, the architecture is different from the US. In this respect, American cities are much more interesting, and their federal buildings, like city halls, post offices, banks, courts, etc., are very beautiful and recognizable buildings in every city. There are also a lot of beautiful churches in America, which we usually recreate as landmarks. It's always fun to give such places care in the game. Unfortunately, I am missing some of this a bit in Canadian cities. Also, the network of large truck stops that we're used to seeing in the US is simply not there, so it will be a bigger challenge for us to capture the right feeling. British Columbia will simply be much more about the natural scenery and interesting industry," Davido answered.
At the end, we asked what he was most looking forward to seeing in the finished map of British Columbia.
"I would say everything. We are currently at a stage where we have thought up and created designs for all the roads and cities, and I can already say that players will have a lot to look at all the time. Personally, I'm looking forward to Vancouver and its surroundings. It's a truly significant and beautiful city that we want to take care of. I'm also looking forward to the capital, Victoria, which we were not able to visit in person, but it's also one of the beautiful, architectural cities, and I'm looking forward to having the opportunity to see it at least in the game. And of course, all the mountains, peaks, rivers, and lakes that we can offer to players," he shares with us.
Davido and all of us here at SCS truly believe that you, our #BestCommunityEver, will fall in love with British Columbia. Opening the gates to Canada is a major milestone for American Truck Simulator. As you’ve read, bringing an entirely new country, landscape, and atmosphere into the game requires a tremendous amount of work and dedication. But we’re confident that once you hit the road and take in those mountains, forests, cities, towns, and lakes for yourselves, you’ll agree it was absolutely worth it.
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!
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.
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’!
Some vehicles are more than just a means of transportation; they are icons that have left a lasting mark on automotive history. Today, we’d like to share a closer look at one such legend, the Ford Crown Victoria, which will be part of our upcoming Road Trip project for American Truck Simulator.
As part of our preparations for Road Trip, we reached out to our community to ask if anyone owns vehicles that will be featured in the project, allowing us to capture authentic reference material and record real-world sounds. Marcel, a member of our community from Germany, contacted us and generously offered to let us come and check out his vehicle in person.
Marcel is the proud owner of a Ford Crown Victoria P71 Police Interceptor, an ex-supervisor police car that still carries many of the unmistakable details that made this model so memorable. For decades, the Crown Victoria defined what a police car looked like, while also being equally recognizable as the classic yellow taxi seen on city streets. Its unmistakable silhouette and presence made it a familiar sight not only in everyday life but also in countless movies and TV shows.
Thanks to Marcel’s help and enthusiasm, we were also able to record sounds, capturing the unique audio character of the Crown Victoria, which will play an important role as we continue work on the Road Trip project.
The Ford Crown Victoria will be included as part of the Ford Car Pack, bringing this iconic vehicle to the roads of American Truck Simulator and allowing players to experience a true classic on their journeys.
We’d like to extend a big thank you to Marcel for reaching out to us and making this walk-around and sound recording session possible. The support and passion from our #BestCommunityEver is invaluable and helps us bring even more authenticity to our projects.
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 Handling
This 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 Update
This 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 Update
We 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 Update
In 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 Coaches
As 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 Update
As 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 Hints
We are introducing a redesigned tutorial focused on a new system of contextual hints. The goal is to introduce the game and its features to new players more organically by presenting helpful information at the right moment, rather than relying solely on a single, linear tutorial flow.
Initially, this system will incorporate prompts from the current first job tutorial, complemented by a selection of newly created hints. These prompts are designed to appear naturally during gameplay, helping new players understand core mechanics while allowing experienced drivers to stay focused on the road.
Route Advisor Redesign
One of the most visible changes coming with the 1.58 update is the complete redesign of the Route Advisor. In fact, the current Advisor, as you know, is being removed and replaced with an entirely new widget-based system.
Instead of a single, fixed panel, information 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 Feature
The Pause Screen has been completely reworked to better reflect how our games are played today. With this in mind, we took the opportunity to rethink the Pause Screen from the ground up and give it a clearer purpose, redesigning it into a Quick Info feature. The new design focuses on presenting key information in a structured and easily readable way, including controls, truck information, job details, and local regulations, all in one place.
As part of this change, some information that was previously shown directly in the Adviser has been moved to the Quick Info feature. This primarily includes job information, truck damage details, as well as options for truck settings and calling for service. This redistribution helps keep the on-road HUD cleaner, while still ensuring that all important data is only a pause away when you need it, and it also helps pave the way for future gameplay experiences such as Coaches and Road Trip.
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 Improvements
The 1.58 update brings a set of finishing touches to the existing management screens, including the Driver, Trailer, Truck, and Garage Managers. Rather than a major overhaul, these changes focus on refining what's already there by improving usability, clarity, and overall polish, while also addressing a number of smaller imperfections.
One of the practical improvements is better visibility of information related to hired drivers. Players will now be able to more easily track the progress of their drivers' skills, making it clearer how their team is developing over time. In addition, the currently selected skill training for each hired driver will be highlighted directly in the skills overview, allowing players to see it at a glance.
Alongside these refinements, we've also made incremental UX, UI, and controller-control improvements, as well as added clearer access to company-related information, such as the company name and logo, including options to edit them.
All of these adjustments are designed to make everyday management tasks smoother and more informative, enhancing the experience without changing the familiar structure players are already used to.
Truck Configurator Improvements
The Truck and Trailer Configurator, along with the Explorer, are also receiving targeted improvements. While these screens are powerful, we recognize that their current form is not always optimal for controller or mouse use, with some functions being unclear, difficult to navigate, or lacking helpful tooltips and hints. A number of smaller issues have also been addressed as part of this update.
Rather than a complete redesign, our goal here is to refine and improve the existing UI. This means clearer navigation, better feedback, added hints where needed, and overall stability improvements, all while keeping the familiar structure intact.
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.