Wednesday, September 23, 2026

Soul of Anatolia: Building Intersections with Pavel

Today, we’re taking a look behind the scenes of the Soul of Anatolia DLC for Euro Truck Simulator 2, this time focusing on the complex work that goes into creating the roads and intersections that connect its cities and landscapes. We spoke with Pavel, one of our Map Designers, who shared more about his work on the project and the process of building a road network.

Hi! My name is Pavel, and I’ve been working at SCS Software as a Map Designer for more than 7 years.

For the past two years, I’ve mainly specialised in everything related to roads and highways.

For Soul of Anatolia, I design large highway interchanges and create specifications for other departments for prefabs, tunnels, and traffic lights. I also work with my colleagues to place these elements throughout the map and strive to create a consistent driving experience for players.

What similar projects have you worked on in the past, and how is working on Soul of Anatolia DLC different?

The project that comes closest to my work on Soul of Anatolia is the Greece DLC, where I had some experience with the geometric design of interchanges and maintaining consistency in road elements such as toll gates.

Working on Soul of Anatolia is different mainly because of the scale of what I’m responsible for. I’ve been given much more room to influence the road layout.

How large is this DLC, and what challenges does it bring for you?

From my perspective, with my focus mainly on roads, this DLC is truly huge. For example, we have more than a hundred large highway interchanges on the map.

The challenge for me is to make sure these interchanges meet our requirements while also making sure everything fits within the map.

How does the creation and implementation of highway interchanges work?

Since the project is usually already underway in some form by the time I start working on it, I create pre-assembled interchanges separately from the project in a dedicated test map, where I also test newly created prefabs.

In this map, I always start with a rough prototype built by hand, where the main focus is choosing the right number of road lanes and the type of road intersection. I then iterate on this prototype, adjusting curve radii and fine-tuning road lengths to meet the rules we have established, such as clearance heights under bridges, road banking, and maximum gradients.

I try to calculate and build everything so that the interchange matches its real-world counterpart as closely as possible, is as compact as possible, and is also comfortable to drive through.

Once I’m happy with the prototype, it is copied into the project and placed in its designated location, where it may still undergo some minor adjustments. At that point, my work on the interchange is finished.

You spoke about prefabs; how does the creation of new prefabs work?

First, I consider whether a prefab really needs to be created for a particular situation, or whether the situation could be solved with a prefab we already have, perhaps with a small compromise.

If I conclude that a new prefab is necessary, I start designing it. I begin by putting together a rough prototype using roads. For the design, I use simple geometry, such as calculating the radius and sector of a circle.

It’s important not to make the prefab unnecessarily large while also finding the right compromise that allows both our AI traffic and players to drive through it without problems.

Once I’m happy with the shape, I create a simple blueprint of the prefab. In addition to its shape, it also shows the road markings and the routes that AI traffic will take.

Once that is ready, I create a specification for our road department. Along with the coordinates of the pre-assembled prototype, I include the blueprints and a basic description.

After that, I simply wait for the prefab to be created. Once it comes back to me, I either provide feedback on it or approve it for use on the map.

What are you most looking forward to seeing completed on the map as part of Soul of Anatolia DLC?

A little selfishly, I’m looking forward to finally having all the highway interchanges and prefabs completed. Toward the end of the project, I’ll also add the necessary accessories to them, such as traffic lights.

After that, most of my work will be focused on details and small touches that will allow me to give the project some extra care and bring the level of detail closer to the real-world references.

What have you enjoyed the most about Soul of Anatolia DLC so far, and what are you looking forward to the most?

I’m really enjoying one new type of interchange, and one modified existing type of prefab that I’ve wanted to have ever since I joined the company. I’ve now managed to get them created, and they’re already waiting for you in the map for you to drive through.

What do you think players will like the most about Soul of Anatolia DLC, and what shouldn’t they miss?

Of course, waiting at traffic-light intersections!

No, just kidding. It will definitely be the landscapes and landmarks. Even now, at a really early stage of the map’s development, some places can really surprise me with how detailed and beautiful they already look.

We hope you enjoyed this behind-the-scenes look at the work that goes into building the roads and intersections of Soul of Anatolia. A huge thank you to Pavel for sharing more about his role and giving us a glimpse into the process behind creating the region's road network.

If you are excited to be cruising in this map expansion, don't forget to support us by adding the Soul of Anatolia DLC to your Steam wishlist.

Also, remember to give our X/Twitter, Instagram, Facebook, Bluesky, and TikTok a follow, as you'll receive updates from our games straight to your feed. Or subscribe to our newsletter to stay informed. Until next time, safe travels!

Sunday, September 20, 2026

Road Trip: Ford Release Date & Video Trailer Reveal

Get ready for a brand-new experience in American Truck Simulator! It's time to grab a different set of keys and hit the road in amazing vehicles that are a little different than what you've been used to. We're excited to announce that the

Road Trip: Ford DLC for American Truck Simulator will be released on September 29th, 2026!

We are so excited to be almost finished with this upcoming DLC and that our #BestCommunityEver will be able to enjoy it too! To get you in the mood for driving the stunning cars from Ford, our talented video team has put together an official video trailer. Watch it below to see all that is coming!

Road Trip will bring a whole new experience for players of American Truck Simulator. Not only will you be able to drive in completely different types of vehicles than before, but you will also have the opportunity to complete smaller delivery jobs, customize your cars with accessories, paint them in different colors, or explore the vast landscapes of the U.S. from a completely new perspective while also discovering and learning about beautiful landmarks with the new Atlas feature!

Just imagine driving legendary cars like the 1967 Ford Mustang Fastback, 2023 Ford F-150, 2023 Ford Bronco, and 1998–2012 Ford Crown Victoria on Route 66 from Chicago to Los Angeles, through the rolling hills of the Midwest, or over the beautiful mountains in Montana from the comfort of your home.

And if you are a pure truck driver and don't feel like ever leaving your decked-out rig, don't forget that the Atlas feature available with Road Trip DLCs is not just for cars. You can still enjoy the feature behind the wheel of an 18-wheeler - just make sure to own the Road Trip: Ford DLC so this feature is unlocked for you right after its release. 

We would like to thank Ford for their cooperation in bringing their amazing vehicles into our game! If you are looking forward to hitting the road in a Ford, make sure to add the Road Trip: Ford DLC for American Truck Simulator to your Steam Wishlist

Remember to stay up to date with the latest American Truck Simulator news by subscribing to our newsletter or following us on X/Twitter, Facebook, BlueSky, and Instagram. Until next time, we wish you happy journeys!

Saturday, September 19, 2026

World of Trucks: Cruising South Dakota Event

With the release of our South Dakota DLC, we invite you all to join us on Thursday, the 24th of September, for the newest World of Trucks event - Cruising South Dakota! Roll through the Mount Rushmore State and take in its wide-open landscapes, natural beauty and rich history.

So, what is the challenge? Haul cargo to or from any city in South Dakota and help the community reach a collective goal of 150,000,000 miles (241,402,000 km). With the strength of our #BestCommunityEver, we know you will smash it! 

Hit the road by #CruisingSouthDakota, where vast prairies meet the rugged Black Hills and the otherworldly Badlands, with long crossings over the Missouri River along the way. But this land carries far more than scenery, it holds stories that reach deep into the past. The Black Hills, known to the Lakota people as Paha Sapa, are sacred ground, while Badlands National Park preserves one of the richest fossil beds on Earth. This is where giants like SUE the T. rex slept for millions of years before being discovered.

During your travels, you can look forward to many spectacular views and highlights, such as:

  • Mount Rushmore National Memorial, the iconic monument carved into a granite face in the Black Hills.
  • Badlands National Park, a dramatic maze of layered rock spires and buttes unlike anywhere else in America.
  • Deadwood, the legendary gold rush town where Wild Bill Hickok played his final hand.
  • Missouri River crossings, where the great river divides the rolling east from the rugged west of the state.


As with past Cruising events, you can also participate using your own trailer by selecting jobs from the External Market!

The South Dakota DLC features 13 incredible cities to explore, and we're offering an exclusive reward for completing your personal goal, which will require you to deliver a job to or from all of them. All jobs for the event must be at least 100 miles (161 km) long.

Take part in this breathtaking journey across the Great Plains, from South Dakota's sweeping landscapes and Black Hills to its frontier towns. Let's roll through the Mount Rushmore State!

Rules

Using External Contracts or External Market, with a World of Trucks-connected profile in American Truck Simulator, the community goal is to drive 150,000,000 miles (241,402,000 km) while delivering cargoes to or from any city in South Dakota.

When a player has completed deliveries to or from all 13 South Dakota cities, they will achieve their personal goal.

All jobs for the event must be at least 100 miles (161 km) long.

You can check if your recent deliveries met these conditions using your Log Book in your World of Trucks profile.

Rewards

  • Personal: Players who complete deliveries to or from all 13 South Dakota cities will earn a personal World of Trucks Achievement and a Call of the Badlands ATS truck paint job Steam inventory item.

  • Community: When the community goal of driving 150,000,000 miles (241,402,000 km) during deliveries to or from any city in South Dakota is met, players who have also achieved their personal goal will receive a Ring-necked Pheasant Steam inventory item.

Note: In order to qualify for the community reward, you must complete your personal goal in American Truck Simulator. Each reward will be a Steam inventory item for American Truck Simulator. Once completed, claim your rewards on the Events page of your World of Trucks profile.

The event will conclude on Sunday, the 22nd of November at 23:59 UTC.

Gear up for the latest addition to American Truck Simulator and join us for #CruisingSouthDakota! Share your screenshots and videos with us on our Facebook, X (formerly Twitter), and Instagram profiles, and we will share our favourite ones (we may even feature some of them in a future blog post!).

Friday, September 18, 2026

Indiana: Research Trip

In June, we announced that we are working on the Indiana DLC for American Truck Simulator. While our map teams are busy bringing the Hoosier State to life, they first had to experience it for themselves. Let's take a look back at their research trip to Indiana!

The team that set out for Indiana consisted of the map DLC lead Dubak, our map designers Lukáš and Martin, and our researcher Spekin. Today, they will share their impressions from the trip and a couple of photos they captured along the way. Below, we are also bringing a few screenshots from the work-in-progress map!

"This was my second research trip to the US, and every time it's an incredible experience for me. It boasts not only amazing nature and landscapes, but also rich and beautiful cities. Before the trip, we were a bit worried that Indiana would be a state full of fields, but we were completely wrong. It was a great experience, and I'm really glad that my team and I get to build this wonderful state and show players all the beauty and hidden gems Indiana has to offer," Dubak told us.

They travelled across the state, visiting many of its cities and landmarks, from Indianapolis to Fort Wayne, Evansville, South Bend, and more. "We were blown away by the memorial and the Capitol in Indianapolis, and we also checked out a massive steel mill in East Chicago, Lake Monroe, and the Indiana Dunes National Park," Dubak said.

During their nine-day journey, the team gathered plenty of references and experienced the atmosphere of each place they visited. They explained that walking the streets and visiting these places in real life before recreating them in the editor was a completely new experience.

"As a map designer, I was thrilled to have the opportunity to visit the US in person. You can feel the atmosphere and the scale of everything around you. Personally, I enjoyed all the landmarks in Indiana - from courthouses and churches to banks, statues, historical monuments, memorials, and murals, not to mention the small details here and there. History has shaped the US greatly, and you have the opportunity to experience that," Lukáš shared with us.

Being there in person also reveals smaller details that can be difficult to notice through street view or other sources. This helps the team understand what is important to include in the game and what gives each place its authentic feel.

"As a map designer, I looked for all the details that make every corner authentic. If you are sufficiently attentive, you can find a lot of interesting stuff around. For example, I learned that bigger is better. You can hardly go wrong with that. I also love discovering all the different advertisements, billboards, and signs. I created a large photo gallery of them so that our branding and asset team could use them as inspiration for the state of Indiana and upcoming projects. We also saw an Amish community in the region, which was really interesting. Overall, the research trip was a great experience, and I would love to come back for more inspiration," Lukáš said.

For Martin, it was the diversity of Indiana's landscapes and the roads connecting them that made the biggest impression.

"I was amazed by how diverse the landscape actually is, with plenty of forested areas that transition into national parks, wetlands, prairies, and even sand dunes up north along Lake Michigan. What captivated me the most was probably the scenic IN-46 highway between Bloomington and Columbus. The road winds through the Norman Upland, home to Indiana's largest state park, Brown County State Park. We drove through many towns packed with truly memorable landmarks. In the capital, Indianapolis, it was fascinating to see modern skyscraper architecture blending with historic buildings, churches, cathedrals, and beautifully maintained parks," Martin shared with us.

Even Spekin was surprised by some of the things he saw during the trip, despite his role as a researcher, which means he spends a lot of time studying upcoming DLC areas and preparing references for the rest of the team.

"I was shocked by how big everything is in the US. For example, flags, totems, grain bins, or even roads and countryside are not as straight as they seem on street view, and you can also see the elevation. We observed and measured everything from a random curb in the city to grown corn in the countryside, so the biggest task was just not to look suspicious while capturing those details," he told us.

As a researcher, Spekin records everything that could be useful to other departments and considers how these references could be used in the game, while keeping our scale and other map limitations in mind: "Sometimes a reference can be just for inspiration, like night photos of buildings with neon lights or backlit advertisements, which are often difficult to find. During the trip, however, this was much easier, as we often arrived at our final destination late at night," he shared. 

"It might sound weird, but I like farm areas, so grain elevators, barns, and animals are my favorite ones, so you can probably guess what my photo library looks like. I also love industrial zones, so I really enjoyed Gary Steel Works, even though we saw it only from the outside. We also visited a few old covered bridges in Indiana, and I know it's just an old bridge, but I liked it a lot. Of course, I enjoyed the whole trip, every city and every town. I wish we could put everything into the game," Spekin says.

While our work on the map is still in its early stages, we also wanted to give you a small preview of what's already getting done. 

Here, you can see a few locations that are taking shape for the Indiana DLC, including the public library in Evansville, Acy Lake, and locations around Indianapolis and along I-69 and US 30.

And that's it from today's blog! We hope you have enjoyed this report from our research trip to Indiana. If you are looking forward to exploring the Hoosier State like we did, be sure to add the Indiana DLC to your Steam wishlist and show your support to our team working on it!

Don't forget to follow us on X/Twitter, Instagram, Facebook, Bluesky, and TikTok, or subscribe to our newsletter for the latest development updates. Until next time, we will see you on the road!

Thursday, September 17, 2026

Euro Truck Simulator 2: 1.61 Update Release

We are excited that the 1.61 update for Euro Truck Simulator 2 is now officially released and available on Steam! We hope you will enjoy all the new features, which you can read about in more detail below.


We would like to thank everyone who took part in the open beta phase and reported possible issues or any kind of feedback on our forum, as it helped us fine-tune everything for a smooth transition to the full update!

We'd also like to thank everyone who participated in the 1.61 Experimental Beta, especially those who shared their thoughts on the Multi-Function Display (MFD) and the In-Game Menu. These additions will be introduced in a future update, giving us more time to refine and polish these features and ensure they deliver the best possible experience when they are ready.

Now without further ado, let's take a look at what this update includes!


Proximity Exploration

In the 1.61 update, we are introducing a new feature designed to assist players with exploring the world map and discovering more along their journey. Introducing Proximity Exploration, a new quality-of-life feature that makes map discovery a little more intuitive, while still keeping the enjoyment of exploring the world for yourself.


When enabled, Proximity Exploration automatically reveals a small area around your vehicle as you travel. This means you will no longer need to drive over every tiny section of road to mark it as explored, which should be especially useful for those of you chasing that elusive 100% map discovery! It can also help reveal nearby accessible roads and areas around locations such as rest stops, toll gates, border crossings, gas stations, and other places where multiple road segments may sit closely together.

And don't worry, secret roads will still have secrets to uncover! Proximity Exploration can reveal the first segment of a secret road when you get close enough, giving you a small hint that there might be somewhere new to explore. From there, however, the rest is up to you, as the remaining route will only be discovered by actually driving along it.


Whether you use Proximity Exploration to help hunt down those final percentages or simply make exploring the map a little smoother, the choice is yours!

Volvo Special Edition


We are very excited to join Volvo Trucks in the celebrations of their 100th anniversary by welcoming the Volvo FH Series 6 100 Year Edition to Euro Truck Simulator 2. 


The Volvo FH Series 6 100 Year Edition will bring a new look for both the interior and exterior, reflecting Volvo's century of innovation with driver-centric features. These additions will be reflected in the base game of ETS2 with new accessories and paint jobs available for the Aero XL cabin of the Volvo FH Series 6.


On the exterior, this update introduces two new paint jobs: 100 Year Edition – Night and 100 Year Edition – Day. The two designs feature distinctive dark or light exterior colour striping, complemented by two additional Centennial logos on either side of the truck. You will also be able to choose from two different light boxes: one with the 100 Year logo and another one with the FH16 logo.


We are also adding a brand new interior option featuring black leather door panels with unique stitching, carpets, a rear wall decoration featuring the 100 Year Edition logo, and a decorative dashboard ambient LED lighting available in red or blue colour options.


To complete the interior, you will also have the option to customize it with a range of exclusive accessories. These include a black leather steering wheel and new two-tone seats combining a black leather base with a grey textile upper section and the 100 Year logo.

You can read more about this special edition at our dedicated blogpost!

Improved Material System

The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which results in a more readable, detailed, and visually pleasing cabin environment.


One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.


The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. In this update, we're excited to bring the Improved Material System update to the Volvo FH Series 6, Volvo FH Series 5 and Volvo FH Series 4 alongside the already updated DAF NGD and MAN TG3 TGX models.


With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.

Livestock Trailer Rework

We’re excited to introduce a complete rework of the Livestock Trailer, which our vehicle team has done so from the ground up.


Inspired by modern European livestock trailers, our vehicle team rebuilt the trailer entirely from scratch, replacing the previous older model with a brand-new one. One of the biggest changes drivers will notice is the removal of the older belly axle variant, which has been replaced with a lowered chassis configuration featuring dual wheels.


For those who own their own Livestock trailers, the updated trailer will offer multiple customization options, including two chassis variants, a Straight 3 Axle and a Lowered 3 Axle configuration. Drivers will also be able to choose between an Aluminium body or a fully paintable body.


A wide range of accessories have also been included to customize your trailer. We’re also introducing newly configurable paint jobs for owned trailers, allowing you to customize up to four different colour sections across specific parts of the trailer for even greater customization. Freight Market and AI traffic variants have also been reworked based on the new owned trailer model, with company paint jobs completely reworked to better reflect more realistic transport operations.

You can read more about this rework at our dedicated blog.

Schwarzmüller Trailer Pack Update

We’re excited to begin updating the Schwarzmüller Trailer Pack DLC to better reflect their new modern trailer designs, starting with a complete rework of one of its low loader trailers and accessories. Let’s take a closer look!


Leading this update is the redesigned low loader trailer, which has been rebuilt to closely match Schwarzmüller’s latest real-world model.


Alongside the trailer itself, its available accessories have also been updated with refreshed designs to better represent the equipment and styling Schwarzmüller offers today. While the available cargo options remain the same, this update marks the beginning of a larger goal for us, to rework the entire Schwarzmüller Trailer Pack.


We look forward to seeing you on the road with this newly updated trailer! You can read more about this update at our dedicated blog.

Map Changes for Coaches

With the upcoming Coaches DLC, our map and asset teams have also been making a number of changes across Euro Truck Simulator 2 to prepare the world for passenger transport. The biggest of these can be found in Nuremberg, where we have added a brand-new bus station alongside several remade and newly created landmarks in the surrounding area. Our teams have put a lot of work into bringing this part of the city to life and making sure it is ready to welcome coaches.


We have also updated the bus stations in Karlstad, Aarhus, and Thessaloniki so they are now functional with our upcoming Coaches DLC. We've also made other smaller changes, including updates to navigation, access, and layouts. 


The coach station at Karlstad has received a brand-new station building, while Thessaloniki now features new signage and other updates. In Heraklion, we have also opened up a previously inaccessible street to make room for the new bus station.


We’ve also made a number of changes to border crossings to ensure they work correctly with coaches. This included introducing vehicle-specific navigation, as well as opening up parts of border areas that were previously inaccessible to players. Border crossings across the map have also received smaller layout adjustments to help coaches follow the correct routes while keeping navigation working as expected.

Alongside these changes, we have made plenty of smaller tweaks to bus stops and their surroundings across the map. While many of these may go unnoticed, they all help make sure the existing world is ready for the arrival of Coaches.


Changelog

Map

  • Proximity Exploration 
  • Map changes for the upcoming Coaches DLC 


Vehicles

  • Addition of the Volvo FH Series 6 100 Year Edition
  • Livestock Trailer Rework 
  • Schwarzmüller Trailer Pack Update 

Visual

  • Improved Material System added for the Volvo FH Series 6, Volvo FH Series 5 and Volvo FH Series 4