Sunday, July 19, 2026

ETS2 1.61 Update: Livestock Trailer Rework

With the upcoming 1.61 update for Euro Truck Simulator 2, we’re excited to introduce a complete rework of the Livestock Trailer, which our vehicle team has reworked from the ground up. Let’s take a closer look at what changes have been made! 


The goal for our team was to create a model that closely matches what you’d see on the road in the real world, with a strong focus on detail. 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. Alongside this, the trailer has been refined with improved proportions, updated details, and an overall cleaner, more modern appearance.


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 including storage boxes, water tanks, side protections, full side covers, fenders, marker lights, rear bumpers, mudflaps, a spare tire, and a fire extinguisher.


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.


We look forward to seeing you out on the road with this reworked trailer in Euro Truck Simulator 2. Be sure to keep an eye our blog and social media channels for more upcoming development news on the 1.61 update and more. Until next time, keep on truckin’! 

Saturday, July 18, 2026

ETS2 1.61 Update: Schwarzmüller Trailer Pack Update

When we released the Schwarzmüller Trailer Pack for Euro Truck Simulator 2 back in 2016, it quickly became a popular addition to many players’ fleets. With the upcoming 1.61 update, we’re excited to begin updating the Schwarzmüller Trailer Pack DLC to better reflect the new modern trailer designs, starting with a complete rework of one of its low loader trailers and accessories. Let’s take a closer look!


As Schwarzmüller’s real-world trailer lineup has continued to evolve over the years, we felt it was the right time to revisit this popular trailer pack and bring it more in line with the manufacturer’s current designs. 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 hope you're excited to hit the road with this newly redesigned low loader trailer and accessories, which will arrive as a free update for all Euro Truck Simulator 2 owners in the future. Be sure to keep upto date with the latest news by following us on our socials. You can find us on X, Facebook, Bluesky, Instagram & TikTok. Until next time, we’ll see you on the road!

Friday, July 17, 2026

Coaches: New Vehicle Features

As the development of the upcoming Coaches DLC for Euro Truck Simulator 2 advances, today, we'd like to show you some of the new vehicle features we have developed for this expansion. Let's take a look!

Coaches feature a variety of systems and functions that trucks don't. So we needed to dive deeper and faithfully recreate new vehicle systems for the Coaches DLC, which we believe will enhance the driving experience and make every journey feel even more immersive when this expansion releases.

The first thing we have decided to implement is the destination display panel visible at the top of the windshield, showing the coach's final stop. It is a removable accessory, giving players the option to decide whether they want to use it or not, and is also visible from the interior. We've fine-tuned its appearance, including text length, colour, and other visual details to ensure it fits well across different destinations.

Another difference between coaches and trucks is that coaches have larger windshields, which means sunlight can be a greater challenge while driving. That is why we have developed adjustable sun visors. On coaches that support this feature, the visors are split into left and right sections, allowing each side to be controlled independently and positioned as needed. They are also visible from the exterior and include animated controls, as well as sound effects.

Since coaches are long vehicles, judging what's behind you can be quite a challenge. That's why modern coaches are typically equipped with rear-view cameras, which we've also included in this DLC. The camera feed is integrated directly into the dashboard, automatically switching from the navigation display when a reverse gear is engaged. Since we've aimed to recreate bus stations and stops as faithfully as possible, including real-life situations a coach driver might encounter, we believe the camera will prove especially useful in many situations.

We've also added interior lighting options to brighten up the journey for you and your passengers. The first is ambient lighting, which allows you to choose the color to suit your preference. The second is the main ceiling light, which can be switched on and off with a button, particularly useful at night when stopping to pick up or drop off passengers.

We hope you are looking forward to taking advantage of the new vehicle features we developed for Coaches. If so, then don't forget to add the Coaches DLC to your Steam wishlist! Also, make sure to keep track of future updates by following us on X/Twitter, Facebook, Instagram, Bluesky, and YouTube, or sign up for our newsletter. Until next time, safe travels!

Thursday, July 16, 2026

Gamescom 2026

The countdown to one of the biggest gaming events of the year has begun, and we're excited to share that SCS Software will be attending Gamescom 2026! From August 26th to August 30th, you'll be able to find us in the Entertainment Halls, where we'll have our biggest booth yet. We will be located in Hall 10.1, Booth B022-C023.

We're looking forward to meeting our #BestCommunityEver once again. Whether you've been trucking with us for years or are just discovering our games, we'd love for you to stop by, say hello, and spend some time with the team. Meeting our community in person is always one of the highlights of the year, and we can't wait to see familiar faces as well as meet new ones.

Visitors to our booth will have the opportunity to get behind the wheel and try exclusive demo builds showcasing several of our upcoming map expansions. We plan to bring special preview versions featuring the breathtaking landscapes of the upcoming Euro Truck Simulator 2Iceland DLC, explore the stunning roads and scenery of British Columbia in the upcoming American Truck SimulatorBritish Columbia DLC, and get a first taste of the upcoming South Dakota DLC for American Truck Simulator.

We're also doing everything we can to bring playable demonstrations of our upcoming Road Trip and Coaches projects to Gamescom. While we're not ready to make any promises just yet, we're working hard behind the scenes and hope we'll be able to let visitors get an early hands-on experience with these exciting new additions as well.

To make the experience even more immersive, we're thrilled to be partnering with Thrustmaster once again. They will be equipping our booth with a brand-new product that visitors will have the exclusive chance to test! We can't wait for everyone to get their hands on it and experience what's in store. A huge thank you to Thrustmaster for helping us make our Gamescom booth even more exciting!

We'd also like to extend our sincere thanks to Volvo Trucks for helping us prepare something truly special for Gamescom. While we'll keep the details under wraps a little longer, let's just say that fans of Volvo trucks won't want to miss our booth. We'll be showcasing something truly exclusive straight from Volvo that every truck enthusiast will want to see up close.

And if that isn't enough, our 4D motion simulator will also be making its return! If you've always wanted to experience the feeling of driving a truck with added motion effects, be sure to give it a try during your visit.

We can't wait to see you in Cologne this August! We'll have more information to share as Gamescom gets closer, including our booth location and additional activities, so make sure to keep an eye on our social media channels and give us a follow on X/Twitter, Facebook, Instagram, Bluesky, and YouTube, or sign up for our newsletter, so you never miss any news. Safe travels, and we'll see you there!

Tuesday, July 14, 2026

Iceland: Bridges

Today, we're excited to take you on another journey through the upcoming Iceland DLC for Euro Truck Simulator 2. This time, we're focusing on one of the country's fascinating pieces of infrastructure - its bridges.

Although Iceland is known for its dramatic volcanoes, glaciers, and waterfalls, every trucker's journey depends on something a little less obvious: the bridges that connect communities across the landscape. From narrow crossings over glacial rivers to long bridges spanning waterways, each one plays an important role in keeping the country's road network moving.

Our map team has carefully recreated a wide variety of bridges inspired by their real-world counterparts. Whether you're hauling cargo along the famous Ring Road or venturing onto more remote routes, you'll encounter structures that reflect Iceland's unique engineering and natural surroundings.

One of the defining characteristics of Icelandic bridges is their diversity. Modern concrete spans stand alongside older steel bridges that have served travellers for decades. In more remote areas, you'll also find plenty of single-lane bridges, where traffic from both directions must carefully share the crossing. These iconic structures have become a familiar sight for anyone who has explored Iceland by road, and we're happy to bring that authentic experience to the game. 

Creating these locations required close attention to both realism and gameplay. Our teams worked to ensure that each bridge feels like a natural part of the surrounding landscape while remaining enjoyable to drive across. Terrain, road alignment, barriers, signage, and nearby landmarks all contribute to making every crossing a memorable part of your journey. Of course, bridges are much more than simple road crossings; they also offer some breathtaking views!

We hope you enjoyed this preview of what's to come! If you did, make sure to add the Iceland DLC to your Steam wishlist and don't forget to follow our X/Twitter, Instagram, Facebook, Bluesky, and TikTok to receive all the recent updates straight to your feed. You can also subscribe to our newsletter to stay informed. Until next time, safe travels!

Saturday, July 11, 2026

Under The Hood: UI/UX QA

Today, we're taking you behind the scenes of the development of Euro Truck Simulator 2 and American Truck Simulator to explore another important part of the process that helps shape your experience on the road. This time, we're shining a spotlight on UI/UX QA and its role in creating intuitive, enjoyable, and polished interfaces for our players.

To guide you through this fascinating area, we'd like to introduce Petr and Jan from our UI/UX QA team. They'll take you along for a day at work, explain what their role involves, and share how they help ensure every menu, button, and interaction feels just right before it reaches your screen.

Petr - Console & UI/UX QA Lead

"Hi! My name is Petr, and I work as the Console & UI/UX QA Lead. Together with my colleagues, I helped build two teams that now play a key role in ensuring our games both function well and deliver a great user experience.

We are responsible for both Euro Truck Simulator 2 and American Truck Simulator across all platforms, including traditional PC, Steam Deck, VR, PlayStation, and Xbox Series X/S. In addition to the games themselves, we're also heavily involved in testing projects such as Driving Academy, Coaches, and Road Trip.

My work mainly revolves around coordination, planning, and analysing testing results. I collaborate closely with other teams to identify and resolve bugs or UX issues as early as possible. My goal is to organise our processes so that the entire team can work efficiently and stay focused without unnecessary pressure before every new patch or DLC release.

I also actively test everything my team works on. Not only do I genuinely enjoy testing, but I also see it as a major advantage. Being directly involved in the entire process allows me to better identify areas where we can continue improving and moving forward as a team.

I'm always there to support my team whenever they're unsure about something or need advice, and I make a conscious effort to maintain a positive, friendly atmosphere where everyone enjoys working together."

Jan - Senior UI/UX Tester

"Hi, I'm Jan, and I'm a Senior UI/UX Tester with a primary focus on playtesting. I'm 31 years old, and  I've been at SCS Software for two years. I originally joined the company as a Junior Tester without a specific specialisation, but once I settled into the team and got to know our development process, I quickly discovered a passion for user experience.

With the support and guidance of Petr, who was already a senior at the time, I helped establish our playtesting process and have been refining it ever since."

What is UI/UX QA?

"Before a new feature gets added to our games, it has to go through a long journey. And the UI/UX (User Interface/User Experience) is there along the way. Whether it's a new feature or a redesign of an existing one, it all starts with analysis and dialogue between us (QA department) and the Game Design (GD) department. For redesigns, we need to start by assessing the current state, what works, and where changes are needed, and for new features and redesigns alike, we need to think about where we want to arrive. Answers to these questions will then inform all future decisions."

What does a typical UI/UX testing process look like, and how closely do you work with other teams?

"In general, we try to be involved in the process of a feature development as soon as possible and cooperate with the GD department as closely as we can, so we're also a part of the next stage of the feature's journey, where we provide feedback on the design. This means looking at the design document and trying to think ahead, so we ask questions like: "Is this going to be intuitive? Is it clear that this is a button? Aren't we forgetting anything? What about accessibility? Will the text be legible on a smaller screen?" and many more. After some back and forth with the GD department, we arrive at a design that can then be implemented by a programmer.

The first playable prototype is the point where we have to start sitting in two chairs at once. We still have to see the big picture - know the design, see how all the pieces fit, know why some decisions were made the way they were. But now, we can also see the game as a player seeing the feature for the first time. We have to become a player that is just starting out and has never played any other game before. A hardcore gamer who has played many games, but never a trucking simulator. Or a real-life trucker who plays our games on a handheld at their rest stops. Our games are played by a very wide audience, and the design has to work and be intuitive for all of them.

At this stage, we identify further issues, offer improvements, and look for possible solutions together with the GD team and programmers working on the feature. After we feel confident enough with the state we arrive at, it's time to validate in the next stage.

The next important part of the feature's journey is internal Playtesting. It's a great way of getting a fresh perspective from people from various parts of the company who haven't seen the design documents and ideally don't know anything about it. Before we start playtesting, we define the questions we want answers to: "Is this screen intuitive? Does it control all accessories well? Did the addition of X add any unnecessary friction?" Based on these questions, we prepare detailed scenarios for the respondents to go through, which will get them to engage with the (re)designed feature in ways that try to simulate a regular gameplay loop. We then invite the respondents to our Playtest Lab, where we guide them through the scenarios, observing their behaviour, reactions, taking down notes, and asking questions. We also utilise eye tracking, which gives us more insight about the players' focus, telling us which elements are observed first and which go by completely unnoticed.

After the playtest ends, respondents also fill out a questionnaire, which allows them to think about the feature some more, further comment on it, and possibly come up with ideas of their own.

All of this gives us a lot of data that needs to be processed. For this, we use practices from applied research, so we start with qualitative coding, followed by thematic analysis with frequency counting. In layman's terms, we go through all the raw statements and observed behaviours and assign them to various categories, along with how often they were mentioned/observed. This helps us to identify recurring patterns and assign them to broader themes/issues.

We then prepare a final Output, which summarises the respondents' behaviour, reactions, opinions, identifies underlying issues, and proposes possible solutions.

The next steps depend on the results of the playtest. If we identify some deep issues that require big changes in the design, we have to go back to the drawing board, repeating the previous points, leading to another playtest to confirm the issues have been satisfactorily addressed. A good recent example is the redesigned Skip Time / Rest feature, which also divided Fatigue into two separate mechanics (Fatigue and Mandatory Break). During playtesting, we found out that this new division and its representation were very confusing to players, and the feature had to be redesigned completely, to great success (at least we hope so).

If, on the other hand, we only identify surface-level issues that require some polish, the GD department tackles those, and we can move on to the final testing of the feature.

In the final testing, we mostly focus on FQA - the design is largely set, and we're now making sure it all works as intended. As soon as this is done, the feature can be merged into the main branch, where the Integration QA department takes over, making sure the feature itself survived the merge in its intended state and didn't break anything else along the way, but that's for another chapter."

What do you enjoy most about working on UI/UX?

Petr: "What do I enjoy the most? That's a tough question. In short, pretty much everything! Everyone on our team is passionate about games of all kinds and genres, so having the opportunity to contribute our own ideas and suggestions for Euro Truck Simulator 2 and American Truck Simulator is incredibly rewarding.

At SCS, we often do things our own way, which makes the work especially enjoyable. At the same time, we always keep our players at the heart of every decision. When developing new gameplay features, it's easy for designers to unintentionally fall into "tunnel vision." Our job is to challenge that perspective and bring in a fresh set of eyes. We think about our experienced truckers, but we never forget players who are just starting out. Looking at the game's interface from many different perspectives is both a key part of our work and one of its most creative aspects.

We put our all into making our games as accessible as possible while ensuring they remain just as fun to play."

Jan: "I like how it combines technical and human aspects. User experience is mostly an interaction between a human and a machine, and you have to make them understand each other.

The first project I came up with and delivered was the Graphics Settings screenshot representation to make it easier for players to see the changes they're making when setting up the visuals of their game, and that's the perfect example of what I mean - I'm interested in how things work under the hood, but also how the player perceives and understands them."

What message would you like to share with our community, and how valuable is player feedback in helping improve the user experience?

"Player feedback is incredibly important to us and a constant source of inspiration. We're genuinely happy to see more and more initiatives being built around your feedback here at SCS. I want to assure you that we truly do read your comments, ideas, and suggestions carefully, not just our UI/UX team, but the entire studio.

It's clear how much all of you who engage with us care about our games, and we feel exactly the same way. We love Euro Truck Simulator 2 and American Truck Simulator, and we want to keep making them better and better. We genuinely want to know what you enjoy, what you'd like to see added, and what you think could be improved. We've already received an incredible amount of feedback. I wish you could see the extensive documents where we carefully collect and organise all of your ideas and requests.

Unfortunately, we can't implement every suggestion. There can be many reasons that aren't immediately obvious, such as engine limitations, limited internal resources, technical constraints within our game systems, licensing agreements, and more. But please, keep talking to us! Your feedback never goes unnoticed. It's thanks to you that we're able to continue on this journey and keep making the experience even better together.

Thank you to everyone who's travelling this exciting road with us!"

Friday, July 10, 2026

South Dakota: New Industries

In today's blog, we'd like to introduce you to some of the custom depots and industries you'll be able to visit in our upcoming South Dakota DLC for American Truck Simulator!

South Dakota's economy is built on a strong foundation of manufacturing, agriculture, and construction. While the state is well known for its farming and ranching, it is also home to a growing manufacturing sector that produces everything from trailers and heavy equipment to food products distributed across the country. As always, we've taken inspiration from these real-world industries to create authentic locations that bring the state's economy to life.

One of the new highlights you'll encounter are the trailer manufacturing plants located in Watertown and Mitchell. These large industrial facilities specialize in producing a variety of trailers, with completed units ready to be delivered to dealerships and customers across the map. You'll also be bringing in the materials and components needed to keep the production lines moving, making these factories a busy part of South Dakota's freight network.

If construction is more your style, you'll have the opportunity to deliver to new residential housing developments located in Watertown and Spearfish. These construction sites require regular deliveries of building materials, heavy machinery, and other essential cargo to support ongoing work.

The food industry also plays an important role in South Dakota's economy, and that's reflected in the food factory you'll find in Sioux Falls. This modern production facility receives a wide variety of raw ingredients before processing and packaging food products that are then shipped to businesses across the country. Whether you're delivering supplies or hauling finished goods, there's always plenty of work to be done.

These new industries are just a small taste of what awaits you in the South Dakota DLC, and we can't wait for you to explore them for yourself. If you're looking forward to hauling cargo across the Mount Rushmore State, be sure to add the South Dakota DLC to your Steam wishlist!

Also, remember to follow us on X/Twitter, Facebook, Instagram, Bluesky, and YouTube for all the latest news from this map expansion and other American Truck Simulator information, or sign up for our newsletter to stay informed. Keep on truckin'!