Showing posts with label Work in Progress. Show all posts
Showing posts with label Work in Progress. Show all posts

Wednesday, September 30, 2026

Nevada Rework Project: Biggest Cities

Whether you're hauling cargo beneath the glow of city lights, crossing long stretches of desert highway, or watching the horizon for anything unusual in the Nevada skies, the Silver State always has another road, town, or surprise waiting ahead.


Today, we're taking a closer look at some of the cities featured in the upcoming Nevada Rework for American Truck Simulator and how our team has rebuilt them from the ground up, bringing more detail, improved & updated road networks, and plenty of new places to discover along the way. Let's check it out!

Reno

First stop, Reno! Known as "The Biggest Little City in the World", Reno is one of northern Nevada's most important urban centres. Located close to the Sierra Nevada mountains and not far from Lake Tahoe, the city has long been an important hub for travel, industry, entertainment, and commerce in the region.


Often described as a "mini Vegas", Reno attracts millions of visitors each year to its resorts, vibrant local culture, and entertainment scene, which keeps the city busy around the clock! You'll be sure to find no shortage of jobs taking you in and out of the city, with its surrounding highway network connecting drivers with destinations across Nevada and neighbouring California.

In the Nevada Rework, Reno has been completely rebuilt from scratch, recreating the city with greater detail, updated scenery, and an improved road network. Our team has worked to better capture the character and scale of Reno, while retaining important and familiar elements from the original version and adding plenty of new details for players to discover.

Carson City

Just south of Reno lies Carson City, the capital of Nevada. Sitting at the foot of the Sierra Nevada mountains, the city offers a very different atmosphere from its larger neighbour, with historic streets, government buildings, and plenty of scenic surroundings.


As the centre of Nevada's state government, Carson City is home to several important landmarks, including the Nevada State Capitol, while its location also places it close to routes leading towards Lake Tahoe and other parts of western Nevada. Whether you're passing through or making a delivery in the city, there will be plenty to take in along the way.


Our map designers have rebuilt Carson City from the ground up, bringing greater detail to its streets, scenery, and surrounding areas, while giving some of its key landmarks and locations a fresh new look. Familiar elements from the original map have also been rebuilt where possible, bringing them up to the quality and level of detail found in our latest map and asset work.


Elko

Heading east across northern Nevada brings you to Elko, an important regional centre surrounded by wide open landscapes and mountain scenery. The city has strong connections with the mining & farming industries which have played a major role in shaping both Elko and northeastern Nevada as a whole.


Elko also sits along one of northern Nevada's most important transport corridors, making it a natural stopping point for travellers and freight moving across the state. Beyond its industrial connections, the area is also well known for its farming heritage and the vast landscapes which surround the city.

Our team has worked to give the area more of its own identity, while also improving the locations where drivers will pick up and deliver cargo, including new custom depots designed specifically for the area.

Winnemucca

Located along the Humboldt River, Winnemucca has long served as an important stopping point for travellers crossing northern Nevada. Its position along a major east-west transport corridor has helped make it an important regional centre for transport and cargo.


The city also has strong ties to several of the large industries found throughout this part of Nevada. Surrounded by broad valleys, distant mountain ranges, and open desert landscapes, Winnemucca offers the kind of scenery many drivers associate with journeys across the Silver State. Players can expect an updated city layout that better reflects the character of the real-world location. 


Ely

In eastern Nevada you'll find Ely, a remote city surrounded by rugged mountains and expansive desert landscapes. Located along U.S. Route 50, famously known as the "Loneliest Road in America", Ely offers a noticeably different setting from many other cities in the state.


For the Nevada Rework, our team has aimed to preserve Ely's distinctive atmosphere and important locations, while bringing its roads, scenery, and surroundings up to the quality of our latest map work.


Across all of these locations, we've also added a variety of new custom depots, refreshed some company branding, and introduced many smaller details to make each city feel more unique. And of course, there is one major Nevada city missing from today's blog! Las Vegas will receive its own dedicated spotlight in the future, so stay tuned for that.

We hope you've enjoyed this latest look at the Nevada Rework. Be sure to follow our social media channels for more news and previews from American Truck Simulator!

Friday, September 25, 2026

Coaches & Road Trip: Mode Switch

Ready to hit the road? Today, we're taking a closer look at one of the new systems created for our upcoming Coaches DLC for Euro Truck Simulator 2 and Road Trip for American Truck Simulator; Mode Switch. This feature helps bring different types of gameplay together, allowing you to move between your trucking career and new adventures behind the wheel of a car or coach!

ETS2 & ATS are expanding beyond trucking, and with that comes the need to clearly separate the different careers and gameplay experiences available to players. This is why we have divided the game into different modes, Truck Mode, Car Mode and Coach Mode.

Each mode has its own gameplay, progression, and career systems. Truck Mode remains centred around transporting cargo and building your trucking business, while Car Mode, introduced with Road Trip, places a greater emphasis on exploration and building your reputation with customers. Coach Mode will focus on operating routes, providing passengers with a smooth journey, and keeping them satisfied along the way.

Progression is separate between these careers, with Car Mode using reputation rather than traditional experience points. However, some important parts of your profile remain shared. Your money and map exploration carry across all modes, meaning roads discovered while travelling by car will remain explored when you return to your truck, and vice versa.

Separating the experience into different modes also allows us to keep everything relevant to your current career together in one place, including your vehicles, progression, statistics, and other mode-specific information.

Switching between modes is straightforward. You can enter another mode while you're not driving to manage that career, although you cannot have more than one active job across all modes at the same time. The full switch between modes happens once you press the Drive button.

As of right now, the navigation system remains tied to the mode you last drove in, so you won’t be able to set or adjust a route for the newly selected mode. As soon as you hit the road, the correct navigation and gameplay systems for that mode will kick in. Looking ahead, we’re already looking at ways to make navigation between modes feel even smoother in future updates. 

Wonder where you last left off in your vehicle? The map will also show the positions of your other vehicle, as well as your current position when undertaking a Quick Job. When you mode switch, you'll continue from the location where you left your truck, coach, or car.

The introduction of multiple modes also played a part in our recent changes to the fatigue system. Fatigue Simulation is now separated into Rest State and Mandatory Breaks. Your Rest State represents how tired your character is and is shared across modes, while Mandatory Breaks represent legally required rest periods. Trucks and coaches are subject to Mandatory Breaks, while cars are not.

The introduction of different modes is an important part of expanding Euro Truck Simulator 2 and American Truck Simulator while keeping their various gameplay experiences connected. Each mode offers its own career and progression, while shared systems such as money and exploration help ensure everything still feels like part of the same world and profile.

We hope this gives you a better understanding of how Mode Switch works and some of the thought process behind the creation of the system. We're looking forward to getting you behind the wheel of some new vehicle types in Euro Truck Simulator 2 and American Truck Simulator!

Until next time, keep an eye on our blog and social media for all the latest news, and we’ll see you on the road!

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 13, 2026

Road Trip: Quick Jobs & Freight Market

Who says deliveries are only for trucks? In today's blog, we're taking a closer look at how Quick Jobs and the Freight Market will work in our upcoming Road Trip module for American Truck Simulator. Let's check it out! 

Before we continue, we’ve also put together a video version of this blog for you to enjoy. You can check it out below!



Players familiar with American Truck Simulator will already know Quick Jobs and the Freight Market from their trucking careers. Road Trip builds on these systems with its own approach to courier work, customer reviews, and progression.

Just like with trucks, you won't need to have your own vehicle to take on a Quick Job. A suitable vehicle will be provided for you by the company offering the job, allowing you to jump straight into work as a courier driver. Fuel, repairs and any other expenses you encounter will be covered by the company, just as they are with traditional Quick Jobs in American Truck Simulator.

So what kind of jobs can you expect? Drivers can be tasked with delivering small packages and documents, as well as transferring vehicles between car dealerships. The jobs available to you can also vary depending on the type of vehicle involved, so a pickup truck may receive different contracts compared to a sports car or a classic vehicle.

However, completing the journey is only one part of the job. After each delivery, the customer will review your performance across three areas; Time Management, Vehicle Appearance, and Cargo Handling.

These reviews are specific to the delivery you have completed. Damaging valuable documents, for example, may lead to very different feedback compared to successfully delivering delicate plant seedlings without any issues. Our goal is to make each job feel a little more personal, with a customer waiting at the other end to judge how well you handled their delivery.

Some customers may also place a higher priority on one of these three areas. You'll be able to see this before accepting the job, and meeting their expectations will be more demanding. However, taking on that extra risk can also result in a better financial reward.

Time Management also works a little differently from simply beating a deadline. Customers expect you at a particular time, which means arriving too early can be just as unwelcome as arriving late. Each completed delivery is also given a star rating, which contributes towards your overall Courier Rating.

Your Courier Rating determines the types of jobs available to you, the maximum distance of the routes you can take on, and how much you can earn. Maintaining a higher rating will unlock more challenging work, such as fragile or valuable cargo and jobs with tighter delivery windows, while also providing a bonus to the offered payout.

Drivers who consistently achieve five-star deliveries can also build a Perfect Delivery Streak, which will reward drivers with additional money bonus.

Already saved up enough money to purchase your own vehicle? Then you'll have access to even more job opportunities! Players of American Truck Simulator will already be familiar with the Freight Market, and Road Trip introduces its own equivalent, known as the Dispatch Market.

The Dispatch Market works in a similar way to Quick Jobs, but instead of using a borrowed vehicle, you'll complete the job using a vehicle from your own garage. As you're supplying your own vehicle, these jobs will also offer a slightly higher payout, as you'll be responsible for your own expenses, including repairs and fuel.

The same Courier Rating, customer reviews, and performance criteria apply here too. Naturally, some jobs will differ from those found in Quick Jobs, such as car jockey work, after all, asking you to give away your own car would be a little unfair.

Any money you earn from these jobs goes directly into your existing ATS profile, which is shared between your trucking career and Road Trip. There is no separate XP system for this mode, instead, progression is earned by your Courier Rating, customer reviews, and your ability to maintain a Perfect Delivery Streak.

For the initial release of Road Trip, jobs will focus on getting yourself and the delivery safely from point A to point B, with more possibilities we hope to explore in the future. 

We hope you’ve enjoyed learning more about how jobs will work in Road Trip. We’re looking forward to seeing how you build up your Courier Rating, tackle different types of deliveries, and make the most of these new opportunities on the roads of American Truck Simulator.

If you’re excited to get behind the wheel when Road Trip arrives, be sure to add the Ford Car Pack and RAM & Dodge Car Pack to your Steam Wishlist! Until next time, keep an eye on our official channels for more news and previews from Road Trip. We’ll see you on the road!

Thursday, September 10, 2026

Isle of Ireland: Cavan

Today, we're excited to take you on a journey to another destination coming to the upcoming Isle of Ireland DLC for Euro Truck Simulator 2 - the county town of Cavan!

Located in the heart of Ireland's lakeland region, Cavan is known for its picturesque countryside, rolling green landscapes, and rich agricultural heritage. As our map team continues to recreate the unique atmosphere of Ireland, we knew this important regional hub deserved its place on the road network of the Isle of Ireland DLC.

While exploring the area, keen-eyed drivers may spot a stone wall or even a rugby field, well-known local landmarks that help bring even more regional identity to the town and its surroundings. Combined with carefully crafted roads, vegetation, and architecture, these details help create a location that feels true to its real-world counterpart.

Of course, no town in Euro Truck Simulator 2 would be complete without plenty of opportunities for work. In Cavan, truckers will be able to deliver cargo to several industries that play an important role in the local economy.

One of the key destinations is a local oil supplier, serving businesses and communities across the region. Whether you're hauling fuel products or supporting regional logistics, this depot offers an important link in the supply chain.

Drivers looking for refrigerated or packaged cargo will also find work at a food distribution depot. Acting as a hub for incoming and outgoing goods, this facility ensures products reach stores and customers throughout the island.

In addition, a supermarket depot provides another busy destination for deliveries. From everyday consumer goods to fresh produce, truckers will have a variety of cargoes to transport while helping keep shelves stocked across the region.

Our teams have worked hard to capture the atmosphere of this charming Irish town, from its characteristic rural surroundings to its industrial areas and landmarks. We hope that Cavan will become a memorable stop on your journeys across the Isle of Ireland.

We look forward to sharing more previews from the Isle of Ireland DLC in the future. If you're excited to discover, explore, and travel across the Isle of Ireland, be sure to add this upcoming map expansion to your Steam Wishlist!

Don't forget to follow us on X/Twitter, Facebook, Instagram, Bluesky, TikTok, and YouTube, or sign up for our newsletter for all the latest news. Until next time, keep those wheels turning, and happy haulin'!

Wednesday, September 9, 2026

UK Rework: Historic Bristol

Today, we're heading to Bristol, a historic city in the south-west of England known for its harbour, maritime & industrial heritage and iconic landmarks. 

We’re excited to bring Bristol to life as a brand new city in our UK Rework project for Euro Truck Simulator 2. Our talented map and asset teams have been working hard to recreate its distinctive character, landmarks and industries for players to discover. So, what can you expect to find? Let us show you!


Located in the south-west of England, Bristol has long been shaped by its connection to the water. The city grew around the River Avon and became one of Britain's most important ports, playing a major role in maritime trade and engineering. Its location close to the Severn Estuary also places Bristol on an important route towards South Wales, making it a natural gateway between England and Wales.

Our recreation of Bristol is divided into two main areas, the city centre and its surrounding road network, and the harbour and logistics area. While everything you see is still in early development, the city centre portion is already progressing well.


Drivers will be able to travel along a variety of road networks including Brunel Way, the A4, Hotwell Road, Merchants Road, and the A4018. These routes offer some fantastic views across different parts of Bristol, from its residential streets and riverside scenery to several of the city's best known landmarks.


One of the most recognisable sights is the Clifton Suspension Bridge, which spans the Avon Gorge and has become one of Bristol's defining landmarks. Designed by Isambard Kingdom Brunel, the bridge has overlooked the city since the 19th century and can be seen from parts of the road network around the River Avon.


Brunel's influence can also be found closer to the harbour with the SS Great Britain. Launched in Bristol in 1843, the ship was one of the most advanced vessels of its time and today remains preserved in the city's historic dockyard. Drivers passing through the area will be able to spot the famous ship and enjoy views across Bristol Marina.


Elsewhere in the city centre, you'll come across landmarks such as Cabot Tower, which stands above the city on Brandon Hill, and the Wills Memorial Building, one of Bristol's most distinctive buildings and an important part of the University of Bristol. Queen Elizabeth's Hospital can also be seen along the route through the city.


The road network itself includes several notable junctions and intersections too. Among them is St James Barton Roundabout, commonly known as The Bearpit, an instantly recognisable part of Bristol's inner-city road network.


Closer to the waterfront, drivers will also discover our Marina Plaza depot, situated among the historic dockside surroundings of Bristol Marina. This part of the harbour has a long connection with shipbuilding, with the nearby Albion Dockyard tracing its history back to the early 19th century. 


Of course, Bristol's maritime character also plays an important role in its in-game economy. The harbour and logistics area will feature three main depot locations. A logistics warehouse, a car shipping terminal, and a marina yacht dock. Be sure to have a good look around while you're there too, you never know what you might find hidden among the dockside buildings!


The Bristol Bus & Coach station is also being recreated, giving players another destination to visit as part of the upcoming Coaches DLC for Euro Truck Simulator 2. Whether arriving in the city or setting off on a new journey, it will form part of the growing network of coach destinations being prepared across the reworked UK.


We hope you've enjoyed this first look at Bristol, one of the brand-new cities being introduced as part of the UK Rework. We're excited to share more from this project, which will arrive as a free update for all owners of Euro Truck Simulator 2 in the future. Be sure to let us know in the comments what UK city you'd love to see next! Keep on truckin', cheerio!