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American Truck Simulator: Happy 10th Birthday!

[p]Today, on February 2nd, American Truck Simulator officially celebrates its 10th anniversary! A whole decade on the road across the United States, and honestly… that’s something pretty special![/p][p][/p][p]When we started thinking about how to commemorate this milestone, one thing was clear right away: this celebration wouldn’t mean much without you. Our #BestCommunityEver has been with ATS from the very first mile, through countless updates, expansions, and new features, and we wanted to find a way to celebrate together.[/p][p][/p][p]So instead of just a single day, we decided to turn the entire month of February into a month full of celebrations, surprises, and small gifts here and there as our way of saying thank you.[/p][previewyoutube][/previewyoutube][p]Looking back, it’s hard not to get a bit nostalgic. Over the last 10 years, American Truck Simulator has grown in ways we could only dream of back in 2016.[/p][p][/p][p]From the release of our very first map expansions to the ever-growing rework projects, from welcoming iconic truck brands into the ATS universe to introducing brand-new trucks, trailers, cargo packs, tuning parts, and gameplay features. We’ve seen the arrival of Convoy multiplayer, major upgrades, continuous improvements to immersion and realism, and so many quality-of-life changes shaped directly by community feedback.[/p][p][/p][p]Each update, each DLC, each new feature is a small chapter in ATS' history, and every mile driven by our players is what truly brings that history to life.[/p][previewyoutube][/previewyoutube][p]To properly celebrate this anniversary, we’d like to invite you to keep a close eye on our social media channels, streams, and other communication platforms throughout the entire month of February. We have a lot planned, including:[/p]
  • [p]Special livestreams with guests from SCS Software, reminiscing about the 10 years of ATS. You can look forward to hearing stories and memories from developers such as Patrik S., Mrazik (one of the very first map designers on ATS), and even our CEO, Pavel Šebor.[/p]
  • [p]Giveaways on social media, featuring SCS merchandise and Steam keys.[/p]
  • [p]Special showcase streams, where we’ll take a look at new and upcoming content, including parts of the Route 66 Rework Project or new additions coming to Driving Academy.[/p]
  • [p]A special Steam promotion and sales event, starting February 19th.[/p]
  • [p]…and more surprises we’ll be revealing along the way![/p]
[p]We also want to take a moment to give a special shout-out to all our content creators. From incredible videos and screenshots to live streams and countless mods, your creativity, passion, and dedication have helped shape ATS into what it is today. You inspire us every single day, and we’re incredibly grateful for everything you do.[/p][p][/p][p]Most of all, thank you to every player who has supported American Truck Simulator over the past 10 years, whether you joined us on day one or just recently started your journey. Your enthusiasm, feedback, and love for trucking are the reason we’re still here, still building, and still excited about what lies ahead.[/p][p][/p][p]Here’s to 10 years of American Truck Simulator… and many more miles to come! We hope you enjoyed this throwback and reminiscing with older screenshots and videos celebrating a decade of American Truck Simulator. Make sure to follow us on our X/TwitterFacebookInstagramBluesky, and YouTube, or sign up for our newsletter to stay informed about more updates, event schedules, and celebrations. Until next time, happy haulin' and happy 10th birthday to American Truck Simulator![/p][p][dynamiclink][/dynamiclink][/p]

Road Trip: Meet the Team

[p]Today, we'd like to introduce you to some of our colleagues who are working on the Road Trip expansion for American Truck Simulator, which will bring some legendary passenger cars to the game. If you're looking forward to cruising the roads of ATS in a car, make sure to add the Ford Car Pack and the RAM & Dodge Car Pack to your Steam wishlist! And now, let's meet the team, see what they are working on, and what you can look forward to in this project.[/p][p][/p][p]In this blog, we'll introduce you to the core Road Trip team, the people bringing together work from multiple departments, as well as members of our Vehicle team who are responsible for creating the car models. Road Trip is a large project involving far more than just vehicle modeling. Our game design team, programmers working on physics, and many other departments are all playing a crucial role in bringing it to life.[/p][p]So be sure to keep an eye on our blog, as we plan to take you behind the scenes of these other teams' work in a future Under the Hood blog, where we'll explore the work that goes into Road Trip beyond the cars themselves. [/p][h3]Miňo - Producer[/h3][p][/p][p]I joined SCS three years ago as an asset producer primarily on the California Rework. After a year and a half, I moved to the general producers department, and Road Trip was assigned to me shortly after. Thanks to Road Trip, I have the opportunity to collaborate with the most experienced developers across SCS and push things forward. Project Road Trip is a big challenge; practically the entire company is involved in it, and it is not always easy to agree on all the features. However, I am part of a great team that can deal with everything that comes our way. I really like this. I'm looking forward not only to the release but also to the possibilities it will bring to the entire SCS in the future. [/p][h3]Nicole - Assistant Producer[/h3][p][/p][p]"I'm still quite new to the SCS family, having joined exactly half a year ago. My role is to support Miňo and the team with everything that needs to be taken care of, alongside the many other responsibilities that come with the role. Thanks to my background in Game Design, I'm also involved in working on the new Exploration feature, which I'm incredibly excited about. What excites me most about Road Trip is the sense of discovery and freedom it brings, and I believe players will truly enjoy exploring the significance of the places represented on the map. I'm very grateful to be working with such talented and supportive people, and I'm looking forward to learning, growing, and gaining new experiences." [/p][h3]Dubak - Project Map Lead[/h3][p][/p][p]"I have been working at SCS Software for over 8 years and currently hold the position of Map DLC Lead for American Truck Simulator. As Map DLC Lead, I am responsible for the Special Transport project for ATS, the development of the Illinois DLC, and the map part of the Road Trip project. As part of the Road Trip project, I am involved in consultations, preparation, and the actual creation of map content - from design to implementation of everything needed for this project. Players can look forward not only to new vehicles but also to a completely new type of gaming experience. It will offer the opportunity to discover not only the natural beauty of America, but also the grandeur of its cities from the perspective of a passenger car." [/p][h3]Patrik - ATS Map Technical Lead[/h3][p][/p][p]"My role on Road Trip was to put new triggers and Road Trip-specific gas stations into the map. Mainly at the beginning, when we were not 100% sure whether we were going to keep any of that, as it was early in development, and we were searching for the best practices that would be ideally sustainable in the map for the future. My sandbox was Oregon and Washington, where we tested various approaches to gas station density and discovery trigger density. When we found the right compromise, I wrote a manual for map designers (Dubak and Pavel) who would join later on to follow an already-tuned pipeline. They also tuned a few things in the pipeline as well, that's development." [/p][h3]Pavel - Project Map Designer[/h3][p][/p][p]"I have been with SCS for over five years and started as a map designer, which is still my current position. What I enjoy most about being a map designer is that I can create places for players to drive their trucks through - places they often wouldn't be able to experience in real life. Later, I helped out with the Road Trip project, where I worked on new gas stations and various rest stops where players can take a break. I think Road Trip will give players a unique experience driving across the US, if only because they get to go and enjoy places they wouldn't normally visit while hauling cargo. With a different perspective from a car, players really have something to look forward to." [/p][h3]Michal - Senior Programmer[/h3][p][/p][p]"I have been with the company for six years. From the very beginning, I have been working on game features and closely collaborating with designers, which is the part of my job I enjoy the most. I like discussing game design, exploring possible solutions, and developing new ideas that help push the gameplay forward. I previously worked on Driving Academy and currently work on the Road Trip project, which is larger and more demanding, making it an even bigger and more enjoyable challenge." [/p][h3]Hynek - Programmer[/h3][p][/p][p]"When I went to study mathematics, I didn't expect I could become a game programmer. I am very glad I did, since it is a place where you can solve difficult problems, but at the same time collaborate on something fun and creative. At SCS, I'm responsible mainly for gameplay features and making diverse interactive parts of the game world move, including AI vehicles, gates, and dynamic cargo loading. Working on Road Trip is very exciting, since we are creating something of a whole new game inside ATS. I hope that you will enjoy it." [/p][h3]Mjack - Senior Programmer[/h3][p][/p][p]"I have been working at SCS Software for more than 15 years, during which time I’ve taken part in solving a wide range of technical challenges across our games. I focus mainly on the traffic system and various gameplay features, helping to shape a smooth and immersive experience for our players. On the Road Trip project, I'm involved in integrating and supporting features specific to this project, contributing my experience from design to implementation. It's rewarding to see these ideas come together and become part of the gameplay that players can enjoy on the road." [/p][h3]Jiří - Project Tester[/h3][p][/p][p]"My journey at SCS started just two years ago, but my experience with how the world of video games works goes much further back. I'm the classic example of a gamer who spends a lot of his free time playing different games and expanding his knowledge of what developers are currently bringing into the gaming industry. In Road Trip, my role is to help deliver the best and most authentic experience possible for our players through testing, providing feedback, opening discussions, and sometimes even questioning things that may be missing or not working as intended. The addition of passenger vehicles also interests me as a player, so I'm really looking forward to the final result, which I'll happily launch at home on my own PC, and hopefully, together we'll be able to say: GG & WP, SCS!" [/p][h3]Anton - Junior Game Designer[/h3][p][/p][p]"I initially joined the Road Trip project as a senior researcher and later took on the role of game designer. My main task was to create a new gameplay loop focused on exploration, which is an exciting but challenging goal. How do you make exploration engaging rather than tedious, especially in an open world with years of map development behind it? Drawing on my background in English and American literature, I wanted to design a gameplay system that offers players a new way of experiencing the landscapes of American Truck Simulator and evokes something of the spirit found in the writing of Walt Whitman or Henry David Thoreau. I hope the result captures this sense of freedom and fascination with the world, and perhaps something more as well. I would like to thank the Road Trip team for their collaboration and for the opportunity to work together on exploring new directions for the game." [/p][h3]Martin - Senior 3D Graphic Designer - Vehicle[/h3][p][/p][p]"I have been working on the project since the very beginning. My role on Road Trip consisted of several things, from the initial vision on vehicle selection and cooperation with Oscar, our Chief Partnership Officer, to the selection of vehicles to fit the idea and needs for the project. What I personally enjoyed the most was the phase in which we searched for vehicles that were original and correct for data collection, being in cooperation with the production team, providing my automotive know-how, seeing the vehicles in real-life during data gathering sessions, communicating with the owners, doing research, and especially reading historic materials about the older vehicles." "I have been around cars all my life, so I have perhaps brought some of my own impression of what I imagine under the term Road Trip, and American automotive culture in general, to the project. I hope that players will enjoy driving in Road Trip and also in the 1967 Ford Mustang, on which I spent a lot of time studying and on its creation. It's as if SCS created this project for me as a reward. Cars are my passion, especially sports cars and historic ones, mostly the American ones! I love this culture and the historical and technological aspects of it, plus the development." [/p][h3]Daniel - Vehicle Technical Leader[/h3][p][/p][p]"I have been working at SCS for almost 13 years, during which I have held several roles, ranging from 3D Generalist and 3D Vehicle Artist to Vehicle Team Lead. I eventually found my place in the role of Vehicle Technical Leader, where I can best combine my experience with internal workflows, artistic skills, technical insight, and a pragmatic approach to problem-solving. On the Road Trip project, I am responsible for cooperating with programmers on designing how car models are integrated into the engine, as well as implementing new features and improvements that are appearing in our games for the first time. I particularly enjoyed working on the design and implementation of improved vehicle interior materials to better reflect real-world materials, which I initiated as part of this project. I greatly appreciate the positive approach of SCS' management when I proposed these visual improvements. I believe we achieved strong results with minimal impact on the game's hardware requirements, and I hope that our players will appreciate that all the improvements and new features developed during Road Trip will be carried over into our main games." [/p][h3]George - Vehicle Art Leader[/h3][p][/p][p]"I have been working at SCS since 2013. At that time, I switched from the film industry, where I learned to perceive reality visually and transfer it into the virtual world. Since then, I've had the opportunity to try out roles ranging from Paint Job Artist and 3D Senior Artist to Project Manager, Art Lead, and Lead of the Vehicle Department. As for the Road Trip project, as a 3D Senior Artist, I currently have the privilege of creating my dream car, a car that every boy dreamed of in his youth, at least those who are around my age, the Dodge Viper GTS. I believe that Road Trip will be a successful add-on for both of our games, where everyone can choose their dream car and enjoy our beautiful landscapes." [/p][h3]Marula - Senior 3D Graphic Designer - Vehicle[/h3][p][/p][p]"I am working on a project specifically for the Ford Car Pack DLC. It is currently a basic model of the 2006 Crown Victoria, with a complete exterior and interior, including animations. The car is well-known from movies as a police and government vehicle, and it was also widely used as a taxi, especially in the civilian LX trim. Since I have worked exclusively on truck models so far, modeling cars is a pleasant change, and as a graphic designer, I am gaining new experience. What is interesting about the project is that players will have the opportunity to drive passenger cars from well-known brands and types, some of which are legendary and very popular. These are not only classic passenger cars, but also pickups and larger SUVs, which are very popular in the US." [/p][h3]Lukáš - Senior 3D Graphic Designer - Vehicle[/h3][p][/p][p]"I focus on the creation of detailed vehicles for the game and the improvement of reference data acquisition workflows using photogrammetry and 3D scanning. On this project, I was responsible for creating the complete 3D model of the Ford F-150, including both the interior and exterior, and reference data acquisition using a 3D scanner. What I enjoy most about the project is the opportunity to model an entire vehicle from the ground up. Thanks to well-established partnerships and strong teamwork, we had access to high-quality reference materials for my model. 3D scanning other vehicles, whenever detailed technical documentation from manufacturers was not available, allowed me to personally meet their owners and gain many interesting insights. Looking ahead, I am most excited about offering players the opportunity to experience something completely different from what they are used to, presented with a high level of detail and realism." [/p][h3]Andi - Senior 3D Graphic Designer - Vehicle[/h3][p][/p][p]"I was responsible for modeling the 1970 Dodge Charger and 2023 Dodge Challenger - both exteriors and interiors. Each car had its own unique challenges and problems that I had to overcome, so both projects were quite different from each other. My favorite part of the process was creating textures and materials for the interiors of the cars; it's always a technical and creative challenge to make the interiors look detailed and still be very optimized. I hope players enjoy exploring the States in these cars as much as I enjoyed making them."  [/p][h3]Renju - Senior 3D Graphic Designer - Vehicle[/h3][p][/p][p]"I have been working with SCS for almost four years now, and I am part of the Vehicle team, mainly focusing on trucks. Currently, I am involved in the Road Trip project. My task is to create both exterior and interior models and their textures for cars. I have worked on the RAM 1500 and the Ford Bronco. I'm eager to see how players will react to the incredible details the team has integrated into the models. I hope they enjoy driving the cars with the same enthusiasm as they do for trucks. What I enjoy the most is that we are able to work on both the most modern cars and some classic cars as well. I believe players will enjoy the highly-detailed cars while driving on the roads, on which they previously drove only in a truck."

If you are excited to experience the team's work in our game, don't forget to add the Ford Car Pack and RAM & Dodge Car Pack for American Truck Simulator to your Steam Wishlist! Also, remember to stay up to date with the latest Road Trip developments by subscribing to our newsletter or following us on X/TwitterFacebookBlueSky, and Instagram. Stay safe on the road! [/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

American Truck Simulator: 1.58 Update Open Beta

[p]We're happy to announce that the American Truck Simulator 1.58 Open Beta is now available for players to try out and test. If you decide to take part in this Open Beta, we would like to ask you to help us by reporting any issues or bugs you encounter in the appropriate section of our official forums.

Your feedback and reports are really valuable to our team, and we truly appreciate you taking the time to help us in improving the game. Now, let's dive in and see what the 1.58 Open Beta has to offer.

Route 66 Rework Project

With the 1.58 update for American Truck Simulator, we’re excited to roll out the Route 66 Rework Project, which has been a project led by our dedicated Rework team to refresh the legendary Historic Route 66, including surrounding locations, depots, landmarks, and cities found along this world-famous highway. This release focuses on key stretches in Northern Arizona and parts of New Mexico.

This legendary American highway will at last be completed with the upcoming Illinois DLC, we wanted to revisit some of the older sections of this iconic route which no longer match our current mapping standards. This update features a completely reworked stretch of I-40 and Historic Route 66, along with reworked cities, road networks, and more. 

Drivers travelling in Northern Arizona in 1.58 will discover that cities including Kingman, Flagstaff, Grand Canyon Village, Page, Kayenta, Camp Verde, and Show Low have been completely reworked from the ground up, alongside the addition of a brand-new city, Lake Havasu City, located on AZ-95. Known as a premier vacation destination in Arizona that attracts visitors from all around the world, it sits right along the Colorado River.  

This city is especially famous for being home to the London Bridge, which was originally built in 1831 and spanned the River Thames, was relocated from its original home in London, England and rebuilt brick by brick here over the Bridgewater Channel in 1971, brick by brick! Players will not only be able to see this iconic British landmark in Lake Havasu City, but drive across it too. We highly recommend celebrating your first crossing with a nice cup of proper tea. 

However, that’s not the only change on the map, as we say goodbye to the city of Holbrook and hello to the city of Winslow, a new addition you’ll definitely want to check out. Crossing the state border into New Mexico, The cities of Gallup, Albuquerque, and Tucumcari have also been completely reworked from the ground up, adding more detail to the cities, routes, and surrounding scenery that make the Route 66 corridor so iconic. 

Alongside the cities and highways themselves, the Route 66 Rework Project also revisits memorable landmarks and scenic drives across the region, including places like the Hoover Dam, the Grand Canyon, and Monument Valley, giving them a fresh look and helping the entire area feel more up to date and rewarding to explore. You can read more specifically about the work around these legendary U.S Landmarks in our recent dedicated blog post.
[/p][p]The best way to learn about all the changes is by hitting the road! We hope you enjoy what the team has created here, they’ve worked hard to bring this legendary route and its surrounding areas up to date with our current mapping standards, while still keeping the familiar feel that long-time drivers will recognise.

If you'd like to learn more about the Route 66 Rework Project, then be sure check out the series of dedicated blog topics here.

Driving Academy - Double Trailer Handling


This update will introduce a new module for Driving Academy, called the 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 maneuvers, then easing players into the techniques needed to reverse double trailers. From there, it shifts into more lively, real-world-inspired scenarios where you can really put your newly gained skills to the test. 

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, the Truck Driving Proficiency. To unlock the "Nerd of the Road" achievement, you now need to obtain three stars in only 15 scenarios instead of 23. This change will be active during the Open Beta, but on Steam, the achievement may still show the previous info until a few days before the official update releases.

New Truck Garages

Over the years, garages have become an essential part of building your trucking empire. They’re not just a place to store your trucks and hire drivers, but also a space that represents your progress and success on the road. That’s why our teams decided it was time to give them a well-deserved refresh.

As part of the 1.58 update, our designers have reworked the truck garages, bringing a fresh new look that better reflects the quality and level of detail you’ve come to expect from American Truck Simulator. From updated interiors to improved visuals and atmosphere, these changes are designed to make your garages feel more modern, immersive, and enjoyable to spend time in.

Our teams carried out a full visual rework of all three garages. The main goal was to refresh spaces that have become severely outdated and bring them up to date. They approached this rework with considerable ambition and genuine care. Their goal wasn’t just to update old models, but to turn the garages into a place players actually enjoy returning to. A space that feels rewarding to upgrade, explore, and appreciate down to the smallest details.

You can read more about the New Truck Garages at its dedicated blog topic here.

Vehicle Behaviour Physics & Collisions Update

As we prepare the ground for the arrival of new vehicle types through upcoming content for Euro Truck Simulator 2 and American Truck Simulator such as Road Trip and Coaches, we’ve revisited and significantly refined the in-game physics simulation, including how vehicles behave, how they respond to your inputs, and how collisions and contact with the world are handled. To make that possible, we had to take a major look “under the hood” and revisit some of the fundamentals of how physics is simulated in our games.

Some adjustments were made with these new vehicle categories in mind, often lighter, shorter, and in some cases more powerful than what our simulation was originally tuned for but many of the improvements also benefit every vehicle, including the trucks you’re already familiar with. The goal throughout all of this has been simple, to improve realism and responsiveness, while keeping the core truck driving experience you know and love fully recognizable, just better refined.

We first focused on improving throttle response, now based on a proper throttle torque engine map, alongside more realistic off-throttle engine resistance for smoother, more natural coasting. The engine also now revs slightly to build torque before pulling away, and a hill start assistant was added to make starts on inclines more reliable. 

For keyboard users, a new optional double throttle control system allows smoother control, holding the key applies partial throttle for easier cruising, while double-tapping gives full acceleration when needed.
[/p][p]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. [/p][p][/p][p]The audio you hear whilst driving has also been refined, 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.

In American Truck Simulator, we’ve updated the collision geometry on almost all roads, improving stability and enabling smoother curvature for better wheel contact and more predictable handling. To learn more in-depth about this topic, you can read more in our dedicated blog post 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 will now be presented through individual graphical widgets, each dedicated to a specific function. This approach allows for a cleaner on-screen experience and gives players more control over what information they want to see while driving. The widgets can be customized to better suit different playstyles and preferences, whether you prefer a minimal setup or a more information-rich HUD.

This redesign has been in development for some time and was frequently requested by the community. We previously showcased it exclusively to fans attending our third SCS Fan Day, and it has since undergone extensive internal testing, as well as senior external testing, with very encouraging results. As with all major changes, we will continue to closely monitor the Open Beta phase to collect your feedback, allowing us to incorporate it into future iterations and updates. Our ultimate goal is to ensure everything works smoothly and meets the expectations of the widest possible range of players.

Quick Info 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.

Overall, the newly designed Quick Info fits naturally into the new UI direction of the 1.58 update and supports our goal of creating a more modern, flexible, and future-ready user experience.

Truck Configurator 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.

These changes should make vehicle customization more accessible and enjoyable, whether you’re fine-tuning details with a mouse or navigating menus from the comfort of a controller.

This is a fairly big set of changes, and we want to be transparent about that. We know acclimatising to these adjustments may take some time, and that feedback from the community is crucial. That’s why the Open Beta phase will be especially important for us, allowing a broader audience to try these changes and share their thoughts.

All of these improvements are part of our long-term vision for American Truck Simulator and Euro Truck Simulator 2. They help us prepare the core of our games for exciting new projects that are yet to come, while also making everyday gameplay smoother and more enjoyable.

Management Screen 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.

Changelog 

Gameplay[/p]
  • [p]Driving Academy - Double Trailer Handling[/p]
[p]
Vehicles[/p]
  • [p]Vehicle Behaviour & Physics & Collisions Update[/p]
[p]Map[/p]
  • [p]Route 66 Rework Project[/p]
  • [p]Map Changes In Preparations for Road Trip [/p]
  • [p]New Truck Garages [/p]
[p]UI[/p]
  • [p]Tutorial Redesign & Contextual Hints[/p]
  • [p]Route Advisor Redesign[/p]
  • [p]Quick Info Feature[/p]
  • [p]Truck Configurator Improvements[/p]
  • [p]Management Screen Improvements[/p]
[p]So enjoy all the new additions, but please remember: It's only an open beta, not a stable public version - so you may encounter bugs, instability, or crashes. It's completely okay if you want to wait for the final release. But if you're interested in helping us to get there faster, we'd appreciate all of your feedback on our forum and your bug reports in the dedicated section.

Please check our modding wiki to get details pertaining to mods for the game.

If you wish to participate in this Open Beta, you can find this version in the Experimental Beta branch on Steam. The way to access it is as follows: Steam client → LIBRARY → right-click on American Truck Simulator → Properties → Betas tab → Beta Participation drop-down menu → public_beta. No password is required. Sometimes you will have to restart your Steam client to see the correct branch name there.

[dynamiclink][/dynamiclink][/p]

1.58 Update: UI & UX Changes

[p]Today, we would like to take a closer look at one of the bigger parts of the upcoming 1.58 update for American Truck Simulator - a broad set of User Interface and User Experience changes prepared by our Game Design team.[/p][p][/p][p]This update is another important milestone, as it touches many screens and menus you interact with on a daily basis. Some of these changes are a long-requested refresh, while others are a necessary step forward as we continue to evolve our games and prepare them for future projects we are actively working on.[/p][p]Why These Changes? [/p][p]Over the years, ATS has grown enormously. With that growth comes the need to revisit and modernize certain systems. Our goal with the 1.58 update is not only to refresh parts of the UI and UX visually and functionally, but also to create a more flexible and future-proof foundation that can support new features, content, and platforms down the road.[/p][p]We are fully aware that for some players, these changes may feel significant at first. Muscle memory built over hundreds (or thousands!) of hours might need a bit of retraining. However, we strongly believe that in the long run, these improvements will feel more natural, more up to date with modern standards, and more comfortable to use as our games continue to expand.[/p][p]What’s Coming in 1.58? [/p][p]With the 1.58 update, our Game Design team is introducing a substantial package of improvements, including:[/p][p]Tutorial Redesign & Contextual Hints[/p][p]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.[/p][p][/p][p]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.[/p][p]Route Advisor Redesign[/p][p]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.[/p][p][/p][p]Instead of a single, fixed panel, information will now be presented through individual graphical widgets, each dedicated to a specific function. This approach allows for a cleaner on-screen experience and gives players more control over what information they want to see while driving. The widgets can be customized to better suit different playstyles and preferences, whether you prefer a minimal setup or a more information-rich HUD.[/p][p][/p][p]This redesign has been in development for some time and was frequently requested by the community. We previously showcased it exclusively to fans attending our third SCS Fan Day, and it has since undergone extensive internal testing, as well as senior external testing, with very encouraging results. As with all major changes, we will continue to closely monitor the Open Beta phase to collect your feedback, allowing us to incorporate it into future iterations and updates. Our ultimate goal is to ensure everything works smoothly and meets the expectations of the widest possible range of players.[/p][p]Quick Info Feature[/p][p]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.[/p][p][/p][p]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.[/p][p][/p][p]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.[/p][p]Management Screen - QoL Improvements & Bug Fixes[/p][p]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.[/p][p][/p][p]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.[/p][p]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.[/p][p]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.[/p][p]Truck Configurator Improvements[/p][p]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.[/p][p]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.[/p][p]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.[/p][p] [/p][p]This is a fairly big set of changes, and we want to be transparent about that. We know acclimatising to these adjustments may take some time, and that feedback from the community is crucial. That’s why the Open Beta phase will be especially important for us, allowing a broader audience to try these changes and share their thoughts.[/p][p]All of these improvements are part of our long-term vision for American Truck Simulator. 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.[/p][p]As always, we look forward to hearing your feedback. Until next time, keep on truckin’![/p]

1.58 Update: Physics & Collisions Changes

[p]As we prepare the ground for the arrival of new vehicle types through upcoming content for Euro Truck Simulator 2 and American Truck Simulator such as Road Trip and Coaches, we’ve revisited and significantly refined the in-game physics simulation, including how vehicles behave, how they respond to your inputs, and how collisions and contact with the world are handled. 

[/p][p]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.  [/p][p][/p][p]The goal throughout all of this has been simple, to improve realism and responsiveness, while keeping the core truck driving experience you know and love fully recognizable, just better refined. Pavel Č, one of our programmers here at SCS Software, explained that despite the scale of the work, the goal was always to enhance what players already know and enjoy. “A lot of things under the hood changed, but we tried very hard to make sure that the core truck driving experience is still recognizable, but better,” he shared. 
[/p][p][/p][p]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.
[/p][p]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.

[/p][p]Another change that you may notice is that the engine now revs slightly to build up torque before pulling away. Pavel goes onto explain “This helps the truck feel a little more alive when moving off from a stop. However, that improvement also brought challenges in specific scenarios, particularly when starting on inclines, so a hill start assistant was introduced to support those situations and make them feel more reliable.”
[/p][p][/p][p]We've also spent time improving how the game feels for keyboard users, where the throttle control can often be an all-or-nothing experience. "We really wanted to improve the way the throttle behaves with keyboard controls", Pavel said, which led to the development of the double throttle control system. Holding the throttle key now applies partial throttle, allowing for smooth, controlled acceleration and making it easier to settle into a relaxed cruising pace. When you do need more power for situations like overtaking, or climbing a hill, you can "double tap" the throttle key for full acceleration potential. Once you've finished your overtake, or topped the summit of the hill, simply release the throttle key, and press it again to return to a partial throttle state.[/p][p][/p][p]This feature will be turned off by default, meaning vehicles will continue to deliver their full performance as usual. However, you’ll be able to enable it through the settings if you’d like to try a smoother, more relaxed throttle response on a keyboard. Once the 1.58 update arrives, we recommend giving it a go. It may be an option you find especially useful not only for trucking, but also for driving in the future.
[/p][p][/p][p]Preparing the physics simulation for the arrival of smaller vehicles wasn’t simply a matter of tweaking a few values. It required careful attention to a system that has been developed and tuned around trucks for many years, and expanding that simulation beyond its original design. “We had a working physics simulation for trucks that was very in-depth, but extending a simulation outside of its original bounds meant a lot of changes,” Pavel explained.[/p][p][/p][p]We also took the opportunity to revisit another important part of the driving experience in this upcoming update. For American Truck Simulator, we’ve adjusted the collision geometry of almost all roads, and this work has also helped improve the stability of trucks in some specific cases. One example of where you may feel the difference is when entering turning lanes at highway intersections at higher speeds, where handling can now feel more consistent and controlled.[/p][p]
[/p][p]More technically, this comes down to how road curvature was represented in the original triangle-based collision model. As the road roll angle changes, the triangles used to form curves could create a subtle “sawtooth” profile along the center of the road, as the collision faces turned toward each other. This could reduce the friction force applied to the wheels in certain situations, impacting stability and smoothness. With the updated collision model, we now have the opportunity to create smoother road curvature directly within the collision geometry, improving wheel contact and delivering more predictable behaviour on the road.[/p][p][/p][p]The 1.58 update is just the beginning of a wider set of improvements we’re working towards. It marks the starting point for bigger changes we’ll be making in preparation for upcoming content, while also pushing forward the overall quality, realism, and responsiveness of the driving experience for both Euro Truck Simulator 2 and American Truck Simulator. [/p][p][/p][p]As we continue working on the new vehicle types coming to our games, especially for Road Trip, we’re stepping into territory we’ve never had to simulate before. Some of these vehicles can come with levels of power and torque that push our in-game world, assets, code, and physics systems in entirely new ways. [/p][p]
[/p][p]From the very beginning, the plan with Road Trip has never been to compete with racing or hardcore simulation games, but to offer something different, a chance to explore and experience the virtual world we've created from a fresh perspective behind the wheel of iconic vehicles, striking a balance that would keep it enjoyable even for casual players. Because of that, we may prefer to set up a vehicle's performance settings so that the player is not punished too hard for driving errors. We will make choices that fit the limited narrative of the early Road Trip packs, choices which we may revisit later, as the ambition with our Road Trip concept is to evolve it over time. We want to ensure that the driving experience remains believable, stable, and enjoyable.[/p][p]
[/p][p]Our team involved in this project wanted to share a few words with you, our #BestCommunityEver “I would like to encourage all players to try the Open Beta once it is available, and share their feedback to help with further development. Input from our community is an integral part of our daily work, and it’s thanks to you that we can keep improving.”[/p][p][/p][p]We hope you enjoyed reading this blog on and perhaps learned a thing or two about the development of our driving physics. If you did, be sure to leave a comment on our blog. Until next time, keep on truckin’![/p]