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American Truck Simulator News

Under the Hood - Custom Depots

It's been a while since we last delved 'Under the Hood' to give you a more in-depth look into the work happening behind the scenes at our offices. Today, we're happy to share with you a deeper insight into Custom Depots! This is a work in progress project that had its first iteration featured in our recently released Kansas DLC for American Truck Simulator, which will continue to be developed for future updates and map expansions.

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Whilst we are working on creating a new map DLC, members primarily from the asset teams create depots, a type of prefab that are built upon further to create the unique industries which we know and see in-game. Previously, these depots took quite a while to create, and often resulted in industries with similar layouts and cargo delivery spots.


However, with the creation of the Kansas DLC, the teams have created a new functioning 'Custom Depot'. This new change allows for our map team to have more customisation control over the depot's layout, both visually and gameplay wise. This brings a number of new options to the table which will ultimately allow for a more realistic and variable gameplay experience when it comes to delivering to and from these custom depots in-game.

Starting with Farming and Agriculture depots, this new technology allows us to make every crop farm in the Kansas DLC unique not only visually but also functionally. One of the team members working on this project is Veronika B, one of our Depot & Asset Producers. We spoke with her a little more to understand the work being carried out, and what it means for players.


"We try to add new depot sites with every map DLC" Veronika tells us. "Previously, creating depots was quite a complicated process. Each new depot had a cross-department "lifecycle" which started from research and went onwards to asset designers, then onto QA testing where it was then passed back to the map designers for implementation. We also receive help from Vehicles team (for new cargoes that usually complement new depots in DLCs), asset designers for in-game company branding or additional assets. Some depots can take a few months to create"

"In the case of Custom Depots, Map Designers are now able to create a majority of the depot with separate models and also add new company items on the prefab to be connected to our road system. The Map Designer becomes the main creator and can also decide where drivers should deliver their loads"


We spoke with one of our Map Designers, David F about the change, and how he found working on the new custom depots. "It is a pretty big challenge, but that's what makes this part of map designing even more attractive for me." David tells us. "As a Map Designer, you have to think about every possibility where players can go, as well as what they can see and do there. It also has to be enjoyable for the player to navigate and explore that place, so it's a pretty big responsibility for us."

"You can imagine this project in three phases. The first phase is carrying out research for every type of depot and their parts." David goes on to explain, "We find a huge amount of information on the depot. For example with farms, how they look, how they work, which cargos are involved and so on. This knowledge is necessary as it would not be possible for us to build it otherwise! So I want to give a big shout-out to our research team, they are doing a great job."


"The Second phase is about creating the layout of the depot, where we focus on parking spots, where players load and unload their cargo. When we are happy with the layout, we have our Q&A team check it, and to find any potential issues with that depot. In this phase we also discuss with the asset team about new models. The Third phase is about "making it nice", so we work hard to bring the depot to life with custom models and assets and prepare the depot for integration into the map."

"Luckily, our team is not alone in the task of creating these new custom depots. We are part of a big team with colleagues from multiple departments involved, which I am very happy about, because the passion of every member brings something new to this job which I love!"


"Until today, we had only one prefab before Texas DLC for grain elevators. The map designer would use it and create the surroundings as he wished, but the core of the site (depot itself) remained the same and was somewhat rigid." Veronika shares with us, "However in the Kansas DLC, players can discover 6 different grain elevators, a majority of which are based off of real life industry references from the actual city where they are found."

While this project is still in its first phase, Veronika tells us that in the future they hope to continue to further develop custom depots. "We already have plans to use a mix of rigid depots and custom ones for both ETS2 and ATS too" Veronika tells us. "I cannot share more, but we already have ideas in the works to support map designers with documentation, references, share feedback (from research, QA, asset teams that normally create rigid prefabs) and bring players more unique sites for hauling."


However, this new technique of creating custom depots does not mean all future depots will be created this way. Our teams carefully select which depots should be custom created, but rest assured, we have lots of ideas on how we can best utilize them. We are sure the community will have a lot to look forward to.

"I am very happy with the work of map designers, we know it hasn't been an easy task." Veronika shares with us. "I'd like to thank those from Research, QA, Programmers, Vehicles and Assets who helped us understand Farms and Grain Elevators, unload/load points, and to fill the scene with unique models, as well as using our new company items"


"I hope that players enjoy these depots in Kansas DLC. We look forward to hopefully bringing more of them in the near future, with some potentially exciting gameplay features in the works for other industries too! It's not an easy task to create them, but we look forward to the challenge"

We hope to bring you more news on the development of Custom Depots in the near future. You can check out the first iteration of these depots in the recently released Kansas DLC for American Truck Simulator. Let us know if you've delivered to one already!

https://store.steampowered.com/app/2298430/American_Truck_Simulator__Kansas/

Arkansas - Guess Where We Are

It's time to put your geographic knowledge and detective skills to the test! Can you Guess Where We Are? In this blog, you can find a selection of screenshots from Arkansas, one of our in-development states for American Truck Simulator. Think you can correctly identify the real-life equivalent location for each of these shots? Share your guesses with us in the blog comments!


We look forward to seeing who was able to get closest with their guesses. Whilst Arkansas is still under heavy development, we hope this blog gives you a glimpse into the work being undertaken. If you like what you see, be sure to add the Arkansas DLC to your Steam Wishlist and follow our social media (Twitter, Instagram, Facebook, TikTok) to always be up to date with any news and updates.

https://store.steampowered.com/app/2585150/American_Truck_Simulator__Arkansas/

Michelin Fan Pack DLC Release

We're thrilled to present a fresh collection of truck tires and accessories, officially licensed from Michelin for American Truck Simulator. To enhance the experience, we've added a variety of "aftermarket" goodies and paint jobs, creating a blend that's sure to bring joy to every Michelin enthusiast.


Michelin, a global giant in tire manufacturing with a rich history spanning over 120 years, is renowned for innovation. The unmistakable brand identity is embodied by Bibendum, the iconic Michelin Man, one of the oldest trademarks worldwide.

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Check out the Michelin Fan Pack DLC for American Truck Simulator on the Steam Store. While the officially licensed tires are listed below, there's more to explore. Just as many drivers go the extra mile to personalize their vehicles, we're offering a selection of additional cabin accessories and fan-inspired paint jobs beyond the official merchandise.

Truck & Trailer tires:

Steer Tires
  • X Line Energy Z 275/80 R 22.5
  • X Multi Energy Z2 295/75 R 22.5
Drive Tires
  • X Line Energy Z 275/80 R 22.5
  • X Multi Energy D 275/80 R 22.5
  • X Line Energy D+ 275/80 R 22.5
  • X Multi Energy Z2 295/75 R 22.5
  • X One Line Energy D 445/50 R 22.5
  • X One Line Grip D 445/50 R 22.5
Trailer Tires
  • X Line Energy Z 275/80 R 22.5
  • XTE 275/80 R 22.5
  • X Multi Energy Z2 295/75 R 22.5
  • X Line Energy T2 295/75 R 22.5
  • X Line Energy Z 275/80 R 22.5
  • XTE 275/80 R 22.5
  • X Multi Energy Z2 295/75 R 22.5
  • X Line Energy T2 295/75 R 22.5
  • X One Multi Energy T 445/50 R 22.5
  • X One Line Energy T2 445/50 R 22.5
Truck and trailer paint jobs & accessories:

Truck paint jobs
  • Michelin Bibendum
  • Michelin Tracks
Trailer paint jobs
  • Michelin Bibendum
  • Michelin Tracks
Cabin accessories
  • Michelin Cap
  • Michelin Gloves
  • Michelin Coat
  • Michelin Bottle
  • Michelin Bag
  • Michelin Coffee Mug
  • Michelin Glasses
  • Michelin Bobblehead
  • Michelin Notebook

Also, don't forget to decorate your cabin with the new cool Michelin accessories! We are adding nine of them, and the choice is up to you. We look forward to hitting the road with a Michelin Bobblehead nodding on our dashboard, sipping coffee from a Michelin mug, and keeping a handy Michelin bag by our side.


This DLC represents a significant milestone as we continue to integrate prominent transportation brands into our game universe. It's a moment for celebration, and we want to share this joy with the most dedicated players of American Truck Simulator!


With the release of this DLC, our vehicle team is going to update the Michelin Fan Pack DLC for ETS2 as well by adding two brand-new Michelin paint jobs for your trailer!


We hope you are excited to see what the Michelin Fan Pack DLC has to offer. If you are, you can get the DLC on Steam. Keep in mind to check out our social media profiles (X/TwitterInstagramFacebookTikTok) and give them a follow to stay in touch with the latest news!

https://store.steampowered.com/app/2675870/American_Truck_Simulator__Michelin_Fan_Pack/

California Rework - Research Trip

Earlier this year, five members of our American Truck Simulator map team had the opportunity to explore California and neighbouring states in the USA. Their trip served the dual purpose of collecting references and information while also drawing inspiration for the California Rework project. In this blog, we'll be giving you a glimpse of the team's adventures.


The team consisting of Jan (Janek), Nicolaj (RACERTOFT), Hoang (Johny), Juraj, and Martin (Raffnit) managed to drive around 3500 miles in 12 days and visit four US states - California, Nevada, Arizona, Utah.

"The aim of our trip was to go through the areas we are currently working on or would like to rework or reskin in the future. Mainly central and southern California, but the road also took us to western Arizona and Nevada," says Janek. "Among the big cities, we managed to visit San Francisco, Los Angeles, San Diego, Phoenix, and Las Vegas. All cities offered us a very valuable experience in how to properly grasp their size and adequately translate it into our game."


The team not only had the opportunity to gain experience from American cities but also derived valuable insights from the diverse American natural landscapes and national parks. They were also able to visit several areas with the intention of faithfully representing them as depots in our game.

"I can probably speak for the entire crew when I say that this trip was very rewarding and eye-opening for us in many ways. And we were able to see the real America that we could only imagine from our Prague offices," Janek shares with us.


It was quite hectic for the team as they saw so many iconic places in such a short time. "We were overwhelmed with information and landmarks. It's a very different landscape for us from Europe, and sometimes it gave us a headache to see something new all the time. That's probably the strongest experience I took away from it," says Johny. "I was surprised that everything is designed for vehicular traffic. You don't see that much concrete in Europe. But the Californian countryside is very beautiful and looks quite idyllic."


"Visiting the cities we'll personally be working on gave us an amazing insight into how the cities are supposed to feel, what kind of a vibe they give off and what are some of the most iconic and memorable moments while driving through there that we should represent in our game. I was thrilled by the engineering of the large interchanges, while riding on some of the ramps raised high above the ground one might almost feel like floating through the air," says Martin.


The research trip to the USA proved to be a highly beneficial experience for the team. It became evident on-site that the importance of firsthand experience cannot be overstated, as photos and references from internet maps can be quite distorting.

"We could see this, for example, in the shape and curvature of the roads. Everything in the US is bigger than here in Europe. I was very positively surprised that everything was clean and very nicely groomed. I was literally shocked by the beautiful and varied nature we were able to experience, not only in the national parks but also along the highway as we moved on to other places," Juraj tells us.

We look forward to sharing how these research trips translate to our virtual recreation of the states in the future. Until then, we hope you enjoyed this little insight on the process of recreating a state/region, and how our teams gain experience and knowledge of the states. Stay tuned for more updates by following our social media channels (X/TwitterInstagramFacebookTikTok).

https://store.steampowered.com/app/270880/American_Truck_Simulator/