Woven Wonders of Winterland Event Conclusion
January 16

On Sunday, we wrapped up the Woven Wonders of Winterland, our World of Trucks event that brought us back to this magical snowy map once again. Now it's time to look back and see how our community rose to the challenge and completed the milestones we set!

First, we'd like to thank everyone from our #BestCommunityEver who took part in the event, as well as our team who worked behind the scenes - making improvements and creating new rewards for you to enjoy. We're truly happy to see so many of you taking part!

The personal goal challenged truckers to complete 15 deliveries, including at least one delivery to or from each of the five depots. We're happy to share that 101,762 of you achieved this goal and can now enjoy your rewards: a World of Trucks Achievement, the Winter Woollies truck paint job, and - if you didn't already have it - last year's collection of six decorative festive exterior cab lighting arrays.

The community goal was to earn at least 1,000 Snowflakes for cities across all trucking territories (with one Snowflake awarded for every 1,000 deliveries completed between a city and Winterland). You achieved this goal as well, completing an impressive 2,263,339 deliveries across both games in less than a month!

This means that everyone who also completed their personal goals will receive all five Christmas-themed cabin accessory rewards. We hope you had fun dressing up your truck in true festive style with these!

Once again, thank you to everyone who took part! We're already looking forward to more events in the future. Make sure to follow us on our social media (X/TwitterFacebookInstagramBluesky, and YouTube), or sign up for our newsletter if you don't want to miss out on any news from our games. Until next time, happy travels!

https://store.steampowered.com/app/227300/Euro_Truck_Simulator_2/

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Project Benelux Rework: Liège
January 15

Arriving in Belgium? Then Liège is one of the cities you will want to visit when the Benelux Rework project for Euro Truck Simulator 2 is done! And in today's blog, you are about to see why.

Nestled on the Meuse River in eastern Belgium near the German and Dutch border, Liège is a beautiful city with a long history reaching back more than 1,000 years. As the cultural center of the Wallonia region, Liège has many stunning historic landmarks. Often called "the fervent city", it grew through the coal and steel industries that shaped the region for decades. While much of that heavy industry is now part of the past, Liège remains the economic and logistical center of the province.

Approaching the city via the E25 and heading south onto the A25, drivers will follow the Meuse River toward the industrial area around Monsin Island. This hub features a riverport depot, along with delivery opportunities to a landmark beverage factory located on the western riverbank, recreated to represent its real-world counterpart as a recognizable landmark alongside a nearby office building and a hydroelectric power station.

Continuing along the E25 toward the west leads to the impressive E25–E42–E40 interchange, offering scenic views of the city skyline with several distinctive high-rise buildings. From this route, truckers can also spot some of Liège's most notable architectural landmarks, including the striking modern Guillemins railway station, the Basilique de Cointe, and the Interallied Memorial of Cointe overlooking the city.

To further enhance the feeling that you are really there, our map designers included a few more recognizable details in the map, such as a waste recycling complex by the river, the tall pillar of the De Wandre Bridge visible on the horizon, and the Mémorial Albert Ier standing at the tip of Monsin Island.

And that's it for today. We hope you have enjoyed this preview of the wonderful city of Liège! If you did make sure to keep up to date with the future updates by following us on X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter! Until next time, we wish you safe travels.

https://store.steampowered.com/app/227300/Euro_Truck_Simulator_2/

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Looking back at 2025!
January 10

As we look back at 2025, and into the new year, we’d like to take this opportunity to reflect on another busy and rewarding year. It's one that wouldn't have been possible without the support from you, our #BestCommunityEver, and our ever-growing talented team behind the scenes here at SCS Software.


2025 has been a truly momentous year for us. Both Euro Truck Simulator 2 and American Truck Simulator have been receiving a wide range of updates and new content, including new map expansions, multiple game updates, completed and announced rework projects, the release of the Driving Academy module, Truck Driving Proficiency, and many other additions.

Truthfully, 2025 has been a huge year for us, and it’s almost impossible to fit everything into a single blog post. That’s why our talented video team has put together a special 2025 wrap-up video, capturing many of the highlights from the past year. We’d love for you to take a moment to watch it and reflect with us, and feel free to leave a comment sharing your virtual trucking highlight from 2025. We’re really looking forward to reading them!

As we look ahead to the coming year, there’s plenty more to be excited about. If you haven’t already, be sure to check out our Christmas Special livestream with Pavel, where we shared a little insight on the road ahead in 2026. 

From all of us at SCS Software, we wish you a wonderful start to the new year and want to thank you for all your support and for every mile you’ve shared with us on the road. It truly means a lot to us, and we’re excited to continue this long-haul journey together into the year ahead. Until next time, keep on truckin’!

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Under the Hood: Producer for the Coaches project with Dominik
January 9

Are you curious about how our Coaches DLC for Euro Truck Simulator 2 is being created? You're in luck! Today, we're giving you a behind-the-scenes look at this upcoming expansion. We interviewed Dominik, the producer of Project Coaches, who will share a few insights.

"Hi, I'm Dominik, and I'm the producer of the Coaches DLC. Even before I joined SCS, I was very interested in coaches, waiting for news, and looking forward to what SCS would come up with. When I moved into the role of a producer, and we were discussing what project I could take on, coaches were the obvious choice. It's a very interesting project with a long history, but one that has been stagnating for many years. Taking it on and seeing it through to completion is a challenge. I'm very happy to have been given this opportunity and to be able to work with the team on this great project," he shares with us.

Dominik has been with our team for several years, and his path to becoming a producer for the Coaches project has provided him with strong, relevant experience.

"I joined SCS as a map designer for the Italia DLC. I gradually worked my way up to map lead, and after a few years, I moved to the position of a producer. This prepared me quite well for Coaches' development. I had extensive knowledge of the map and coach station coverage, I was familiar with the map development process, asset submission, and managing large numbers of people and tasks. Of course, there were many other challenges ahead of me. Working with the game design and programming teams was new to me, and overall, it was a more agile project with more unknowns than in map development," Dominik told us.

So, what exactly does a producer do on a project like this? Dominik gave us a clear overview of his responsibilities and how they all come together to ensure the project's success.

"The main focus of this position is coordination. My job is to ensure that the whole team pulls together, that everyone knows what they are supposed to do, and that they have all the necessary resources and information to reach our common goal as quickly as possible. Sometimes it is necessary to secure additional capacity and work outside the team; for example, when we discovered that we couldn't render such a large number of raindrops due to the large windows on coaches. This problem concerned the rendering team, as no one within our team could solve it. I try to keep track of the direction of development so that I can quickly respond to any changes that may arise," he explains.

Of course, a project like this doesn't come without its challenges. Dominik talked about some of the hurdles involved and how he works through them.

"The difficult thing is to keep the scope of the project under control. We and the community have lots of ideas and expectations about what could be incorporated, but we need to remember that our team is relatively small and we don't want this project to drag on for another 5 years; we want to get it to our players as soon as possible. So we need to carefully choose what we focus on now and what we will develop in future updates."

Dominik also explains the core design thinking behind making this game mode feel distinct from trucks while still fitting naturally into the existing game.

"The basic question we asked ourselves was what makes coaches different and how to make them unique. The answer, of course, was the passengers. Not only can they be seen inside the vehicle, but the player must also drive more carefully; they should not slam on the brakes or make sharp turns if they want to avoid a penalty. Last but not least, we are also working on sounds so that the player is aware of the passengers thanks to the sounds. At the same time, we are mindful that the primary focus of the game is still trucks, and coaches are an addition, so we don't want to get bogged down in simulating the management of a coach company or hiring drivers," Dominik shares with us.

The team working on Coaches is still relatively small, but there are a lot of people joining the project in consulting roles, for example, but don't work on it directly.

"We have put together the core gameplay with a team of four: a producer, a game designer, a programmer, and a tester. Then there is a branch of the team that takes care of the map, where we have a researcher and currently two map designers – one deals with coach stops, the other with map modifications necessary for the proper functioning of coaches, such as border crossings. And of course, the QA at the end. Finally, we have the vehicle part, consisting primarily of two vehicle designers and also QA. If I were to add up all the various additional consultants, asset designers, physics programmers, marketing, etc., I would say that a total of about 20 people are working on the coaches," he says.

For Dominik, this project has been something of a dream come true. Having wanted to work in this area since childhood, he is a natural fit for the producer role.

"Ever since I was little, I've been a fan of anything with wheels, and I couldn't wait to get my driver's license so I could drive myself. I liked to sit at the front of the bus and watch everything the driver had to do, how he had to take corners, check his mirrors, make sure he had the engine brake on, and so forth. When I couldn't drive myself, I at least explored what the gaming world had to offer. I played games from SCS, at that time the 18 Wheels of Steel series, almost every day, and Bus Driver was a must. I didn't become a bus driver, but I still play simulators, not only those from SCS but other titles as well," he explains.

What Dominik enjoys most about his work is being both a fan of simulators and being closely involved in the development process.

"I can try out internal builds as features are gradually added and the project comes together. I can see the progress. I can go through it and see how we are moving forward, and everything that was once just ideas on paper is now really working in the game. It was great to organize an internal playtest where we watched various colleagues who haven't had much contact with the project drive the coaches. It was great to see their reactions and suggestions," he says.

Apart from the fact that players will be able to try out different vehicles in the game, Dominik believes it will be the passenger satisfaction system that they will enjoy the most. "Players have to balance arriving at the stop on time with not driving too fast and upsetting the passengers. This adds a whole new dimension to the gameplay that players haven't experienced in our games before," he shares with us.

For the Coaches DLC, the team looked for inspiration everywhere possible, as Dominik says: "We looked at our older game, Bus Driver. Of course, we browse forums and other sources for ideas from the community, we have a person on our team as a consultant, who worked as a bus driver for many years, and last but not least, we also looked at other games in a similar genre."

He also believes that this project won't end with the release, as they already have some future plans. "Of course, I don't want to make any empty promises about what we might deliver a year after release, but we want to continue working on the project, and we have further plans and updates for it. For example, we are currently exploring cooperation with other long-distance coach manufacturers. We would also like to further support the tourist aspect of the game and take players to places that are attractive to tourists, thereby guiding them through the scenic locations we are building in the game," Dominik hints.

And at the end of the blog, he has a short message for our #BestCommunityEver. "In conclusion, I would like to say that I am really looking forward to the release. I hope that the coaches will entertain the community. I look forward to reviews and reaction videos, and I believe that this will encourage SCS in a similar way as do the positive reactions to Nordic Horizons and Louisiana," Dominik says.

We hope you liked this peek behind the curtains of this upcoming expansion. Don't forget to add the Coaches DLC to your Steam wishlist! If you want to keep track of future updates, make sure to follow us on X/TwitterFacebookInstagramBluesky, and YouTube, or sign up for our newsletter. Until next time, happy travels!

https://store.steampowered.com/app/3809270/Euro_Truck_Simulator_2__Coaches/

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Project Benelux Rework: Antwerp
December 30, 2025

Today, we are excited to present a fresh look at one of Belgium’s most iconic and culturally vibrant cities, Antwerp, as part of the Project Benelux Rework. Known for its vast port, historic landmarks, and lively urban atmosphere, Antwerp will make its first-ever appearance in Euro Truck Simulator 2, expanding the map with a wealth of new locations, authentic details, and diverse driving experiences.

Antwerp stands proudly along the banks of the Scheldt, and for drivers, the city’s character becomes immediately apparent upon approaching the Antwerp riverport. This busy waterfront area captures the energy of daily trade and movement, offering a scenic yet industrious welcome to the city. From here, players will weave through streets lined with modern infrastructure and historic brickwork.

Venturing further into the city centre, drivers will encounter the Kipdorp site, currently the focus of the largest archaeological excavations Antwerp has seen in many years. This remarkable location adds a strong sense of history in motion, with its exposed foundations and ongoing research efforts reflecting the city’s deep past. Soon after, the elegant Parkbrug comes into view, its distinctive white steel design arching gracefully as it connects two busy districts. Crossing it offers a moment of calm above the traffic below, with a panoramic glimpse of the city’s rooftops.

Not far away, players will pass by the bus station, a hub of urban transportation where trams and buses converge. In true Antwerp style, this area blends modern city life with pockets of culture, and one such cultural highlight sits just a short drive further along the route: the chocolate museum. This deliciously themed attraction pays homage to Belgium’s world-renowned confectionery traditions and stands as a familiar landmark for locals and travellers alike.

As the road stretches onward, a sudden shift in atmosphere greets drivers at the entrance to the city’s Chinatown Gate, an ornate and colourful structure marking one of Antwerp’s most distinctive cultural quarters. Following this, one of the city’s most recognisable landmarks appears: Antwerp Centraal Station. Renowned for its grandeur and architectural beauty, the station has been faithfully reimagined to reflect the impressive presence it commands in real life.

Of course, no depiction of Antwerp would be complete without its world-famous harbour. As drivers leave the centre and head north, they will arrive at the Antwerp port, beginning with a carefully detailed entrance area that sets the tone for the scale ahead. The route continues into the industrial heart of the city, where players can expect to discover a dedicated chemical depot and many other places.

From cultural marvels to industrial giants, Antwerp is a city of contrasts, and our rework aims to capture every one of them. Whether crossing iconic bridges, navigating bustling urban streets, or exploring one of Europe’s largest ports, players will find no shortage of landmarks to explore and new experiences to enjoy.

And that's it for today. We hope you have enjoyed this preview of Antwerp! If you did make sure to keep up to date with future updates by following us on X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter! Until next time, we wish you safe travels.

https://store.steampowered.com/app/227300/Euro_Truck_Simulator_2/

162 comments