Welcome to St. Louis! When you are cruising through Missouri, make sure to stop by its second-largest city with plenty of beautiful landmarks, industries and more. Let's take a closer look.
St. Louis, also known as the Mound City, is nestled on the west bank of the Mississippi River which marks the state's border with Illinois. It is a major transportation and distribution centre, and the Mississippi River plays a big part in that as the city is the country's second-largest inland port. St. Louis is also one of the largest rail hubs in the US, with an international airport and a broad network of interstate highways.
Truckers passing through are in for a treat as Mound City is full of amazing historic buildings and other landmarks that our map teams meticulously recreated for this upcoming map expansion. The most famous and recognizable of them all is probably the iconic Gateway Arch which commemorates the city's role in the westward expansion of the USA.
But there are more landmarks inspired by their real-world counterparts such as the Old Courthouse or the St. Louis Hotel, the Basilica of Saint Louis, multiple lawyer centres and a luxury apartment building. Can you recognise these locations?
There are also some beautiful bridges in the city like the Jefferson Barracks Bridge, Blanchette Bridge, and the St. Louis Memorial Bridge. More iconic buildings can be seen in the distance as part of the city's skyline, among them are a stadium, courthouse, and many others.
Truckers can look forward to a wide range of various depots waiting for cargo in the city, two of which are really unique. If you head south of St. Louis, you will come across an underground warehouse located in an old limestone mine where you will be able to deliver plenty of different types of cargo.
Our map designers have also recreated a local well-known beer brewery with great attention to detail along with its 1:1 landmarks which are the gem of the whole area. Apart from that, you will find other industries such as the rail supply depot, a chemical plant, a big car factory, and others.
Another SCS On The Road episode is here! Today, Nemiro, Mark, and Oscar are taking you along on their visit to Hammett Excavation in Dodd City, Texas, where they got an exclusive look at some incredible trucks from their collection.
Our visit to Hammett Excavation - an amazing company specializing in excavation machinery and transportation in Texas - was primarily to gather reference materials from their extensive truck collection as they generously helped us get some of the missing references needed for our vehicle department projects, mostly on the Peterbilt 389.
While we were there, we got so captivated by their stories that we decided to record a short SCS On The Road episode showcasing their work. Their passion for trucks has led them to design and build some truly unique, custom-made, and legendary vehicles, many of which have earned them top awards at some of the most prestigious truck shows. We would like to give a huge thanks to Kaleb Hammett and Brandon Mendenhall from Hammett Excavation who both helped us greatly in creating this episode. Now, without further ado, let's watch it!
We hope you have enjoyed this episode! Stay tuned for more updates by following us on our X/Twitter, Facebook, Instagram, Bluesky, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. Keep on truckin'!
At SCS Software, we love celebrating the passionate individuals who bring our trucking simulators to life. Today, we’re excited to feature a dedicated content creator and truck-sim enthusiast, Mark Armstrong. Mark has built an impressive setup and a thriving community (Armstrong Gaming) around his love for virtual trucking, making him a well-known figure in the simulation world. Let’s dive into his journey!
“I am Mark Armstrong, I am from the northeast of England, born and raised. I currently am 34 and I'm a huge driving simulator enthusiast!”
Before discovering his love for trucking and simulation gaming, Mark was an avid cyclist, riding competitively with his father. His dad wasn’t just a parent, he was a best friend and mentor. They shared a passion for road biking, mountain biking, and trials-riding, always pushing each other to be better. “My dad was more of a friend than a dad, really. He was my riding partner, my motivator. We did everything together, whether it was fixing bikes in the garage or hitting the roads. He was always there.”
However, a severe accident at 20 years old changed Mark’s path, leaving him unable to continue cycling. Looking for a new passion, he turned to gaming, a decision that would shape his future. “I had a severe accident, which caused me to be unable to ride... I was housebound and I actually sat one day on the sofa and made a joke about 'Farming Simulator' and then for Christmas, my wife at the time and my dad actually got me the game, and that's where it all started.”
From there, Mark quickly became engrossed in the simulation gaming world, exploring different titles until he discovered Euro Truck Simulator 2 through a friend, which he instantly loved. His passion for virtual trucking led him to build his first simulator setup, starting with a basic wooden rig and an affordable steering wheel. “I started on a wooden shoe rack that I took apart, put it back together into the shape of a simulator, and bolted a seat from a Renault Clio onto it. Then I put a 30-pound steering wheel on. You don’t start where you end up, you have to start small.”
His love for simulation extended to American Truck Simulator, where he developed a deep appreciation for American trucks, particularly the Peterbilt 389. “I like the big chrome, big shifter, laid-back seating position. That’s what I like. But as soon as I go on ETS2, I want to sit like a Scania driver, so I change everything around.”
Mark’s journey into content creation was heavily inspired by his father, who had experimented with uploading RC tank videos to YouTube. “My dad mentioned one day, 'Start a YouTube channel, record some videos, bring them to my house, and I'll upload them for you because I have internet.' Brilliant. That’s what I did.”
Over time, Mark transitioned into livestreaming and built a loyal following. His father played a huge role in this, not only as a supporter but as a gamer himself. “My dad was gaming before I even was. I remember him getting into Colin McRae Rally back in the early 2000s when we still had dial-up internet. He was always ahead of the game, even buying a new graphics card every few months since the technology moved so quickly. He swore he’d never get back into gaming, but when I started trucking, he couldn’t resist joining me again.”
Mark’s father became an integral part of his streaming journey, joining in on multiplayer convoys and even taking over the channel occasionally. “He loved it. He went full in, bought himself a full gaming rig, triple monitors, everything. He would take over my streams so I could take a break. He was just as passionate about it as I was.”
Unfortunately, in November 2023, Mark’s father passed away unexpectedly. The loss was devastating. “Losing my dad was the hardest thing I’ve ever faced. We had built so much together. He wasn’t just my dad, he was my best mate, my biggest supporter. And suddenly, he was gone.”
Mark not only lost his father but also his home, as his dad had taken over financial responsibilities after Mark’s wife left.”After he passed, I lost the house too. I was basically homeless for five months, bouncing between friends' houses and staying with my 91-year-old Nan. It was a hard time, but the community kept me going.” Despite the immense personal challenges, Mark continued to stream, leaning on his audience for support. He eventually found a new home and rebuilt his studio, determined to carry on his father’s legacy.
Mark’s current setup is a testament to years of dedication from both himself and his father. His simulator consists of a triple 65-inch 4K 120Hz TV setup, a SimMagic Alpha Mini wheelbase, and a collection of truck shifters built by a dedicated community member. For those who have had the pleasure of tuning into Marks stream, you'll know his streams almost look like the real deal! “I stream in kind of a POV style, I have my GoPro camera located behind me, like your sitting on the bunk in the cabin. It gives you that aspect that you’re driving with me.”
While Mark’s simulator setup is already impressive, he always looks for ways to improve. “The simulator side of things is limited, because I want my community to be able to enjoy the view and setup as much as I do. If I were to set it up just for me, I’d make the rig a lot more enclosed and immersive. But I choose to balance it so that everyone can enjoy it”
With over 300,000 followers across YouTube, Twitch, TikTok, and Discord, Mark has built an incredible community. He credits his audience for keeping him motivated and finds joy in interacting with fellow truck sim enthusiasts. “The community has been fantastic. People think you need emotional or financial support, but you really don’t. If you turn your stream on and there are 10 people there in a happy mood, that’s my support.
Mark also tells us of how the kindness of one of his followers led to a relationship, “One of my subscribers, Mitch, very kindly gifted a Fanatec McLaren wheel for my setup. Through my streams, he met two other community members, one who became a very close friend, and the other he recently became engaged to; our community really is special”
Streaming is more than just a hobby for Mark, it’s his full-time passion and job “I can never drive in real life, so I am literally driving for a living through my channel, which is amazing. If you’re looking for a community to join, we are very, very laid back, and we'd love to have you join us, whether you choose to just watch or drive along with us.”
For those looking to follow Mark’s adventures, you can find him streaming on YouTube and Twitch under ArmstrongGaming. “We don’t have a set schedule because of my health. But we go live when we can and as much as possible. We just keep things very calm and collective, no drama, just trucking with friends. Thank you, Mark, for sharing your incredible journey with us! Keep on trucking, and we’ll see you out on the virtual highways.
Has Euro Truck Simulator 2 or American Truck Simulator played a vital role in your life? If so, we'd love for you to share your story with our community! If you're interested, you can contact us on X/Twitter,Instagram, or BlueSky!
Today, we're excited to share more previews of the custom-made depots featured in our upcoming Missouri DLC for American Truck Simulator! This blog serves as part 2 of a previous post, if you haven't read it yet, you can check it out here.
Also known as The Show-Me State, Missouri offers a diverse range of depots for drivers to deliver to and from. However, one particular industry in this DLC stands out as truly unique! Drivers should exercise extra caution when approaching this custom depot, as the results could be… explosive! It’s time to put your Hazardous cargo skills for transporting dangerous goods to use, as drivers will be required to have the Class 1 Explosives skill point to deliver dynamite from this location. It’s a risky job, but somebody’s got to do it!
Operating under a subsidiary of NAMIQ, one of our in-game companies, drivers will be able to transport not only dynamite to quarries and mines across the United States, but also other cargo to a variety of other locations. Based on a real life location, we are sure you'll enjoy haulin' to this unique depot.
Speaking of quarries, you'll find several throughout Missouri, but the one located nearby the city of Rolla stands out above the rest. This quarry is huge, and players will be able to drive right into its heart, navigating gravel roads and manoeuvring around heavy equipment and mining structures. What makes the Quarry unique is the depot itself, as it is split into two parts. The main hub is used for maintenance and general operations, and the second area which is the core of the quarry itself.
We urge you to explore everything that the quarry (and other depots in Missouri) has to offer, those who do may discover more than what appears on their GPS.
Missouri is also one of the leading producers of timber products. With numerous harvest sites scattered across the state, truckers will have no shortage of jobs. Be sure to equip your rig with the appropriate tires and accessories as you travel through forested areas and dirt roads. We are sure you will enjoy delivering to these custom depots.
We hope you enjoyed checking out more of the custom-made depots you'll be able to explore and deliver to in our upcoming Missouri DLC. If you like what you see, be sure to add it to your Steam Wishlist! Also, if you'd like to stay up to date with the latest news, you can have it delivered right to your inbox. Subscribe to our newsletter here. Until next time, keep on truckin'.
Today, we are happy to take you for another look Under the Hood! This time, we bring you an interview with some of the members of our team who are working on the redefined cargo system for both ETS2 and ATS in the upcoming 1.54 update. So without further delay, we'll let the experts explain what this new system is all about and take you behind the scenes of their work!
As our games continue to expand, the number of cargo types and trailers has grown significantly, making the old system increasingly difficult to manage. To understand why a change was necessary, it helps to look at how the previous system worked.
Until now, what seemed like the game combining a trailer with cargo, such as a piece of machinery, was actually a manually created model, with each trailer-cargo pair stored separately on disk. This approach required an enormous number of unique models, making it harder to add new content efficiently and taking up disk space.
Programmer Simon, also known as 50keda, who worked on this task from the very beginning, explains this in more depth.
"In our world, every cargo must be attached to a trailer in some way. The way cargo is visually linked to the trailer, including the chosen model for loading, is part of what we call the cargo system. This system manages how visual models of cargo are connected to the appropriate trailers, playing a role in the broader economy. As our projects expanded, the number of cargo and trailers increased to the point where the older approach became unsustainable. Managing the growing combinations of trailers and cargo became overwhelming, leading to longer release times and affecting the order in which new cargo and trailers could be integrated," he shares with us.
Smety, our Senior Vehicle Artist explains that this issue has been a growing problem for some time and needed solving. "Things were getting complicated with the arrival of new cargo and a lot of new branded trailers to the game. Each cargo was attached to all trailers of that type, meaning if we had 3 flatbeds, we also needed 3 specific cargo models - and every cargo variant usually has two or three visuals. Plus, we have branded trailers so the combinations were reaching huge numbers. I had the task of reworking the trailers."
Our goal was to simplify the process of connecting new cargo and trailers, eliminating the need to manually manage their combinations, as Simon explains here: "We could achieve this by having the code automatically merge cargo and trailers based on simplified rules, rather than creating separate models for each trailer type. This means that each cargo will define its own model, loading methodology, and lashing method. While this approach may have some initial challenges and might not be perfect at first, it lays the foundation for future expansion and improvement. For example, when loading cargo programmatically - such as a pallet - you will only need to model a single pallet. The code will then determine the correct number of models and position them on the trailer according to the chosen loading methodology."
So the new system's biggest advantage is that it no longer requires our 3D artists to manually create pre-baked trailer-cargo pairs. Instead, it dynamically matches any compatible trailer with any compatible cargo, procedurally decides its placement and generates believable lashing elements which will make the work of our vehicle team much easier.
Our producer, Karel, coordinated the project and played a key role in overseeing its progress, helping to ensure a smooth completion.
Karel - Producer
"When I joined the development team, I was initially just curious about how wooden logs would be handled in the new system, as I was mainly working on a related feature which is the dynamic cargo (un)loading. However, when I realized the massive amount of work required - replacing thousands of combinations of cargoes and trailers with just a few hundred "smart" ones - I took over production responsibilities so Simon could focus primarily on development. This included providing time estimates, planning, tracking progress, getting more 3D graphic vehicle designers and testers involved, scheduling the release, and more. And of course, a huge shoutout to our QA team, who took on the heavy task of testing all combinations and reporting countless issues," Karel shares with us.
Naturally, we also had to rework the cargo models to ensure they function seamlessly with the new system, which automatically pairs cargo with trailers. Matěj, our 3D Graphic Vehicle Designer, took on this task.
Matěj - 3D Graphic Vehicle Designer
"Instead of creating six or more different cargo models, I designed a single version and, when necessary, split it into multiple variants for more diverse cargo - such as two versions of air conditioning units. After finalizing the model, I checked to ensure everything was in order and placed special locators to define how and where the cargo would be secured to the trailer. The system then dynamically distributes the cargo based on its size and weight and the trailer's length. This new approach simplifies the creation of cargo models and allows for greater variety in the game," Matěj tells us.
Petr, another 3D Graphic Vehicle Designer on our team, is working on the same task - and, in his own words, he's enjoying it.
Petr - 3D Graphic Vehicle Designer
"I joined the New Cargo System project between August and September, working alongside Smety and Simon. My primary task - then and now - is converting existing cargo into the new system. It was an exciting shift for me, moving from 3D modelling to actively developing a new game feature, which I found both stimulating and fun," says Petr.
Our programmer, Max, played a key role in integrating the new cargo system into the games' economy, among other tasks, as he explains below.
Max - Programmer
"The main part of my work on the new cargo system was its design and connection to the rest of the game. Automatic placing and lashing of independent cargo models should simplify any modelling work for the future. Recalibrating the economy data ensures it should work with all current cargo and trailer combinations. There are some issues remaining, so we definitely have plans for improvements for the next time," Max says.
This change will significantly boost the work of our vehicle team as it allows them to create even more cargo and trailer combinations as we continue expanding our games. While there may be issues in the first iteration, it's a worthwhile goal to refine the system, as it not only improves efficiency but also saves disk space and memory by eliminating the need to store countless pre-made combinations.
Simon teases that this project may lead to other possibilities for both of our games. "For now, we're focusing on reworking all cargo and trailers to be compatible with the new system while ensuring they look visually believable. That said, the cargo system opens the door to countless possibilities. This project will definitely be integrated with dynamic cargo (un)loading, and we aim to improve the way we calculate how many items can fit on a trailer. Currently, the logic is fairly simple and won't be accurate in every case, but it already showcases the system's potential. With a bit of imagination, this could even lead to some level of player interaction - but we'll see where it takes us."
We hope you enjoyed this behind-the-scenes look into the new cargo system from the point of view of our colleagues who work on it. Make sure to stay connected with us for all future updates by following us on Twitter, Facebook, Instagram, Bluesky, and YouTube. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. We'll see you on the road!
When driving through a virtual city, the details make all the difference in making it feel alive and immersive. One of our latest additions to our truck simulation titles is the introduction of Parallax Interiors, an innovative way to render detailed interiors through windows using a clever illusion. This enhances the visual depth of buildings in Euro Truck Simulator 2 and American Truck Simulator, which you may have already spotted in recent releases such as the Greece DLC or our Return to Winterland World of Trucks event.
Today, we’re going Under the Hood on the process behind Parallax Interiors and exploring the research, development, and implementation that made this feature possible. We spoke with some members of the team behind this project. We will let them introduce themselves!
“Hi, my name is Sasha, and I work in the asset department of ETS2. My main focus is developing methodologies for solving various visual challenges. I collaborate with other departments on art-related tasks and occasionally take on different roles across various projects. During the development of parallax, I took on a role somewhere between an art lead and a project manager, helping to shape the process and guide the team.”
“Hi there, my name is Jan V. and my work at SCS for the last five years has mainly comprised high-level graphics programming with the occasional venture into internal tools development; more specifically, most of my tasks involve either researching and implementing new graphics features or improving existing ones, be it model materials or post-processing effects.”
“Hi, my name is Yurii H., and I joined the SCS Software team almost 3 years ago. I work as a 3D designer on the ETS Assets team. Over the past year, I've been focusing on specific tasks such as creating new menu scenes, working on the parallax project, and improving the interiors of assets.”
“Hi, I am Martin Č, I’ve been working as a tools programmer at SCS for over 5 years now. During that time, I’ve been mainly focused on supporting our artists by creating specialized tools in Maya and managing our asset pipeline with my colleague and good friend Petr B. One of these specialized tools was our so-called “Interior Window Tool” which allows artists to apply our new parallax interior shader to assets."
The Vision Behind Parallax Interiors
What was the motivation behind creating these new Parallax Interiors? “The idea came from one of our colleagues, Wave, who was inspired by how other games, such as Forza, implemented a similar technology.” Sasha tells us “He built the first prototype, proving that this approach could work within our games. From there, we refined the process and expanded it into a full-fledged feature, so big kudos to him for that!”
“It is commonly said that real-time computer graphics is all smoke and mirrors. Whenever we see an opportunity to improve our visuals on a mass scale without having to necessarily compromise on performance, we deem it especially worth looking into.” Jan V explains, “Seeing as we are far from the only developers out there building a virtual world closely modelled after reality, noticing similar tech being widely adopted with impressive results in other games provided us with the inspiration necessary to decide on adapting it ourselves, perhaps even coming up with new improvements to the technique as a result.”
“Having a straightforward, universal way of both creating and rendering realistic-looking building interiors would hopefully enable us to save time on both the asset authoring front (not having to manually create each and every room behind each and every window) as well as the rendering one - with parallax mapping, many interior instances can essentially be drawn at once using a single piece of specially parametrised geometry, among other things. Considering that we had also been using an extremely simplified version of the effect in our games for many years at this point, upgrading to a more up-to-date look just seemed like the logical thing to do”
Where did it all begin?
“In the early stages, way before the research and model artist crew got involved, we started off with a experimental phase” Jan V tells us " The team consisted of Wave and me, who took care of creating the initial textures and 3D modelling work. We were looking at what's realistically possible to implement, coming up with a basic list of requirements and procedurally iterating on what's called a vertical slice, an in-engine initial prototype used to represent what could realistically be formally implemented later into the production pipeline. In this particular case, this process consisted of taking an existing 3D asset and adapting it to use this new rendering technique.”
“Before starting work on creating parallax interiors, our programmers developed a shader, which we initially tested using simple blockout scenes.” Yurii H explains “Once the shader passed testing successfully, our researchers conducted an extensive study to determine the types of interiors we needed, their sizes, and how many would be required. Only after that did we move on to fully developing the atlas.”
“Our goal was to cover as many use cases as possible with the least amount of textures and tools.” Sasha explains “In other words, we needed to design interiors that would look natural and consistent across all countries, cities, and building types, in both ETS2 and ATS, while keeping the implementation as streamlined as possible. This required extensive research.
“We conducted a detailed study of interior types, their proportional distribution, and their relevance to both of our games. Beyond interiors themselves, our research extended to various types of curtains, blinds, shutters, decals, advertisements, and other related elements. The next step consisted of creating these interiors. Once we had a solid understanding of our needs, we began the process of assembling texture atlases to categorize interiors by type. This allowed us to create variations suited for different types of buildings, such as administrative offices, apartments, restaurants, and shops, while maintaining an efficient and manageable workflow.”
The Technology, Tools and Code.
The implementation of Parallax Interiors wouldn't be possible without the work of our talented programmers and artists. To make Parallax Interiors easy to work with, Martin Č, one of our tool programmers, developed the Interior Window Tool for Prismtool, which is what we call our internal tooling here at SCS. “A lot of it is centred around Autodesk Maya which is used in-house to create assets for our games including trucks and other vehicles, buildings, props, roads, vegetation, characters, and more.”
Martin goes on to explain the creation of this specialized tool “First and foremost, I wanted it to be simple to use and understand. Under the hood, it is a tool that helps artists with the process of UV mapping, during which artists determine how textures are mapped to an asset. The resulting tool is therefore very point and click. Artists see an overview of all rooms which can be assigned to a group of faces (polygons - i.e. geometry in the 3D scene).”
“At first sight, it might look simple, but behind the curtain the tool needs to determine which faces can form a so-called “portal” into a single room based on their orientation and proximity. There is also some additional logic which tries to determine whether the faces can be on the same floor or need to be separated into multiple floors. Additionally, to push some boundaries, I was determined to add a “Randomize Rooms” button which would automagically assign rooms to windows for a large selection of faces. This is my magnum opus when it comes to this tool!”
“Another interesting challenge was adjusting the tool during its lifetime to various changes made to the interior shader by Jan V, who continuously came up with improvements and optimizations. For example, Jan added an option to disable glass on different windows. Later on, he added an option for the windows to be tilted at any angle. So you can have a roof window or a hole in the ground with a caveat that the room will be tilted along with the window. The tool was not written with these possibilities in mind at first and it involved some rewrites and interesting maths for this to be supported.
As mentioned, Jan was responsible for the shader itself. We spoke with him more about the technical aspect of this project, and how he helped developed it. “The secret ingredient at work here is operating within the boundaries of a tightly-defined problem space.” Jan explains, “most building interiors we see can be geometrically approximated as open boxes - that is to say, if we simply decide that all we need to know about a room in order to render it is its position, dimensions and texture, things suddenly get a lot easier!”
“Working off such a simplified model in the first place is what allowed me to implement a working solution as a real-time effect that is both entirely shader-based and light on texture memory requirements; in other words, the crux of the work is done by compact programs living on the GPU with very little external overhead. In addition to basic texture projection, the same rendering procedure also takes care of simulating proper interior lighting (adapted to time of day) as well as any objects covering the interior space, such as glass or translucent window curtains.”
"Before making this effect a stable part of our toolset, we had to define the right technical constraints and artist-driven parameters, balancing performance, visual fidelity, and creative freedom. Getting it production-ready was challenging, requiring multiple revisions of tools and shaders to resolve pre-production roadblocks as artists adapted existing models. Despite the challenges, the final result was worth the effort. My favorite part of developing graphics features is the freedom to experiment, blending artistic vision with solving complex technical problems."
Interior Design
With so many types of buildings found across Euro Truck Simulator 2 and American Truck Simulator, creating a variety of interior designs to represent some of the more common shops, businesses, living spaces and more was an important task. We spoke with Yurii H to learn more about his role in creating them. "Although we had detailed research to guide us, it mainly served as inspiration for me." Yurii explains "My primary task was to design each interior from scratch and think about how to make the lighting more varied, since each scene needed three lighting variations, for different times of the day/night".
"Our selection criteria were roughly as follows: first, defining atlas types based on interior categories (administrative buildings, restaurants, shops, apartments)." Sasha explains to us "Then, segmenting each category by "price range", for example, deciding how many restaurants should appear high-end versus more affordable and which of these should be more prevalent. Finally, considering the size of each individual interior, and how large each room should be and how that would affect the overall atlas layout."
"Throughout this process, we had to keep one crucial aspect in mind: the atlases needed to be as generic as possible while still looking appropriate and believable across a wide range of scenarios where these interiors would be used. Once the atlas layouts were designed, discussed, and approved, we moved on to developing each interior individually."
"Once everything was ready, I created four renders, three for the lighting setups and one for the normal map." Yurii tells us "The time needed to complete an interior depended on its size, which could range from 1 to 4 sections, taking anywhere from 1 to 3 days in total."
"We encountered many interesting challenges." Sasha explains "To start with, we had only a very rough understanding of how to create these interiors in the first place, meaning we had to invent the workflow on the fly. Parallax mapping, while visually impressive, comes with strict limitations. What you see in the game isn’t actual geometry, it’s essentially a render projected onto the inner walls of a cube. Because of this, at certain angles and in specific conditions, the illusion can break, revealing noticeable distortions in furniture, lighting, and other visual artifacts."
"Fortunately, we dedicated plenty of time to pre-production and studied how similar technologies have been used in other games. For me personally, minimizing these distortions as much as possible was a key priority. We wanted to develop a toolset that would stand the test of time, remaining relevant for years both in terms of visual quality for players and ease of use for our artists. Beyond the technical challenges, what truly made this project special for me was the opportunity to collaborate with colleagues across different departments. It was inspiring to see the level of effort and enthusiasm everyone put into the parallax project — even knowing that, in the end, it would be just a minor background improvement..."
The Future of Parallax
Will we continue to see Parallax interiors in the future and possibly more variety and additions? "Yes, absolutely!" Sasha tells us "New interiors will continue to be introduced with upcoming content, and we also have plans to rework some of the older assets, integrating parallax interiors into them. Over time, these interiors will become a standard feature across the game. As for new atlases, you can definitely expect more!". Yurii also goes on to share a little teaser with us, "Here’s a little insider info, these new parallax interiors will feature technology that allows them to be used not only behind "windows" but also in open spaces, like garages, which will further enhance the visuals in our game"
"Beyond generic atlases, we also have the flexibility to create specialized interiors, for example, for seasonal events." Sasha explains "You might have noticed some changes in this year's Christmas map, where we put together a holiday-themed interior atlas. You may expect more seasonal and event-related updates like this in the future. On top of that, we’ve been discussing expanding the functionality of the parallax shader itself. I’d love to spill the tea on those plans, but... let’s keep it a secret for now. ;)"
We'd like to thank you all for taking the time to read all about Parallax Interiors, and we hope you learnt quite a bit of the process involved in bringing these into virtual world! We asked the team to share a final message for you all reading.
"Thank you for your support, enthusiasm, and loyalty to our game. Seeing you enjoy what we create is the best motivation for our entire team. We always strive to make each new piece of content better and more exciting, and it’s truly rewarding to know that our work resonates with you. Love what you do, stay open to new opportunities, and enjoy every moment. Explore, experiment, and never stop seeking inspiration. Thank you for being with us — there’s so much more to come!"
If you enjoyed this Under the Hood blog, be sure to leave a message for the team, we’re sure they’ll appreciate your comments! We look forward to sharing more Under the Hood topics in the future. If you'd like to read previous articles, you can find them all here. Until next time, keep on truckin'!
Welcome to the Heart of America! Located near the geographic center of the United States, Kansas City is one of the many destinations you'll be able to explore in our upcoming Missouri DLC for American Truck Simulator. Today, we're excited to share more information and previews of this bustling metropolitan area. Let’s take a closer look!
For players who own the Kansas DLC, this location may already familiar to you, that's because the city straddles the Missouri and Kansas state line! In the Kansas DLC, players could admire the city’s skyline and explore the surrounding industrial areas. In our upcoming Missouri DLC, you will have the opportunity to drive through the heart of the city and see what the other side has to offer.
From iconic skyscrapers to buildings like the Kansas City Convention Center, the State Court building, the Federal Building, the Tech Center, and a new sports stadium located by the Missouri River; you'll be able to discover plenty of landmarks across the city. This includes the opportunity to travel through its downtown area, which will be accessible by owners of both the Kansas and Missouri DLC!
Speaking of the Missouri River, you will also be able to travel across the Christopher S. Bond Bridge. This crossing is a key connection point for road traffic and plays a crucial role in the daily operations of the Kansas City area. It allows for a smooth transition over the Missouri River for both cars and freight transport.
With such a busy city, comes the demand for logistics, transportation and more! Drivers will find a variety of industries to deliver to and from, including unique ones such as Underground Warehouses, which we covered in a recent blog topic, check it out here!
Are you excited to explore the other half of Kansas City? Then consider adding the Missouri DLC to your Steam Wishlist, as it helps support our releases! You can also stay up to date with all our latest development news for American Truck Simulator by following our official X/Twitter, Instagram and Facebook pages! Until next time, keep on truckin'.
We are very excited to reveal that we have begun working on another U.S. state for American Truck Simulator. At this time, we have four map expansions in development, so Missouri, Iowa, and Louisiana will now be joined by...
Welcome to the beautiful Prairie State! Illinois showcases the best of what the USA has to offer. Hop into your rig, hit the legendary Route 66, and journey through Springfield, the state’s historic capital, to Chicago, one of the Midwest's most iconic cities.
Travel alongside the mighty Mississippi River, which defines the state’s western border. Discover charming river towns, classic steamboats, and scenic vineyards dotting the landscape. In the southern part of Illinois, experience a blend of cities, lush farmland, and quaint small towns. Meanwhile, the northeastern region is a bustling hub of urban and suburban life, anchored by Chicago, the nation’s third-largest city, nestled on the bank of Lake Michigan.
Illinois is not just about its picturesque landscapes, you can also be sure there will be no shortage of jobs waiting for you. The state ranks among the nation's leaders in exports, agricultural production, and manufacturing as it lies within both the old industrial belt and the fertile agricultural heart of the country. Chicago serves as a national railroad hub, its O’Hare International Airport is one of the busiest in the world, and the state’s highways and waterways are always busy with traffic.
Celebrate with us Valentines day by taking part in our latest World of Trucks event – Cupid's Express!
For centuries, Valentine’s Day has been a celebration of sharing love and thoughtful gifts with those closest to our hearts. This year, the tradition continues with countless miles to cover and Valentine presents to deliver. Each delivery spreads a little more joy, making this season of love even brighter.
I’m Cupid’s courier on the go, With gifts of love in tow. Each parcel wrapped with tender care, To spread the joy we know.
Through winding roads and purple skies, My trailer is packed with cheer. Each heart-shaped box and ribboned bow Brings love to those held dear.
And when the final gift is placed, Beneath the stars that shine, I’ll find my way back home to you, My cherished Valentine.
We invite you, our #BestCommunityEver, to share the love this season! Whether you’re delivering for a special sweetheart or helping others connect, let’s come together to reach the community goal of 600,000 Valentine’s Presents delivered to loved ones around the globe. Our Valentine-themed event trailers are loaded up and waiting for you to roll out!
Here’s your chance to create a romantic matching paint job for your truck, using the Valentine's Paint Jobs Pack DLC for ETS2 or ATS!
To complete your personal goal, deliver 14 Valentine’s Presents cargos. As a token of our appreciation, you’ll earn exciting rewards, including a special World of Trucks Achievement. Don’t miss out—join the fun and spread the love!
Rules
Using External Contracts, with a World of Trucks-connected profile in Euro Truck Simulator 2, American Truck Simulator or both, the community goal is to achieve 600,000 deliveries of Valentine Presents cargo, from any city in any trucking territory.
When a player completes 14 deliveries of Valentine Presents cargo across any trucking territories in either game, it will complete their personal goal.
Rewards
Personal: Players that complete 14 or more deliveries of Valentine Presents cargo will gain a unique World of Trucks Achievement as well as a Neon Heart dashboard item as a Steam inventory item for Euro Truck Simulator 2 and American Truck Simulator.
Community: When the community goal of achieving 600,000 deliveries of Valentine Presents cargo from any city is met and if the player has also achieved their personal goal, then they will receive a Cupid's Dice hanging item as a Steam inventory item for their cabin.
Note: In order to qualify for any community reward, you must complete at least your personal goal in Euro Truck Simulator 2, American Truck Simulator or both. Each reward will be a Steam inventory item for both Euro Truck Simulator 2 and American Truck Simulator. Once completed, claim your reward in the Events page on your World of Trucks profile.
The event will be concluded on Wednesday the 26th of February at 23:59 UTC.
Haul your heart out with the Cupid’s Express Bundle! This heartfelt collection includes American Truck Simulator, Euro Truck Simulator 2, and the Valentine’s Paint Jobs Pack for both games. Whether your heart belongs to the highway or you’re planning a romantic convoy with someone special, don’t let this love-loaded deal pass you by! Check it out on Steam for a limited time only.
We are happy to reveal another part of the upcoming Missouri map expansion! In today's blog, we have a preview for you of selected settlements and street art waiting to be uncovered in this DLC for American Truck Simulator, so let's take a look.
Sedalia
The county seat of Pettis County is located in the central part of the Show-Me State, just east of Kansas City. The city was established in 1857 and more than 22,000 people live there. Of course, we couldn't leave out some of its landmark buildings to make you feel like you are really there! These include the Katy Trail Bridge over US-50; the historic district along with the local church, gate, and tower; and also the beautiful "Welcome to Missouri State Fair" display with a train, statues, and water tower.
Hannibal
Located right at the Ilinois border along the mighty Mississippi River, the historic town of Hannibal is known as the boyhood home of the famous author Mark Twain. Our map designers and asset teams have meticulously recreated multiple beautiful landmarks for this town, such as the local bank, church, and school. Make sure to stop by!
Lancaster
In the northern part of Missouri near the Iowa border, you can come across the small town of Lancaster. Despite its smaller size in area and population of just over 600 residents, this settlement is the county seat of Schuyler County. Lancaster is a picturesque town with some nice historic buildings such as the court house which you will be able to see on your travels.
Street Art
When you are trucking through Missouri, make sure to keep your eyes peeled for beautiful street art you can admire along the way. Multiple cities and towns feature buildings adorned with amazing colorful murals. Two works of art can be found in Joplin and Kansas City, with others scattered across Galena, St. Joseph, and St. Louis. Just take a look here!
We can't wait for you to explore all this once Missouri is released for ATS! Want to show us that you are also looking forward to trucking in this map expansion? Then add it to your Steam Wishlist! Remember to follow us on our Twitter, Facebook, Instagram, Bluesky, and YouTube, so you won't miss out on any American Truck Simulator news. We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials. Drive safe!