We’re thrilled to share some truly exciting news with you today: American Truck Simulator is officially heading beyond the borders of the United States for the very first time! As some of you correctly guessed from Annie’s painting, we’re working on the British Columbia DLC, bringing the beauty and spirit of western Canada to life in American Truck Simulator.
With this upcoming expansion, you’ll have the opportunity to drive through beautiful British Columbia. Experience the stunning landscapes and vibrant culture of Canada’s westernmost province. From rich history to breathtaking scenery, British Columbia offers truckers an unforgettable journey through one of the most diverse regions in the country.

Journey from the wild Pacific Coast, where the ocean meets lush rainforests, through bustling cities, fertile valleys, and deserts, before ascending to the towering peaks of the Rockies. As Canada’s third-largest province, British Columbia offers endless roads and unforgettable scenery. Take the wheel and explore vibrant urban centers like Vancouver, take a ferry to Vancouver Island to visit Victoria, the charming provincial capital, or head to Whistler, world-renowned for hosting the 2010 Winter Olympics.




British Columbia’s national and provincial parks showcase some of the country’s most spectacular natural wonders. See the towering Mount Robson, conquer scenic routes like the Coquihalla Summit or Rogers Pass, or, if you prefer gentler terrain, visit the Okanagan Valley, famous for its orchards, vineyards, and sparkling lakes.




From dramatic mountain ranges and serene valleys to rushing rivers, vast lakes, and the rugged Pacific coastline, British Columbia has it all. Explore everything from the comfort of your driver’s seat as you haul vital cargo and help the local economy thrive.



Please note that everything you see here is still a work in progress and may change before the map expansion’s release.
Stay tuned for more previews as we continue to reveal what’s in store for this DLC. In the meantime, don’t forget to add British Columbia to your Steam Wishlist and follow us on X/Twitter, Instagram, Facebook, Bluesky, and TikTok, or subscribe to our newsletter for more behind-the-scenes content, teasers, and announcements.
https://store.steampowered.com/app/4057480/American_Truck_Simulator__British_Columbia/
Sonic Rumble launches Nov 5. Find out when the game is launching for you!

See you at launch, Rumbler!


Hi everyone,
We're happy to announce that ahead of the Steam Scream Fest, we're rolling out a brand new demo update.
You can find the changelog below:
Scream Fest Update Technical & Security
Addressed CVE-2025-59489 (Unity security vulnerability).,
Minor QA improvements and general stability updates.,
New Content
Tyler is now playable.,
Added Classic Mode.,
Added the Points Shop and some alternate costumes.,
Added new weapons.,
Gameplay Changes & Improvements
Added a short invulnerability window when opening doors.,
Replaced the wine bottle puzzle with a new one.,
Floating vases and barrels can no longer be broken.,
Minor layout and lighting adjustments in several rooms.,
Tutorial is now mandatory for all new players (can be skipped from the pause menu).,
Slightly increased Assault Rifle accuracy.,
Reduced the amount of gold obtained from containers.,
The shop now shows the ammo included with purchased weapons.,
Critical shot sound has been updated.,
Fixed a visual glitch with underground doors when lights were off.,
Fixed a bug allowing Red Dice and Black Dice charms to work with infinite weapons.,
Valentina’s pistol now only appears in her holster when her ability can be activated.,
You can now manually disable Valentina’s ability, which reduces part of the Duty Meter.,
Fixed an issue where death animations sometimes didn’t play correctly.,
Removed an exploit that allowed exceeding the maximum money cap.,
Fixed a duplication bug when discarding items from the inventory.,
Fixed a softlock in the tutorial caused by unstable framerates.,
Miscellaneous
Various minor visual and gameplay polish changes.,
Slight UI adjustments.,
Minor localization adjustments.
Plus, we have a new feature based on player feedback:
Introducing Classic Mode: Now you can save your progress in the procedurally generated mansion using the ol’ reliable typewriter. The layout will remain the same after loading a save. But be careful! Saving isn’t free, as Venalis, your friendly merchant, always expects payment. Think carefully before handing over your gold. Classic Mode is perfect for players who want a less punishing experience, more in line with classic survival horror games.

Hello everyone (●'◡'●)
Hope you had a great weekend, but it's time to get back on the grind. This week, we’ve compiled some data from our analytics and the feedback that y'all so kindly shared with us. We've even included some of your personalised replies because they are too funny not to share with the world.
Overall statistics
The most impressive statistic is that 2700 people played our demo, and a whopping 45.7%! finished it. This is a really good sign that the game draws the players in and keeps them engaged. It was so shocking to us that we had to go back and double-check the analytics code to see if it was working as intended.
Out of the 2700 people, 115 of you filled out our feedback survey 92.2% had positive thoughts about the demo, 7.8% had mixed feelings, and 0% thought of it negatively 💘.
Combat was the aspect of the game y’all liked the most, but the results were very close to each other, with art style and story following close behind. Cards and items were amongst the least favorite options, but again, they also got their piece of the pie and had many fans.
What you didn’t like
It seems that the map needs to be worked on, it takes too much time to move around and it's boring and too linear. The map being linear was our intended choice; it kept the demo short and simple. Don't worry about it too much though, there will be some girth added to the quests and story, with sidequests, choices with real outcomes and other fun stuff.
Healing was another big problem for you; it seems that the game didn’t provide enough healing options, and you tended to keep your healing bells rather than use them to avoid wasting them. This is a controversial topic, naturally all of us want to keep the health bars full at all times, have 50 stacks of shields, and avoid taking any damage whenever possible, but this leads to boring fights, which often focus on minimizing what you lose over ending the fight in a quick and flashy style. We kinda want to keep it that way, this is meant to be an unforgiving place where wounds, pain, and a constant fear of death are something you have on the back of your mind at all times.
Tell us your thoughts on this, we’re really curious what you consider the correct amount of healing.
Other statistics
The least understandable mechanics were the enemy cooldown, and the mage's mana.
Most people enjoyed the cooldown mechanics the most, with enjoying all of the mechanics and their synergies following closely after.
The least likable mechanic was deckbuilding
The most liked hero was the Exile, with Mage in second, and Warrior in last.
35% of you thought the game should last more than 20hrs with, 32% thinking it should last 15-20 hrs.
69% (nice) thought the game should cost between 10$ - 20$
On a scale of 1-5, only 2% thought that the game was too hard, while 7% thought it was too easy; ratings of 2-4 are pretty well balanced with slight variation towards the game being hard.
Funny repliesThe skelly guy from the ending doesn't have a good reputation.
Q: What made you stop playing?
A: The final boss (big uber skele dude with sword in back) killed me in one fell swoop!A: I CANNOT STOP PLAYING !!!
A: THE FUCKING LAST BOSS !
Ah yes, the warrior enjoyers are being warrior enjoyers.
Q: Which aspect(s) of the game should we expand the most in the full release?
A: More rage (raaaaaaaaaaargh)
Such a mystery with this one, what did they mean? Is this some kind of secret code? We shall never find out…
Q: What aspect(s) of the game did you enjoy the least?
A: enigma
Thank you Jan, you shall be remembered.
Q: Any additional comments or suggestions?
A: Cheers and well done from your German neighbors, Jan
Some of you even tried to apply for an internship, a very very nice try, while we cannot accept your offers, we understand that layoffs suck. Good luck in your job hunting ventures o7.
Stuff we’re working onWe’re doing a lot of things, but this post is already too long, so we’ll just show you some art we’ve cooked up. We’ll touch on this more next week.
New cool arena (The doors are animated!)
Visuals of one of our new dungeons.

Q&A
Someone asked - “Does your health increase when you level up in the full game? In the demo it didn't, made me feel quite weak still honestly. In most rpgs you gain more health on level up.”
Totally! You will be able to increase your HP by allocating skill points in nodes that increase particular statistics. Additionally, you will be able to bolster your defenses with armor and defensive cards.
Wrap upThank you, everyone, for sharing your feedback. It’s been a blast reading through your replies. Hope you have an amazing week and we’ll see you next Monday.
Cheers,
Fardust team
Q&A form:
https://forms.gle/RjVhs3oSfyjRQtrH9
Catch us on our socials:
TikTok (yes we have a TikTok now)
Intelligence reports that the locals tell many legends about valuables that were buried here long ago. This is your chance to get rich! Let's go on a quest! Now let's go searching!

This game is a variation of the well-known “Battleship” game, where participants need to name the coordinates of the point where they think the gift is located.
These coordinates are located on the intersection of the two axes of the playing field. For instance: G7 or E10.
Each gift occupies 1 cell of the playing field.
Targets can be located on ANY cell of the field.
In order to find a gift, you need to write the coordinate of the selected point as a comment to this post. Each player can write 2 coordinates in one comment. You can post only one comment!
The game will last until 29.10.2025, 09:00 GMT.
We will reveal gift locations with a winners list.
The player who first guessed the gift’s coordinates in the comments is the one who found it. All subsequent comments with this coordinate are not counted.
If the participant guesses the coordinates of two different gifts, then he will receive both rewards.
Don’t forget to write your in-game nickname and the platform in the same comment.
5x Upcoming Event Pass
5x 7 days of premium subscription
5x 3 days of premium subscription
Good luck!

Hello everyone,
Tomorrow, October 28, we will be releasing Title Update 1.1.4 for Assassin’s Creed Shadows @ 14:00 UTC / 10:00 AM EDT / 7:00 AM PT.
Thank you to everyone who has taken the time to report these issues to us via the Bug Report. As always, you can contact our Support Team if you run into any trouble.
Have a look at tomorrow's upcoming changes and be sure to check out the Fall Roadmap Update more information on what's coming next for Assassin's Creed Shadows!
Xbox Series X|S: 9.97 GB
PlayStation®5: 3.44 GB
PC: 9.4 GB
Steam: 4.7 GB
MAC: 9 GB
Corrupted Castles are a new Animus themed activity allowing you to revisit castles in a whole new way. Previously completed castles may now become corrupted. They will now be filled with Animus anomalies such as Corrupted Samurai Daisho that patrol with heightened aggression and altered patterns. Kill them all to unlock a Corrupted Castle's chest that awards Gear and Gold, making each assault a meaningful experience.


Starting at level 30 and after completing at least 3 castles, up to five corrupted castles will appear on the map each season, giving you plenty of opportunities to re-engage the castles at higher levels for greater rewards.

Following our first Parkour update, we’ve listened to your feedback and we’re coming back with more! The team has made some tweaks and improvements to enhance your experience traversing Feudal Japan.
Here are the main changes and additions!
We are adding a new toggle option named “Advanced Parkour” that gives players more freedom of expression. When toggled through the gameplay menu, it removes all parkour barriers, meaning you can perform side and back ejects from any height. Time to risk life and limb for those death-defying parkour runs!

The Advanced Parkour option also brings refined control for side and back ejects. Pressing Parkour Up while jumping to the side or back will still give you the height to reach your landing spot. This has not changed since the previous parkour update.
However, if a decent landing spot is not available, you will now launch sideways or behind as far as possible, without any height restriction.
Performing a side eject with parkour down will send you downward at a sharp angle, generally closer to your starting point, meaning you will never gain any height.
The Advance Parkour option enables subtle changes that we hope the parkour aficionados out there will enjoy!
Let’s now look at our overall parkour improvements (the ones that will work whether you toggle the Advanced Parkour option on/off).

We are extending the Vertical Ledge Grab ability to now include Non-Standing Objects such as beams, lanterns and more. Another small, but impactful parkour tweak!
From the same Non-Standing Objects, we are introducing a new Manual Jump option. This enables you to refine the parkour experience, by making creative shortcuts when running along rooftops or beams.
This is not a full manual jump. This only works from Non-Standing Objects.
And finally, we are re-introducing a highly requested feature called the Directional Catch Ledge. Simply press towards the nearest ledge and tap the Parkour Up button to catch that ledge and prevent your character from falling.
This works from any height, and it is particularly useful when combined with the Advanced Parkour option, or when you overestimate your grapple hook dismounts!
While the Gold Katana and Long Katana introduced in TU 1.1.2 are still bound to New Game +, we’ve added NEW Gold weapons that can be earned by completing the following challenges.
Tanto – Complete all Legendary Sumi-e
Bow – Complete all Horse Archery
Kusarigama – Complete all Meditation
Naginata – Complete all Kata
Kanabo– Reach level 100
Teppo – Reach Hideout level 13

Since the last July update, we have increased the number of available weekly Anomalies so Projects can be progressed faster. To rebalance this change, on October 28th, we will be reducing the amount of Keys available in the Infinite Reward tier from 400 to 100 Keys.
We strongly encourage you to activate a different Project once all main rewards have been claimed, as this is a great way to unlock new content and get more Keys.
In the Projects menu, the Anomalies tab will now be accessible from the rewards page instead of the menu's landing page.
With the release of Corrupted Castles, a related Anomaly will be available in every weekly rotation to award Data Fragments for completing this new activity.
The Sakura Fox mount is no longer having an identity crisis and no longer uses horse sound effects.
Addressed an issue where the Pathfinder navigation would end abruptly in New Game+ when heading to Mount Sen.
Tomiko no longer mentions that Katsuhime has left the hideout even though she was still there. Awkward...
Fixed an issue where the “Olive Black Cat” collectible pet was missing for players who did not own the Claws of Awaji DLC.
Increased XP given to players from Animus Anomalies by 100%.
Increased the chance to get gold from a stockpile with a Stable level 4 to 30%.
Lowered the cost to purchase Gold at Itinerant Vendor by 50%.
Fixed an issue where the codex entry ‘Board Games’ could not be unlocked.
'Slash Of Sprecher Naginata' can now be correctly upgraded at the forge.
Resolved an issue where collected keys did not appear in the inventory. If only it were this simple in real life...
Yagoro no longer appears as an enemy after being recruited as an ally.
Addressed an issue where players were forced into the Nagano Saemon fight after talking with Nobutsuna.
The ‘Heightened Reflexes’ ability no longer triggers random Mon burst effects.
Fixed an issue where a large crate could be moved outside of its rails in Shimosato Kofun.
The Master Samurai trophy now unlocks correctly when using the ‘Reflect Projectiles’ engraving.
Fixed an issue where players received duplicate legendary items in New Game+ after completing quests or opening legendary chests.
Players now correctly spawn inside of the Hongu Kakurega after fast traveling.
Fixed an issue where NPC ally chat bubbles would disappear when approached in the hideout. They must have been shy.
Contracts will now refresh in Awaji if a season passes while in Japan and vice versa.
Fixed and issue with already discovered opportunities for locations and vendors, in Awaji not appearing as completed.
Demolishing hideout buildings will now refund the cost of all levels.
Fixed an issue where players kept the perks of demolished hideout buildings.
Fixed an issue where The Stray Dog pet, from ‘Thrown to the Dogs’ Story quest, was not available in your hideout. All doggos are welcome here!
Added workaround for players who successfully performed Kata or Kujikiri and not appearing as completed.
Performing the Kata or Kujikiri again will now show as completed.
Fixed issue where the ‘Shuriken explode in a radius of 2 meters’ and ‘Kunai explode in a radius of 2 meters’ perks were applying weapon affliction buildup on top of tool affliction buildup.
Addressed an issue where the ‘+15% damage per non-Legendary Gear equipped’ worked with Artifact gear equipped.
Fixed issue where the ‘Slash of Sprecher Naginata’ Naginata and the 'Crowd Pleaser’ Kanabo couldn't be upgraded past level 60.
Fixed an issue where the ‘+6% Affliction Buildup when hitting multiple enemies’ perk wasn't awarded upon killing Fujichika Nakayama.
Addressed an issue where a staircase was floating in Miyazu Bay. Mind your head...
Fixed an issue where a crack appeared incorrectly in the water pool near Yakami Watch Tower Viewpoint.
Teppo will no longer appear on the characters' backs during cutscenes.
Resolved an issue where Naoe's flips became inverted mid-air. That’s impressive, even for Naoe!
Overly dark shadows no longer appear on the Gobo Elder's door.
Fixed an issue where a tree was floating near the river northwest of Koriyama. Mind your head... again.
Fixed an issue where ground textures were floating north of Kamaguchi Village.
Naoe's eyes no longer remain wide open during cutscenes. You okay, Naoe?
Fixed the wooden beam covering a painting in the hideout when using the Dragon Skin.
Fixed an issue where Naoe's ‘Flying Leaf’ Katana sheath remained permanently stuck on the character model in New Game+.
Fixed an issue where floating logs appeared in Omizo after fast traveling to the Omiko Kakurega.
The Enhance feature at the forge will now display improvements correctly on the perks for enhanced items level 5 and 9.
Fixed an issue where the “Head Piece of Ashes” and “Dragon’s Roar Light Armor” stats were not properly increased when enhanced at the forge.
Addressed some armor damage perks that did not showcase the correct values, this is a text-only change.
Corrected the German localization for ‘Turning the Tables’.
Corrected a word that was missing in the ‘Salt Production’ codex entry.
Corrected the German localization of the Naoe quest ‘Kii Assassin Outpost’.
Resolved an issue where cloth continued to move while Photo Mode was active.
Fixed an issue where the Ink Filter appeared distorted and did not display blood as red in Photo Mode.
Addressed an issue where the guests ‘Takeshima Kata’, ‘Osaka Kuji Kiri’, and ‘Itto Ittosai I Kata’ would not complete.
‘Chained’: Players are no longer stuck in the Rift World after completing the Rift.
‘Defend Local Pilgrims’: Fixed an issue where the Buddhist monk disappeared during the quest in Winter Raiders Hayate.
‘Out of the Shadows’: Addressed an issue where players couldn't leave the room after speaking to Tomiko. She only wanted some company...
‘Tea Bowls For Rikyu’: The game no longer skips to the end of the ‘Pilgrimage’ quest after completion.
‘Topple The Traitor’: Addressed an issue where players were desynchronized during the fight.
‘The Wheel Unmasked’: players are now able to progress at the Peeking Through the Door step.
‘Thrown to the Dogs’: Resolved progression and/or reward issues within the quest.
‘Mayu's Offerings’: Fixed an issue where the quest completed automatically in New Game+.
Rolling Glen Kuji-Kiri': The quest now correctly registers completion.
We're working hard to make Static Dread: The Submarine available as soon as possible. We're eager to launch a closed playtest in a few months.

Please click the "Request Access" button on the store page and Steam will notify you when the playtest begins.
Dear Carants,
As we are preparing for the launch of our next major update on November 17th, we want to provide an important notice regarding language support.
Unfortunately, Japanese and Korean language support will not be available at the time of the upcoming update’s release. These languages were included at the start of Early Access, and we understand how important they are to many of you. We sincerely apologize for this absence and any inconvenience it may cause.
However, looking ahead to the full release in 2026, we want to provide clarity: Japanese and Korean language support will return.
This was a difficult decision, made after a thorough assessment of our production timeline and priorities. Our commitment to delivering a consistent and polished experience across all languages remains a top priority, which is why we chose not to include incomplete or subpar localization for the next update.
Though the language support for both Japanese and Korean will return, it may not be at the same time as the global release. It will be added in a post-release patch, which will result in a delay in the game’s release in those specific territories.
We are currently assessing the timeline and will provide updates as soon as more information is available. We appreciate the patience and trust of our Japanese and Korean communities as we are actively working to reintegrate a fully localized experience that meets the quality standards.
We remain committed to updating you as development progresses, and we deeply appreciate your constant support. As we work toward delivering the best possible version of the game, your feedback continues to help shape the game. We’re doing everything we can to ensure the final experience lives up to your expectations.
Thank you for your patience and understanding.
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