Archive for February, 2016


Greetings truckers!

We are working now on update 1.23 for ETS2, and 1.2 for ATS. One of the major features coming with the updates is support for Steam Workshop. This feature is a really long time coming, considering that all of our projects always were popular for user modifications.

Right now our Workshop is still in limited testing. Some of our testers are passionate modders in their own. Even during testing there are already some cool mods appearing. Here is how the page looks right now:

We are looking forward to the public beta where the community for both games will be able to evaluate and test the current implementation.

The ease of use of Steam Workshop is fascinating – you just choose the mod, press the “Subscribe” button, and the mod will be automatically downloaded and appear in your in-game mod manager. The Steam client will take care of automatic updates of the mod in the event that the creator of the mod releases a new version. What is more, if you decide to switch between computers or to reinstall your OS, all the mods will be downloaded in each new installation automatically without any need to create backups.

Each player will be able to rate any mod, so high quality mods should quickly rise to the top. You will be able to sort mods by rank, popularity, or browse the most recent ones.

There’s more for mod authors

In order to ship your mod you will need to download SCS Workshop Uploader – a free standalone Steam application we have created just for this purpose. This is what the tool looks like:

Alongside the Uploader tool, we are also preparing our own Wiki dedicated entirely to mod creation process.

The goal is to have a place where everybody interested in modding SCS games will find all the info needed. It should be the ultimate source covering all areas of official SCS modding tools, their documentation and tutorials, things like for example advice on how to adapt the mods to the newest game version. The Wiki will also provide additional information about our game engine and its possible configuration options.

It will most likely still take us a couple of weeks before we reach this stage, but we are looking forward to seeing you in the upcoming open beta for ETS2 and ATS to sample the new mod support!

AMS logo

That means if you already have Stock Car Extreme activated on Steam and you bought it before January 6th, you will already be able to play Automobilista this weekend free of any extra charge! The game should be added to your library as soon as it´s released.

If you did not purchase Stock Car Extreme, Early Access will offer you a chance to get Automobilista with a 20% discount (which will gradually reduce as we approach the full release).

You can check out the Automobilista Steam store page here:

RD link



CloD logo

Hi all,

A little update which will only interest current and future owners of an Oculus rift.
TF has made OR work with Cliffs. There are still a few caveats (listed bellow) but for what is worth, it is working.

Full size image: Bigger

Here’s a little demo (sorry, can’t make a video because of the way it works) of how it looks ingame. To see it you will need Firefox (I think Chrome also works) and your VR viewer. I’ve tested it only with OR but it is supposed to work with cardboard and whatnot.

Demo Here

There are 5 images. Use the arrows to move to the next/previous. If you want to see the images directly, here they are:
First, Second, Third,Fourth,Fifth

Now the caveats:
1.- The 2d things like map, chat etc, are hard to read. Because of how they are rendered, when you move your head the windows move with you so if the map is at the left of your viewing area, it will always be there. The solution is centering it but you also have to view it with one eye as the 3D effect doesn’t work well.
2.- Originally buildings where rendering in one eye only. This was fixed but, of course, it means double the rendering stress and lower FPS.
3.- Aiming is hard. Changing focus from instruments (close) to gunsight (far) takes some time to get used to. Also, because of the reflector size, the gunsight is only shown fully on one eye at the time. If anyone has documentation on this, it would be appreciated as it feels weird.
4.- Spotting distant planes is harder. Even though the “single pixel” far contact can be seen for miles, the “screen door” effect makes them harder to spot. Also identifying closer contacts is harder because of the OR resolution. In any case, the zoom helps with both issues but keep in mind that zooming is not supposed to be done with VR so don’t try to look at the instruments when zoomed as you will feel like when looking at something really close where each eye sees something completely different
5.- FPS is and is not an issue. Yes, higher FPS gives a smoother feeling but, thanks to the OR timewarp, one can be on the deck, over London with 13 FPS and not get seasick.
Sidenote: is funny how the timewarp works. You need to send 90fps to the OR for it to work but it is supposed to be there to help when lower FPS so as always with modding liffs, a trick had to be done

All that said, it feels great to be inside the cockpit!

All the above means that there’s a 90% probability OR support will be included in TF5.0

PS: For those wondering and without going into much details, no, it was not even close to easy to do and yes, it required making Cliffs work with DX11.

Edit: Added 2 more images. 1 over london, 1 with contacts right in front.

And always nice to see appreciation from the Facebook page and one particular follower



ACTIVITY: Game Update: 1.56 (Eden Update, Eden Editor, Combat Audio, Launcher-Based Server Browser, Fonts)
SIZE: ~1.8 GB / ~694 MB


  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider defragmenting your HDD after downloading large updates.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.54). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy154
  • This update does not apply to the experimental Linux and Mac port betas at time of writing. We’ll be updating those as soon as possible.
  • You can find the servers in the Steam library (switch the filter to “Tools”) – “Arma 3 Server” (based on your OS, it will download the Windows or Linux version).
    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q. or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.





Reiza Studios are happy to confirm that AUTOMOBILISTA – Motorsports Simulator will be released on Steam very soon.

As previously announced, AMS is the successor of Stock Car Extreme, featuring major new simulation features, numerous substantial improvements along with plenty of extra content.

We would like to share with you all now some details of what is under the hood of AMS:

Elite Brazilian Series

As a greatly revamped successor to Stock Car Extreme. AUTOMOBILISTA continues to simulate elite Brazilian autoracing series such as Stock Car V8, Copa Petrobras de Marcas, Formula 3 Brasil and Mitsubishi Lancer Cup, now packing every car and every track from their respective 2015 championships.


Beyond the brazilian core, AUTOMOBILISTA is extensively complemented with one of the most diverse selections or racing vehicles to be found in a racing game. In AMS you will also find:

GP Racing Heritage

Experience several generations of GP racing with a sample series based on regulations from each decade since the 70s – From V8 DFVs to high-revving screaming V12 and V10, to the high-tech turbo V6 of the modern era, AMS has them all.

Diverse Racing Disciplines & Venues

In addition to the comprehensively upgraded content from Stock Car Extreme, AUTOMOBILISTA turns it up to a new level by adding all the new cars & tracks proposed in the SimRacing Bonanzacrowdfunding campaign. In AUTOMOBILISTA will you be able to go from a casual rental kart heat to drifting a Mitsubishi Evo X around rallycross tracks; From jumping ramps in a Supertruck to mastering the driving basics in a Formula Vee; from trading paints in frantic Mini Challenge races to gruelling 24h multi-class endurance races – all of this and much more packed into a single racing simulator.


Pure Simulation, Pure Fun

These are some of the features that make AMS stand out as a purebred racing simulator:

Upscaled 720 hz physics and 500 hz input rates (vs 360 hz &100 hz respectively in SCE) grants AMS super-accurate, high fidelity physics and Force Feedback


Vehicle physics based on models developed for professional racing teams with in-depth exclusive data


Minutely detailed and accurately modelled race tracks with 3D bumps, custom road properties and air density according to its location and altitude

Engine sounds sampled from high-quality recordings of real cars

Capturing the ever-changing demands of racing

Cars with old-style gearbox mechanisms will demand proper gear engagement by using the clutch or synchronizing revs; modern cars will demand handling of advanced electronic systems; High downforce cars will create aerodynamic wake for those that follow; 24h cycles will allow racing from dusk to dawn and at night.

  • Dynamic track conditions turn the racing line into a grippy rubbery trail and builds up marbles offline
  • Dynamic tire damage & dirt pickup add further extra dimensions to the driving experience


Quality Single & Multiplayer Racing

Racing with the AI cars in Stock Car Extreme is already widely regarded as one of the best in a racing game, and in AMS it has been further improved to provide quality racing challenge in any conditions and for all skill levels.

The multiplayer code from ISIMotor in turn ensures one of the most reliable network experiences in sim racing

Accessible Simracing

A nicely streamlined 1080p UI allows users to quickly choose game mode, pick a car and track, set up a session up and hit the track within a few clicks. The thoroughly optimized graphics in turn provide users with the fluid frame rates required for a great sim racing experience even with a mid-level PC.


To be continued…

trackir big logo

New Features

  • Added a toggle setting: “Automatically Minimize On TrackIR Enhanced Title Launch.” In prior versions of the software, this behavior would always occur.

Feature Enhancements

  • Joystick/controller hotkeys now correctly differentiate between devices, rather than treating e.g. “Button0” on every device as identical.
  • The 2D camera view is now horizontally mirrored (similar to a standard webcam) for a more intuitive user experience. If desired, it’s possible to revert to the previous behavior using the viewport context menu; see the manual for details.


  • Fixed an issue where certain settings (including template curves) might not be correctly migrated to per-user settings directory.
  • Fixed an issue where certain NVIDIA GPUs might step down to a lower power state while the TrackIR software was active.
  • Fixed an issue where the settings pane could appear truncated at large vertical resolutions.
  • Fixed an issue where hotkeys bound to recenter would trigger a second time on release, rather than just when pressed.
  • Fixed an issue where mouse hotkeys could exhibit noticeable latency.
  • Fixed a crash when resizing the window after the hardware had been disconnected.
  • Clarified the text of several error messages.
  • Fixed ranges of speed/smoothing slider increment buttons.
  • Increased default splitter width to remove unnecessary horizontal scrollbar from settings pane.

Known Issues

  • Since version 5.3.0, the TrackIR software requires Windows Vista or newer, and can no longer be used with Windows XP or below.


Naval Action logo

Hotfix deployed: Fir, Oak, Gold and other fixes

Hello Captains
We have deployed a small patch today

  • Open sea repairs increased to 40% from 25% – we hated that I needed to click repair button 4 times after every battle
  • Privateer speed increased by 0.5 knots
  • Prices to sell ships to port for lower level ships increased (will help in crafting and provide more options in selling crafting ships that no-one buys from the market.
  • Mission XP and monetary compensation increased
  • Trading ships speed reduced by 1 knots for every vessel
  • Gun loss chance increased
  • European traders now sell goods at slightly better prices
  • Gold production increased 2x
  • Fir production increased 3x
  • Oak production increased 3x

Good luck at sea Captains!

AC logo

The development of Assetto Corsa began in 2011. Since then, we have vastly improved our modelling techniques – today we have more resources (budget and manpower) and expertise, and the latest laser-scanning technology also allows us to obtain a better and wider scan, offering an opportunity to grab a higher number of objects surrounding the track. Moreover, during the development of Assetto Corsa, we have changed our approach to texturing and track modelling, creating more secondary details and trackside objects and also featuring 3D trees and camera-facing objects and crowds, something that resulted in nicer scenarios and better immersion. However, as a result there is now a visible gap in terms of graphics and details if you compare some of the first and the latest circuits created for Assetto Corsa. 
Last year we made some tests with a new laser-scanning device, testing it at our HQ at Vallelunga race track, where we made our preliminary tests in early 2010 in preparation for the Ferrari Virtual Academy videogame. Since our aim is to offer our fans the best of our skills, know-how and quality, we are glad to tell you that we have started the process of optimizing and improving all our existing circuits, including Vallelunga, Nurburgring GP, Mugello, Magione, Imola, Silverstone, Monza, Spa Francorchamps, as well as the Nordschleife. The upgraded versions of these tracks will be available as a free update with build 1.5, currently in development.
Thank you very much for your great support!

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This build includes quite a few fixes and tweaks that should make our long time users pretty happy! Being able to cancel damage repair, using only the latest version of an installed vehicle file and even allowing secondary driving controls, which we were asked to do in support of disabled racers participating in team events with differing controls. We know some of these things have been asked about, so we’re happy to continue to deliver.

Lite Installer – 331MB
Demo Installer – 891MB
SDK Installer – 355MB

Steam auto update available (use beta access to revert to older build if your league host hasn’t yet updated).

Build Notes:
Water temperature now starts at the same value as oil temperature.
Added a few more details to lap records in CCH file.
Added the ability to use alternate controls for throttle, brake, and steering (they are at the bottom of the list of driving controls in the UI). Note that the alternate controls do NOT support ramping which is normally useful for driving with keyboards or buttons, so it preferable to select only analog devices for the alternate controls.
Added ability to cancel damage repair during a pitstop.
Added the ability to paste clipboard text into text boxes.
Added ability to open hyperlinks with a click that show up in the multiplayer chatbox.
Doubled useable dictionary length to 512 to prevent cutting off of some Italian tuning descriptions.
Qualifying on by default for new playerfiles.
Replaced ‘_’ characters with spaces in opponent filter list display.
Race Event rfm icon can now be a TGA, JPG, or PNG as well as the still supported DDS

Fixed problem where a broken engine would become fixed and indestructible after rejoining.
Backup plan for the problem where pit arrow sometimes isn’t available after driver swaps: borrow the grid arrow instead.
Fixed (removed) extra useless multihead onboard cameras.
Only allow admins to issue /pitby* commands.
Fixed wrong gdb data getting loaded for tracks that have multiple versions installed.
Now ignoring duplicate veh files when building vehicle manager list. Only latest version of vehicle will be included.
Tightened up text input boxes to prevent drawing outside of box.
Fixed virtual vehicle loading with random car if base vehicle not found.

Mod mode show pitlanes & special waypoints now work correctly with multiple pit lanes.
Enabled Ctrl-D physics tool in public Mod Mode build.


NOW AVAILABLE: A-10C: 16-2 Red Flag Campaign and DCS 2.0.1 Update

The second 16-2 Red Flag campaign for DCS World 2.0 and the DCS: NEVADA Test and Training Range map 2.0.1 is now available. This time the focus is on the A-10C Warthog.

Store page:…hop/campaigns/

The A-10C: 16-2 Red Flag Campaign is a depiction of flying the A-10C “Warthog” during a typical Red Flag exercise in the skies over Nevada. This campaign includes extensive briefing, map, and lineup card PDF files for each mission and was designed in consultation with the renowned author Steve Davies.
All of the missions are based on input from pilots that have flown in Red Flag exercises, and it will provide you a challenge that will test even the most skilled virtual pilots.


  • 10 handcrafted missions that depict the types of missions an A-10C pilot would fly in a Red Flag
  • Highly detailed mission briefings, mission maps, and lineup cards as PDF files
  • Custom voice-overs and hundreds of triggers
  • Created in partnership with the author Steve Davies and pilots that have flown Red Flags

Note: this campaign requires ownership of DCS: A-10C Warthog and the DCS: NEVADA Test and Training Range map. For those that pre-purchased the Nevada map and elected to receive this map for free, you will now be able to activate this campaign from the DCS World 2.0 Module Manager.

DCS: A-10C Warthog Sale

In conjunction with the release of the new A-10C campaign, we are offering a 30% sale on DCS: A-10C Warthog. This sale will start on Friday, 05 February at 1500 GMT and last until Monday, 08 February at 0900 GMT.

Red Flag Hog Bundle

For even bigger savings for those that do not own A-10C Warthog and DCS: NEVADA Test and Training Range map, we are offering a bundle of these two modules, along with the A-10C: 16-2 Red Flag campaign for $65.00.
This deal will start on Friday, 05 February at 1500 GMT and last until Monday, 08 February at 0900 GMT.

Special offers:…pecial_offers/

The Eagle Dynamics Team

Free keys of campaign for early NTTR beta owners are not available yet. Keys will be available in some days.
Sorry for delay.



Squad logo

Hi Squaddies,

We’re proud to present the newest version of the Squad Alpha: Version 4.0.

Contained are a number of major improvements to gameplay but also new content additions in the form of additional equipment for the Russian and Militia factions, As well as expanded playable areas for maps currently in rotation and further performance and balance tweaks. Enjoy the changelog below!

Major Changes:

Easy Anti-Cheat (EAC)
This release will feature Easy Anti-Cheat as a new active anti-cheat protection system.
1P78 Kashtan Rifle Optic

The Russian faction now have scopes for their weapons! As one of the most requested feature, we are pleased to grant the Russian faction a rifle optic for their primary AK74M and support RPK74M rifles as well as sneaking some goodies for the Militia.

RGD-5 Grenade
The RGD-5 is a post-WW2 Soviet-era grenade, inexpensive to manufacture and commonly found in many modern conflict areas. Will be featured on the Militia and Russian factions.

Map Updates

Fools Road received a new industrial area in the South West of the map, an updated Estate with a very cool tunnel section connecting the buildings together, as well as many new details and features spread out around the map.

Chora has also received many updates, expanding the playable area and more detail work.

Flag Capture Mechanics Updates

AAS has been updated with some new gamemode rules to encourage greater emphasis on the flag objectives.  Flags now have an increasing ticket bleed based on the number of flags owned by the opposing team, reducing the chance that the team with more flags loses the match.  Additionally, capturing a flag now grants the capturing team some tickets, as well as increasing the ticket loss for the team that loses a flag. Finally, we have added a protection sphere around each teams main base, which prevents bullets and players from the opposing team entering in it’s area thus adding a layer of protection from main base camping.

Post Processing Effects

Many post processing effects and the ability to change their settings have been added.  Ambient Occlusion helps to define soft shadowing of objects.  Auto Exposure and Eye Adaptation causes the exposure of the screen image to simulate the effect of human eyes moving between brightly lit and dim environments.  Bloom is the bleed-over of light caused by looking at bright objects in lowly lit environments. Motion Blur adds a blur effect to objects depending on how quickly they are moving on the screen (works well with the new Russian scopes).  Lens Flare simulates scattering of light when viewing bright objects through lenses.

Server Browser and Joining Server improvements

The server browser has been improved, adding sorting by each column as well as better usability in general.  Additionally, a number of bugs have been fixed, improving the server join experience and a quicker response when you fail to join a server.


  • Added a team switch timer, limiting how often you can switch teams, this timer only applies after the round startup time allowing teams and friends to get set up.
  • Added Dome of Defense around main bases (Destroys all enemy projectiles upon impact, and pushes back enemy soldiers if they try to enter)
  • Updated the AAS logic to be more robust and have more features
    • Allows for giving the capturing team tickets and also has an option to prevent ticket gain when capping from start-neutral
    • Owning more capture zones than the opposing team will begin to incur a slight bleed penalty. The more zones owned, the more bleed the opposing team incurs.
  • Fixed the ability to lean while prone, this snuck in due to lean code optimization
  • Kit, role and equipment changes
    • Marksman kit moved from the specialist group to fire support, same squad/team limitations as before
    • Fire support kits are now reduced to 3 when at max squad size, down from 4. You should see more ordinary riflemen on the field now
    • Grenadier kit now unlocks at 5 squad members, rather than 4
    • Max amount of grenadiers available per squad down to 1 from 2 (AK74+GP25 removed from Militia until we have a more flexible inventory selection system)
    • Ordinary riflemen/fighter kits with ironsight or red dot sights now have 2 frag grenades rather than 1
    • Automatic riflemen now have another 150-200 rounds depending on the caliber of the weapon, so you don’t have to feel bad about suppressing the enemy
    • Designated marksmen now have less rifle ammo to keep in line with damage potential of other classes (SVD down from 8 to 4 magazines), make those shots count
    • Designated marksmen has 3 pistol mags rather than 2
    • Added more smoke variation and each team now has different colored smoke variations. Militia have Green and Yellow smoke colour variations, Russians have Purple and Orange, while the insurgents have Black and Yellow. 40mm smoke grenades remain the same for now.
    • Russian squad leader has an alternative kit available at 6 squad members, an AK74M with an optic
    • Russian rifleman + optics kit available at 4 squad members. Limited to 1
    • Russian Automatic rifleman + optics kit available at 8 squad members
    • Militia rifleman + optics kit available at 4 squad members. Limited to 1
    • Every kit that has a magnified optic now has one less magazine than their red dot / ironsight counterparts
    • Added RGD-5 frag grenade to replace placeholder M67 on the Russian faction, also gave an alternative skinned version of it to Militia instead of the F1
  • Weapon changes
    • Added deviation to rockets and launched grenades projectiles
    • ACOG model got a quality of life upgrade to make it look prettier
    • Slight increase in the recoil of the SVD
    • Fixed a bug where all weapons were firing at the same muzzle velocity. Now weapons have different bullet drop depending on caliber/muzzle velocities
  • Updated inventory action delay timer on the scrolling menu from .5 to 1.5 seconds.
  • Medic bag and field dressing improvements
    • Added more information feedback to the player
    • Fixed an issue where enemy soldiers could be healed
  • Rally point changes
    • Rally point code has been more optimized for server use
    • Increased placement cooldown time from 30 seconds to 210 seconds
    • Rally points can no longer be placed with enemies within a 50m radius, and will reset the placement time from 0 to 90 seconds. Your former rally points do not disappear.
    • Rally point placement now requires sl + 3 squad member if the sl does not have an officer kit, if he does have it, then only sl + 1 squad member is needed
    • Changing squad leader now resets the rally point placement time to 120 seconds if the placement time was under 120 seconds.
    • All rallypoint messages are now shown in the chat area instead of the middle of the screen.
  • If your squad leader changes, a message is now sent to your chat area to inform.
  • Deployable placement errors are now posted to your chat area.
  • Fixed an issue where you could leave a squad and keep your kit if you were incapacitated
  • Map and spawn screen updates
    • Opening of map and spawn screen no longer stops the talking input
    • Clicking around and interacting with the spawn screen no longer stops other inputs (you can now move and interact with the menu at the same time, note that there are many edge cases to this particular issue and we will be addressing them as they are reported)
    • Fixed an issue where the mouse cursor could be lost when returning to the spawn screen after having opened the main menu
    • Map and spawn screen now automatically closes when the main menu is opened
    • Moved a large chunk of the map implementation to c++ improving stability and speed
    • Fixed a bug where the SL menu on the spawn map was not updating it’s last clicked position correctly
    • SL menu on the spawn map now opens with the cursor in the middle of the hex menu, making it easier to mark locations and work with the ui
    • SL marker lifespan is now 5 minutes, up from 1.5 minutes
    • Reduced the zoom levels on the map from 7 to 4, and made the map zoom all the way out on the outmost level
    • Slight rework of the map medic icon, making it more distinct.
  • Keybinds for the spawn screen and map now work on both open/close. (You can rebind them to Enter without issues)
  • Changed the lowest possible FOV to 90 degrees.
  • Added more graphics settings for Motion Blur, Bloom, Lens Flare, Auto Exposure, etc.This is still work in progress
  • Fixed issue where some higher resolutions were missing from the graphics settings
  • Added sortable server browser
  • Fixed some disconnection issues upon joining a server
  • Added a system that allows for individual damage sounds depending on the collision bone that was hit, this is replacing the dead sounds, meaning that you no longer know if an enemy died unless you do a visual confirmation
  • Added initial enhancements to the Admin Camera to support Squad League with Player Outlining and Capture Zone visualizations.
  • Redesigned smoke grenade variations to share one projectile and one effect. Any color variations now only need to be a child of the original, instead of needing duplicate effects and projectiles. This optimizes the deployment of smoke grenades and makes implementation easier.
  • Stopped smoke from playing on the server unintended. This prevents smoke spam affecting server fps.
  • Removed manually placed border blocking volumes and updated with new spline blocking volumes.
  • Lots of LOD models added to weapons, improving performance
  • Reworked tracers slightly, making them easier to use when correcting bullet drop
  • Reworked server configs, ban lists & admin lists http://forums.joinsq…-server-config/
  • Added server messages
  • Changed console command ShowPlayerIds to ListPlayers
  • Added temp / timed bans

Before signing off we wanted to give everyone a bit of a road map of our intentions over the next several months.

Our next monthly patch for February will be largely focused on content, quality of Life, UI updates and possible integration of Unreal Engine 4.11 (Check out the preview notes. Exciting stuff)

With completion of the backlog of high priority updates to content, QoL and UI , we’ve moved the majority of our coders (Including our two new guys!) into a focused campaign over the next 8 or so weeks to come through the other side with a feature rich base system for vehicles and character animations.

We hope you guys will help us in keeping these guys engaged and keeping all of our eyes on road ahead. We are very excited for the next couple months.


Squad logo

Art Effects Update

Our Lead Effects Artist, Bruno, explains the changes behind a number of effects in version 4, in particular the way smoke from smoke grenades behaves and a new approach to depicting muzzle energy.


TrueSky Experiments

We’ve been running tests on Truesky for Squad and we’re pleased to say that the results have been stunning. We’ll let these test screenshots speak for themselves.


New Weapons in the Pipeline

We have a number of interesting and unique weapons that are nearing the end of the art pipeline, (their actual implementation into the game is still TBD)


A 23mm rifled shotgun originating from the Soviet era, the KS-23 fires shells that are considerably larger than most typical western combat shotguns.



A classic World War 2 era Russian sub-machine gun that has survived into the modern era, the PPSH-41 is capable of delivering pistol-caliber ammunition at incredibly high rates of fire. We are expecting to include two different kinds of magazines when this weapon ships, a 71-round Drum, or a 35-round box magazine.


ats logo

Experience legendary American trucks and deliver various cargoes across sunny California and sandy Nevada. American Truck Simulator takes you on a journey through the breathtaking landscapes and widely recognized landmarks around the States.

Game mechanics are based on the highly successful model from Euro Truck Simulator 2 and have been expanded with new features, creating the most captivating game experience from SCS Software.

American Truck Simulator puts you in the seat of a driver for hire entering the local freight market, making you work your way up to become an owner-operator, and go on to create one of the largest transportation companies in the United States.


  • Drive highly detailed truck models officially licensed from iconic truck manufacturers.
  • Your truck is your new home. Make it yours by changing cabins, chassis, paintjobs, adding tuning accessories or more powerful engines.
  • Lots of different cargoes to choose: From food to machinery to hazard cargoes.
  • Multiple types of trailers – from reefers to flatbeds, from dumpers to lowboys and goosenecks.
  • The longest trailers (up to 53 ft) will challenge your skills and patience while hauling and during parking.
  • Deliver your cargoes to a rich variety of companies and locations like refineries, oil storage, gas stations, car factories, or roadworks.
  • Various simulation settings for trucking enthusiasts: Air brake simulation; different types of brakes: retarder, Jake brake, trailer brake; multiple types of transmissions straight from real trucks, brake intensity, and more.
  • Feel like inside a real cabin: Adjust your seat, mirrors and position your head to get the best view of the road.
  • Drive safely, follow the rules and speed limits – police will fine you if you aren’t careful!
  • Ensure that you are not delivering overweight cargo – you may be checked at the weigh scales.
  • Use the route adviser as your personal assistant during the travels.
  • Try the life of a truck driver for hire. By delivering the cargoes safely and improving your skills, become the owner of your own, successful company!
  • Build your own fleet of trucks, buy garages, hire drivers, manage your company for maximum profits.
  • Make your trucking time better by listening to your favorite songs via built-in music player or streaming your favorite radio stations.
  • Capture your favorite moments with a photo mode offering rich set of editing options.
  • Great support for steering wheels, gamepads and other input devices.
  • Long-time support of the game, including new features.
  • Obtain challenging Steam achievements and collect all hand-painted Steam trading cards.

World of Trucks

Take advantage of additional features of American Truck Simulator by joining our online community on World of Trucks, our center for virtual truckers all around the world interested in Euro Truck Simulator 2, American Truck Simulator and future SCS Software’s truck simulators.

  • Use in-game Photo Mode to capture the best moments and share them with thousands of people who love trucks.
  • Favorite the images you like the most and return to them anytime in the future.
  • Discuss the screenshots with everyone using World of Trucks.
  • See the best images hand-picked by the game creators in Editor’s Pick updated almost every day. Try to get your own screenshot on this list!
  • Upload and use your custom avatar and license plate in the game.
  • More features coming soon!

To join World of Trucks, simply sign up with your Steam account on the join page. You will need to own American Truck Simulator or Euro Truck Simulator 2 to join World of Trucks.

World of Trucks is an optional service, registration on World of Trucks isn’t required to play the game.


DiRT Rally logo

Hello all! At just gone 11am today, we released a patch for DiRT Rally. Here’s a rundown of the patch notes:

  • Performance when Weather is set to Low should improve
  • Leagues will now use a set of stock engineers. The option to use Career Engineers as an option will be going live on the website later today.
  • There are various tweaks and fixes for the audio in Sweden.
  • Rallycross tracks have been allocated more memory, to prevent cases where they forget to load.

New content coming to DiRT Rally!

Great news! We’re delighted to be able to confirm that there will be additional content coming to DiRT Rally on April 5th, 2016. To showcase this content we’ve put together a brand new trailer – which you can take a look at now at

In addition to the content we’ve added during DiRT Rally’s Steam Early Access programme, you’ll now be able to enjoy some pretty substantial new additions to the game when April arrives. New Classic Mini and Super 1600 series will introduce the thrills of rallycross from the beginning of the game, and we’ve added 21 advanced rally driving video guides which will help gamers maximise their rallying performance.

For the first time in the game, you’ll also be able to experience the vintage full gravel surface at Pikes Peak – and for the first time, you’ll be able to do in the iconic Peugeot 208 T16 Pikes Peak. Not only this, but three of Colin McRae’s most iconic liveries will join his Focus livery – allowing you to relive the exploits of a legendary rally champion and icon of motorsport. We’ve been waiting a long time to be able to bring you the Impreza livery – and the iconic yellow and blue design is now back at its spiritual home with DiRT Rally.

The DiRT team have also added seven extra cars, including some huge (and most-requested) fan favourites. The vehicles in question are…

– Peugeot 208 T16 Pikes Peak
– Renault 5 Turbo
– Renault Alpine A110
– Opel Corsa Super 1600
– Peugeot 207 S1600
– Renault Clio S1600
– Mini Classic Rallycross

DiRT Rally is available now on Steam, and this exciting additional content will be powersliding onto players’ desktops on April 5th 2016. Check out our launch video and our original post[] for some high quality pictures and video of these new cars in action!

As ever, please stop by the Steam Community Hub, the forums, our Facebook page or on Twitter to let us know what you think of this new content.

And remember – if in doubt, flat-out!