I’m currently preparing map combo setups — free and premium. The difference between them: in the free version, you’ll find mods that can be downloaded for free, while for premium you’ll need to own the paid maps. There are some free replacements for premium mods that I’ll be using.
Links to new and updated mods are already available for patrons, so they can download the files ahead of the load order and video guide. The free setup will probably be released publicly tomorrow, while the premium one will follow a bit later.
I revived my Patreon early this year and sometimes do extra content there.
I wanted to have an honest conversation with you about Trucksim and its future.
What This Project Is
For over 6 years, I’ve been creating detailed map combo tutorials, hidden road guides, and 100% discovered profiles for both ETS2 and ATS. Every major game update, every DLC release, every map mod version – I’m there documenting it, testing combinations, and making sure you have working setups.
The blog (trucksim.top) and YouTube channel exist because I genuinely love this community and these games. But here’s the reality: this is a hobby that takes significant time and effort.
The Real Numbers
Currently, the YouTube channel generates about $30-40 per month from ads. To put that in perspective:
100% map discovery guides take 50-60 hours of gameplay per version
Hidden roads compilations require meticulous exploration and documentation
The blog requires constant updates, hosting, and maintenance
I earn more in an hours at my regular job than the channel generates in a month. This has always been about community contribution, not income.
Why I’m Setting Up Patreon
I want to keep creating these guides. The community clearly finds them valuable – you watch them, use the profiles, and follow the tutorials. But as the games grow more complex (70+ map combos, over 350 hidden roads in ATS and ETS2, massive map expansions), the time commitment keeps increasing.
Patreon isn’t about getting rich. It’s about making this sustainable as a hobby without feeling like I’m working for free.
Free Content (Always):
All YouTube tutorials remain free
All blog guides remain free
All profiles and save files remain free
Nothing changes for people who can’t or don’t want to support
The Bottom Line
If 50 people support at $3/month, that’s $150 – roughly what it costs me in time to maintain this project monthly at a minimum wage equivalent. If 100 people support at $3/month, I can justify dedicating more regular time to this instead of feeling guilty about not working on paid projects.
If you’ve ever:
Saved hours using one of my profiles
Successfully set up a complex map combo thanks to a tutorial
Found all the hidden roads using my guides
Appreciated having free, detailed documentation
…and you can afford $3-10/month, please consider supporting.
If you can’t afford it – that’s completely fine. Everything stays free. I mean that sincerely.
What Happens If Support Doesn’t Come?
Honest answer: Since the income from Patreon since I re-opened it is still very low I’m keep making content, but less frequently. I reduced count of guides and focus only on major updates (new DLCs, significant map releases) instead of every minor version. Instead of spending 5 hours a day I spend only 1. Also unfortunately I removed from description here all perks for higher tier since no-one subscribe it. And itself content for Patreon only also reduced to minimum.
Thank You
Whether you support financially or just watch/read – thank you for being part of this community. Truck sim modding is a niche, but it’s a passionate one, and I’m proud to contribute to it.
If you’ve spent any time hauling through American Truck Simulator’s Nevada, you know it’s one of those maps that’s been quietly showing its age. Fitting, since it was one of the states that shipped with the base game — and now SCS has confirmed it’s next in line for a ground-up overhaul.
What SCS Announced
SCS Software revealed the Nevada Rework Project, following on from the studio’s recent work reworking Route 66. This next major undertaking will completely overhaul the Silver State. Nevada joins the growing list of original ATS states – after Route 66 – getting brought up to modern mapping standards. Map designers will rework every existing city and road network in the state to match the quality of SCS’s newest content, and because Nevada was one of the original states released with ATS, the team will be able to rebuild many locations from scratch while keeping the atmosphere that makes the state distinct. In other words: this isn’t a quick texture pass, it’s the same “erase and redraw” treatment we’ve seen with Utah, Colorado, Wyoming, and others in past rework waves.
New Ground, Not Just Fresh Paint
The part that’ll actually get people talking is the expansion angle. SCS is also using the rework as a chance to add locations and road connections that were missing from the original Nevada map — including the city of Fallon, east of Carson City, along with the missing stretch of US-95 running north-south through it. That’s a real gap being filled — anyone who’s driven the current Nevada knows the state feels sparse and disconnected in places compared to newer DLCs. Adding Fallon and completing that US-95 corridor should make the drive between Reno/Carson City and the rest of the state feel a lot less like a shortcut through empty desert. On top of the road network work, SCS says the state will also get a variety of brand-new custom depots, giving players more diverse delivery destinations and making freight runs across Nevada feel more immersive.
Where This Leaves Things
SCS is framing this as just the start, with more development previews to come as the project progresses. No timeline yet – which tracks, since these state reworks tend to be multi-post journeys before they actually ship. Expect the usual drip of city-by-city previews over the coming months.
For those keeping score, this puts Nevada alongside the current lineup of “originals getting reborn” – following the Route 66 corridor rework – and suggests SCS is committed to slowly bringing the entire original ATS map up to 2026 standards.
Nevada was overdue. Vegas aside, the state always felt like the thin connective tissue between California and Utah rather than a destination in its own right. If Fallon and the US-95 gap get filled in the way SCS is describing, this could turn one of the most-skipped states in the game into one worth detouring through.
If you’ve been following the Eurafrica map mod for Euro Truck Simulator 2, big changes just landed alongside the 1.60 compatibility update. The map itself is getting a rebrand and a brand-new expansion, and the way you access it is changing too. Here’s everything you need to know.
What Is Eurafrica?
For anyone new to it, Eurafrica is a personal, hand-crafted representation of Africa’s road network for ETS2, focused on the Maghreb region and beyond. It’s built to balance detail with performance, and comes packed with custom garages, companies, models, and genuinely challenging roads. It’s also compatible with major map mods like Promods and Roextended, so it slots into a lot of existing setups without a fight.
Eurafrica is now Eurafrica_Maghreb — a rename that also opens the door to a new companion map.
Eurafrica_West launches as an expansion, extending the Maghreb map further into West Africa.
This isn’t just a cosmetic rename. It’s tied directly to a new access model the creator is rolling out, largely as a response to ongoing piracy and unauthorized redistribution of the mod.
The New Tiered Subscription System
This is the part that matters most for current and future subscribers. Access to Eurafrica_Maghreb now works on a level system tied to consecutive subscription payments:
Payment #
Level Unlocked
1st payment
Level 1
2nd payment
Level 2
3rd payment
Level 3
4th payment
Level 4
5th payment
Level 5
This applies whether you’re on a monthly, quarterly, semi-annual, or annual plan — each billing cycle simply counts as one “month” toward your level, in order.
Eurafrica_West Is Locked Behind Level 5
The new West expansion isn’t available on its own. You need to have reached Level 5 on Eurafrica_Maghreb first, and then it’s a one-time payment of €20 on top of that to unlock West. The purchase link for this is sent individually on request once you qualify.
What Happens to Existing Subscribers
If you’ve already been subscribing:
All your prior consecutive, uninterrupted payments count toward your current level.
If you’ve been subscribed uninterrupted since before March 2026, you’re automatically bumped to the highest level.
The Fine Print on Interruptions
The system is unforgiving about lapses:
A gap in payment of 1 to 30 days costs you one level.
Longer gaps cost you levels proportionally (e.g., a 2-month gap = -2 levels).
The creator notes case-by-case exceptions may be considered for long-time loyal subscribers, but it’s not guaranteed.
Distribution, sharing, or reselling the mod in any form — even partially — results in immediate, permanent loss of access, regardless of how much you’ve paid or renewed.
Why the Overhaul?
2-tier system serves two purposes:
Reward loyalty — long-term subscribers get access to more advanced versions of Maghreb and exclusive access to West.
Deter piracy — a leveled, payment-history-based system is harder to replicate for anyone trying to redistribute the mod illegally.
Access Process Stays the Same
If you’re new to Eurafrica, the download process hasn’t changed: you open a support ticket, fill out the form (which counts as agreeing to the Terms of Conditions and Copyright/Disclaimer notice), and wait for the creator to send a download link. Response isn’t instant — the creator isn’t online 24/7 — so patience is part of the deal. Subscribers get access to the Premium range (map + Road Connection and other add-ons) for as long as the subscription is active, plus community support in English and French.
Bottom Line
If you’re a current Eurafrica subscriber, your existing payment streak now directly determines what you can access — so keeping that subscription uninterrupted is more important than ever if you’re aiming for Level 5 and a shot at Eurafrica_West. For newcomers, it’s business as usual to get started, but climbing the levels will take time and consistency.
As always: play safe, respect the terms, and enjoy the roads. 🚛
Finally I have guides for 100% in both games in 1.60 and even more. It is obviously 1.61 is right around the corner, but we still don’t know whether the map will be affected by the new version. Below you can find 100% for ATS and ETS2. As well as 100% on ProMods 2.83. I’m not sharing my RoExtended profile, but on it I’ve also reached 99.96%, after discovering new roads. Technically I figured out how to extract map sectors and convert them into discovered items. It feels a bit like cheating, but it’s the only way to discover some mods with glitchy sectors. I won’t be sharing the process, since it’s fairly complicated and requires coding knowledge — I’ll just use it occasionally to create “dream profiles” with fully discovered maps. Since this kind of content isn’t very popular, I don’t think it’s worth making videos about it — the evidence is right there: even the merging guide doesn’t get much traction, and I suspect content about decoding files would just bring a storm of negative feedback.
ATS 1.60 – 100% Explored map with all DLC (July 2026, all map DLCs)
[Guide] ETS2 1.60 – 100% Explored map with all DLC (July 2026, all map DLCs)
I do these discovery since 2017 and I discover whole map almost on every game versions including all expansions and reworks. Should I update it? Or create the one for ATS?
SCS teased on their social media a next upcoming DLC for ATS (which will be after South Dakota and British Columbia expansions). Gigantic fish monument tells us that it will be North Dakota – World’s Largest Catfish is in Wahpeton, ND – famous for the Red River of the North, a premier fishery for channel catfish, walleye, and northern pike.
After the South Dakota it is quite predictable step in USA and we can assume this DLC will out nor early that 2027-2028.