- Primary Subject: Euro Truck Simulator 2 (Coaches Downloadable Content Expansion)
- Key Update: SCS Software detailed coach ownership mechanics and scheduled passenger Contract Jobs, featuring individual passenger satisfaction ratings that react dynamically to driving smoothness.
- Status: Confirmed
- Last Verified: August 26, 2026
- Quick Answer: The Coaches expansion for Euro Truck Simulator 2 introduces purchasable passenger buses, custom vehicle interiors, scheduled Contract Jobs, and an individual passenger satisfaction scoring system.
SCS Software has laid out how owning a coach will work in Euro Truck Simulator 2, and the studio's August 21 development blog finally connects the vehicle to the job.
Coaches will be bought through the Online Dealer, financed if needed, customized in the usual ETS2 fashion, then sent out on scheduled passenger services through a new Contract Jobs menu.
Everything shown is still work in progress, but the shape of the mode is clear enough to judge.
Buying a Coach Works Like Buying a Truck
Coaches go on sale through the Online Dealer and live in the player's virtual garage, where they can be managed, inspected, customized, and sold at any time. They take up their own storage, so a coach won't cost anyone an existing truck slot.
The money side is shared. SCS confirmed that finances carry across Truck and Coach modes, meaning freight runs can bankroll a first coach and passenger work can fund the next truck.
Coach Quick Jobs give players a way to earn before buying anything of their own. Financing and loans will be available for drivers who want a vehicle sooner, with repayments to keep up.
Customization Runs Deeper Than Paint

Options vary by model. Players will pick between chassis configurations along with engine and transmission variants, and the interior work extends to seat upholstery colors and curtains.
Selected cabin accessories from the truck side of the game carry over. Some parts and accessories stay locked until players progress, so an experienced driver ends up with a wider catalog than someone stepping into their first coach.
Contract Jobs Put a Clock on the Run

Ownership unlocks the mode's headline feature. The Contract Jobs menu lists passenger services running out of cities near the player's position.
Taking one means driving to the correct bus station first, confirming the line there, then letting the game advance to the scheduled departure time before passengers board.
Many services involve multiple stops rather than a single hop between two cities. Jobs are graded by difficulty; the harder routes pay more and reward extra experience.
That puts the structure somewhere near where Special Transport sits above standard cargo work today.
A coach is not chained to its timetable either. Owners can drive anywhere on the map, hit viewpoints, and cruise Europe off the clock. Fuel consumption, fatigue, and the rest of the simulation systems behave exactly as they do in an owned truck.
Passengers Judge Every Input

The mechanic that changes how the game feels arrived earlier. Last November, game designer Vojtěch walked through the Passenger Satisfaction system he has led since February 2025.
The game tracks every occupant separately rather than treating a full coach as one meter. "We calculate satisfaction for each passenger, each with their own sensitivity," Vojtěch said.
Some riders shrug off a hard stop. Others take gentle braking personally. Passengers board in different moods, and the job between stops is to improve them through smooth driving.
A clean run between two stops earns a bonus on top of the overall score.
SCS has already retuned the system once after internal testing, sharpening the gains and losses and switching satisfaction growth from elapsed time to distance covered, which the team considers fairer.
That pulls against the timetable. Careful driving and punctual arrivals work in opposite directions, and SCS has framed the friction as the heart of coach gameplay.
Vojtěch floated further ideas, including climate control requests and unscheduled emergency stops, while making clear none of them are guaranteed to ship.
Scoring drivers on ride quality is old ground for the studio, which built the same idea into Bus Driver back in 2007. Presenting it well is the harder part.
Vojtěch has been working through how satisfaction reads while driving, at stops, and after the journey ends, since too much information clutters the screen and too little leaves players guessing.
He wants boarding passengers shown as individual people instead of a single progress bar. The heavier technical lift sits underneath it all.
Vojtěch described dropping a new vehicle type into a game whose terms, icons, and interface were built entirely around trucks, then allowing clean transitions between the two modes, as more demanding than the coach expansion itself.
Still No Date and No Price

SCS has not announced a release window or a price for Coaches, and the studio has stopped short of explaining how passenger satisfaction feeds into Contract Job payouts or reputation.
The full launch vehicle roster remains unconfirmed. The Steam page is live for wishlisting, which is where SCS keeps pointing players at the end of every Coaches update.
Coaches Is Built on ETS2's Oldest Strengths
Coaches leans on the same ownership, financing, and progression scaffolding that has carried Euro Truck Simulator 2 since 2012.
Buying a vehicle, kitting it out, and working toward better-paying routes is familiar ground for anyone who has spent a few hundred hours hauling freight across the map.
The difference this time is that the cargo has opinions about your braking. Whether the satisfaction system holds up across dozens of hours is a question for release, though what SCS has shown looks a long way past a bus reskin.
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