Saber Interactive has recently updated the Steam store page for its title Rideshare Simulator to include a clear disclaimer about the use of artificial intelligence in the game's development. The move comes after a heated dispute erupted over claims that the studio had dismissed a writer working on the project and substituted her contributions with text generated by AI tools. The full text of the newly added disclosure reads as follows: "This update follows comments from Saber CEO Matt Karch regarding writer Stella Sacco, who was employed by Saber from July 2023 to July 2024.
Sacco alleges that she was removed from the Rideshare project midway through its development cycle and that her responsibilities were taken over by ChatGPT, along with other undisclosed AI applications used throughout the creation of the game." In a series of interviews and public statements, Karch attempted to clarify the situation. He asserted that Sacco was "replaced by someone more talented and terminated for a variety of reasons a few months later," and added that, looking back, "I would have been comfortable replacing her with AI." He went on to say, "Stella who? I had to ask Claude because I have never spoken to her or seen her," a remark he made during an appearance on the podcast This Week In Videogames. Karch also emphasized that the studio had already been transparent about employing AI for certain aspects of the game and promised to update the Steam page once the final feature set was locked down.
"We view our use of AI in this particular title, which will be positioned as a lower‑priced offering, as a benefit for consumers," Karch explained, suggesting that the technology could help keep the retail price down while still delivering a polished experience. The controversy took another turn over the weekend when Sacco posted a message on the social network BlueSky. In her post, she wrote that Karch had "apologised unreservedly for the awful way he spoke about me in the press." She continued, "I've been firm from the beginning that I was telling the truth; I think we can all now agree that it's been borne out.
Matt expressed a desire to make it right with me; at this time I don't really know what that looks like for me, and I'll have to take some time to sit with it, but I do at least accept his apology." Karch later issued a separate public comment on LinkedIn, acknowledging his own emotional reaction to the unfolding drama. "I unfortunately got triggered by certain later comments (for reasons I won't get into) and shot first and thought second about how to respond," he wrote.
"It happens and I am a human being. I have done what I can to rectify." The episode highlights several broader industry trends that have been gaining momentum over the past few years.
First, the adoption of AI‑generated content—whether for narrative text, dialogue, or even procedural level design—has accelerated as developers seek ways to streamline production pipelines and reduce costs. Tools such as OpenAI's ChatGPT, Anthropic's Claude, and other large language models are now being integrated into game studios of all sizes, often as assistants that can draft quest descriptions, generate flavor text, or suggest character backstories. Second, the use of AI raises complex ethical and labor‑related questions.
Writers, artists, and other creative professionals worry that their roles could be marginalized or replaced by algorithms that can produce large volumes of content at a fraction of the time and expense. The Sacco case illustrates the tension between a studio's desire to leverage new technology and the expectations of its human talent pool. While Karch framed AI as a consumer benefit, Sacco's experience suggests that the transition can feel abrupt and dismissive when not managed with clear communication and respect for the individuals involved. Third, the public nature of the dispute underscores how quickly controversies can spread in the age of social media.
Sacco's BlueSky post, Karch's LinkedIn apology, and the subsequent Steam disclaimer all occurred within a matter of days, illustrating the rapid feedback loop between creators, executives, and the gaming community. Transparency, in this context, becomes a double‑edged sword: it can restore trust when handled sincerely, but it can also amplify criticism if perceived as reactive or insufficient. From a legal perspective, there is currently limited precedent regarding the replacement of human writers with AI‑generated text in video games. Employment contracts, intellectual property rights, and disclosure obligations vary by jurisdiction, and many studios are still navigating how to comply with emerging regulations that may require explicit labeling of AI‑generated content.
Saber Interactive's decision to add a disclaimer on the Steam store page could be seen as a proactive step to meet future compliance standards and to preempt further backlash. Looking ahead, the industry is likely to see more structured policies around AI usage.
Some studios are already drafting internal guidelines that define which parts of a project may be assisted by AI, how to attribute generated content, and how to ensure that human creators retain creative oversight. These policies aim to balance efficiency gains with the preservation of artistic integrity and employee morale.
In summary, Saber Interactive's recent actions—adding an AI disclaimer, issuing public statements, and acknowledging a misstep in communication—reflect a microcosm of the larger conversation about artificial intelligence in game development. While the CEO's apology indicates a willingness to make amends, the incident serves as a reminder that the integration of AI must be managed thoughtfully, with clear communication, respect for human contributors, and an eye toward both ethical considerations and consumer expectations. The ongoing dialogue between Sacco, Karch, and the broader gaming community will likely inform how other developers approach AI adoption in the months and years to come.