Saber Interactive has recently updated the Steam listing for its title Rideshare Simulator to include a clear disclaimer about the use of artificial intelligence in the game's development. This move comes after a heated dispute erupted when former staff member Stella Sacco claimed that the company had dismissed her from the project and substituted her contributions with content generated by ChatGPT, as well as other undisclosed AI tools.
The full text of the newly added AI disclaimer reads as follows: "This update follows comments from Saber CEO Matt Karch regarding writer Stella Sacco, who worked at Saber from July 2023 to July 2024, and stated she was removed from Rideshare midway through development and replaced with ChatGPT, while alleging other then-unannounced use of AI in the game's development." In the wake of Sacco’s allegations, Karch publicly responded, asserting that Sacco had been "replaced by someone more talented and terminated for a variety of reasons a few months later," and adding, "in retrospect I would have been happy to replace her with AI." He continued, "Stella who? I had to ask Claude because I have never spoken to her or seen her," during an interview with the podcast This Week In Videogames. Karch further explained that the studio had already disclosed its intention to employ AI for specific aspects of the game and promised to update the Steam page once the feature set was finalized.
"We view our use of AI in this particular title, which will be a lower‑priced offering, as a benefit for consumers," Karch said, positioning the technology as a cost‑saving measure that could potentially lower the retail price for players. The controversy took another turn when Sacco posted on the social platform BlueSky over the weekend, stating that Karch had "apologised unreservedly for the awful way he spoke about me in the press." She wrote, "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 statement on LinkedIn, acknowledging his own emotional reaction.
"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 admitted. "It happens and I am a human being.
I have done what I can to rectify." The episode highlights several broader issues that are currently shaping the video‑game industry. First, the rapid adoption of AI tools such as large language models and image generators is prompting studios to reconsider traditional development pipelines. While AI can accelerate tasks like dialogue writing, texture creation, or bug‑fix suggestions, it also raises questions about authorship, credit, and the ethical treatment of human creators.
Second, the dispute underscores the importance of transparent communication with both employees and the gaming community. When a former employee publicly alleges that their role was supplanted by a machine, the perception of the studio can shift dramatically, potentially affecting brand reputation, consumer trust, and even future hiring.
Saber Interactive’s decision to place an explicit AI disclaimer on the Steam page can be seen as an attempt to regain control of the narrative and reassure players that the company is not hiding its use of emerging technologies. Third, the incident brings to light the emotional dynamics that can arise in high‑pressure creative environments.
Karch’s admission that he reacted impulsively—"shot first and thought second"—reflects a common human tendency to respond defensively when faced with criticism. By publicly acknowledging his mistake and offering an apology, he demonstrates a willingness to engage in a more measured dialogue, which may help to de‑escalate tensions. From a legal standpoint, the situation could also have implications for employment contracts and intellectual property rights. If a writer’s contributions are replaced by AI‑generated text, questions arise about who owns the resulting content and whether the original author is entitled to compensation or attribution.
While the current case appears to be handled primarily through public statements and apologies, it may set a precedent for future disputes as AI becomes more ingrained in creative workflows. For players and fans of Rideshare Simulator, the practical impact of the AI disclaimer is likely modest. The game is marketed as an affordable simulation experience, and the studio has suggested that AI integration could help keep the price low while still delivering a polished product.
However, some community members may scrutinize the final product more closely, looking for signs of AI‑generated dialogue or design elements, and may form opinions about the authenticity of the experience. In summary, Saber Interactive’s addition of an AI disclaimer to the Steam page for Rideshare Simulator follows a public clash with former writer Stella Sacco, who claimed she was removed from the project and replaced by AI tools. CEO Matt Karch responded with a mixed message—defending the decision, acknowledging his emotional reaction, and ultimately offering an apology. The episode serves as a microcosm of larger industry trends surrounding AI adoption, workplace transparency, and the human side of creative collaboration.
As AI continues to evolve, studios will need to navigate these complexities carefully, balancing efficiency gains with ethical considerations and clear communication to maintain trust among employees, partners, and the gaming audience.