Saber Interactive has taken the step of adding an explicit artificial‑intelligence disclaimer to the Steam store page for its title Rideshare Simulator after a wave of criticism erupted over claims that the company had dismissed a human writer in favor of AI‑generated text. The notice, which now appears prominently on the game’s storefront, is intended to clarify the studio’s current stance on AI usage and to address the accusations that were circulating online. The full wording of the new disclaimer reads as follows: "This update follows recent statements made by Saber Interactive CEO Matt Karch concerning former writer Stella Sacco, who was employed by the studio from July 2023 until July 2024.
Ms. Sacco has alleged that she was removed from the Rideshare project midway through development and that her responsibilities were subsequently taken over by ChatGPT, along with other undisclosed AI tools used during the game's creation. In response, Mr.
Karch has clarified that Ms. Sacco was replaced by another individual he described as ‘more talented’ and that she was terminated for a variety of reasons a few months later. He added that, in hindsight, he would have been comfortable substituting her work with AI." The controversy began when former lead writer Stella Sacco publicly claimed that she had been let go from the Rideshare Simulator team and that the studio had replaced her contributions with output generated by OpenAI’s ChatGPT. Sacco further suggested that additional, as‑yet‑unannounced AI technologies had been employed throughout the development process, raising concerns among fans and industry observers about the extent to which the game relied on machine‑generated content.
Matt Karch, the chief executive of Saber Interactive, responded in a series of interviews and social‑media posts. He asserted that Sacco’s position had been filled by “someone more talented” and that her eventual termination was the result of “a variety of reasons” that occurred a few months after her replacement. Karch also admitted that, looking back, he would have been open to using AI to perform the tasks that Sacco had been handling, a comment that many interpreted as an acknowledgement of the studio’s willingness to experiment with generative technology.
During a conversation with the podcast This Week In Videogames, Karch said, “Stella who? I had to ask Claude because I have never spoken to her or seen her.” The remark referenced Claude, an AI model developed by Anthropic, underscoring the irony of the situation: the CEO appeared to be relying on an artificial assistant to answer a question about a human colleague he claimed never existed.
Karch went on to explain that Saber Interactive had already announced the use of AI for certain aspects of the game and promised to update the Steam page once the final feature set was locked down. He framed the inclusion of AI as a consumer benefit, especially given that Rideshare Simulator is positioned as a lower‑priced title.
The exchange escalated when Sacco posted on the BlueSky social platform 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 public statement on LinkedIn, in which he admitted, “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. It happens and I am a human being.
I have done what I can to rectify.” This candid admission highlighted the emotional intensity of the dispute and suggested that the CEO’s initial reaction was driven more by personal frustration than by a measured corporate response. The incident has sparked a broader conversation within the gaming community about the role of AI in creative processes. Critics argue that replacing human writers with language models can diminish the authenticity and nuance that come from lived experience, while proponents contend that AI can accelerate production, reduce costs, and even inspire new forms of storytelling. In Saber’s case, the public fallout illustrates how sensitive the balance is when a studio chooses to integrate AI into a project that traditionally relies on human narrative talent.
From a legal and ethical perspective, the situation raises questions about employment contracts, intellectual property, and transparency. If a writer is removed and their responsibilities are handed over to an algorithm, does the original author retain any claim to the resulting content? Moreover, how should companies disclose the extent of AI involvement to consumers who may have expectations about the originality of the game's narrative?
Saber Interactive’s decision to place a disclaimer on the Steam page can be seen as a step toward greater openness, but it also serves as a reminder that clear communication is essential when adopting emerging technologies. By explicitly stating which parts of the game were assisted by AI, the studio aims to rebuild trust with its audience and to pre‑empt further speculation. In the weeks ahead, the community will likely watch closely to see how Saber implements its promised updates to the Steam listing, what specific AI tools are referenced, and whether any additional apologies or settlements are offered to Sacco.
The episode may also influence other developers who are navigating the integration of AI into their pipelines, prompting them to establish more robust policies on attribution, employee relations, and public disclosure. Overall, the saga underscores the growing pains of an industry in transition. As artificial intelligence becomes more capable and accessible, studios must grapple with the practical benefits it offers while respecting the creative contributions of human talent. The balance between efficiency and authenticity will continue to shape how games are made, marketed, and received by players around the world.