Saber Interactive has taken the step of adding a clear AI usage disclaimer to the Steam storefront for its upcoming title, Rideshare Simulator, after a wave of controversy surrounding allegations that the company had dismissed a writer in favor of AI‑generated text. The notice, which now appears prominently on the game's page, is intended to address concerns raised by the community and the media regarding the extent to which artificial intelligence tools were employed during development. The full text of the 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 claims she was removed from the Rideshare project midway through its development cycle and that her responsibilities were subsequently filled by ChatGPT, alongside other undisclosed AI applications used throughout the game's creation. In response, Mr. Karch has clarified that Ms. Sacco was replaced by an individual he considered more skilled and that her employment was terminated for a variety of reasons a few months later.
He further added that, in hindsight, he would have been comfortable substituting her work with AI." The controversy erupted when Sacco took to the BlueSky social platform to detail her experience. She alleged that after a year of contributing to the project, she was abruptly taken off the team and that her writing duties were handed over to an AI language model.
According to Sacco, this decision was not communicated transparently, and she was left without a clear explanation for her dismissal. She also suggested that other, still‑undisclosed AI tools had been integrated into the game's design and narrative pipelines. Matt Karch, the studio’s chief executive, responded publicly in a series of interviews and social‑media posts.
In an interview 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." He went on to acknowledge that the company had indeed been experimenting with AI for certain aspects of the title, but insisted that the technology would be used responsibly and that a more detailed update would be posted on Steam once the feature set was finalized. "We view our use of AI in this particular title, which will be priced lower than many of our flagship releases, as a benefit for consumers," he added. Later that weekend, Sacco posted a follow‑up on BlueSky 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 also issued a separate statement on LinkedIn, where he admitted 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 incident has sparked a broader conversation within the gaming industry about the ethical use of AI, especially when it intersects with human labor.
Critics argue that replacing a writer with a language model without clear disclosure undermines the value of creative professionals and could set a dangerous precedent. Supporters, however, point out that AI can accelerate development cycles, reduce costs, and enable smaller studios to deliver richer experiences without the overhead of large writing teams. From a legal standpoint, there are no current regulations that specifically prohibit the substitution of human writers with AI in video game development, but labor laws concerning wrongful termination and contract obligations could become relevant if a pattern of undisclosed AI replacement emerges. In Sacco's case, she has not indicated plans to pursue legal action, but she has emphasized the importance of transparency and respect for contributors.
Industry observers note that Saber Interactive is not the first studio to experiment with AI in narrative design. Companies such as Ubisoft, EA, and independent developers have all reported using tools like ChatGPT, Claude, and custom‑trained models to generate dialogue, quest descriptions, and even procedural story arcs. The technology offers speed and scalability, but it also raises questions about originality, cultural sensitivity, and the preservation of a distinct authorial voice.
For gamers, the practical impact of AI on Rideshare Simulator may be modest. The game is marketed as a lower‑priced, simulation‑focused experience that aims to capture the everyday challenges of rideshare drivers. If AI is used primarily for minor text elements, such as in‑game prompts, tutorials, or filler dialogue, the overall player experience may remain largely unchanged.
However, if core narrative beats or character development are heavily AI‑generated, players might notice a shift in tone or depth. Looking ahead, Saber Interactive has pledged to keep the community informed about any further AI integration.
The updated Steam page now includes a dedicated section outlining which parts of the game were assisted by AI, the specific tools employed, and the rationale behind those decisions. The studio also indicated that it will monitor player feedback closely and adjust its approach if significant concerns arise. In summary, the saga surrounding Rideshare Simulator underscores the growing pains of an industry grappling with rapidly advancing technology.
While AI offers undeniable advantages, the human element—particularly the contributions of writers, designers, and artists—remains a cornerstone of compelling game experiences. Saber Interactive's recent disclaimer and CEO Matt Karch's public apology reflect an attempt to balance innovation with accountability, a balance that many other studios will likely have to navigate in the months and years to come.