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 new 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 original controversy, former staff member Stella Sacco alleged that she was taken off the Rideshare Simulator team halfway through production and that her responsibilities were handed over to an AI system, specifically ChatGPT.
Sacco also suggested that the studio had employed other, undisclosed AI tools during the creation of the game, raising questions about transparency, authorship, and the ethical use of machine‑generated content in a commercial product. Matt Karch, the chief executive of Saber Interactive, responded publicly to these accusations.
He asserted that Sacco had been "replaced by someone more talented and terminated for a variety of reasons a few months later," and he added a provocative remark that, in hindsight, he would have been comfortable substituting her work with AI. "In retrospect," Karch said, "I would have been happy to replace her with AI." During an interview with the web series This Week In Videogames, Karch further distanced himself from Sacco, claiming he had never actually spoken to or met her.
"Stella who? I had to ask Claude because I have never spoken to her or seen her," he said, referencing the AI assistant Claude. He went on to explain that the company had already disclosed its intention to use AI for certain aspects of the game and promised to update the Steam page once the feature set was finalized. "We look at our use of AI in this particular game, which will be a lower‑priced title, as a plus for consumers," Karch added, positioning AI integration as a benefit rather than a controversy.
The dispute took another turn when Sacco posted on the social network BlueSky over the weekend, noting 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 that his reaction to the unfolding situation had been impulsive. "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 a broader industry conversation about the role of AI in game development. As tools like ChatGPT, Claude, and other large language models become more sophisticated, studios are increasingly experimenting with them to generate dialogue, quest descriptions, marketing copy, and even code snippets.
Proponents argue that AI can accelerate production, reduce costs, and enable smaller teams to punch above their weight. Critics, however, warn that reliance on machine‑generated content may erode creative ownership, diminish job security for writers and artists, and raise legal concerns about copyright and attribution. In Saber Interactive's case, the controversy centers not only on the technical substitution of a human writer with an algorithm but also on the interpersonal dynamics that unfolded publicly.
Sacco's claim that she was removed from the project and replaced by a non‑human entity struck a nerve, prompting a defensive and, at times, dismissive response from the CEO. His later apology suggests an awareness that the initial tone may have exacerbated the situation.
From a consumer perspective, the addition of the AI disclaimer to the Steam page serves as a transparency measure. Players who purchase Rideshare Simulator will now be informed that certain textual elements—perhaps mission briefings, in‑game signage, or promotional blurbs—may have been generated or assisted by artificial intelligence.
This disclosure aligns with emerging best practices in the industry, where studios are beginning to label AI‑generated assets to maintain trust with their audience. The incident also raises practical questions about how AI integration should be managed in future projects.
For instance, should studios establish clear internal policies that define when and how AI tools can be used, and how credit is allocated to human contributors? Should there be a formal process for informing employees and external partners about AI usage, especially when it might affect job roles? These are the kinds of policy discussions that many developers are now grappling with as the technology matures. In summary, Saber Interactive's decision to add an AI disclaimer to the Rideshare Simulator Steam listing reflects both a reaction to a specific controversy involving former writer Stella Sacco and a broader shift toward greater openness about AI in game creation.
CEO Matt Karch's public apology and acknowledgment of his impulsive response demonstrate an attempt to mend fences, though the episode underscores the delicate balance studios must strike between leveraging cutting‑edge technology and respecting the contributions of human creators. As the gaming industry continues to explore the possibilities of AI, transparency, clear communication, and thoughtful policy will likely become essential components of responsible development practices.