Saber Interactive has recently updated the Steam storefront for its title Rideshare Simulator to include a clear statement about the role of artificial intelligence in the game's creation. This move comes after a heated dispute erupted over accusations that the company had dismissed a writer working on the project and substituted her contributions with text generated by AI tools. The full disclaimer now visible on the Steam page 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." The background to the controversy began when former staff member Stella Sacco, who served as a lead writer on Rideshare Simulator for roughly a year, publicly claimed that she was taken off the project before its completion and that her responsibilities were handed over to an artificial‑intelligence system—specifically OpenAI’s ChatGPT. Sacco also hinted that other aspects of the game’s development had been quietly assisted by AI, though she did not provide detailed evidence at the time.

In response, Matt Karch, the chief executive of Saber Interactive, issued a statement that attempted to clarify the situation. He said Sacco was "replaced by someone more talented and terminated for a variety of reasons a few months later," and added that "in retrospect [he] would have been happy to replace her with AI." Karch’s remarks suggested that the decision to bring in AI was not a sudden, secretive move but rather a considered option that the company might have pursued under different circumstances. During an interview with the podcast This Week In Videogames, Karch further downplayed his personal familiarity with Sacco, stating, "Stella who?

I had to ask Claude because I have never spoken to her or seen her." He went on to explain that Saber had already disclosed the use of AI for certain parts 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," he said, framing the technology as a benefit rather than a controversy. The dispute escalated 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 took to LinkedIn to offer a more personal reflection on his behavior.

In a public comment 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 acknowledgment of an impulsive reaction was intended to soften the perception of his earlier, more defensive statements.

The episode touches on several broader themes that are currently reshaping the video‑game industry. First, the integration of AI tools such as language models, image generators, and procedural content systems is becoming increasingly common, especially for smaller or lower‑budget titles where development resources are limited.

Companies argue that AI can accelerate writing, level design, and even voice‑over work, allowing teams to focus on higher‑level creative decisions. However, the rapid adoption of these technologies also raises questions about authorship, credit, and the ethical treatment of human creators.

Second, the controversy underscores the importance of transparent communication with both employees and the public. When a developer announces that AI will be used in a project, players often expect a clear explanation of what that means for the final product. In Saber Interactive's case, the initial lack of a detailed disclosure on the Steam page led to speculation and distrust, prompting the later addition of the disclaimer. Third, the incident highlights the human side of corporate leadership.

Karch’s admission that he reacted emotionally to criticism—"shot first and thought second"—is a reminder that executives are not immune to the pressures of public scrutiny. By publicly acknowledging his mistake and offering an apology, he attempted to rebuild trust, though the effectiveness of that gesture will depend on subsequent actions, such as how the company treats former staff and how it implements AI moving forward. For industry observers, the Saber Interactive saga serves as a case study in managing AI adoption responsibly. It suggests that studios should establish clear policies regarding when and how AI is employed, ensure that any displaced staff are treated fairly, and maintain open lines of communication with both their workforce and their audience.

By doing so, they can harness the efficiency gains of AI while mitigating the risk of reputational damage. In summary, Saber Interactive has now placed an AI usage notice on the Steam page for Rideshare Simulator after a public dispute involving former writer Stella Sacco.

CEO Matt Karch has apologized for his earlier remarks, acknowledging that he reacted impulsively to criticism. The episode reflects the growing pains of integrating artificial intelligence into game development, the need for transparency, and the importance of respectful treatment of creative talent. The company’s next steps—how it finalizes the AI features, compensates or acknowledges Sacco’s contributions, and communicates future AI policies—will likely determine whether this controversy fades or becomes a lasting lesson for the industry.