Saber Interactive has taken the step of adding a formal AI usage disclaimer to the Steam store page for its upcoming title, Rideshare Simulator, after a wave of controversy erupted surrounding claims that the company had dismissed a key writer in favor of AI‑generated content. The notice, which now appears prominently on the game's storefront, is intended to clarify the studio’s approach to artificial intelligence tools and to address the concerns raised by former employee Stella Sacco and members of the gaming community. The full text of the disclaimer reads as follows: "This update follows recent statements made by Saber Interactive’s Chief Executive Officer, Matt Karch, concerning the involvement of writer Stella Sacco, who was employed by Saber from July 2023 until July 2024.
Ms. Sacco alleges that she was removed from the Rideshare Simulator project midway through development and that her responsibilities were subsequently assumed by ChatGPT, alongside other undisclosed AI applications within the game's creation process. In response, Mr.
Karch has clarified that Ms. Sacco was replaced by an individual he described as 'more talented' 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 role with AI technology." The controversy began when Sacco publicly claimed that she had been let go from the Rideshare Simulator project and that her writing duties were handed over to ChatGPT, a large language model developed by OpenAI. She also suggested that the studio had employed additional, yet‑to‑be‑revealed AI tools throughout the game's development, raising questions about transparency, authorship, and the ethical use of AI in creative industries.
Matt Karch, the company's CEO, responded to these allegations in a series of interviews and social‑media posts. He asserted that Sacco’s departure was not solely the result of AI substitution, but rather a decision based on performance and fit within the team. "She was replaced by someone more talented and terminated for a variety of reasons a few months later," Karch said, adding that, looking back, he might have been open to using AI for certain tasks.
"In retrospect, I would have been happy to replace her with AI," he admitted, acknowledging the growing role of machine‑learning tools in modern game development. During an interview with the podcast This Week In Videogames, Karch further elaborated on his limited personal interaction with Sacco. "Stella who? I had to ask Claude because I have never spoken to her or seen her," he joked, referencing Claude, an AI assistant, to underscore his claim that he had no direct contact with the former writer.
He also confirmed that the studio was already employing 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 lower‑priced title as a benefit for consumers," Karch said, framing the technology as a value‑adding component rather than a cost‑cutting measure.
The situation took another turn when Sacco posted on the social‑media 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 also issued a separate public statement on LinkedIn, where he reflected on his own behavior. "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." This candid acknowledgment of a reactive, emotional response resonated with many observers who noted the high‑pressure environment of game development, where deadlines and public scrutiny can amplify tensions. The broader gaming community has been watching the dispute closely, as it touches on several hot‑button issues: the ethics of replacing human creators with AI, the transparency required when AI is used in consumer‑facing products, and the responsibilities of studio leadership in handling internal personnel matters publicly.
Critics argue that the AI disclaimer, while a step toward openness, may not fully address the underlying concerns about authorship and fair labor practices. Supporters, however, point out that AI tools can streamline development, reduce costs, and enable smaller studios to deliver polished experiences without the resources of larger publishers. In response to the backlash, Saber Interactive has pledged to be more forthcoming about its AI workflow. The company plans to release a detailed breakdown of which game elements—such as procedural city generation, dialogue scripting, or UI text—are assisted by AI, and which are crafted entirely by human designers and writers.
This level of granularity aims to give players a clearer picture of the creative process and to assure them that human creativity remains at the core of the experience. The incident also sparked a wider conversation across the industry about the future of writing in games. Some developers are experimenting with hybrid models, where AI drafts a base narrative that human writers then refine, ensuring both efficiency and artistic integrity.
Others caution that overreliance on AI could dilute the emotional resonance that comes from lived experience and nuanced storytelling. As of now, Rideshare Simulator remains slated for release later this year, with the AI disclaimer now visible to prospective buyers on Steam.
Whether the added transparency will satisfy critics or simply serve as a legal safeguard remains to be seen. What is clear, however, is that the episode has highlighted the need for clear policies, open communication, and respectful treatment of all team members—human or machine—in the rapidly evolving landscape of video game development.