Saber Interactive has recently updated the Steam store page for its title Rideshare Simulator to include a formal disclaimer about the use of artificial intelligence in the game's development. The move comes after a heated dispute that surfaced online, in which a former writer for the studio claimed she was removed from the project and replaced with content generated by AI tools such as ChatGPT. The controversy prompted the company’s chief executive, Matt Karch, to address the allegations publicly, offer an apology, and clarify the role that AI will play in the final product. The newly added notice reads in full: "This update follows recent comments made by Saber CEO Matt Karch concerning former writer Stella Sacco, who was employed by Saber from July 2023 through July 2024.
Sacco alleges that she was taken off the Rideshare Simulator team midway through development and that her responsibilities were subsequently filled by an AI language model. She also claims that additional, as‑yet‑undisclosed AI tools were employed throughout the creation of the game." In his response, Karch acknowledged that Sacco was indeed replaced, stating, "She was replaced by someone we felt was more skilled for the role, and she was terminated a few months later for a range of reasons.
In hindsight, I would have been comfortable using AI to fill that gap." He went on to say, "I had to ask Claude—an AI assistant—because I have never spoken to Stella or even seen her in person. We have already disclosed that we are using AI for specific components of the game, and we will update the Steam page once the feature set is finalised." Karch framed the use of AI as a consumer benefit, noting, "We view the integration of AI in this lower‑priced title as an added value for players, offering richer content without raising the price point." The dispute escalated when Sacco posted on the social platform BlueSky over the weekend, stating that Karch had "apologised unreservedly for the terrible way he spoke about me in the press." She added, "From the start I have been firm that my account was truthful; the facts now speak for themselves. Matt expressed a desire to make things right with me. At this moment I’m not sure what that looks like, and I need time to process it, but I do accept his apology." Karch also took to LinkedIn to issue a separate statement.
In that post he wrote, "I unfortunately got triggered by certain later comments—reasons I won’t go into detail about—and I reacted before I thought. I shot first and thought second about how to respond. It happens; I am human. I have done what I can to rectify the situation." The episode highlights several broader themes that are currently shaping the video‑game industry.
First, the growing reliance on AI for writing, asset creation, and even design decisions is prompting studios to be more transparent with their audiences. While AI can accelerate production cycles and reduce costs, it also raises ethical questions about authorship, credit, and the treatment of human creators. Sacco’s claim that she was dismissed in favour of an AI‑generated substitute touches on a fear shared by many writers and artists: that algorithms might replace skilled professionals, especially on lower‑budget projects.
Second, the incident underscores the importance of clear communication between leadership and staff. Karch’s admission that he reacted impulsively—"shot first and thought second"—suggests a lapse in crisis management that could have been avoided with a more measured approach. In the fast‑paced world of game development, where public perception can shift within hours, executives are increasingly expected to respond thoughtfully and promptly, balancing transparency with respect for employees. Third, the situation serves as a case study in how companies are navigating the legal and reputational risks associated with AI.
By adding a disclaimer to the Steam page, Saber Interactive is attempting to pre‑empt potential backlash from players who might feel misled about the extent of AI involvement. This aligns with emerging industry guidelines that recommend clear labeling of AI‑generated content, especially when it replaces human labor. From a consumer perspective, the impact of AI on a game like Rideshare Simulator may be minimal or significant, depending on how deeply the technology is embedded. If AI is used merely for minor text polishing or procedural generation of background dialogue, most players may not notice a difference.
However, if core narrative elements, character development, or mission design are driven by machine‑learning models, the experience could feel less nuanced, potentially affecting player immersion and satisfaction. Looking ahead, Saber Interactive has indicated that the AI components will be refined and that the Steam page will be updated once the feature set is locked down. This suggests that the studio is still in the experimental phase of integrating AI, testing its limits, and gauging community reaction.
The company’s willingness to publicly acknowledge the use of AI, even if only partially, may set a precedent for other developers navigating similar terrain. In summary, Saber Interactive’s addition of an AI disclaimer to the Rideshare Simulator Steam listing reflects a broader industry shift toward greater openness about machine‑generated content.
CEO Matt Karch’s public apology to former writer Stella Sacco illustrates the human side of this technological transition, acknowledging both a misstep in communication and the complex emotions that arise when AI intersects with creative labor. As the gaming community continues to debate the role of AI, studios like Saber will need to balance efficiency gains with ethical considerations, ensuring that the voices of human creators are respected while still exploring the innovative possibilities that artificial intelligence can bring to interactive entertainment.