Saber Interactive has recently updated the Steam storefront 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 controversy erupted when former staff member Stella Sacco alleged that the company had dismissed her from the project in favor of employing AI‑generated text, specifically content produced by ChatGPT, and hinted at additional, undisclosed AI applications throughout the creation of the simulation.

The full text of the new AI 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 wake of Sacco’s statements, Karch publicly addressed the accusations. He claimed that Sacco was "replaced by someone more talented and terminated for a variety of reasons a few months later," and added a candid reflection: "In retrospect, I would have been happy to replace her with AI." The CEO’s remarks were captured during an interview with the online show This Week In Videogames, where he further elaborated on his lack of personal interaction with Sacco.

"Stella who? I had to ask Claude because I have never spoken to her or seen her," Karch said, referencing the AI chatbot Claude.

He continued, "We have already said we are using AI for certain parts of the game and will update the Steam page once we have finalised the feature set." Karch framed the use of AI as a consumer benefit, especially given that Rideshare Simulator is positioned as a lower‑priced title. "We look at our use of AI in this particular game, which will be a lower priced title, as a plus for consumers," he explained, suggesting that AI could help keep costs down while still delivering a polished experience. The controversy intensified when Sacco posted on the social 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 admitted to an emotional reaction that clouded his judgment.

"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 situation raises several broader questions about the role of AI in creative industries, the ethics of replacing human writers with machine‑generated text, and how companies should communicate such decisions to their audiences. On one hand, AI tools like ChatGPT, Claude, and others can accelerate content creation, generate variations quickly, and reduce costs—advantages that are especially appealing for indie developers or studios working on budget‑friendly projects.

On the other hand, the displacement of skilled writers raises concerns about job security, the preservation of unique authorial voice, and the transparency owed to both employees and consumers. Industry observers note that the gaming sector has been experimenting with AI for years, from procedural level generation to automated testing and even narrative design.

However, the practice of swapping a human writer mid‑development for a language model is still relatively rare and often sparks debate. Critics argue that AI‑generated prose can lack the nuance, emotional depth, and cultural sensitivity that a seasoned writer brings to a story, potentially resulting in a less engaging player experience. Proponents counter that AI can serve as a collaborative tool, offering drafts that writers can refine, thus streamlining the workflow rather than eliminating the human element entirely. In Saber Interactive's case, the company appears to be positioning AI as a value‑add for consumers, suggesting that the technology will help keep the game's price low while maintaining quality.

Yet the public backlash indicates that many gamers and industry professionals feel that the decision to replace a writer without clear communication undermines trust. Transparency about AI usage, especially when it affects employment, has become a growing expectation among audiences who are increasingly aware of the capabilities—and limitations—of generative models.

The apology from Karch, while a step toward mending the relationship with Sacco, also underscores the importance of measured communication in crisis situations. His admission of reacting impulsively highlights a common pitfall: responding to criticism with emotion rather than a carefully crafted statement can exacerbate the issue. By acknowledging his mistake and expressing a willingness to make amends, Karch aligns with best practices for corporate accountability, though the specifics of any restitution remain unclear.

Looking ahead, the Rideshare Simulator controversy may serve as a case study for other developers navigating the integration of AI into their pipelines. It illustrates the need for clear internal policies regarding AI adoption, robust documentation of how and where AI tools are employed, and open dialogue with staff about the impact on roles and responsibilities. Moreover, it demonstrates that when a company chooses to publicize AI usage—especially in a consumer‑facing product description—it should do so with honesty and detail, allowing players to make informed choices about the experiences they purchase.

In summary, Saber Interactive has responded to allegations of replacing a human writer with AI by adding a disclaimer to its Steam page and by having its CEO issue a public apology to the former writer, Stella Sacco. The episode shines a light on the evolving relationship between artificial intelligence and creative work in the video game industry, raising important questions about ethics, transparency, and the future of employment in a field increasingly augmented by machine learning technologies.