Saber Interactive has recently updated the Steam listing for its title Rideshare Simulator to include a clear disclaimer about the use of artificial intelligence in the game’s development. This move comes after a heated debate sparked by accusations that the company had dismissed a human writer in favor of AI‑generated text.

The new notice, posted directly on the Steam storefront, acknowledges the role of AI tools and promises further clarification once the development team finalises the feature set. The controversy began when former writer Stella Sacco, who was employed by Saber from July 2023 until July 2024, publicly claimed that she was removed from the Rideshare project midway through production and that her responsibilities were handed over to ChatGPT.

Sacco also alleged that other, still‑undisclosed, AI technologies had been employed throughout the game's creation, raising concerns about transparency, authorship, and the treatment of creative staff. In response, Saber’s chief executive officer Matt Karch issued a statement that attempted to address the allegations.

He said that Sacco had been "replaced by someone more talented and terminated for a variety of reasons a few months later," and added a somewhat surprising remark that, in hindsight, he would have been comfortable substituting her work with AI. Karch’s comments suggested a pragmatic, if controversial, view of AI as a cost‑saving tool for lower‑priced titles.

During an interview with the podcast This Week In Videogames, Karch further distanced himself from Sacco, saying, "Stella who? I had to ask Claude because I have never spoken to her or seen her." He went on to explain that the company had already disclosed its intention to use AI for certain aspects of the game and that a more detailed update would appear on the Steam page once the development team nailed down the exact features that would be AI‑driven. Karch framed the use of artificial intelligence as a benefit for consumers, positioning it as a way to keep the final product affordable while still delivering a polished experience. The situation escalated on the social platform BlueSky, where Sacco posted a message indicating 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." Sacco’s statement highlighted her willingness to accept the apology while also underscoring the lingering uncertainty about what concrete actions might follow. Karch later posted a separate comment on LinkedIn, offering a more personal reflection on his reaction.

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 admission painted his initial response as an emotional, impulsive reaction rather than a measured corporate decision. The broader gaming community has been watching the dispute closely, as it touches on a number of hot‑button issues: the ethics of replacing human writers with AI, the transparency required when AI is used in consumer‑facing products, and the responsibilities of studio leadership when internal disagreements become public.

Many developers and journalists have pointed out that while AI can streamline certain workflows—such as generating placeholder text or assisting with localization—it should not replace the nuanced storytelling and creative judgment that human writers bring to a project. Industry analysts note that the cost pressures on mid‑tier and indie studios are intensifying, leading some to experiment with AI to stretch limited budgets.

However, the backlash against Saber underscores that any such experimentation must be accompanied by clear communication with both staff and players. When a studio fails to disclose AI involvement early, it risks eroding trust, as seen in this case.

In practical terms, the new AI disclaimer on Steam now reads: "This title incorporates artificial intelligence tools for certain in‑game content and development processes. Details about the specific features using AI will be updated as they are finalised." This phrasing aims to be both honest about the technology’s presence and vague enough to avoid revealing proprietary details. Looking ahead, the resolution of this dispute will likely hinge on whether Saber can demonstrate that AI was used responsibly and that the former writer’s concerns are addressed in a tangible way.

Potential steps could include offering Sacco a settlement, publicly acknowledging any missteps beyond the brief apology, and establishing a transparent policy for AI usage that can be referenced by future projects. For players, the immediate impact is limited: the game will continue to receive updates, and the AI disclaimer assures them that the final product may contain AI‑generated elements. For the industry, the episode serves as a cautionary tale about the importance of clear communication, respectful treatment of creative staff, and the need for ethical guidelines when integrating emerging technologies like artificial intelligence into game development. In summary, Saber Interactive’s addition of an AI disclaimer to the Rideshare Simulator Steam page reflects an attempt to quell a controversy that began with a former writer’s claim of being replaced by ChatGPT.

CEO Matt Karch’s public apologies and admissions of impulsive behavior illustrate a recognition of the missteps, while the ongoing dialogue highlights the broader challenges facing the gaming sector as AI becomes an increasingly common tool in the creative pipeline.