Saber Interactive has recently updated the Steam page 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 dispute erupted over claims that the studio had dismissed a writer working on the project and substituted her contributions with text generated by AI tools.
The full wording of the new 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." The controversy began when former employee Stella Sacco publicly alleged that she was taken off the Rideshare Simulator team halfway through its production cycle and that her responsibilities were handed over to an artificial‑intelligence system, specifically ChatGPT. Sacco further suggested that the studio had employed additional, undisclosed AI‑driven processes throughout the creation of the game, raising questions about transparency, authorship, and the ethical treatment of creative staff. In response, Matt Karch, the chief executive of Saber Interactive, issued a statement attempting to clarify the situation. He claimed that Sacco was "replaced by someone more talented and terminated for a variety of reasons a few months later," and added, "in retrospect I would have been happy to replace her with AI." The phrasing sparked further backlash, as many interpreted it as a dismissive comment about both Sacco's contributions and the broader role of AI in game writing.
During an interview with the podcast This Week In Videogames, Karch elaborated on his perspective, 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 incorporate AI into certain aspects 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 added, positioning AI as a value‑adding tool rather than a replacement for human talent. The dispute took another turn when Sacco posted on the social platform 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 later issued a separate public comment on LinkedIn, acknowledging his own emotional reaction to the unfolding drama. "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 incident highlights several broader industry trends.
First, the integration of AI into creative workflows is accelerating, with studios experimenting with language models to generate dialogue, quest descriptions, and even narrative arcs. While AI can speed up production and reduce costs, it also raises concerns about the displacement of writers, the authenticity of storytelling, and the potential loss of unique human voice in games. Second, the episode underscores the importance of transparent communication with both employees and the public.
When a company announces the use of AI, clear guidelines and disclosures can help manage expectations and avoid misunderstandings. In Saber Interactive's case, the delayed disclaimer on Steam may have contributed to the perception that the studio was trying to hide its practices. Finally, the personal dimension of the conflict—Karch's admission of reacting impulsively—offers a reminder that corporate leaders are still subject to human emotions. His willingness to publicly acknowledge a mistake, however imperfectly expressed, may serve as a modest step toward rebuilding trust with former staff and the gaming community at large.
Looking ahead, the Rideshare Simulator team plans to finalize the AI features and update the Steam page accordingly. Whether these tools will enhance the gameplay experience for players or become a point of contention remains to be seen.
What is clear is that the conversation around AI, authorship, and workplace ethics in the video game industry is far from settled, and the Saber Interactive saga will likely be cited as a case study for future discussions on responsible AI deployment in creative media.