Uno
GameBy Ubisoft
6 documents in the library are about Uno, from writers such as Deconstructor of Fun, PocketGamer.biz and Game Developers Conference. Each has a summary and key insights with the page they come from.
Connections
The documents about Uno on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue to date
- $7.5M
- Units sold
- 1.3M
- Last 12 months
- $271K
- 45K units
- Price
- $9.99
- Positive reviews
- 70%
- of 54K reviews
- Peak players
- 2,510
- at the same time
- Followers
- 145K
- Average playtime
- 7 h
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2019 | $1.1M | 188K | |
| 2020 | $1.7M | 305K | |
| 2021 | $1.3M | 216K | |
| 2022 | $952K | 152K | |
| 2023 | $578K | 92K | |
| 2024 | $418K | 68K | |
| 2025 | $369K | 64K | |
| 2026 so far | $114K | 20K |
On Steam since Jan 3, 2017 · Developer UbisoftSteam store page
Documents about Uno
How to Pitch Mattel the Perfect Game with Marcus Liassides, Mattel Digital SVP
Mattel is aggressively transforming its digital strategy by leveraging its extensive portfolio of over 800 iconic brands, including Barbie, Hot Wheels, and Masters of the Universe, to establish a dominant presence across mobile, console, and metaverse platforms like Roblox.
- Mattel is pivoting from a traditional licensing model to a collaborative strategic partnership, prioritizing long-term cultural relevance and community engagement over immediate monetization.
- The company is leveraging a portfolio of over 800 brands, including Barbie, Hot Wheels, and Masters of the Universe, to expand across mobile, console, and metaverse platforms like Roblox and Fortnite.
- Mattel currently manages over 50 active digital projects, supported by a hybrid model that combines external licensing with internal self-publishing capabilities following the acquisition of the Mattel163 joint venture.
Mattel Wants Studios to Pitch the Uncomfortable
Mattel’s digital strategy centers on a shift toward high-risk, high-reward creative partnerships, moving away from the industry-standard preference for safe, predictable licensed titles.
- Mattel is actively seeking high-risk, 'uncomfortable' creative pitches for its portfolio of over 800 brands, moving away from safe, predictable licensed titles.
- The company views intellectual property as a tool to lower user acquisition costs and improve conversion, provided it is supported by a strong core gameplay loop.
- Mattel has streamlined its operational model by implementing tools like the Roblox License Manager, which replaces per-asset sign-offs with pre-set guardrails to increase creative velocity.
In the Hot Seat: Mattel163 COO Devin Nambiar on Uno and life after the NetEase deal
Mattel163, a mobile game publisher, recently transitioned from a joint venture between Mattel and NetEase to a wholly-owned internal development and publishing division of Mattel.
- Mattel acquired NetEase's 50% stake in their joint venture, Mattel163, in February 2024 for $318 million, transitioning the studio into its internal game development and publishing division.
- Mattel163 has achieved over $1 billion in lifetime revenue, nearly $250 million in annual recurring revenue (ARR), and 20 million monthly active users (MAUs) across its four live titles.
- Successful cross-border game expansion requires significant product tailoring, as evidenced by the failure of major titles like Honor of Kings and Monster Strike when launched globally without sufficient culturalization.
Toys Diverging
The article argues that the global tabletop and toy market, valued between $16.8 billion and $24.9 billion in 2026, is experiencing a decisive shift toward integrated digital-physical business models.
- Companies integrating digital-physical business models, such as Hasbro, Games Workshop, and Asmodee, saw stock gains of 26% to 55%, while single-channel retail firms like Mattel and Spin Master declined by 32% to 38%.
- Hasbro achieved $2.2 billion in 2025 revenue, a 45% year-over-year increase, driven largely by a 59% growth in Magic: The Gathering.
- Games Workshop reached $1 billion in 2025 revenue with a 42% profit margin, bolstered significantly by the licensing success of Space Marine 2.
The UX Challenges of Adapting Classic UNO to Mobile
Adapting the classic card game UNO for mobile platforms requires a strategic balance between preserving the core physical experience and innovating for digital constraints.
- To bridge the gap between physical and digital play, developers transitioned from a rigid, tiled card layout to a 3D perspective that mimics the natural arc and posture of a human hand holding cards.
- To solve the problem of complex rule sets across 150 countries, the team abandoned a cluttered list of options in favor of a 'game mode' system that allows players to create and save custom rule configurations, resulting in 488 possible variations.
- The design team applied Hick's Law to address player churn, recognizing that presenting too many rule options on a small mobile screen increased decision time and negatively impacted the user experience.
UNO! Playing your cards right in global casual games
Mattel163, a joint venture between Mattel and NetEase, leverages the globally recognized Uno intellectual property to bridge the gap between casual gaming and sophisticated monetization strategies.
- Mattel163 leverages the Uno brand to lower user acquisition costs while applying Asian-inspired monetization mechanics to a global casual audience.
- The game generates approximately 60% of its revenue through in-app purchases, supplemented by rewarded video advertisements to maintain engagement for non-spending players.
- As of early 2019, the platform reached 15 million unique players with average daily play times exceeding one hour.
Companies behind it
As the documents state it.
