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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.

Documents
6
newest 31 Aug 2026
Steam revenue
$7.5M
estimate, to date
Sold on Steam
1.3M
units

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
Revenue by year
YearShare of the best yearRevenueUnits
2019$1.1M188K
2020$1.7M305K
2021$1.3M216K
2022$952K152K
2023$578K92K
2024$418K68K
2025$369K64K
2026 so far$114K20K

On Steam since Jan 3, 2017 · Developer UbisoftSteam store page

Documents about Uno

Cover of How to Pitch Mattel the Perfect Game with Marcus Liassides, Mattel Digital SVP
41 min
Deconstructor of Fun41 min

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.
Deconstructor of FunAug 2026
Cover of Mattel Wants Studios to Pitch the Uncomfortable
Article

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.
Deconstructor of FunAug 2026
Cover of In the Hot Seat: Mattel163 COO Devin Nambiar on Uno and life after the NetEase deal
18 min
PocketGamer.biz18 min

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.
PocketGamer.bizJul 2026
Article

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.
SuperJoostApr 2026
Cover of The UX Challenges of Adapting Classic UNO to Mobile
11 min
Game Developers Conference11 min

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.
Game Developers ConferenceNov 2020
Cover of UNO! Playing your cards right in global casual games
19 min
PocketGamer.biz19 min

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.
PocketGamer.bizFeb 2019