Sign in
wishvane

How many copies did Uplink sell?

Estimated copies sold
≈ 154k–250k
$508k–$1.4M after Steam's cut $923k–$2.1M before the cut
from 2k reviews (Very Positive)

A labeled estimate from the public review count (adjusted for release year), not exact sales. Owner data cross-checked with SteamSpy.

Does this actually work?

We left Uplink out and predicted the genre from its 8 similar games. Every figure here, including Uplink's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 173k–619k
best case 1.7M (Hacknet)
Games like Uplink

The middle of these games

≈ 173k–619k copies

≈ $733k–$3.1M after Steam's cut

from ~9k reviews

Only the top fifth of 2019’s Steam releases earned about $34k gross, so plan for that or less.

All 8 of your similar games are hits.

Best case: Hacknet at ≈ 1.3M–2.1M copies, ≈ $3.5M–$9.4M after Steam's cut.

What it took to get here
About half the games that made it here had over 678 reviews in their first month; the spread ran 594 to 4k.
The genre you'd be entering
Your set
Your set clusters on Simulation (6 of 8) and Hacking (3 of 8).
The winners
Winners here lead with Hacking + Simulation, priced around $10.
The era
The games you compared span 2013 to 2025, and 2 of your 8 shipped in the last two years.
How these numbers were worked out

A hit here: 1,000+ reviews, roughly $150k+ before Steam's cut (a standard indie benchmark).

Copies come from each game's reviews times a sales-per-review rate that falls with release age, from about 31 for the most recent game here to about 79 for the oldest, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

Similar games

Nodebuster
2024
Est. copies
≈ 348k–566k
1.5x vs typical
SteamSpy 200k–500k
Est. revenue
$286k–$770k after Steam's cut $520k–$1.2M before the cut
$2.99
14k reviews
Overwhelmingly Positive
CasualClicker
Hacknet
2015
Est. copies
≈ 1.3M–2.1M
2.9x vs typical
SteamSpy 2M–5M
Est. revenue
$3.5M–$9.4M after Steam's cut $6.4M–$14.5M before the cut
$9.99
26k reviews
Very Positive
HackingSimulation
Gunpoint
2013
Est. copies
≈ 842k–1.4M
SteamSpy 500k–1M
Est. revenue
$2.3M–$6.2M after Steam's cut $4.2M–$9.6M before the cut
$9.99
13k reviews
Overwhelmingly Positive
StealthIndie
Streamer Life Simulator
2020
Est. copies
≈ 196k–318k
SteamSpy 200k–500k
Est. revenue
$1.1M–$2.9M after Steam's cut $2.0M–$4.5M before the cut
$19.99
8k reviews
Mostly Positive
SimulationLife Sim
Internet Cafe Simulator
2019
Est. copies
≈ 297k–483k
SteamSpy 200k–500k
Est. revenue
$816k–$2.2M after Steam's cut $1.5M–$3.4M before the cut
$9.99
10k reviews
Mostly Positive
SimulationIndie
MINDNIGHT
2017
Est. copies
≈ 102k–166k
SteamSpy 200k–500k
Est. revenue
Free
Free
3k reviews
Very Positive
Free to PlayMultiplayer
Welcome to the Game II
2018
Est. copies
≈ 107k–174k
SteamSpy 100k–200k
Est. revenue
$294k–$791k after Steam's cut $535k–$1.2M before the cut
$9.99
4k reviews
Very Positive
HorrorHacking
Cyber Manhunt 2: New World - The Hacking Simulator
2025
Est. copies
≈ 140k–228k
SteamSpy 100k–200k
Est. revenue
$501k–$1.3M after Steam's cut $911k–$2.1M before the cut
$12.99
6k reviews
Very Positive
HackingStory Rich

Sizing up your own game? See what its genre can realistically do before you build it.