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How many copies did Uplink sell?

Estimated copies sold
≈ 154k–251k
$508k–$1.4M after Steam's cut $924k–$2.1M before Steam's cut
from 2k reviews (Very Positive)

Copies are estimated from the public review count, adjusted for release year, and cross-checked against SteamSpy's own estimate.

Did the prediction match what actually happened?

We hid Uplink and predicted how it would do from its 8 similar games. Every figure here, including Uplink's, is estimated from Steam reviews.

Copies, estimated from reviews

typical (middle half) 174k–620k
best case 1.7M (Hacknet)
Games like Uplink

A typical game among these

≈ 174k–620k copies

≈ $738k–$3.1M after Steam's cut

from ~9k reviews

Only the top fifth of 2019's Steam releases earned $34k or more before Steam's cut, so plan for that or less.

All 8 of the similar games are hits.

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

What their first month looked like
About half the games that made it here had over 678 reviews in their first month; the range was 593 to 4k.
The genre you'd be entering
These games
The similar games share Simulation (6 of 8) and Hacking (3 of 8).
The winners
Winners here lead with Hacking + Simulation, priced around $10.
When they shipped
The similar games span 2013 to 2025, and 2 of the 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
≈ 349k–567k
1.5x vs typical
SteamSpy 200k–500k
Est. revenue
$287k–$771k after Steam's cut $522k–$1.2M before Steam's 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 Steam's cut
$9.99
26k reviews
Very Positive
HackingSimulation
Gunpoint
2013
Est. copies
≈ 843k–1.4M
SteamSpy 500k–1M
Est. revenue
$2.3M–$6.2M after Steam's cut $4.2M–$9.6M before Steam's cut
$9.99
13k reviews
Overwhelmingly Positive
StealthIndie
Streamer Life Simulator
2020
Est. copies
≈ 196k–319k
SteamSpy 200k–500k
Est. revenue
$1.1M–$2.9M after Steam's cut $2.0M–$4.5M before Steam's cut
$19.99
8k reviews
Mostly Positive
SimulationLife Sim
Internet Cafe Simulator
2019
Est. copies
≈ 298k–484k
SteamSpy 200k–500k
Est. revenue
$819k–$2.2M after Steam's cut $1.5M–$3.4M before Steam's cut
$9.99
10k reviews
Mostly Positive
SimulationIndie
MINDNIGHT
2017
Est. copies
≈ 102k–165k
SteamSpy 200k–500k
Est. revenue
Free
Free
3k reviews
Very Positive
Free to PlayMultiplayer
Welcome to the Game II
2018
Est. copies
≈ 107k–175k
SteamSpy 100k–200k
Est. revenue
$295k–$794k after Steam's cut $537k–$1.2M before Steam's cut
$9.99
4k reviews
Very Positive
HorrorHacking
Cyber Manhunt 2: New World - The Hacking Simulator
2025
Est. copies
≈ 141k–230k
SteamSpy 100k–200k
Est. revenue
$505k–$1.4M after Steam's cut $918k–$2.1M before Steam's cut
$12.99
6k reviews
Very Positive
HackingStory Rich

Sizing up your own game? See how many copies games in its genre usually sell before you build it.