
An alien invasion has fractured humanity into seven ideological factions each with a unique vision for the future. Lead your chosen faction to take control of Earth’s nations, expand across the Solar System, and battle enemy fleets in tactical combat.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
An extraterrestrial probe is detected approaching Earth. Unknown to humanity, an alien force has arrived in the far reaches of the icy Kuiper Belt and has begun mining a dwarf planet to prepare for an invasion.
With Earth’s nations unable to unite to address the alien arrival, transnational groups of like-minded political, military, and scientific leaders develop covert channels to coordinate a response. With the aliens' motives uncertain, factions emerge, driven by hope, fear, or greed.
You will control one of these factions.
The Resistance works to form an alliance of nations to mount a coordinated defense.
Humanity First vows to exterminate the aliens alongside any who sympathize with them.
The Servants worship the aliens and believe they will solve all the troubles of the world.
The Protectorate advocates negotiated surrender as the only means to avoid annihilation.
The Academy hopes the alien arrival heralds the opportunity to form an interstellar alliance.
The Initiative seeks to profit from the chaos and destruction.
Project Exodus plans to build a massive starship and flee the Solar System.

A distant anomaly, a mysterious crash site, and a spike in reported disappearances. Could this truly be humanity's first contact with extraterrestrial lifeforms? As your field agents investigate sightings and your scientists race to explore new fields of research, you will slowly learn the truth behind the alien arrival.
From early sightings and UFO crash sites to rampaging alien megafauna and robotic armies, it will rapidly become clear that the other six human factions are not your sole competition. Throughout the game, illustrated events will present you with difficult choices as you investigate growing alien activity on Earth. Uncover the mystery of the aliens’ origins and motives – unless, of course, you are Humanity First, and all that matters to you is extermination.
Terra Invicta has a global research system that creates opportunities for both competition and cooperation. Shared scientific advancement unlocks private engineering projects. Factions can choose to focus on private projects, at the cost of weakening Earth as a whole and ceding influence over global research direction to other factions with different priorities. Left unchecked, factions like the Servants or the Initiative may steer the world’s efforts toward developing methods of social control, rather than propulsion or weapon systems.

You begin on Earth as the head of a shadowy organization devoted to your chosen ideology. The aliens are coming – soon – but your first enemies (and perhaps allies) will be other human factions.
Lead a faction united by ideology, rather than a nation defined by territory. This is a stark change from most strategy games – in Terra Invicta, you will not paint the map with the colors of some chosen nation. Instead you will rule from the shadows and compete with other factions for control points representing a region's military, economic, and political leadership.
Geopolitics is your sandbox – unite or break apart nations as best serves your ends, while using those under your influence to conduct proxy wars against the other six factions. Earth’s regions are modeled in detail, from educational levels and unrest to GDP and inequality. Gaining command over regions with great monetary wealth and military power can allow you to implement your will on Earth, but the war for the Solar System will not be won without also securing regions containing space launch facilities.
Enact your will through a council of politicians, scientists, and operatives sent around the world (and even into space). The starting abilities of these councilors will improve through gaining experience and acquiring control over powerful organizations like intelligence agencies or wealthy corporations. A veteran commander may make the perfect choice to lead a tactical team under the council’s direction, while an experienced diplomat works to secure the funding needed to resist the alien invasion.
Seek out like-minded populations and politicians and take actions to convert followers of opposing ideologies. Public opinion is modeled along multiple axes – the Servants’ alien worship and the Protectorate’s advocacy of negotiated surrender may largely align in terms of support or opposition to the aliens, but events that show the aliens can be defeated have the potential to convince followers of the Protectorate that resistance is a realistic choice.

Terra Invicta bridges the gap between our modern-day world and the vast interstellar empires of other space strategy games, asking you to take humanity’s first steps in colonizing our Solar System, where over 300 asteroids, moons, and planets in constant motion create an ever-changing strategic map.
Start your campaign in the modern day and build your capabilities from the ground up, or begin in the near-future and push into the final frontier from the very start – build space stations and planetary bases, quickly gain control of the inner Solar System, and prepare for the existential threat growing at the far reaches of the system.
Take your faction beyond the confines of Earth, building space stations to act as shipyards and fuel depots, constructing mining stations to acquire advanced resources, and establishing bases to serve as research or construction facilities. Terra Invicta zooms into the strategic geography of the Solar System, presenting space not as a series of isolated stars that you order units to move to and from, but rather a rich and varied landscape of asteroids, moons, dwarf planets, gas giants, and other celestial bodies creating texture and tactical opportunities at every turn.
The expansive map is constantly shifting as celestial bodies orbit the Sun. This means your space stations and forward operating bases are constantly moving as well, forcing you to plan accordingly and adapt to the evolving circumstances – your colonies among the Jovian moons could find that a once-distant alien military outpost or Initiative privateering base has suddenly become a close neighbor.

Terra Invicta explores what might be – how colonies on Mars might function, what plausible engines could power our spaceships, and the nature of how space colonization and warfare might proceed. Players may find themselves establishing a mining base on the asteroid 16 Psyche after noticing it is rich in metals – and then learn that in our world NASA planned The Psyche Mission for the same reason.
Exploring and eventually colonizing space will require access to many resources: water for life support and propellant, metals for manufacturing, fissiles for nuclear drives and weapons, and more. At the start, you’ll have no choice but to acquire such resources on Earth and suffer the high cost of using rockets to escape Earth’s gravity, but over time you’ll increasingly choose to instead rely on asteroid mining and other means of securing local supply.
Spaceship design in Terra Invicta draws from the best of scientific speculation and hard science fiction. You can design your own ships, selecting from an array of weapons, drives, and other modules to place on a variety of hulls, ensuring each ship has the right mix of fuel capacity, maneuverability, and other capabilities.
Tactical combat is built around a realistic simulation of Newtonian physics, where momentum and maneuver in 3D space are just as important as the firepower your ships carry. Fire missiles and use point defense cannons to destroy incoming projectiles; build up momentum then swing hard to bring the enemy into your firing arcs; or grapple with the difficult decision to retract radiators and sacrifice heat dissipation to achieve better armor against an incoming enemy barrage.

Terra Invicta is built with modding support in mind, and much of the game is accessible to modders without a coding background. We hope that the Solar System setting and geopolitics simulation will provide a useful framework for modders to realize their own creative visions.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99−50% | 9.9Kreviews | 80% | — | $14.5M |
| $39.99 | 273ratings | 58% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 985 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The initial loop is fine, but it just never changes. There's no novelty past learning the councilor politics loop, and fighting the aliens gets really boring the moment you can make them bleed. Reading the techs is the best part of the game: it's well-written (at least for the Academy, Resistance, and Servants) and you really get a sense that you're learning about the aliens. The problem is that you read one paragraph for every five hours of the councilor meat grinder. The other upside is the sheer complexity of the system. If you like looking at numbers, then you'll get hooked, and there's a strong chance I'll continue playing just because it scratches that itch more than most games.
Just a frustrating experience. I found out a lot of the strategies i have been doing were wrong and that's why i kept losing. I can't find anything online about doing the right things or researching the right techs so i just gave up. I tried to enjoy this game and i did to some extent, but after a while you just give up because there is no feedback, there is nothing to tell you 10 hours into the game "hey man, you should really start researching this tech" or "hey man, those defense layers are useless against the aliens". Just something to tell me where i went wrong would be nice because i don't really have a clue.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 16.29/day in the week to Jul 30 → 14.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese, German, Polish, Portuguese - Brazil, Italian, Czech, Korean +2 more
| $19.99−50% |
| 113ratings |
| 80% |
| — |
| not modelled |
| $39.99 | — | 92% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 987 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A very ambitious game, I do love the concept and attempt. But there are major problems that made me just frustrated to have spent so much time, as those issues grow more and more egregious the more you progress in the game. It gives the appearance of complexity through a) obscurity and b) micromanagement. The game has endless 'gotchas' you'll experience though all stages of play. What is the point of MOUNTAINS of useless tech? State unification tech that you'll realistically unlock once you're already 'won' earth and are busy with space? Why have dozen and dozens of early weapons and engine sub-variants that serve ZERO use against aliens or early space colonization? Bizzare space building decisions. Oh you clicked upgrade on a module and it basically disabled your very important base? Too bad, you can't cancel it now. You'll spend 5 in game hours building a fleet only to be mopped by two alien ships because there's no damn explanation of how ANYTHING works in space combat without googling. It takes 20-30 hours to even get to it, so just 'lose and figure it out' is a piss-poor excuse. Special mention to the UI that is horrendous in some aspects. Minimal shortcuts for important windows. HORRIBLE base management interface which I still sometimes don't how how it works the way it works sometimes after 40 hours. I won't even mention the space combat controls. The more the game goes on, the more the need to automate things (like councilor actions on earth) arises, but there are simply no tools for that, so you're stuck doing useless busywork every 'turn'. Ultimately all of the complains more or less can be combined into 'the game does not respect your time'.
地球人做好了战斗准备!
Это однозначно шедевр от энтузиастов. Прям глоток "старой школы". Если вы играете в EU, MOO, CIV, GALCIV, XCOM, CK (и вообще пароходов) и прочее, то вам однозначно зайдёт, т.к. тут все это сразу в одной игре. Причём, на мой взгляд, в чём-то даже сильно лучше. Не без недостатков в интерфейсе, немного затянуто "вступление" (но кому-то, например, мне, это и нравится), но сам проект - это одновременно все сразу и ни на что не похоже.
数值和机制玩得我高血压
Gameplay leaves a lot to be desired. Also, Steam: Let me say no without asking for a refund and without needing to post a review to say that I wouldn't recommend this game to anyone.
It's not too hard. It's that you have to figure out "how to play" the game by trial and error or reddit posts. If you make one wrong strategic choice your game is essentially over, before you realize it. Cool premise. Too pretentious.
Одна из немногих игр, которую я не поскупился и купил за свои кровные, и пока не пожалел о своём решении. Узнал я об этой игре со стратегиума, и она показалась мне интересной своей концепцией сопротивления человечества инопланетному вторжению не путём магического превозмогания, а путём развития собственных технологий и объединения вокруг различных идей. Открыв её и запустив компанию за «Сопротивление», где есть обучение, меня встретил интерфейс уровня хойки - понятный не сразу и не каждому. Благодаря опыту в гранд-стратегиях от параходов я в нём разобрался и началась игра. Игра про конкретный менеджмент. Сначала ты менеджишь операции своих агентов, потом ты менеджишь экономики своих государств, потом ты менеджишь вооружённые конфликты своих государств, потом ты менеджишь очки опыта своих агентов, менеджишь космические станции, менеджишь ресурсы, менеджишь создание космических кораблей, а потом менеджишь космические бои. И при всём при этом продолжаешь менеджить операции своих агентов. При этом это не наскучивает, и с каждым часом геймплея тебе открывается новый уровень менеджмента, который добавляет разнообразия в геймплей. Однако ближе к середине и концу игры всего становится слишком много, и ты можешь по несколько минут тыкать в множество кнопок на паузе, чтобы всё разрулить. При этом же, когда всего уже настолько много, у тебя уже сохранены на всё шаблоны, и время менеджмента сокращается. Боёвка на земле - уровень хойки, двигаешь дивизии и захватываешь провинции. Боёвка в космосе - что-то между стелларисом и тотал варом, есть авторасчёт и ручное управление войсками, чтобы точно выиграть бой с кораблями пришельцев. У игры два минуса - она очень медленная, с 2026 по конец игры, который у меня случился в 2102, прошло 123 реальных часа. При этом игра реально затягивает. Возможно, выделяются фероциты и у тебя появляется лояльность к игре. Второй минус - производительность к концу игры начинает страдать, поэтому я не рекомендую игрокам с компьютером средней средне-низкой мощности ставить солнечную систему больше средней. Ещё один плюс игры - у тебя всегда есть шансы на победу, сколько бы людей и ресурсов ты не потерял, сколько государственных точек контроля ты не потерял и сколько агентов бы у тебя не убили. Игра годная, жду мультиплеер.
A really Long War
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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