
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
If you're neurodivergent, you'll like it.
I liked the premise. I also enjoyed the early-game country painting and politics simulation that was interesting, approachable and well implemented. No matter how good, however, this part of the game overstays its welcome considering the limited interaction. And then once the game finally shifts into space, the game falls apart. There are multiple game mechanics that are connected but not integrated. Many mid-to-late-game mechanics such as space travel or planet settlements are neither intuitive nor properly explained in-game. This obscurity applies similarly to the research tech tree which is not just complex but artificially bloated. There are loads of interesting-sounding tech, most of which turn out to have practically no gameplay impact and seem to serve only the purpose of making the tech tree appear more convoluted. This is not steep learning curve. This is bad and uninteresting design. The turn-based game system is disguised behind a real-time clock. This just makes the turns rotate slower without adding anything to the experience, especially when there is not too much to do in a single turn. I usually enjoy long and complex campaign games. But length and complexity don’t carry alone if the content quality is overlooked.
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
왜 외계인이 지구침공하면 지구못지키는지 이유를 알수있는 갓겜
Слишком заебисто захватывать мир и 100500 планет и астероидов, просто взял и помог инопланетным пришленцам побыстрее захватить землю за фракцию слуг. Единственное что понравилось, это битвы в космосе, где как надо учитывать инерцию полета кораблей и количество топлива и тд.
Can take a minute to get used to, but if you like large, long, and detailed space and strategy games it's probably right down your alley. i was hesitant at first but have so far been pleasantly surprised. if you really love space and sci fi i would recommend this
Симулятор эксель таблиц, имеющая кнопку играть в себя. Любителям Эксель таблиц зайдет, но вот остальным врядли
I'm on my 3rd playthrough, still learning and evolving, maybe I'll complete this one! Why do I say that? Well, in this game there are consequences that play out waaaaaay later than one would expect. Some are daunting, some are "throw mouse at screen", some are actual fun and sometimes they can almost ruin your playthrough! (and that's on normal difficulty!) Expect to restart your campaign but don't be distraught if you have some bases destroyed by aliens/hostiles! Always keep expanding sensibly0! Even though I'm thoroughly enjoying it, I can see that it might not be for everyone. A couple of suggestions: -Controlling ships in space combat is completely counter-intuitive, this needs to change or at the very least, many more automation options should be added to ship behaviors(while being able to select a ship's main target). The camera control is also ugh. -Research. There are soooooooo many things to do that aren't properly explained and the research screen UI is pattently horrid. All the possible technologies, modules and advances should be much much easier to find and properly categorized. I wish you the very best in the future!
If the tutorial is impossible that's not a skill issue, it's a discovery or balance issue. The tutorial should teach a new player how to play the game. This game's tutorial teaches new players not to play.
Less is More. Bad UI, too many things that punish players for learning the game, too many useless ship components, too much micro (really, way too much micro), and way too many clicks for basic UI interactions (ship management is a nightmare). There are also too few features to help players make informed choices, and too many hidden mechanics and important pieces of information that you can only find on the wiki, if you're lucky and it's up to date. Normal difficulty is hardcore. The devs need to work on a proper Normal difficulty that's there to help players learn the game, rather than punish them for choices they made 20 hours earlier because they had no idea what they were doing at the time. Also, the game is very laggy. FPS drops significantly in the mid-to-late game, saving takes several seconds, and it autosaves every "turn". Some UI windows take a full second to open. The game needs some serious cleanup. At least it doesn't crash very often. There aren't many options either, such as disabling autosave or having an autosave before the start of a new turn. Currently, it only autosaves at the end of the turn, so if something goes wrong, you sometimes have to redo everything you did during the entire previous turn. Amazing game, but I can't recommend it in its current state. Buy it only if you're crazy about space games and enjoy conquering the world. PS: Probably another game where the devs don't play their own game enough. Yes, a campaign can take 100 hours, so properly testing this game is hard. But playing your own game is mandatory if you want to fix it. There are UI problems that are OBVIOUS and would be easy to fix. Play your own game! And play it like a normal player. Don't just let the hardcore devs who know the game by heart do it. Hell, hire a random person and make them play the game.
If you have, or want, autism, this fantastic game is highly recommended either way.
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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