
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.
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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.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 67 reviews with recorded playtime.
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I went into this game with thinking it was going to be similar to the old xcom games to some degree. Instead, it is a game of setting up your pieces like its the beginning of a risk game with metadata thrown in, but the game never starts, the pieces metadata just shift around the globe and those starting pieces never do anything. Just not for me.
Clicking the same thing hundreds of times doesn't make something a game.
Now that I have finally finished a run on the game I can safely say there is nothing else quite like TI, The blend of Paradox style earth management and Space 4X is altogether a nice package, while not without flaws it is a solid overall experience that I would recommend to someone looking for a long, slow burn game. A few warnings to those looking into the game : First and foremost, you are committing to a LONG game if you decide to play TI, think 80 hours or more on a single run! Second, there are alot of mechanics that may seem unfair or unintuitive, and without knowing about them prior can quicky throw a giant wrench into your run if not outright end it. (researching Pherocyte Resistance does not make you immune to "enthrall" keep getting those resisit techs!) Third, the ship building is a bit unintuitive but as you learn which drives are worth their weight and fuel costs you can pretty easily get working ship designs for what you need them to do (there are many components that are far worse than they seem [pay attention to open vs closed cycle cooling] and many researchables will quickly become obsolete so don't feel the need to get them all. Once you learn it however the space combat can be quite fun, learning how to maneuver to flank larger ships feels great the first time you pull off an "imposable" win. Lastly, while the games systems are nice and do mesh well, I wish lategame automation of earth was a bit easier by endgame, having to stop my fleet operations to go and check if i need to stabilize, defend, do a public campaign ect every 30 days can somewhat ruin the flow of space operation, but can be a good time to check if there are any unaddressed problem fleets. Beyond this I only have minor gripes, IE i dont need a pushed notification for a go to ground mission but if i disable it i can not set someone to a permanent advise mission.
OMG, this is my 3rd time trying to play the game. This time, I did it different. I have Gemini AI helping me make decisions. When ever I don't understand something, I ask Gemini and it gives me a deep understanding. After using this strategy, I have to say this game is absolutely in my top tier of games ever made. If I do another play through, I won't need the AI for over 90% of my decisions. But the gemini AI is like a superhigh level tutuorial/game guide. If you try this strategy, leave me a comment and tell me if you think it helped you.
I haven't even beat a single campaign yet
One of the best grand strategy games out there. If I want to scratch a space exploration itch or roleplaying as a prequel to The Expanse this game fits that desire every time. The different factions lend themselves very well to whatever roleplaying outlook you're going for. The resistance is your classic XCOM, fighting off the alien invasion in a classic way but if you want to have other narratives like having a tense first contact, being pro-alien cultists or dealing with the alien invasion by just leaving entirely the various factions all have enough distinct flavour to make it feel significant enough for an extreme amount of replay value. I've played multiple playthroughs as the resistance alone, simply because there is enough variety and things to do even within a faction. There's enough depth to go wild with the ship combat as well if you know what you're doing but if you don't it also works perfectly well with AI control. All in all I love it and keep coming back to it with different roleplaying goals in mind and every time there's something to scratch whatever itch I got. It's also a big bonus that there's an active modding community and that the game has great devs that clearly care about the community and also have a clear vision for the future of the game.
From early access to gold release, TI has more in common with an idle incrementer game than grand strategy. It is not smart and strategic, but it is slow and stupid. The player will be spending dozens of hours on busywork instead of making and exploiting the consequences of strategic decisions. Play Homeworld and Nebulous Fleet Command for your RTT-in-3d-space fix, and one of the hundreds of other strategy games that have been made since the 90's instead.
This game has several game ending and save corrupting bugs that have been around since 2022 with no sign of them ever being fixed. "Cannot ever unpause the game" sorts of bugs. Wow I hate it when devs respond to my reviews, since I can't block them. If anyone is reading this, no, I don't wan't to talk to you. I don't want to tell you about the bugs I found. I am not your volunteer, and actually, I don't like you at all. Trust me, they are there, and no, I am not an idiot. I have found more bugs, lots of them, mostly having to do with the UI, which other people mentioned is very poorly made.
This game has the learning curve of a 90 degree angle and i love it
This game is unplayable. It crashes when the computer takes a turn. It crashes when I try to save. It crashes when I load a save. I cannot get past a month or two of gametime. Updated drivers, lowered graphics specs even though my computer can handle so much more but it makes no difference. This game is trash.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English*, French, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese, German, Polish, Portuguese - Brazil, Italian, Czech, Korean +2 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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