
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 988 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Весь геймплей состоит из того, что ты раз в неделю назначаешь какую-то задачу юниту и перематываешь эту неделю, чтобы дать задание на следующую. Играйте в такое сами. К разработчику Hooded Horse большие вопросы по их играм если честно. Яркие обложки и обещания, а по факту чушь неинтересная за ценник крупных тайтлов.
Fascinatingly complex and deep - it is not a game for a casual players. Seemingly endless research tree with both player-specific and communal research, realistic and deeply explained technologies with multiples pros and cons, a very complicated ship design and upgrade logic, ship combat, real solar system physics affecting all your movements and even resource production, it is really superior. Add to this politics, land warfare, champions (eg councillors)... It is intentionally very slow - which might be a good and a bad thing. My two complaints are: - The alien faction is stupidly overpowered, even at the lowest difficulty - it could be very frustrating and feeling unfair - I mean, you are ahead of all other factions and it takes 180 game days to build a single ship, yet aliens could throw at you 40-ship strong fleets every other day with a single gunship more powerful than your midgame dreadnought. - There is too much micromanagement, which should be streamlined - eg abilities to queue orders to you councillors, fleets, etc
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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 2,419 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 990 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
Truely outstanding! Let me start by saying: If you play MOBAs, leave, now. There is no adrenaline rush here, there is no dopamine rush, go stab something or whatever you do there. For everyone who likes Grand Strategy this is fab, for everyone who loves Grand Strategy :and: X-Com, just buy it and thank me later :-) So review time: [b][u]Edit 65 Hours in:[/u][/b] Let me refit EVERYTHING. If it costs the same in every way as a new ship, but just deletes the old one for me, tell me this and DO IT! Dont make me do the grunt work. [b][u]50 Hours in:[/u][/b] Start below at my 20 hour point for first impressions, and I continue here at 50 hours. [i][u]The Good:[/u][/i] Technologies continue to be relevant and feel realistic and thematic. Alien creep continues to build tension, xenoforming, bigger ships, retaliation attacks, and an ever growing alien empire in the solar system. Ship design is fun, and learning about the technologies and why youd use them is interesting, if complex. [i][u]The Bad:[/u][/i] Everything I said below still applies, and I really enjoy the game, but I have to say I am disappointed, Ive found nothing new beyond nastier alien ships, which dont look enough different to the small ones to be impressive: in the vastness of space its still a stick with a glowy part. Eh. Research is as hard to navigate as ever: I need to develop my ship technology, but finding which techs are for ships is not intuitive because none of the techs are clearly marked. Oh, and please :don't: automatically populate tech choices for me, highlight the things I :should: choose based on my goal. Theres an artificial feeling cap on expansion, get over 75 or so command points and the aliens blow things up till youre under that amount, I get it, they want humanity weak and thats a cap they chose, but just having to wait for tech to improve that cap feels grindy and slow. Let me disguise my fleet's as another faction, early tech to hide bases or fleets, councillor missions to reduce alien agro, just something more engaging than: "Oh, you hit the cap. ::Bang!:: There, you good again." I think the biggest irritation Ive found tho is Alien ship's combat values ARE UTTERLY WRONG. Every alien ship encounter seems a roll of the dice. Break the damn number down: Total/Weapons/Armour/Maneuvers I :NEED to know if its super fast with a pop gun or a ponderous flying tank at a glance and a single number doesnt do that. And if you think "its all part of the mystery!" its not. Its irritating as hell that one ship with 100 combat value dies to 2 of my ships, which take no damage, yet 4 of my (identical) ships get destroyed by one alien ship with the same 100 combat value a few months later. That is just terrible design. Space combat... Im just touching on this but it seems to inexperienced eyes that it just needs completely reworking. Its dull, and (somehow) also overly complicated, and is the same every time. Go play Master of Orion (the first one) and copy it. :cough: I mean, be inspired by it. Combat can be turn based here, it basically is already just disguised as real-time. So much good here. Midgame+ :needs: work. [b][u]20 Hours in:[/u][/b] As with all Grand Strategy there is a steep learning curve, but the beginning stages of the game are relatively simple once you get past absorbing the information. The geoscape is real-time, but your active orders are given once a week (once a fortnight after a few months). Your units are agents you hire and can customise, you have between 2-6 on your own and you can capture 2 others to act as double-agents, tho they are much more limited. Your objective is to prepare earth for the Aliens, prepare in a way that fits your faction's ideology (eg Kill all aliens dead, make nice diplomacy with the aliens, serve the alien overlords, exploit the turmoil for riches, etc). You do this by manipulating countries to do your bidding (and improve them in the process). Planning how youre going to take over your corner of the world is great fun, but my favourite part is the development of your councillors. The usual stats are used in non-typical ways that still make sense, and picking augments is always a tough choice. The "equipment" you can get for your councillors comes in the form of companies they control and to be honest, the rather random nature of them turning up makes it a little less fun than I feel it could be. Maybe have mission types that can uncover them, or better yet put those in a pool that wont refresh, or have some way of saving the ones that do show. The tech tree is massive, yet often feel impactful (often massive tech trees feel unrewarding as their benefits are too diluted, not here), however I do find it tough to navigate, some potential for quality of life changes on the tech tree. For instance, dont make me expand the tech tree before the search function will find what I type in. And being able to save some techs in a quick reference would be good, ideally with a very clear tree of the path you need to take to get to it and clearly denoted which techs are global and which are faction only. At 20 hours in I'm only starting to see some fun alien stuff, crash sites are not engaging to investigate, that is an opportunity to improve, but [spoiler] the giant monsters, [/spoiler] ok they're cool! especially with no warning. I really cant wait to see what other surprises the aliens have in store, as the game focusses so heavily on international politics in the beginning stage of the game its easy to forget the aliens all together. Which is kinda the point, so clever! Time for a quick good/bad list [i][u]The Good:[/u][/i] - Familiar world setting rendered well. - Amazingly in-depth country interface, with insightful mechanics (like Spoils, keep the billionaire parasites happy...at a cost, or pay the price!) - Customisable councillors mean you get attached to them like squad members in Xcom...so they may die... - Usual stat+gear builds subtly different in every aspect making character building feel fresh. - Choice! The world is your playground! Seize countries by subterfuge or force, and if it all goes wrong? Just go somewhere else, it isnt your country, its theirs, youre just using it for now. - More Choice! The Tech tree is massive, and you dont need even half of it, but there are many paths you could take! - Building doom. The aliens are easy to forget in the political intrigue, but the reminders are subtle and still there, you know theyre coming, if only you can pull yourself away from the politics... - The tutorial is one of the best Ive seen for this type of game, informative in bite sized pieces, and most importantly: not compulsory. Having the tutorials on clickable info bubbles if you want them is really good. [i][u]The Bad:[/u][/i] - Random "equipment" in the form of organisations is a little unsatisfying. I cant "store" any of them for later, and I get organisations I cant even use showing up ("Your faction cant use this"... So why even show me?!) - Tech tree can be difficult to navigate, see "search" issue above, and once Ive selected a tech (click, or double click maybe) Id like to see just the techs I need to follow to get to it. And be able to quickly return to that selection when I want to. - Tech Tree: Clearly mark Global Tech as different to Faction Tech, so I dont spend time looking for it in the wrong place on the research window. - More obvious Command Point costs on control points would be nice, I mean you could literally put the figure under your faction icon, or have a break down of Command Point costs in the Command Point tooltip on mouse-over? And...uh... thats it for now. It still feels early in the game, Ive built my first constructions out in the wider solar system: a couple of stations in Earth Orbit, one on the Moon and my first hab is on its way to Mars, so it feels like a whole new stage of the game is opening up, if its as engaging as the start I cant wait.
Overall the story is engaging. The basics of gameplay take a while to get your mind around, but once you understand the basics, and it clicks in your brain the game is not too complicated. It is complex, but there are a few good tutorials online to help you get started. I use GROK to help me when I get stuck and it has helped me with some of the nuiances of the game to get the most enjoyment out of the experience. The tutorial that comes with the Resistance faction is good for the mechanics and info sections. The UI is in dire need of some attention, beautify it, and add more colours to the interface. The icons should be a little bigger. . The text is microscoptic, and the game relies heavily on text to advance the story, so this area needs some work, just make the text adjustable and have the event windows scrollable. These issues can be addressed with slider bars in the settings. The tutorial for ship building and fleet management need to be improved, I had to rely on GROK to explain it to me and explain the strategic nuiances. I highly recommend that when the next update happens that the developers hire some well spoken, engaging presenters that are really good, experienced players to do some interesting walkthroughs for this game's different features, and some strategies. The game has some hard caps that I would like to see be adjustable in the settings such as the numbers of councillors and the number of organizations you can have. A clearer explanation of the different types of missions you can do, and their effects would also be helpful. All that to say that the game is enjoyable and engaging, but complex. Perhaps have a AI helper feature rather than just the codex. It might be a fun addon for you to have an AI assistant from the start to guide you and make suggestions while you play to help you understand the consequences of some of your decisions, of course this feature can be turned off once mastery is achieved. I look forward to playing some of the other factions and am looking forward to see what new features might be included in future releases.
One of the most satisfying strategy games out there. Very steep learning curve but it is so worth it once you start to truly get to grips with the game's scale, ambition, and challenge. Tech tree UI and documentation are a particular sore point, I often have had to rely on external resources to make informed decisions about research, hopefully this is improved as the devs are quite active.
One of the best strategy games out there - made by people who truly love what they are making
'I don’t have the time for this, 250 hours later and right when I’m at the finish line, I realize I just don’t care anymore and stopped having fun a long time ago, not to mention the performance issues this late in the game.' Probably the most relatable part of a review ahead of mine. I think there are a heap of super complex games like Civ but where this one goes wrong is it forgets to make the learning part fun. I could completely see myself spending hours to learn this game, only to realise even know how it works, it's not fun.
This game can consume all my freetime and mind space for a month or more. I really like controlling countries, guiding their development, seeing the world change, finding cool orgs, building mines and space stations, and most importantly: constantly learning new intricate things about the game and its many systems. I'm not very good at figuring out things with space combat, but even playing with mostly early game systems is worth the price of admission to me. I definitely recommend you watch through Perun Gaming's playthroughs to learn ways to think about the game and its systems. Watching those entertaining videos was really what hooked me on this game.
Yeah no this game is pretty much consvoluted and poorly balanced, and just... ♥♥♥♥♥♥♥♥. It's 2045. I have Phased Arrays. UV. Plasma. Battle stations. I slap 4 of these on a ring. I send 9 exo fighters. Nah, I'm dead. by what? 2 alien ships. ♥♥♥♥♥♥♥ 2 alien ships. Yeah. No. Don't buy this game. This game is like a second job and there's no reason to learn about it. I did everything I could, I turtled. I stayed under 100 MC. I focused research. I researched some of the best techs in the game. NOPE! ded. Like what the ♥♥♥♥ was I even building for if TWO MOTHER ♥♥♥♥♥♥♥ SHIPS just NEUTRALIZE 4 ♥♥♥♥♥♥♥ BATTLE STATIONS and 9 ♥♥♥♥♥♥♥ EXOFIGHTERS ♥♥♥♥♥♥♥ HELL?
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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