
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 990 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Eats massive amount of time but impossible to put down once started
A natural evolution of the 4X genre of games. Terra Invicta is trully a 4X game, since most 4X games are mostly 1X with combat being predominant. My only hope is that they continue to expand the game. The first DLC is a very good start but i need more. Fantastic game.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 992 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Love this kind of game. It has a vision and doesn't compromise. It's dense, and the slow pace doesn't lend well to iterative learning, but those are very deliberate choices to create a specific experience. If you don't mind watching some YouTube tutorials, and don't mind restarting a few times, the game is very rewarding for hard sci-fi and grand strategy fans.
neurotypicals are absolutely going to hate this game, so if you suffer from that condition i'd recommend playing something else. but if you're normal like me this game is a treat. if you're going to play this you need to do so with the expectation that you're going to sink dozens of hours into runs that push you into a no-win scenario time and time again. you need to take the dwarf fortress mentality. losing is fun and you learn a lot from doing so. i'm still nowhere to close to a win but every run i do i get further than the last. when you finally get your first kill on an alien ship you start to feel the payoff, and it just gets better from there.
iIt's a niche game for a reason, campaign can take upward of 50 hrs but it is so worth it when everything comes together. I would advise a first (maybe partial) blind playthrough where you get lost in the tech trees and just enjoy discovering stuff. Then if things are getting frustrating, multiple wonderful people on reddit and the official wiki have compiled some "best practice" ways that are quite difficult to figure out alone since even the most descriptive tooltips are sometime missing critical information (not "you lose" critical but clarification about how everything works).
They cheat the game, spend all your resources to get 75% success changes and they fail over half the time.
97 hours in still on the first playthrough... very good, probably not a game thats fun more than 1-3 runs for most players (fine for the price tag probably). Thats already assuming you can enjoy the full dozens of hours of ur first playthrough Its kinda overcomplicated in some aspects like combat or the engine system which looks cool as hell once you start to barely understand it, until you realize theres a lot of illusion of choice and theres so many useless techs you should never get, especially when it comes to engines. And the tech window, although I respect the vastness, its UI sucks and as stated earlier theres so many useless techs which you just dont know about your first playthrough or two. Designing ships is much less about "pros and cons" than you initially think. Basically the first aspect of the game with controlling and fighting for control of nations is amazing, the space expansion is okay/cool (at first) and combat is very mediocre. Diplomacy is a non factor and its frustrating you can't even do it half the time without first finding and "investigating" another factions councillor (its literally random you dont know who they belong to), THEN having to manually use a round with a councillor to contact them, on top of that its just civ/stellaris level "send money to them and hope they dont get pissed off when you grow too big", its extremely shallow. The AI is incredibly dumb and if theyre upset with you theyll randomly send small squads of navies that you can wipe out every month or so, but there is a charm to the more oldschool lack of perfect information about opposing factions. It is very addicting but for the majority of players it will never be their civ5 level addiction that they spammed for 1000+ hours, it will be like "for all mankind", it looks and is deeper than the classic 4x games but its also easier to "beat" or "solve" the game unless u let the AI mega cheat at high difficulties (which tbf some people enjoy, most do not), so it will just be fun for the first few playthroughs. That said there are 7 different factions with various goals as well as pros and cons to other factions and the aliens (relationships are generally static), so gameplay will swap up slightly (i think) from faction to faction allowing for somewhat more fresh runs, but the gameplay path will generally be the same in the end which is a puzzle that can be solved rather quickly. I bought it on sale and its worth it, I would PROBABLY have paid full price for it in hindsight? But only because I'm so personally addicted to it now. And the DLC looks very fairly priced at 10 euros and I may get that after I'm done with this first run. Many other bigger companies would charge 20 for the same features (in the DLC I mean). 40 euros full price for the game isnt overcharging, its just knowing what youre getting into, which is a turn based + combined paradox-time system with priority sliders, 4x resource gameplay and very deep looking intricate systems that kind of fail in my opinion to offer interesting gameplay over the first 1-3 runs once you figure out how bad some weapons and propulsion/power systems are. But those systems arent the whole game and it doesnt make it bad, it just looks good but is mediocre, as other parts of the game are still very good.
Very fun space battle/earth management game! But, very, very long, and suffers the same end game slog that most 4x's do.
Tutorial incompréhensible et la prise en main est contre intuitive. En bref le principe du jeu c'est de comprendre comment ça marche mais certainement pas de jouer. une vraie purge
With the fall of Paradox, this is the best Grand Strategy game out there. It's rough around the edges but there's a gem underneath if you're willing to put the time in to find it. Lots going on under the hood, and the game continues to be a good challenge for me even a few hundred hours in. I still haven't even completed a full campaign; this game is BIG. It takes patience, and while the UI and quality of life features (or lack thereof) leave something to be desired, this is an experience you can't get in any other game. Strategy, logistics, and planning are all rewarded with tangible resource-number-go-up gameplay. Expand your borders on Earth and beyond. Would recommend if you, like me, are fatigued by the decline of games like HOI4, Stellaris, and others like it.
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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