
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
He intentado que el juego me guste durante 12 horas. Y lo voy a seguir intentando hasta que no pueda más, porque parece ser que luego cambia mucho, y porque el concepto del juego me encanta. Leí un comentario que me pareció muy acertado sobre el juego: "es como si hubieran cogido los Total War, quitaran toda la parte divertida de guerra y gestión y se quedaran solo con los agentes". Es literalmente eso. Tienes tus 4 agentes (luego se amplía) y tienen una serie de acciones predefinidas. Cada turno mandas a los agentes a hacer acciones y hay porcentajes para casi todos. Tras 12 horas, el 95% de acciones han sido siempre las mismas: capturar puntos de control - cada país tiene ente 2 y 6- y esta acción solo se hace las primeras horas porque luego nadie quiere capturar Belice o Surinam. Otra acción es "medidas severas" que es básicamente para "romper" un punto de control enemigo y dejarlo expuesto para otra acción, "purgar", que es capturar un punto enemigo. La otra acción a usar es "defender intereses" que es para "blindar" estos puntos. Y las demás acciones, de verdad q intento darles uso, pero tras 12 horas, apenas las he necesitado. Todos mis turnos, incluso a estas alturas son iguales: comprobar de una larga lista qué puntos puedo romper (la segunda acción mencionada) o purgar (la tercera). Comprobar si tengo suficientes recursos para montar más estaciones o bases en planetas o asteroides, y repetir. He desbloqueado como 70 tecnologías ya (todas acompañadas de un tocho enorme de texto) y la inmensa mayoría no las he llegado a usar. Muchas son tecnologías de naves o módulos para los que aún no puedo acceder, ni parece que pueda a corto plazo. No se si haber puesto el modo "acelerado" al principio de la campaña afecta a esto (lo cual sería un grave fallo de equilibrio). Pero empecé a construir una nave y en el transcurso de construirla, ya tenía como 10 piezas nuevas disponibles. Sinceramente, me está pareciendo un coñazo. Juro que tengo muchas ganas de que me guste, y me duele poner esta review. Voy a darle unas horas más y deseo poder cambiar esta review.
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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
152 hours of gameplay and I still struggle with finding the right path to even have a chance to win. I haven't even come close yet. Usually I end up in an unwinnable situation and waste precious hours of gameplay before I realize my situation. The tech trees are too convoluted and several features are either missing or very difficult to navigate such as removing obsolete ship layouts from your saved design list. The effort required to manage relations between countries is also very difficult to navigate and requires a lot of time and effort to understand let alone master. A lot of features which seem like they should be automatic, such as country relations within the same faction automatically being allied or neutral, aren't and a small detail can set you back quite a bit. Such incredible potential, I really want to play and enjoy the game but as it stands now the learning curve is too steep even for someone with 150+hours to burn. If you want a difficult challenge though with extremely granular mechanics, this is your game.
A game with a very long (by default) campaign that is probably not for everyone, Even if you research what is a good strategy, part of the challenge is actually seeing it through. I believe the developers successfully created the visions they wanted from their experience making the original Long War mod for XCOM:EU/EW, and I greatly enjoyed the experience they put together as a result.
Very complex, very imperfect, and very rewarding.
Was originally thinking of reviewing the game after completing run with all factions (or at least resistance and servants and trying out 2070), but I'm still in my first ever run where I fumbled so hard that I've 100% the entire research tree (including projects), its year 2100+ and I'm slowly mopping up alien bases one planet at time because I lose my entire fleet if I try to attack their doom stacks (and once my fleet needs to be repaired, if it can't be done as quickly as possible, suddenly all alien fleets zoom in to take out easy targets. So I'm stuck to advancing slowly and building up new stations to repair fleet in each orbit before continuing clean up) :'D Maybe I'll update my review if I get enough energy after playing rest of factions(or if I ever get good at game), but right now I've taken break from game due to burnout (and due to game getting slower and slower as my poor potato computer starts to struggle, so I was thinking of trying to finish the run once I get new computer. I could just start non achievement run or accelerated run though, have to see) For record, my currently stuck in potato computer hell burnout run was as the resistance on normal settings. The game is essentially grand strategy game with xcom's plot, except your actual goal is to build space program so you can build a fleet to defeat aliens :'D and each ship takes ages to build up, autobattle is unreliable so if you are like me and suck in fleet management combat... Yeah its fun game, but it's kinda asking you to like a lot of different genres together. I kinda just uh... Use auto design as much as possible and auto resolve as much as possible even if it means extremely slowly making progress. But I've never been good at rtses and I can't really keep track in what is happening when massive fleets clash :'D This is as result very tedious game for me, my first blind playthrough had me make lot of mistakes that wasted time unnecessarily, but main reason for tedium is that game really really feels like its built by engineering and physics fans or something and they want you to do your homework :'D like, all of drives can be split to long range, medium range and short range, but game's ui and in game info doesn't split them like that, nah it lists drives' thrust and kvp values and expects you to understand what that means and that some drives are straight up kinda useless except for funny niche builds. Basically you know how some old school games expect you to take notes and draw map by yourself? Well this game kinda expects you to love being a rocket scientist :'D Other thing that human faction ai in the game is really dumb. And I don't mean that in the "ai needs cheats to stack up to human" way or even "Alien clearly is biased towards targeting human player" thing, I mean that AI doesn't feel like its trying to fulfill their victory goals ever. While building my fleet, I took it as my hobby to gift AI colonies and bases to help fulfill their victory goal checklists (and try to get last two factions unlock their goals to no avail) and it never feels like the ai itself tries to fulfill them? Like iniative is strongest human ai faction and they haven't declared war on resistance to try to destroy fleets, not have they really been aggressive towards ai's fleets as well. From what I can tell, part of issue is that ai in the game is one of those defensive "if it can't have overwhelming victory without wasting resources, it does basically nothing" ones at least in late game? Presumably it might act smarter in higher difficulties where ai gets more bonuses as result. But yeah feels kinda funny with how once you unlock your victory condition, factions refuse to do intel sharing pact and non aggression pacts with you, yet they barely put any effort in winning game themselves. Its kinda why I'm able to have really long stalemate with ai where I'm slowly inching closer to inevitable victory, because there isn't real threat of me losing due to taking too long, which added to my first playthrough tedium burnout :'D (ai is still smart enough to force a situation where if you put all your eggs in one basket, they can chip away your control of supernation eventually making you waste all your time and if you keep focusing on defending your control of one big nation they chip away all smaller ones you have under your control :'D I'm sure there are strats for controlling entire planet, but I'm not an optimal player in anyway, but its very disheartening and tedious to see hours of work on controlling and uniting multiple continents to go up in drain in a single round) Anyway, There are also some kinda missed opportunities for lore, most of games' story is in research entries and factions' story missions, but that means optional projects like alien type interrogations give no lore.
3 hours in and yet to have any actual game play...
Definitely one of the best grand strategy games ever made, no exaggeration. For fans of "earth-based" grand strategy or fans of space grand strategy like Stellaris, this game is perfect. If you like science fiction with a decent bit of replay-ability and world building you will find great joy in this game. The downside is it throws a lot at you all at once, but once you learn the basics it becomes easier to understand. The main campaign is HUGE; you don't even get to the "cool stuff" like ship-building until like early-mid game, which takes like 7 IRL hours. Also, the economy isn't stupidly complicated (it's just basic resources).
Отличная игра, жаль необходимо работать:(
Terra Invicta is not a game for everyone. It's a spreadsheet strategy game whose disjointed UX and complicated, sometimes hard-to-decipher mechanics make it an experience that requires patience. Still, the realistic space combat and depiction of modern geopolitics in the context of an XCOM scenario are gripping and intriguing, and something that you don't find elsewhere. Very few games have hooked me as firmly.
Grand strategy / space sim unlike any other.
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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