
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% | 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
Yes, the game is very engaging and immersive. There's a reason I have slightly less than 400 hours in it. If you like immersive simulations that don't just hand you victory on a silver platter, this is for you. The micromanaging of many different types propulsion systems CAN get slightly annoying, but on the other hand: It's a simulation. Micromanaging is part of it. However, what REALLY stands out and makes me post this review is the absolutely amazing team. I got the DLCs, but just couldn't get it to launch. Within an HOUR of posting this problem in the community section, the team reached out to contact them. And when I did, the CREATIVE DIRECTOR himself answered and set people on helping me get it to work (the issue turned out to be mod-related). I have never had this kind of service from a game company before. It still blows my mind. These people actually care about their customers. Kudos!
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
It's a fantastic game with very deep systems, and I do recommend it if you enjoy that sort of thing as there is nothing quite so comprehensive in the strategy genre out there, but there are still issues. First, I have a good computer (with solid cooling and slight overclocking), but I cannot play on full solar system because the performance tanks once the asteroids begin being colonized, so I can't imagine the framerates on lesser systems even on lower solar system densities, so optimization can use some work. Second, the Earth gameplay does get tedious without mods. The spy vs spy whackamole game is enjoyable before you have snowballed, but once you have, its just annoying to need to constantly chase down enemy councilors. The devs have stated they have no plans to change how late game Earth works, but I strongly disagree with that.
This is an amazingly detailed game if you play far enough in. Coming from a 4x perspective, terrestrial army combat seems simple enough, with options to deploy and mass deploy. Since units fight while moving it opens up possibilities for maneuver warfare and battle lines will ebb and flow. I intervened in the Ukraine war and pushed all the way to Moscow before having to order a general retreat with most divisions down to 25% combat strength. Thanks to the responsive command controls, I didn't lose a single division until Russia nuked Kalinigrad to keep me from taking it, and immediately followed up with a ceasefire with 2012 borders, the type of ruthless negotiation tactic that's missing from most games of the genre. Where the game really shines is in space combat. The battle focus shifts from 4x, to instanced RTS in space. Formations actually matter, unlike in a certain other game series. I learned this the fun way when the enemy flagship attempted to flee through my tightly packed formation, crashed into a gunship and exploded, giving me a nice achievement. Rather than having to fumble through controls, the game gives you fleet-wide target selection right off the bat, and a duplicate UI for fleet actions in general. Focus fire and properly timing missile salvos will have you winning lopsided victories like a modern day Tad Thatcher. Ship design is intuitive and has real gameplay impact beyond mere stats. Got a ship that's basically a front facing cannon? Put all the armor into the forward compartments and have at it. The game simulates the motion of every object, every projectile, all in real time. No RNG. All physics. And that's just the tip of the iceberg. There's so much more to this game. You can have ISIS teaming up with the CIA against aliens (or vice versa). Random third world countries become lightning rods of resistance in a global game of Eschaton. Doom stacks exist, but so do tactical nukes, forcing you to spread out your armies or better yet use the powerful clandestine tools at your disposal to settle discussions "peacefully." Pro-tip: If the game is too hard at first, try getting your feet wet playing as a pro-alien faction, they get a lot of bonuses and the gameplay is a bit more forgiving. Also, station defense does not require any delta-v whatsoever, so your garrison fleets can load up on guns instead of wasteful engines.
Biggest gripe is the bloated tech tree. If you plan to play this and you respect your time, look up guides for ship design. The tech tree is so huge that newbs will waste enormous chunks of time to get something that doesn't fill the need you thought you were filling. Not fun, but some may enjoy it. I did, too, at first but that stopped after a couple of dead end researches. I looked forward to the space battles but was extremely disappointed when I fought my first. Maybe I've read too many science fiction fleet action books. Where weapons and sensor ranges and such would be important. Nothing like that in this game, battles take place in a special game window. It feels bad. Overall, this game feels like a long grinding slog of repetitive actions. Some will enjoy it but not many, methinks.
如果你连欧陆风云5都没拿下,就不用来了,个人感觉比p社的游戏上手都难
Excellent game. This will not be everyone's cup of tea. Steep learning, but overall forgiving at lower difficulties. Once you learn how to play, it is an amazing game. I love how the Earth game becomes the Solar System game, where the challenges are different, but still exciting.
é um jogo que voce vai ter que estudar, literalmente vai ter que estudar para entender todas as mecanicas nele, e mesmo assim, ele sempre vai surpreender, dnv e dnv, é um jogo vasto, se quiser realmente ser um bom jogador nele, vai ter que no minimo jogar meses, de 3 a 5 meses. Menos se for alguem com muito tempo de sobra, mas so assim para conseguir chegar na dificuldade maxima dele e obvio alem da dificuldade em aprendizado ja que é um jogo que tem o maior publico americano, mas se tiver um br que caiu de aviao no meu comentario, saiba que é um jogo maravilhoso, vc nao perde, ganha cada segundo jogando ele, seu pensamento de longividade muda, seu pensamento de gameplay muda, uma play pode durar 1, 2 meses, pode durar dias e cada vez que sentar para jogar vai ser mais e mais divertido, vai aprender mais e mais, é um jogo que te faz parecer um bebe, é simplesmente incrivel, pra quem gosta de desafio real, é um jogo incrivel serio
Very engrossing strategy game, has that old 'civ-style' just one more turn pull appeal (even though there are no turns, though councilor actions are paced). It takes a bit of time to get used to the systems. There is a lot going on, and while the in game tooltips and documentation are adequate, I recommend spending some time taking a spin through the official wiki and the r/terrainvicta subreddit. You'll figure it all out yourself eventually, but these external resources can help save some 'figuring it out' time. The transition from earth to space-based gameplay feels quite natural as the game progresses, and once things 'click' you'll find yourself thinking about your strategy a lot while away from the game itself. Just super engrossing. Graphics are decent for this type of game, and the zooming in and out from the earth to the broader solar system is quite smooth. Space combat battles are the highlight of the graphics for me. However, this is a strategy game, so bear that in mind. There aren't any big negatives for me with this game, but again it does take some time to figure out the systems. The technology tree in particular can be pretty overwhelming, and since there is no single correct choice in how to proceed you can feel lost at first. However, I found the enjoyment of figuring things out and trying new things a lot of fun. Another con for some: The in-battle controls for space combat could be better. especially as the game progresses I keep finding myself using autoresolve and only manually controlling the combat when I'm more evenly matched with the aliens or want to see how a new design functions in combat. Last thing to mention: Overall the game runs real well on my 5 1/2 year old PC, but saving takes quite a long time the further you are in your playthrough (sometimes 20-30 seconds) which I just found annoying. I'm writing this with 369 hours played (though some of that is certainly idle time), and I should note that I still haven't beaten the game.
I am not autistic enough to enjoy this game. Not for me. Too complicated to find any fun playing. This game is compared to Xcom, seriously? Not fun, overcomplicated, horrid UI, no real tutorial.
First impresion- The tutorial is aweful. you start out do this then jumps to a bunch of things you don't need to know yet then leaves you stranded still not knowing how to do the first task that it asks you to do. after fumbling around I get the first task done but only as automated I still dont understand what and why I did the thing. I currently do not have the capacity to deal with this BS at the moment I'll come back to it after I watch a real tutorial on it. Update- I've no gotten into it after watching some tutorials on youtube and using the discussion forum on steam. I am still strugling with the game trying to figure things out. I think their is a good game in here hope I can find it before my patience gives out.
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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
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