
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% | 9.1Kreviews | 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 1000 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
it has a wealth of palyability.
CHOO-CHOO!!!!!!
Top 5 all time
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There are three games in Terra Invicta: the secret-societies-react-to-alien game, the space colonization, and then space fleet management and combat. The secret society game is really, really cool and engaging. All 7 secret societies have a unique philosophy. Whenever a tech is researched, there is always a voiced acted quote by one of the leaders that tells you something interesting about the leader. And through the mechanics and events, you get to see how learning more and more about the aliens affect each faction differently. You get to take control of countries, and organizations like the CIA or even the IMF. You get to develop the country you want to keep and even get to expand them through social tech. Or do the reverse and force cause Russia to explode or hostile take over China and feed its territory to Taiwan. There are some noob traps, but you can intuitively avoid them by reading what the country stats are connected to and also watching a Youtube tutorial about how to pick new Councilors. Then there is the space colonization game. It's exciting to start colonizing the moon and Mars and try to snipe the best sites in the space race. It's pretty intuitive what technologies you're supposed to go for in order to get to the next step of colonization, whether to go further away or closer to the sun, or you want bigger or automated habs and satellites. There are a few big noob traps at this stage, but they are mostly remediable by having enough Volatile income and farms, and knowing how to sort for best sites for resources. THEN there is the space fleet management and combat I have paragraphs of complaints and grievances, but I think for the sake of this review I should just summarize. The technology tree being so complicated and opaque really kills the game here because so many of the early ship techs are actually terrible. You only realize it after wasting the research (which should be helping you catch up to the alien) and trying to design a ship with them. Or you have a good ship drive and use it for all new ships, then realize just how much resources it takes to resupply your fleet. And the fact that the game automatically names all fleets Romeo (or a different name if you're other factions) gives me headaches whenever I get notification of new ships built or need to split a fleet. As for combat, you only realize the ship you made terrible AFTER you wait months to actually fight the alien ships with them. Yes, I know there is a Skirmish mode. Its UI is GOD AWFUL once you have a dozen design you've created, and it sucks you have to exit back to the menu to. And the manual combat, I'm sorry to say, looks really ugly and unintuitive. I am not touching that messy micromanagement with a ten-foot stick. The nail in the coffin for this game is that the space fleet management and combat is the SUN of this game. The other two games and all its mechanics ultimately revolves around this terrible awful game. [b]I want to love this game. It has everything I want in paper. But it seriously doesn't respect your time that I genuinely believe I am doing humanity a service by discouraging people from playing this game. This game has fans, respect to those who can get through what I can't. I just help but be bitter that this game feels optimized for wasting my time.[/b]
Drain the swamp simulator, but you are the swamp.
Ппц говна надобавляли. Шантаж слишком имбовый
I wish there was a maybe? This game is great but so punishing. Tech tree advancement is very opaque and has an RNG element that can make it even harder to understand. You'll also get really far before you realize you made early choices that royally screwed you or that will turn winning into a tremendous slog (100 hours first game and 200 hours second game, respectively). The real physics aspect is very cool, but ship behavior in combat can be wonky since you generally can't directly control ships. Have been in battles that I am winning handily before one ship will decide to charge straight in to the enemy for no reason I can discern. The planet-side missions also get incredibly grueling. The time between them goes up over time, but given the scale of the solar system you'll be waiting for ships to move around and encounters to happen with everything going into hard pause frequently so you can give your agents orders that are both mind-numbingly repetitive but also too difficult for the automate option (which only means that your agents Defend Interests without you telling them but won't do things like increase public opinion or lower unrest). Desperately needs a programmable gambit system (like FFXII) where you can give them simple formulae in order of preference.
a sci-fi epic that has earned it's place as one of my favourite 4x games ever. after 60-70 hours, multiple save restarts, hours studying the mechanics and building spreadsheets i finally dispatched my starter fleet of 10 Actaeon class escorts and on 09/03/2032 at 10:00 GMT they engaged the alien scouts for the first time. all ordered to go full ahead to increase evasiveness, and once in range 20 Artemis missiles were launched in unison and the enemy returned fire, instantly destroying one escort. as the missles reached the enemies point defences, they fired a second volley ripping a second escort in half, but their mission was already complete. the missles, due to shear numbers, overwhelmed the advanced enemies point defences and payload after payload struck the bow of the enemy ship, eventually causing a chain reaction that split the lone enemy into fragments, securing us the victory in the first engagement. this was only a scout vessel, there is a lot more where that came from and the war isn't over yet. this is not conquest, this is restoration. anyone else get mad when the aliens took titan? very hard to learn, but very rewarding when you get it. huge 3bp influences i reckon, love it.
Вопрос у меня иногда вылетает игра на моменте "Враги строят планы" комп у меня хороший... Я не думаю что это из за того что он с ней не справляется... Что это может быть в целом? А так.... 10 жаренных Гидр из 10 =)
You learn as you go, I didn't know how to found a space platform until my second playthrough, and then proceeded to use all my boost early and failed to secure mining outposts. However, I did unite the European Union and became a powerhouse larger than America.
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