
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 985 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
The bastard love child of Kerbal, the Expanse and Paradox grand strategy games
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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
Over 200 hours since I've posted my original review, and now that I've had more time to digest my thoughts with how I've essentially lived and breathed this game for like... Two months straight at this point? Since first buying it. My concluding thoughts are generally unchanged; Terra Invicta is an amazing concept, but not a great game. The intended focus on realism for the overall gameplay is highly~ selective and prone to jarring situations as a result. The combat aspects of the game leave much~ to be desired, not least for its incredibly jank-af balancing decisions. There's honestly not that much to actually do~ over the course of the entire gameplay. And, as a modder who was all-too-happy to sink in those hundreds of hours to try and figure out a way to rectify those issues? I've just kind of found myself wondering what the point of the tedium even was, not least since there's various jarring aspects of the game that I can't do anything about (*Insert previous gripes about the combat value system here*). I like the idea of the game. I don't like its current implementation. I want~ to like it though, so I'll likely continue to sink more hours into it at a later time. But, as of now? What could have been an amazing Stellaris early game esque experience instead just feels like an unrefined mishmash of ideas that I can't recommend.
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.
幽默民主,幽默自由,幽默意淫数据
喜欢我火星计划领先而且提前发射探测器的情况下,还能提前占点,而我的探测器却跟失踪了一样吗 喜欢我AI直接不吹喇叭强占闹钟的点位吗 总之就算你玩得再好,这游戏总有恶心你的地方
I am still in awe that this game even exists, let alone is nearly this good. X-Com with all the depth and strategy of a Paradox game, or more. This is at least 3 games in one, and every one stands on its own as an amazingly good and fun game. They even made failing fun, and I am NOT someone who usually enjoys that. Read all the tutorials, try your best, fail, and then go watch some intro videos and try something else. That's my view on the best way to enjoy this awesome game.
A frightening game that looks like homework. If you like reading, spaceships, geopolitics, or near-future scifi, this game will appeal to you in some way. Positives: +Early and mid game are tense races to grab the best spots (countries or space mining locations) with your limited resources. +Making choices with imperfect information on your opponents feels different than other strategy games. Then the space war flips it by giving you perfect information on all space assets, but typically having lots of time to respond. +Spaceship design rewards defining a role for a particular ship class and giving it related modules, forcing choices and compromises when designing. +Despite being a long long long long game, it is spectacularly paced, dripfeeding new upgrades and capabilities towards the lategame. +Mistakes are punishing, but the game gives you lots of opportunities to recover. Negatives: -Lategame is just a drag. Too many clicks to give commands for things that are going to be repeated hundreds of times. -By far the weakest part of the game is the tactical space battles. Too finicky to control. Battles are usually walls of ships just drifting towards each other blasting each other. Early game ships are too expensive to be maneuverable, and later ships are powerful enough to just drift and shoot distant targets. -Much too difficult for inexperienced players to figure out what strategies are viable initially.
Terra Invicta is one of those games that feels almost ridiculously ambitious. What I really like is the mix of systems. You start dealing with politics, councillors, nations, espionage and research on Earth. Before long you are building space stations, mining asteroids, designing ships and fighting across the Solar System. The scale is fantastic. The entire Solar System is your playground with hundreds of planets, moons, asteroids and other bodies that can become important during the campaign. There is always another layer of the game opening up as you expand further into space. Just be aware: this is absolutely not a quick campaign game. Finishing a single campaign is a serious time investment. Expect many dozens of hours, probably much more while learning the game. Personally I think that is part of the appeal. It feels like a proper long-term campaign rather than a match you finish over a weekend. The mechanics can be complex and sometimes overwhelming, but seeing all these different systems come together is what makes Terra Invicta so cool. If you like deep strategy games with huge campaigns and don't mind investing the time to learn them, this is an easy recommendation.
The best strategy game I've played in a very long time, reinvigorating my interest in a 4X genre that was becoming increasingly stale. The game has plenty of flaws, many of which could fairly be considered deal breakers. The tutorial and onboarding is atrocious: learning how the game works basically requires joining the discord, reading the wiki, and pestering a friend for explanations. The 3 main features of the game (Earthbound secret-society politics, expanding space mining infrastructure, and spaceship design & battles) aren't very well connected; the gameplay alternating between them can be distracting to the point of whiplash. Performance is worse than it ought to be, with the camera stuttering as it does big sweeping camera movements around. The pacing has issues, with 100h per campaign meaning the late game is stretched out far beyond the point it stops being interesting. The difficulty is also rocky, with a very sharp peak at the transition from the early to the middle game, while being comparatively easy before and after. And yet I've fallen in love with it. The strategy elements of the design are masterful. Lots of decisions with very long term consequences, endless trade offs, opportunities for synergy, and the feeling of a plan coming together despite your enemies throw a wrench in the works. While the game has a lot of depth and breadth, each individual element is (for the most part) no more complicated than it needs to be: the complexity comes from the way these different elements interact. This is a breath of fresh air compared to many other recent strategy games (Paradox - I'm looking at you) that bombard you with endless details and sub-sub systems that have no impact. Terra Invicta, for all its size, is mostly fat free, which translates to relatively little repetitive micromanagement and a focus on big decisions instead. On top of being a great strategy game, it also hits many of the notes of a good game in general. The UI/UX has a few omissions, but for the most part it's easy to get the information you want, when you want it, and common actions are only ever a few clicks away. The narrative is much better than a naive "Aliens invade the Earth" and, like all good sci-fi, shines a line on human society and the different philosophies we can live by. That almost everything you can build in the game follows, if not plausible, then at least possible physics is also nice. While it's definitely a spreadsheet game first and foremast, the whole thing is pretty enough to listen to and look at that it doesn't feel like just looking at spreadsheets. This game won't be for everyone. The learning curve is gruelling, The time commitment daunting. The hard sci-fi setting niche. But for those who want that experience, there's nothing else I've played that even comes close.
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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