
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
Купил я значит по акции ЭТО… Т.к. я парень опытный, Цивилизация для меня что детский сад, CK3 вдоль и поперек и что я там только не вытворял… Ох уж эти свадьбы на матери😁 Stellaris тоже без проблем от до был) Но ЭТО… Это погрузило меня за первый час почти в панику, я что тот дед забывший таблетки пытался понять как ЭТО играется. Спустя час, закрыл, ушел, подымил и вернулся на второй заход) Итого на момент написания 4 часа, а я все еще почти ничего не понял😁 До базовых вещей догадался, а в космос по ощущениям выйду только часов через 10, а там ещё и корабли строить… Ps обучение там не помогает😁
Cuidado con este juego que es de los que te roban horas y horas. Un turno mas y terminas a las 4 am
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
挺好玩的 很杀时间,如果你喜欢玩P社游戏又觉得流程太短,这个很适合你,回合制抢地盘有时候挺高血压的,配合修改器其实更好玩
This game feels like the spiritual successor to Master of Orion II.
I like this game alot but there are some things I feel really take away from the game. My biggest issue is the game slows to a crawl after 2040 and feels borderline unplayable. 2nd issue is agents. I like them for the first 10 years of the game but after that they really become a chore imo, Lastly the drives. There is far too many useless ones and only a few good ones. Like please just make more drives viable or remove more of the pointless ones. But this game is very cool even though it has these issues just what I said is whats keeping me from playing more.
The idea is great, right my valley. But the actual implementation is lacking in many regards: overcomplicated and unpolished UI, WAY TOO MUCH micromanagement, inconsistent UA localization. The gameplay feels unfocused, trying to do everything at the same time. I suppose the devs are overambitious with a limited dev capacity at hand. I also appreciate the ambition of having a 150h game session, but I didn't find enough non-repetitive tasks and got bored after ~50h not finishing a single playthough. After all is said, I still want to come back to it in a year or two. I genuinely liked it, even told my friends how fun it was. There is a potential for greatness in this game. Remember how early Stellaris also was mediocre at times, but they managed to fix it years after release.
[h3]Ah, yes, unifying Terra to combat Xeno Threat, Say no more[/h3] 9/10 would Neutralize Alien aggressors once again!
This is a game that has a massive initial hump. You need to watch tutorial videos on youtube just to understand the UI and basic mechanics. Then once you've got the initial idea, it will suck you in and never let you go. It took me 4 years to put my first 4 hours into it, then a week to put the next 40 hours in. It's definitely worth it once you're past the bump.
A niche strategy game like no other. The execution is not perfect, but there are no competitors and I've enjoyed my 200 hours so far which, in my books, justifies the price. It's a deep strategy game with unique mechanics but one needs to invest a lot of time for this game. I found learning the game fun though, My critisicm: Difficulty: I learned the game during EA where balancing was way of and found the game almost easy. This has changed now. I would recomend to play this game without spoilers but on a low difficulty in a first playthrough. There are A LOT of mechanics that are not at all explained or intuitive but are vital to an "optimized" playthrough. Reading up on all mechanics prior to the game start takes away a lot of the fun when learning about the aliens for the first time though. UI: The game is complex which makes a good UI more important but also more difficult to design. It has imporved and it's not at all terrible but i.m.o it should be more "actionable" and maybe copy the "nested tooltipps" from paradox games. I found that it requires a lot of clicks between getting the information I require to acting based on this information. Particularly when it comes to research and ship design. Space combat: It's something else. I never really got much fun out of it though. The controls are not easy to get into and the mechanics are not explained at all (one needs to read up on the wiki to have any idea what is happening). It's also not (always) intuitive, even for science nerds. Alien mechanics and facation AI: I'll avoid spoilers here but I found the alien progression could be better designed. The game plays very similarly independent of what faction I play as a result. Since a playthrough can take about 100 hours that doesn't matter to much though. It would be nice to have multiple ways of oposing the aliens with all of them beeing valid options. But It appears to me there is (broadly spoken) one way that is optimal and others are just inferior and that way is inforced by mechanics that are never explained and counter intuitive. Not a game braker at all though, as figuring out that playstyle (without spoilers) was a lot of fun. Non-player factons would be much more fun if their behaviour (the "hate" mechanic) was more complex. That's a very difficult thing to improve in such a game though. tldr: Good, complex and inovative strategy game if one is willing to invest lots of time into it. Particular fun when avoiding spoilers and "discovering" the game on a lower difficulty in a first run. Space combat is a bit "meh" and the UI, while not terrible, should be enhanced to cope with the complexity of the game systems.
This game is another level. If you have the time to commit, it's worth every moment.
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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
The games this title's players most often review too — audience affinity.
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