
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.
Reviews, worldwide (the counter carries no country): 5.14/day in the week to Sep 18 → 4/day in the week after.
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 1000 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just finished for the first time. I've been gaming since 1989 and this is the hardest game I've ever played. Agents (councilors in this game) remind me of Total War. The text and information management remind me of Civilization, and space combat is similar to Sins of a Solar Empire. Terra Invicta is not for the feint of heart. It's very unforgiving out of the box. Global political administration is well done. Resource acquisition and management is very rewarding. This leads to more ships, easier growth, and trade leverage. Space combat is very fun once you get the hang of it (3d tower defense). Took me about couple 20-30 hour failed attempts to feel ready to go for a victory...difficulty sliders make a real difference. There are a lot of things the game could do better. None were bad. This game quite simply is amazing.
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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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
Bir b*k anlamadım
Bon jeu de stratégie pour de longue campagnes, cependant retenu par une haute sensibilité au snowball et l'IA des factions humaines ne pouvant tout simplement pas suivre le joueur dans la phase spatiale.
教程约等于没有,前期怎么获得金属也不知道,又臭又长的游戏体验
Dieses Spiel hat zwar ein Tutorial, es ist aber vollkommen unzureichend. Es erklärt einige Mechaniken. Aber nicht alle. Es gaukelt unendliche Freiheit vor mit den vielen Nationen, Kontinenten Vereinigungen etc. Aber eigentlich gibt es nur sehr wenige Wege zum Ziel. Ohne Claims kommt man nicht weit. Der Alienhass und die Notwendigkeit Agenten der Untertanen umzudrehen wird in diesem Zusammenhang so auch nicht erklärt. Ich kenne meine Steamkommunity und ich weiß es gibt Leute die werden mich jetzt dafür auslachen. Geschenkt. Grundsätzlich finde ich hat das Spiel ein riesen potential. Aber der Erfolg wird nur, durch eine lineare Vorgehenweise egal ob bei Staaten, Techtree, Spacerace gesichtert. Das nimmt es doch ne menge vorweg inkl. Spielspass. Das ist schade, alles um den Versuch etwas mehr Realismus reinzubringen? Ganz ehrlich, schmeiß den Reallismus über bord und macht bitte das Spiel cooler.
The level of micro in this game is ridiculous. If you tell your councilors to auto-pick missions to get rid of some of it, even after only playing two hours I can tell that the missions picked are ridiculously bad. Ignoring fresh alien crash landings to inspire a fellow councilor? Really? I've got 10k+ hours in huge 4X strategy games on steam alone. This game is the most tedious, unfulfilling introductory experience I think I've ever had. edit- I requested and received a refund. Thank you, Steam.
Игра норм, не понимаю нытья по поводу того что все долго - есть настройки игры, скорость развития в игре можно как увеличивать так и растягивать - я начал с быстрой игры, через 3 часа реального времени уже изучаются технологии для полета. На изучение одной технологии тратится пару дней-неделя. Ну не по году точно. По началу кажется долго назначать задания агентам, это повторяется постоянно, но как только втягиваешься, то на это тратятся секунды. По поводу сложности тоже не понятно - есть настройки позволяющие все это регулировать, можно превратить флот пришельцев в деревянное корыто с хромым экипажем, если кому-то так интересно играть конечно. В общем все настраивается, но с интерфейсом разбираться прийдется, у меня где-то час на это ушел. В защиту интерфейса - с интерфейсом 5-й Европы я пол дня разбирался) Больше пока рассказать не могу, еще не продвинулся дальше, но для любителей глобальных 4-х стратегий на космическую тематику - игра стоит покупки, на скидке так точно.
[h1]All Hail the Aliens[/h1] First of all, I unified North America in my first game and I gotta say that Trump was right -- Canada looks [b][i]BEAUTIFUL![/i][/b] as the 52nd state. Just kidding. 100% pro-Canada here. And I'll probably die before I see the day when Trump is actually right about something. With that being said, I'll try to be brief: [b]Game[/b] = Good. I'm still a bit lost after 50 hours in, but If you like Europa Universalis and the such, you'll like this. [b]Tutorial[/b] = Crap. It throws a whole lot of information at you before you need any of it. You don't understand most of it, and when you actually want to do something you don't know/don't remember how. I turned it off after 10 minutes or so and just tried to figure everything out on my own. [b]Winning[/b] = Impossible on your first attempt. 40 to 50 hours in you'll realize it's all over, because you can't probably be prepared for what happens then without knowing about it beforehand. If you want to win on the first try, you should probably side with the Aliens (play as the Servants). [b]Diplomacy[/b] = A*s. Gifting 1 dollar to an enemy faction is the most effective way to improve your standing with them. And that's all you can do with the other factions, diplomatically speaking -- [i]trade[/i] with them. [b]Space Combat[/b] = Didn't like it. Auto-resolve fared [i]way[/i] better than I [manually] did on my first space fight, so I have just been auto-resolving every encounter since then. [b]Research Tree[/b] = Confusing as hell. After 50 hours, I still don't really get it. I'm about to start a new game, but I have no idea what I'm going to prioritize researching or what my strategy will be to try to get past that "40 to 50 hours catastrophic tipping-point." I'm [i]hoping[/i] I'll [i]kind[/i] of remember what the first half or so of the tech-tree unlocks, because some of it you simply can't tell. [b]Factions[/b] = Weird. There are 7 in total: two "Let's bend over to the aliens and take it from behind;" one "Let's cry and run away"; one "Let's profit the s**t out of humanity's extinction;" one "Let's try to befriend those weird dudes who are killing everyone they run into;" one "Let's kill the aliens, the humans, the animals, the world, and everything else that lives;" and one "OK, let's protect humanity and fend off the invaders." Obviously, the last one is the only palatable choice. And that has you playing as a black chick. I'm not a black chick, and neither is 99.98% of the people who will ever play this, so that doesn't make any sense. [b]Designing Ships[/b] = Cool but, once again, after 50 hours in I still have no idea what each [i]role[/i] you can assign to ships is supposed to do, what the specs of Armors mean, what kind of weapon I should use (ballistic, laser, particle beam, missile, torpedo), and whether I need a cooling tank and a battery or not, and why. I just select a ship model, a role by range (no idea what the [i]strategic[/i] range is supposed to be), and "auto-design" it. Then I fix the drive and radiator -- because for some reason the game's code insists on getting sub-optimal ones depending on what you have available -- change one utility part, remove all point-defences and fill the whole ship with missile-launchers. That seems to lead to me winning whenever my "Fleet Attack" is higher than the opponent's, and losing when ever it's lower. Sounds fair. Mostly. [b]Councilors[/b] = The guys you sent out on missions on every "turn." This is the main thing you'll be doing in the game: sending your 2-6 Councilors out to sway the public opinion in a country, take control of a region in it, assassinate or kidnap an enemy Councilor, investigate Alien assets, etc. There's some 20 different possible actions, maybe more. Also, your Councilors can equip "Orgs" (Organizations) that can give all kinds of bonuses to them and to your Faction as a whole. [b]Habs[/b] = You can build "Habs" (orbital stations) in space, and Outposts on asteroids/the moon/Mars. You get to select what structure to build on each of a Hab's or Outpost's nodes, and the stuff you can build can give you all kinds of bonuses. That's all just a [i]glimpse[/i] at the game. Terra Invicta is quite complex, a bit difficult to learn, and still puzzling after you think you've figured it out. But, [b]in short[/b], if you're no stranger to using your brain and you like this kind of game, just by looking at the screenshots up there you can decide whether you should buy this or not. It is exactly what I hoped for, so it's probably going to be the same for you. And for the asking price, yeah, this is definitely a "recommend" from me (no Paradox-like sickly greedy DLC-scam here.) I thought I might be too lazy to learn how to play this by now, but no, it was totally worth it.
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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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