
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
超级好玩!这简直是我,梦想中的游戏,不过建议新手玩家要去装一个中国的mod,毕竟这个游戏里的中国有些...政治正确。
Complex with a learnign curve, but oh so fun and rewarding. Do not buy if you have a life, one playthrough can easily end up taking 100h!!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
There is a truly great game to be found here, but it is buried underneath a layer of inexcusably poor design choices. I have a low tolerance for games that waste the player's time, and Terra Invicta has the be the single greatest sinner I've ever played in this regard. Performance is a bad joke, especially the loading times. "muh solar system with hundreds of celestial bodies" is not an excuse, despite being the frequent go-to response on forums by people trying to defend the indefensible. It only displays a poor lack of understanding of software and data. As a comparison, Factorio can load and handle MILLIONS of objects in real-time. The UI is extremely bad even when compared with Paradox titles. The games contains tons of second, third and higher order effects and interactions between systems, yet does nothing to effectively communicate this to the player. The Turn system seems built for a TTRPG with multiple human players, rather than a single-player PC game. I could into higher detail, and list further points, but I'm too disappointed and tired to do so. Everything boils down to: - The game breaks several core design principles related to the choice of being RNG-based, as well as it's massive scope. - These poor choices combined with zero understanding of good UI design, and mariana-trench-level subpar optimization, result in the game gladly wasting dozens upon dozens of player hours needlessly. Don't start playing it if you value your time.
Terra invicta is an excellent grand strategy game, though it is not without shortcomings. I would say it stacks up pretty favorably against similar games by Paradox like Stellaris in that you are getting an incredibly deep, customizable, challenging and lengthy game for just 30 dollars. It really does simulate alien invasion and grand strategy in space at the same time quite well. Each faction has a distinct narrative that is well done. I found the difficulty on veteran to be both challenging and fair once I did a dry run through the first 5 years and would say it is well balanced. The space battles are a nice touch, it's cool to get to see your fleets duke it out with the aliens. The first and largest pain point for many will be it is daunting learning the game. You will need to consult the wiki constantly to get a solid understanding for game mechanics. There is a tutorial but it is insufficient. It is highly likely that you will need to play a run through until you get into extended space combat with the aliens 10 hours into your campaign and just completely restart once you have a solid grasp on the mechanics because you will inevitably have made several costly mistakes that are tough to recover from unless you are playing on the easier difficulties. The only way to figure out fleet design is trial and error or looking up a guide. Smaller nitpicks would include the UI being dated and how bloated late game can be. Playing Humanity First my campaign dragged on easily 10 hours longer than needed once I took Jupiter even though I was steamrolling at that point, though this is a common problem with a lot of games in a genre. Playing out a full campaign to victory conditions can easily run you 75-100 hours if you're not meta gaming and still learning how to play. Even with those issues, Terra Invicta is such a unique and fun game that it is easy to recommend. It gets most of the core gameplay right and the depth of the game is a huge plus. Dev team has been updating the game reguarly with improvements and bug fixes. I will defintely come back for another brutal campaign at some point. 8.5/10
TL;DR - Do not play unless you want a game with single play throughs of 100+ hours, an impenetrable tech tree, and a massively asymmetric challenge. I put in a lot of hours trying to get to grips with this game. I had a few runs (yes 464 hours is only a few runs) and found it is simply too difficult, or at least too difficult for someone not prepared to put in *years* getting good at this game. It's very engaging asymmetric warfare against an alien invasion, with elements of politics, subversion, space warfare and so on. You run a handful of agents called Councillors which gain XP and can improve. You pick 1 of the 7 human factions, each with their own idea on how to deal with the alien. An Alien Nation eventually arises on earth. Other human factions can be negotiated with. This all sounds right up my street. But there's clearly a way to play this game effectively, but between outdated guides and radical game overhauls I could not tell you what it is. If you move against the Alien and their allies a Hate Meter builds from 1 to 5 notches, and at 5 notches they send out unstoppable doomballs to blow up some of your fleet or infrastructure. Eventually I found myself unable to make moves without punishing asset loss in all games. The tech tree is a COMPLETE NIGHTMARE. It's as satisfying as any tech tree, maybe more so than most. But is it littered with terrible dead end technologies. Also a massive revamps of the tech tree nerfed contemporary meta choices, meaning many guides or pieces of advice are inaccurate. The worst offender is propulsion technology. All ships need a drive and an engine. Unless you have a degree in astrophysics it is very difficult to tell what is a 'good' drive and what leaves your ships an immobile brick until you have 1. sunk massive research and 2. spend ages building ships. This makes building an effective fleet impossible unless you a doctorate in astrophysics. I enjoyed this game, and I made some progress. I don't think I can realistically say I made it to the end game in any of my runs, but that is because I ran out of patience for this style of game. And I cannot complain that I did not get my money's worth. If you want a challenge that eats 100+ real world hours of gameplay per run this is for you. Otherwise heed my warning and turn away.
It's not too hard. It's that you have to figure out "how to play" the game by trial and error or reddit posts. If you make one wrong strategic choice your game is essentially over, before you realize it. Cool premise. Too pretentious.
The initial loop is fine, but it just never changes. There's no novelty past learning the councilor politics loop, and fighting the aliens gets really boring the moment you can make them bleed. Reading the techs is the best part of the game: it's well-written (at least for the Academy, Resistance, and Servants) and you really get a sense that you're learning about the aliens. The problem is that you read one paragraph for every five hours of the councilor meat grinder. The other upside is the sheer complexity of the system. If you like looking at numbers, then you'll get hooked, and there's a strong chance I'll continue playing just because it scratches that itch more than most games.
Это однозначно шедевр от энтузиастов. Прям глоток "старой школы". Если вы играете в EU, MOO, CIV, GALCIV, XCOM, CK (и вообще пароходов) и прочее, то вам однозначно зайдёт, т.к. тут все это сразу в одной игре. Причём, на мой взгляд, в чём-то даже сильно лучше. Не без недостатков в интерфейсе, немного затянуто "вступление" (но кому-то, например, мне, это и нравится), но сам проект - это одновременно все сразу и ни на что не похоже.
Just a frustrating experience. I found out a lot of the strategies i have been doing were wrong and that's why i kept losing. I can't find anything online about doing the right things or researching the right techs so i just gave up. I tried to enjoy this game and i did to some extent, but after a while you just give up because there is no feedback, there is nothing to tell you 10 hours into the game "hey man, you should really start researching this tech" or "hey man, those defense layers are useless against the aliens". Just something to tell me where i went wrong would be nice because i don't really have a clue.
No, ♥♥♥♥ this game and the devs. Less then 1% of ppl won on normal. The fact that you have to SAVE SCUM to even have a CHANCE to win is a design disaster. This is just an elaborate waste of time. Make this playable to normal humans not just unemployed youtubers.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.4M | 6.9K | 83% | $39.99 | |
| $3.3M | 7.6K | 82% | $14.99 | |
| $216.2M | 137.4K | 88% | $49.99 | |
| $5.4M | 3.1K | 84% | $24.99 | |
| $4.8M | 3.8K | 67% | $39.99 | |
| $276.4K | 291 | 78% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.5M | 14.6K | 92% | $25.99 | |
| $14.4M | 31.4K | 96% | $19.99 | |
| $14.4M | 17.4K | 82% | $34.99 | |
| $14.6M | 8.8K | 41% | $59.99 | |
| $14.6M | 14K | 61% | $39.99 | |
| $14.6M | 27.9K | 81% | $29.99 |