
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
So ill be upfront with one of the things i dislike about this game: I do not like sometimes how very easily literal decades of of planning can be unwound in maybe a month or two of alien RNG. However The amount of things i like about this game are so monomentally long compared to the -one- bad thing i felt it easier to write the review this way. Been playing this since launch, will likely reach 1000 hours before the end of this year and provided it keeps getting support i would be shocked if im not playing this game in a decade. They actually outdid themselves.
진짜 AI가 게임 플레이 도와주는 기술 나와야 할만한 게임 인간 피로도가 말이 안됨. 그리고 저열한 UI 때문에 함선 설계부터 고통받음. 고증용이랍시고 엔진, 발전기 종류는 많은데, 쓸만한건 몇 되지 않아서 그냥 피곤함만 늘어나는데, 성능과 함께 표로 볼려면 4~5개밖에 안보임
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
[h1]Brutal realistisch: Wenn die Aliens kommen, gehen wir genau so bürokratisch und blind unter.[/h1] Ich habe mich wirklich intensiv mit dem Spiel beschäftigt, aber [b]Terra Invicta[/b] fühlt sich mehr nach einem unbezahlten Praktikum in einer behördlichen Planungsstelle an als nach einem Strategiespiel. [h2]Entscheidungen im Blindflug[/h2] Schon direkt zu Beginn wird klar: Man muss weltbewegende Entscheidungen auf Basis von absolut [i]mangelhaften Informationen[/i] treffen. Wie viel [b]CP-Kapazität[/b] verbraucht ein einzelner Kontrollpunkt in einem Land eigentlich? Das verrät einem das Spiel natürlich nicht direkt. Stattdessen darf man sich das über verschachtelte Menüs und kryptische Zahlenreihen selbst zusammenrechnen. Das UI erschlägt einen mit Daten, verschweigt aber konsequent die Werte, die man tatsächlich bräuchte. [h2]Geschwindigkeit wie ein Beamtengang[/h2] Das Sahnehäubchen ist aber die Trägheit: Dass man gefühlt Wochen an Echtzeit investieren muss, um erst nach 40 Spielstunden zu erfahren, ob eine Entscheidung im Jahr 2026 halbwegs gut war oder die Menschheit schleichend in den Ruin getrieben hat, ist maßlos übertrieben. Dagegen wirken selbst komplexe Schwergewichte wie [b]X4: Foundations[/b] oder düstere Szenarien wie [b]Dead Space[/b] wie ein entspannter Spaziergang im Park. [hr][/hr] [h2]Fazit[/h2] [b]Immerhin einen Pluspunkt muss man dem Spiel lassen:[/b] Sollte in der Realität jemals eine Alieninvasion anstehen, wird die Menschheit sich exakt so unwissend, lahmarschig, bürokratisch und ineffektiv vorbereiten und stur lächelnd in die Auslöschung marschieren. Insofern: 10/10 für die Simulation menschlichen Versagens, 2/10 für den Spielspaß. Aktuell leider [u]absolut keine Empfehlung[/u] – außer man hat eine ausgeprägte Leidenschaft für Formulare, Tabellenkalkulationen und gepflegte Zeitverschwendung.
I tried SO HARD to like this game- But NO. It *can* be fun *at points* but is insanely betrayed by its baser functions. Even in a scenario where I forcibly united the entire Earth, the other factions are still present and overwhelmingly interfering with absolutely ZERO power. And then- you'll be tackling ACTUAL aliens in the Solar System- While being called back to Earth every 14 days to assign ♥♥♥♥♥♥♥♥ assignments. Either I'm looking beyond the point of the game, or the game is incomplete. Also, the battle interface sucks the big felota. Even when calculating in DV- there should be SO many more options for positioning relative to other objects. So- if you were looking to get this game for the space combat aspect- DO SO knowing you will DO SO with anchors to your ankles. The whole Earth map feels irrelevant after a while, no matter how you try. A frustratingly-novel experience.
Russia sent nukes at my army so I sent nukes at Moscow so Moscow sent nukes at Washington... meanwhile the aliens won by watching us destroy earth on our own. 10/10 would do it again
After 111 hours of trying so many times to understand the system, I must say the game is just not that good. It has a really big idea that it fails to execute on several levels as you are required to repeat over and over and over and over and over the game to really understand certain mechanics that are generally not explained well or not at all. I find myself every 10 years from the start of the game dealing with a different problems related to a different mechanics that just so happens to crash right on me, after 100 plus hours mind you, as I cannot for the life of me explain why it occurs. For example, one of the factions decided that it hates me, so far so good, but that hatred lasts for YEARS and no matter how many truces we set, that faction keeps taking the money offered, nullifying the truce and continuing being a nuisance. Or for another example an end game entity arrives into the mid game leaving me baffled to how am I even supposed to fight armies that are 10 times more powerful than a fully united Europe. However, the game can be quite fun at the start and if you want to still try it... Please go and see YouTube videos on every single system... It would save you time and much frustration at the start.
Very ambitious project that delivers. There are no other games out there like this one. Could it be better in certain aspects? Sure. The devs are still working, adding and tuning things. Would the world be a little worse if this game would not exist? Definitely.
The idea of this game is spot on for me--but the execution was a huge miss. I like some complexity in my games...but when the tutorial tool tips took hours to read and click through every...tiny...detail in the UI...the game started to look less like a game and more like too much work. Props for the idea, but damn.
Another "glorified spreadsheet" type game, that will take your life if you let it. If you have too much free time on your hands and a severe case of "paradox brain" I highly recommend this game to you.
I'm giving this game a negative review for making it so hard for me to get into. I have wanted to get into it, but I'm already too mentally tired from work to "train" how to play the game. I use the word train here in a formal sense as though you were learning something new at work. Because that's what it feels like...work. But it doesn't feel that way simply because there's a lot to learn. It just throws it all at you at once. It tries to explain everything too quickly. That can work with some games, but this one has so much information you have to sort through and some of the guidance is vague. Like what resource slider are you talking about game? I know that it is in here somewhere, but you have buried so deep in the weeds, that now I'd rather just go do something else...like take a nap...and I'm not much of a napper. It's odd too, because the UI and the pop ups aren't horrible, but there's just something about them...I guess I would say they lack charisma. It just feels like boring information that I just don't have time to care about because I already exhaust so much mental energy on other important things that I put my mind to. I want this to be a game, not a HR training session. In it's defense, part of it may just be me because I evaluate and problem solve data for work. But that doesn't typically drive me away from getting into a complex game. Hearts of Iron IV is one of my favorites and one of the most complex games that I've ever played. I've sunk over 700 hours into that one. It has a very steep learning curve. That one was worth it to me, this one isn't. I don't know who's fault that is exactly, that's just how it is. So, maybe this won't be the case for you. But also from other negative reviews, it sunk in deeper with me that, yeah, it's this game's quarks that just don't agree with me and I'll probably feel like a wasted a bunch of time and energy I could have put into either something more fun or more important. I'm hoping that one of these days, I might be able to get into it, but probably, I will just have better stuff to do for the amount of energy this is requiring.
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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