
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 988 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If the tutorial is impossible that's not a skill issue, it's a discovery or balance issue. The tutorial should teach a new player how to play the game. This game's tutorial teaches new players not to play.
Less is More. Bad UI, too many things that punish players for learning the game, too many useless ship components, too much micro (really, way too much micro), and way too many clicks for basic UI interactions (ship management is a nightmare). There are also too few features to help players make informed choices, and too many hidden mechanics and important pieces of information that you can only find on the wiki, if you're lucky and it's up to date. Normal difficulty is hardcore. The devs need to work on a proper Normal difficulty that's there to help players learn the game, rather than punish them for choices they made 20 hours earlier because they had no idea what they were doing at the time. Also, the game is very laggy. FPS drops significantly in the mid-to-late game, saving takes several seconds, and it autosaves every "turn". Some UI windows take a full second to open. The game needs some serious cleanup. At least it doesn't crash very often. There aren't many options either, such as disabling autosave or having an autosave before the start of a new turn. Currently, it only autosaves at the end of the turn, so if something goes wrong, you sometimes have to redo everything you did during the entire previous turn. Amazing game, but I can't recommend it in its current state. Buy it only if you're crazy about space games and enjoy conquering the world. PS: Probably another game where the devs don't play their own game enough. Yes, a campaign can take 100 hours, so properly testing this game is hard. But playing your own game is mandatory if you want to fix it. There are UI problems that are OBVIOUS and would be easy to fix. Play your own game! And play it like a normal player. Don't just let the hardcore devs who know the game by heart do it. Hell, hire a random person and make them play the game.
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 2,419 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 990 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very complex and engaging "hard sci-fi" grand strategy game. It's slightly rough around the edges but you can tell it was built by a team that loved old school games. The type were you had to work your way through the problems yourself without just finding a min/max guide online immediately.
I went into this game with thinking it was going to be similar to the old xcom games to some degree. Instead, it is a game of setting up your pieces like its the beginning of a risk game with metadata thrown in, but the game never starts, the pieces metadata just shift around the globe and those starting pieces never do anything. Just not for me.
The Game is relatively well Balanced however once the player consolidates enough nations or enough Power the ai just starts spamming you with their Own operatives wich makes it impossebile at some point to even hold on to a single nation so unless you wanna have a Stroke or Brain Anurism i cant recommend it
9/10
これはストラテジーゲームではなく、シミュレーションゲームとして開発された印象を受けました 最高効率や高難易度クリアを目指し事前知識で完全クリアしようとするより、未知のエイリアンに負けてしまうストーリーとして最初遊んだほうが、きっと思い出に残るゲームになると思います 普通に負けたり勝ったりするストラテジーゲームではなく、強大な敵にこれが正解かわからないがこれしかないという興奮を長時間味わえます ゲームの仕様は開発者が意図して説明しない形に作られており、ぎりぎりの戦いに映画のようなロマンを味わえる人向けです
没有同类的游戏,所以排第一。如果你在搜寻不一样的体验,这个游戏可以一试。
Alright, listen up nerds: This game is what you get if The Expanse, XCOM, and The Three-Body Problem by Liu Cixin had a baby and it was raised by Crusader Kings 3. If that resonated with you AT ALL, heck, if you recognized 2-3 of those 4, you are probably directly who this game is aimed at. I'm going on a short rant here about the way people read and write game criticism these days. Way too many people think every game needs to be for them, and too many people think every game needs to appeal to everyone. When a person plays a game and has a bad experience, yes, that can be because the game was bad. But I'm increasingly convinced a lot of criticism, especially for something THIS niche, comes from people who had questionable expectations disappointed -- often that ANY game will meet them on their level. Fam, there are not a lot of people who like games this complicated and sci fi this hard. These things have become a lot more mainstream over the years, but if you throw a foosball into the stands at a ball game, you're likelier to hit somebody who's heard of Kanye West than James Corey, or somebody who's played Candy Crush rather than somebody who loves Paradox grand strategy games. And not just because we don't go outside :P This game is for people who like games like Crusader Kings 3 and huge complicated space dramas like Three-Body Problem or the Expanse. If that's you, you'll get over the fact the campaign is a gajillion hours long and the game is hard. Those will honestly become pluses, because the game will tell you a huge complicated story of the kind you already like, with stakes (hello Iron Man XCOM) and drama and a sense of scale that, for you, will be more wondrous than overwhelming. The feeling this game produces is extraordinary, and it emerges from the fabric of probably the richest strategic topography of a strategy game I've ever seen combined with a few handmade stitches of narrative that cause stuff to pop off here and there. Remember when the protomolecule started waking up? That. You get to triage that crisis as basically the Earth government, pushing around your own Avasaralas and Shi Qiangs. Does the UI kinda suck? Yeah. You'll get used to it before you're done with your first campaign unless you try to fight the aliens too early. It's kinda backseat to the fact that everything mechanically works in a project this unapologetically ambitious. I feel like I'm rooting around in a toybox that has so far had about four false bottoms full of more toys and puzzles. You go from playing an international organization to running an extraterrestrial civilization. Does the game *deliver the goods?* Oh my god. I just pulled off a sweep on a rival's space assets in a series of strategic plays and drama and backstabbery which would have had Avasarala pretending to scold me while smiling into her tea. It culminated in a pair of space battles which were SO DRAMATIC because I had been planning this moment for over ten hours of game time and it was going to come down to if the plan worked out and if I could deal with the consequences -- and I was doing it, because ultimately it was going to be the best way to save Earth. Yes, Duarte could also have made that argument and I also find that delicious. That's what this game does. Are you enough of a turbonerd some of that made sense? Do it. Do it at once and don't look back.
I want to like this game so bad but the whole game is just waiting until endgame when you can actually do stuff. There are no interesting events or choices to make outside a few rare pop ups. the Tech tree is so large and has so many dead ends and tech thats a waste of time making you research what to research constantly.
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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