
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
By all rights I should love this game & I have tried - oh how I have TRIED. It is garbage, in more ways than I can even touch upon to explain in my rage addled mind.
Mélangez The Expanse avec Xcom, et vous aurez une vague idée de ce qu'est ce jeu. Très bon jeu, mais très complexe. Les dev ont bien craqué là dessus. Mais assez plaisant quand on commence à comprendre ce que l'on fait. Il n'empêche que supprimer certains trucs (comme une dizaine de moteurs de vaisseaux qui ne servent à rien) n'aurait pas été de trop.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.5M | 14.1K | 92% | $25.99 | |
| $14.5M | 11.9K | 84% | $49.99 | |
| $14.4M | 52.9K | 96% | $19.99 | |
| $14.6M | 5.4K | 39% | $59.99 | |
| $14.4M | 25K | 98% | $19.99 | |
| $14.4M | 18.2K | 81% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.4M | 6.9K | 83% | $39.99 | |
| $3.3M | 7.6K | 82% | $14.99 | |
| $158.4M | 94.1K | 88% | $49.99 | |
| $5.5M | 3.3K | 84% | $24.99 | |
| $4.8M | 3K | 67% | $39.99 | |
| $276.4K | 291 | 78% | $29.99 |
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
Honestly, this game is absolutely ♥♥♥♥♥♥♥ fire and there really ain't many games like these out there. It's relatively unique. You will either love it or hate it. But if you love it, then expect to play it for 200h+.
This is the single greatest strategy game I have ever played. It tickles every thing I can love about a grand strategy game. From map painting, a grand tech tree, unique campaigns and easy modding capability. Plus more, the amount of learning this game provides as a selling point is fantastic. I literally could not recommend a game more. It does have its flaws, as anything does. I don't enjoy the USA's starting position (USA! USA! USA!) But it is something I can easily fix with a couple tweaks in the games code. It does have a steep learning curve, but honestly you can come back from behind so don't give up if you find the aliens have won or have even claimed earth. Keep resisting. Win the game.
Le jeu qui te fera oublier Stellaris
Fascinatingly complex and deep - it is not a game for a casual players. Seemingly endless research tree with both player-specific and communal research, realistic and deeply explained technologies with multiples pros and cons, a very complicated ship design and upgrade logic, ship combat, real solar system physics affecting all your movements and even resource production, it is really superior. Add to this politics, land warfare, champions (eg councillors)... It is intentionally very slow - which might be a good and a bad thing. My two complaints are: - The alien faction is stupidly overpowered, even at the lowest difficulty - it could be very frustrating and feeling unfair - I mean, you are ahead of all other factions and it takes 180 game days to build a single ship, yet aliens could throw at you 40-ship strong fleets every other day with a single gunship more powerful than your midgame dreadnought. - There is too much micromanagement, which should be streamlined - eg abilities to queue orders to you councillors, fleets, etc
This game has several game ending and save corrupting bugs that have been around since 2022 with no sign of them ever being fixed. "Cannot ever unpause the game" sorts of bugs. Wow I hate it when devs respond to my reviews, since I can't block them. If anyone is reading this, no, I don't wan't to talk to you. I don't want to tell you about the bugs I found. I am not your volunteer, and actually, I don't like you at all. Trust me, they are there, and no, I am not an idiot. I have found more bugs, lots of them, mostly having to do with the UI, which other people mentioned is very poorly made.
'I don’t have the time for this, 250 hours later and right when I’m at the finish line, I realize I just don’t care anymore and stopped having fun a long time ago, not to mention the performance issues this late in the game.' Probably the most relatable part of a review ahead of mine. I think there are a heap of super complex games like Civ but where this one goes wrong is it forgets to make the learning part fun. I could completely see myself spending hours to learn this game, only to realise even know how it works, it's not fun.
**Recommended (Definitely, though with a masochistic grin)** On paper, *Terra Invicta* is a wet dream for any hard sci-fi and grand strategy enthusiast. It operates across three massive layers: managing nations on Earth (like a streamlined *Hearts of Iron*), commanding space fleets, and waging a covert shadow war with your councilors. Sounds epic? It is. The early game hits you like top-shelf moonshine—there’s a massive tech tree, a mountain of metrics to juggle, and you genuinely feel like a mastermind pulling the strings of geopolitics. The sense of scale is overwhelmingly positive, and as other veterans have pointed out, the Earth game alone makes it worth checking out. The catch is that none of these three layers could stand on its own as a compelling standalone game. While the beginning is genuinely thrilling, the **late game** demands a borderline autistic level of micromanagement to keep track of everything without losing your mind. Early-game mistakes come back to haunt you mercilessly—not immediately, though. With a sadistic smirk, the game will happily wait a dozen hours of REAL-TIME gameplay just to let you realize that one minor decision you made on Tuesday night has completely ruined your entire Friday evening. The campaign is gargantuan, but let's be honest: roughly three-quarters of it is just staring blankly at the screen, waiting for something—anything—to actually happen. Your councilors quickly run out of meaningful things to do and turn into full-time "Defend Interests" spammers, which feels about as entertaining as filing tax returns after the hundredth cycle. The game desperately lacks automation for mundane routines like managing wars, rivalries, federations, or unifications. Everything—and I mean *everything*—has to be babysat manually. **The tech tree is another sad joke in its own right**, an issue frequently lamented across the community. It is bloated to the brim with cosmetic, filler upgrades. It takes in-game months to research a new drive, and several more months to actually build the hull. By the time your pristine engineering marvel rolls off the orbital slipway ready for combat, you've already unlocked a superior engine, rendering your brand-new ship fit for a museum. A solid 80% of the tech options feel like useless clutter designed to pad out progression. As for the *Dark Skies* expansion—don't expect miracles. Despite the promises, the starting scenarios don't feel distinctly different from one another, often offering merely an illusion of choice while actually constricting your expansion options. And the absolute cherry on top of this epic saga for human survival is the ending itself: you get what amounts to a plain A4 sheet of text and three static images. After that, any desire for a second playthrough evaporates completely. In theory, *Terra Invicta* has all the ingredients of a masterpiece, but its clunky execution completely drains the fun during the late stages. Finishing a "short" campaign took me around 120 hours (out of roughly 220 hours logged since early access). Near the very end, I straight-up resorted to cheats. I already had an insurmountable lead, yet the game still demanded tens of hours of tedious, mindless clicking just to wrap up the mop-up phase. Life's too short for that, and there was zero satisfaction left in doing it legitimately. Despite all this venting, I’m giving it a thumbs-up. I'm doing it purely because I want the industry to make more games with this kind of ambition. The scope is so obscenely grand that after playing this, going back to "normal," safe strategy games feels underwhelming. The project is undeniably bloated and desperately lacks polish, but for the sheer weight and staggering scale of its vision—it was worth the suffering.
Весь геймплей состоит из того, что ты раз в неделю назначаешь какую-то задачу юниту и перематываешь эту неделю, чтобы дать задание на следующую. Играйте в такое сами. К разработчику Hooded Horse большие вопросы по их играм если честно. Яркие обложки и обещания, а по факту чушь неинтересная за ценник крупных тайтлов.
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.