
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 990 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I agree with a lot of the negative reviews of the game but I've had enough fun with this game for the relatively small price tag that I can still recommend it. There is a lot of customization options for your ships. The good: Well designed map and core mechanics and it is satisfying to get those early space colonies up and running. I've constantly wanted to keep playing this game over the last week. The bad: Time scale is just wrong. Everything takes forever and it's usually the same couple of actions. The game kind of bleeds together once you get to having multiple asteroids with resources to manage but it's necessary because ships just take too much resources to operate to not have a massive network of mines. It's hard to understand the meaningful differences of different pieces of equipment for your ship. What drive should I use? How do I know if my ship design will actually have a chance of beating the enemy? All of the interesting choices feel layers deep with obfuscated information.
Media

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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.5M | 31.4K | 96% | $19.99 | |
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| $14.4M | 52.9K | 96% | $19.99 | |
| $14.6M | 8.8K | 41% | $59.99 | |
| $14.4M | 27K | 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 | |
| $216.2M | 137.4K | 88% | $49.99 | |
| $5.5M | 3.4K | 84% | $24.99 | |
| $4.8M | 3.8K | 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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 992 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Extremely difficult strategy game but so much fun to learn and master. The menus are convoluted, and there is a bit of woke garbage sprinkled into this game (most woke stuff can be easily avoided), but overall these problems are forgivable because the rest of the Terra Invicta (Latin for "Invincible Earth") is so good. A realistic simulation of both Global Politics and the Solar System, it is very ambitious but the game pulls it off well. If you want to try one of the deepest strategy games with a pretty gnarly space combat system, this is a recommended buy.
Amazing Game. It fully covers the idea of an Alien Contact senario in a delightful way. The mechanics are indepth and you learn a bit as you go zooming out over time. Really amazing expereince playing this game. try to avoid spoilers.
я хз что я делаю
I did not expect this kind of gameplay but I am liking it. Its a game where a campaign takes 100h+. You manage 2-7 agents called "councillors" and with them you conquer countries, lift public support, scout/attack enemy councillors, start coups in countries, etc. This is technically a turn-based game, you just run the time "realtime" 1 week until the next councillor actions are available. Some actions take less time than others so order matters. When you own countries you can set priorities as to how they develop, and it does so very slowly so you need to plan ahead what you will focus on/need. Then you also start to have orbital stations and bases in other planets/moons providing buffs or its own population to manage. Later in the game you get into the ground/sea combat or space combat. My advice is to spend around 10 hours in your first campaign to get wtf is going on, then start from scratch. You will instantly notice how you will do MUCH better choices. I am 40h in my 2nd playthrough and enjoying it a lot, starting to get into the mid-game. Other positive things: +Good performance (but I have good pc) +No bugs so far +Nice UI (especially with seemless zooming in&out of planets) +Only 1 DLC (acceptable) +No subscription +No Microtransactions +No ♥♥♥♥♥♥ EULA stealing ur data +No DEI (or noticeable one) +No 3rd party launcher +No in-game ads +No denuvo / kernel level anticheat +Good price, at 50% you can get it for 20 bucks. +Hooded Horse publisher, they've shown me they have decent games. If you like these kind of slow 4x games, get it.
Great game, quite complicated but in a good way. I love the writing.
很好玩 很浪費時間 如果你沒有自閉症的話不建議
Great game, that has basically 2 different games stitched together. A shadow government illuminati simulator and larger solar system wide strategy game. Both have their fun bits and bad bits, but if you are little freak who gets excited by enormous excel sheets, this game is for you. Can be annoying when you get the hang of one of the halfs of the game and then you need then learn the other. You'll naturally make mistakes then. This is definitely exasperated because a mistake in this game can set you back years of in game time. But when you gain control of LEO and Mars orbit, its an amazing feeling. QOL can be improved with mid and late game base management, and some mods like permanently disable enemy factions make it less annoying when the human factions are essentially dealt with.
Is this a very beginner friendly game? No it is not at all. This is a game for someone that enjoys a solid excel warfare management setting up systems that take hours to come online. A progressive build up of small advantages over hours and hours of gameplay snowballing into grand interplanetary warfare against a foe that outclasses you for the first couple decades of the game. Having loved the long war and enjoyed deeply a 100+ hour X-COM run with the mod installed I checked out Terra Invicta in early beta. It has come a long way but it is still extremely punishing. If you want to invest at least 10 hours to understand the mechanics behind the systems. 100s to master them. It took me 1000+ hours to feel confident to play the game and on brutal, and I got blown out my first few times even with that level of expertise. That all being said there is nothing quite like this game. How deep you can really go with the management (the excel warfare.) It can take over a hundred hours to play a single game, and there can be bad rolls and seemingly unfair nonsense that gets thrown at you. But it is worth it in the end. If you want a tutorial play as the Servants to get an understanding of what comes down the pipeline so you don't invest hours into a run as Humanity First just to get BTFO putzing around before the first time the Aliens come to visit.
Spece
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.