
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% | 9.1Kreviews | 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 1000 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Overall good. It's much more empire management than space exploration, and the campaign lasts a long time. If you have the patience and capacity to plan and execute strategies over hours of gameplay, it's really rewarding.
Lento, lentissimo......se ti piace il genere vai sereno
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
우주 나가기 전에 터져서 잘 모르겠지만. .지구에서 난장판되는 상황은 재밌고 흥미진진함 근데 그 과정에서 플레이어가 할수있는게 너무 적음. 큰틀의 전략적인면이 없진않은데 그걸 설계해 가는 과정이 걍 확률%뚫기위해 박치기하는게 너무 아쉬움.. 국가전부터 딥하고 복잡하게 여러가지 전략으로 정보전, 첩보전등을 했으면 더 재밌었을거같음
The XCOM Grand Strategy. It definitely is rough around certain edges, but I clearly still like it enough to sink hundreds of hours in. I would appreciate some improvements to UI and late-game performance.
If you ever wanted to play a game that combined elements of Stellaris and Civilization 6, especially after a Science Victory, I cannot recommend this game enough! Your councilors, the countries you chase to influence, how soon you are able to start your space economy all matters for however you want to play. There are so many playstyles this game supports, I recommend giving it a try based on that alone. I love the Terra Invictra community. They're incredibly helpful and knowledgeable about the game as some have been playing for years during the early access period. They also have a ton of helpful guides on Steam and in the discord. I've been using them to help guide my tech progression in runs but also making sure I'm not building ships that can immediately be destroyed. I still have very little clue on what makes a ship a good ship BUT I've been loving the process and haven't tried that hard BUT ship design is one of the hardest aspects of this game. It has a steep learning curve due to the tech tree having different space travel techs randomized and a ton of different weaponry BUT if you're willing to spend the time to learn or to ask questions in the Pavonis Interactive Discord or watch YouTube Tutorials, the game gets much easier as you play. There are also settings you can adjust to make the game easier for yourself if you want to focus more on a story element instead of a strategy element. I've done that so I can reverse Climate Change and not worry so much about protecting my bases on Mars and other planets. If you've read this far, I hope this has been helpful and wish you the best! Good luck!
This is probably the best Grand Strategy game for me I have played in years. It mixes many different systems in a very elegant way: You can (and have to) manage spying, economy, military on earth, space assets and space battles, and it all ties into each other. From time to time it is a little janky, and it would benefit from a few UX passes, but that being said: If you are used to Paradox levels of jank, this is outright polished in comparsion :D I especially enjoy the different victory conditions; This is probably the best iteration yet of this very interesting mechanic.
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I was wondering why I wasn't vibing with the game. On paper, it's right up my alley. Then I learned it was made by the same people who made XCOM's The Long War mod, and it clicked. I bounced off The Long War several times. Again on paper, should've loved it: deeper, more intense, a longer campaign with real consequences. But the people at Pavonis seem to have a muddled view on the line between challenging and tedious. Virtually every hang-up I had with The Long War is here. Overly long and repetitive, frustrating for the sake of being frustrating, and heaping on more and more layers of micromanagement that don't build on each other, but just add more weights to the player's ankles. I think this game could be really good. Maybe after the first couple years the situation on Earth solidifies and you don't have to micromanage every little thing there. Maybe have science be more interactive by having it be resources you hunt after instead of this background resources you wait on. Maybe have more events and story moments as factions rise to give some more color to playthroughs. Maybe abstract base building a bit so you're not tediously building the same layouts over and over. For as grand and impressive as the system on display is here, it more or less boils down to a tedium simulator of doing the same couple things over and over while waiting on various little timers to finish, your reward for engaging with the game merely being a continuance of the tedium and brief pop ups saying you got more of one of the game's half a dozen numbered resources. Whatever gameplay loop they were aiming for is not hitting yet. I'm comparing this to other similar grand strategies and the most similar is EU5, which itself is bogged down by many of the same issues. I don't think I can really recommend this in its current state as a result. I played for less than three hours, read all the tutorials, made it to the point I was building fleets, and realized, like Long War, the fun part just wasn't coming. I'll probably try it again at some point when I'm more motivated to push harder to dig for the hook.
I've played quite a few strategy games and the one thing that really stands out is how the gameplay evolves in this one. Yes, the campaign is long but I haven't been bored, but rather enthralled. I started playing the other day and then I blinked and 12 hours passed. It has that feeling of X-COM of a looming threat and unbeatable enemy.
Только начал, но мне нравятся подобные игры
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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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