
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.
Reviews, worldwide (the counter carries no country): 5.14/day in the week to Sep 18 → 4/day in the week after.
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 1000 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Местами душновато, неудобно, особенно ближе к финалу, плюс порог входа не самый маленький. НО аналогов по многоуровневостьи стратегии, завоеванию космоса и реалистичных космо-битв просто нет. Однозначно лайк, уникальная стратегия на твёрдую 4+.
a
Yes, but with a warning for players like me. The story and setting is really enjoyable. I liked the factions and thought the mechanics of how they interacted was really novel. I liked building space bases and I only really did autoresolve combat, but I had a good time fighting at scale like that. I also really appreciated that it could be played in a very long campaign format or a short form. If you stick through the first hour you'll likely get your money worth. I didn't like the council and I didn't really care for Earth interactions and it's got way too much of a learning curve for what it is and I couldn't find a decent way to automate that because it's such a core part of the game. The shared research is gross. I didn't care for the 750 day travel limit for colonies or restrictions of that nature. I don't like arbitrary boundaries and I REALLY HATE TASKS. This means I didn't enjoy any of the objectives that need to be completed for any of the factions. Roll that ♥♥♥♥ into research because I really don't want to surveil crash sites for weeks. Overall, I expected something a little more freeform. It's got a lot of replay-ability and it's challenging to learn and play correctly, but after the first try with some of the factions I just used the console to more or less bypass the whole earth control stage and automated my council. Then I had a lot more fun.
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 | 31.5K | 96% | $19.99 | |
| $14.5M | 14.7K | 92% | $25.99 | |
| $14.6M | 8.8K | 41% | $59.99 | |
| $14.6M | 14.1K | 61% | $39.99 | |
| $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 | 3.5K | 83% | $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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
Любителям стратегий посвящается -честное давление механик и множество возможностей подарят кучу удовольствия от превозмогания. особенно на сложных сложностях
Overall I recommend the game. I recommend it it because it's a good game overall and a lot of work has clearly been put into it. I do not find it difficult because I played a lot of grand strategy games and it's pretty much in that line. However, what brakes the game for me is the constant need to assign tasks to your team. While it is entertaining at first, doing it all the time even with automation becomes extremely tedious. Especially since space missions take a very, very long time. I find myself playing mostly on very fast and need to apply new missions to agents every 30 seconds or so which I find extremely annoying. This would've been a much better game should that particular mechanic with agents be made differently (it's not the first grand strategy gaming you know). Once you get to space the mechanic should be shifted in that direction and agent stuff on earth should be secondary gameplay.
Are you a "hard" sci-fi fan? Paticularly The Expanse? Do you enjoy complicated deep systems in strategy games? Can you lock in and learn the inner working of rocket science (kinda). Do you enjoy a little story and lore on top of all that? This may be the game for you. Its incredibly complicated, it won't hit for everyone, but if it hits for you you will LOVE it. Be prepared to start over 2-4 times the first time you boot up. Heck, I still don't know what I'm doing half the time and I am reaching the 100 hour mark, but I absolutely love it. Today I: Made China and the US best friends, tried to built a fleet of cruisers, got my shipyard blown up by an enemy faction, sent a ship to take over their mines in the asteroid belt in retaliation (they'll get there in 6 months), then declared war on Uruguay while attempting to turn the US-Canada-Mexico into once cohesive nation. 10/10 no notes.
Challenging game with depth and many game systems to learn. Good replayability potential with different factions.
일단 하라는 건 하고있는데 뭘 하고 있는지 모르겠음
优点: 1.硬核。真实还原的太阳系,逻辑严密且闭环的物理设计,细致的太空战(没有友军碰撞体积和伤害),模块化的飞船,多样化的武器系统。 2.沙盒。国家的规划、飞船的设计等有很多可能,可以探索自己独特的道路,没有什么“学说”,一切都由你的创造力决定。 3.聪明的战略AI。聪明如大份的AI会抢走你心心念念的大国,占据富饶的殖民地,偷袭你的空间站,或者在你难以企及的地方建立庞大的基地。 会影响玩家体验的地方: 1.游戏指引不足,新上手的玩家对于什么时候该做什么事情是迷茫的; 2.试错成本高,你的失败在很早之前决策中就埋下了种子且难以挽回; 3.从抢国家到太空战的时间很漫长,玩家体验游戏精华部分的时间往往在中期之后; 4.太空战操作复杂,需要时刻关注机动,控制飞船的加速度、朝向,没法像传统RTS那样右键移动还能指哪打哪,一次错误的机动指令可以导致原有的优势荡然无存。
Neat
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.
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