$39.99Terra Invicta Earth's fate, fought in the shadows
Steer one of seven factions through an alien arrival, from covert politics on Earth to fleet battles across the Solar System.
Is Terra Invicta worth it?
Terra Invicta is worth it if…
- you like grand strategy with spreadsheets, orbits and long-term planning
- you like hard science fiction about realistic spaceflight and colonization
- you like running agents, coups and proxy wars behind the scenes
- you like designing warships and learning Newtonian fleet combat
Screenshots
Rule Earth from the shadows
You do not play a country. You lead a covert faction with a council of politicians, scientists and operatives who steal control points for a nation's military, economy and politics. From there you steer taxes, armies and research, unite countries or split them apart, and run proxy wars while six rival factions do the same to you.
Expect assassinations, coups and stolen organizations like intelligence agencies and corporations. Holding wealthy regions and launch sites matters, because rockets and funding decide who gets off the planet first.
Seven answers to the invasion
The aliens are mining in the Kuiper Belt while humanity argues about bananas, or rather about survival. The Resistance wants an alliance for defense, Humanity First wants extermination, the Servants worship the visitors, the Protectorate wants surrender, the Academy wants alliance, the Initiative wants profit, and Project Exodus wants to leave.
Public opinion shifts along more than one line, and illustrated events force awkward calls as UFO crashes, disappearances and rampaging megafauna pile up. Showing that aliens can be beaten can even peel supporters away from surrender.
Research, then pay for rockets
Science is shared and selfish at once. Everyone contributes to global research, then unlocks private engineering projects. Focus too much on your own projects and Earth as a whole falls behind, while rivals steer the planet toward social control instead of drives and guns.
Early on you haul water, metals and fissiles up from Earth at painful cost. Later you mine them in space and build stations for shipyards, fuel and research. It is a slow climb from modern politics to fusion-driven warships, and a campaign can easily run dozens of hours with restarts along the way.
A Solar System that will not sit still
More than 300 asteroids, moons and planets orbit the Sun, carrying your stations and bases with them.
You design the ships yourself: hulls, drives, weapons and modules, trading fuel capacity against maneuverability. Combat follows Newtonian physics, with momentum, firing arcs, missiles, point defense, and choices like retracting radiators to trade heat dissipation for armor.
What else should you know?
How long does a campaign take?
A long time. You start in the modern day or near future and work from seizing control points on Earth to mining asteroids and fighting alien fleets, with research and ship travel measured in months and years. Learning the systems often takes several restarts, and late-game management involves many colonies, stations, fleets and council orders to track.
Do I fight the aliens right away?
No, and trying usually ends badly. Alien ships outclass early human designs by a wide margin, and aggressive expansion can draw retaliation. The early game is mostly agents, politics, research and quietly building space industry, while you investigate sightings and crash sites to learn what the invasion actually wants.
What do I actually do in space?
Claim asteroids, moons and planets, build mining stations for water, metals and fissiles, and put up stations and bases for shipbuilding, fuel and research. Then design ships around drives, weapons and fuel, and send them on transfers that account for moving targets and limited delta-v. Mercury, Mars and the Jovian moons all have different value as industry, fuel stops and mission control.
Can I change the game with mods?
Yes. Much of the game is accessible to modders without a coding background, and the Solar System plus the geopolitics simulation are meant as a framework for other visions. That helps if you want different balance, factions or scenarios once you know the base systems.

















