Terra Invicta: An Early Access strategy game that reaches for the stars

This entry is part 1 of 2 in the series Terra Invicta

Terra Invicta is the game I’ve wanted for years. Currently in Early Access, it is a hard science fiction exploration of first contact with aliens, humanity’s response, and our subsequent expansion into the Solar System. It will not be to everyone’s taste. I find it remarkable, and I think it’s worth a look if you, like me, are its target audience.

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At its heart, TI will appeal to players who:

  • Enjoy complex, simulationist strategy games, such as grand strategy games
  • Are interested in real-world and near-future space travel
  • Don’t mind ambitious, slow-burning, and occasionally rough games

I could best describe TI as two games in one — the first on Earth and the second in space. On Earth, humanity has split into seven factions, each advocating a different response to the aliens — from resistance through to an alien-worshipping doomsday cult. As the leader of one faction, you send out agents to rally countries to your cause, mobilise their resources, and build up their space programs. In space, you develop bases on other planets, moons, and asteroids, mine them for resources, and build stations and spacecraft.

What links the two layers is the economy. Lofting resources and equipment from Earth to space costs “Boost”, an abstraction of your supporting countries’ space launch capabilities. Building directly in space saves on Boost, but requires offworld mines to supply the necessary resources. Spacecraft and bases, especially large ones, need money and “Mission Control” to maintain; early on, these come from Earth.

How does this play out? Here’s an example, from early in my game. I chose France as my first country to recruit — it’s large enough to contribute to the cause, small enough to be achievable at the start, and home to the Guiana Space Centre. Countries with space programs or launch sites in real life begin with Boost in-game 1:

France became the inaugural member of the Terran Accords, my custom name for the “Resistance” faction. The Resistance is the equivalent to XCOM or Stargate Command; they defend Earth from the invading aliens. Note the “1.1” next to the rocket icon on the left (this is France’s Boost) and the “1” next to the satellite dish (Mission Control).

From there, I moved into Canada, the Czech Republic, and the US. Offworld, I began with a mining base on the moon, which supplied water and ores. I then used those resources to start mining Mars:

I chose a Fissiles-rich site to set up my first mining base on Mars. Fissiles (represented by the green radioactivity icon) are important for running nuclear reactors in space.

Now, the year is 2031. I’m ahead on Earth. In space, I plan to use Mercury’s abundant solar energy to fuel command centres and nano-factories2, while mines on Mars and Ceres feed the eventual shipyards.

I used my very first spacecraft to set up bases at Mercury. Ion drives gave it the delta-v (a terrestrial equivalent would be “range”) to get there, although it took a while.

The missing part is space technology. My early spacecraft are good enough to putter around Earth or Mars orbit and bully the other human factions. They are nowhere near good enough to challenge the aliens.

The Protectorate advocates surrender to the aliens. I didn’t want to leave them in control of a valuable Martian outpost, so I took it over using a spacecraft loaded with marines.

As this suggests, TI is a slow burn:

  • In-game, long lead times make it necessary to plan ahead. Just starting a Mars base, for example, takes about a year of in-game travel time with early tech.
  • Out of game, it’s taken me about a week to reach this point — and I suspect I’m only in the midgame. I could probably have finished a shorter 4X game in that time.

It’s also large and complex. There are hundreds of individual locations in the game — regions on Earth and celestial bodies in space. There are many sub-systems: the Earth and space economies, cloak-and-dagger conflict and outright wars on Earth, spacecraft design, research, and more. The tech tree is really a forest. At a design level, this will appeal to some players more than others.

Moving from design to execution, some of TI’s issues are what I’d expect from an Early Access game, such as buggy tooltips and values that need to be tweaked. I’m not worried about these. The developers have already started fine-tuning the game based on player experience; for example, it’s now tougher to subvert space stations.

I think the biggest area for improvement is the way the game presents information. The worst culprit is research. Here is an example:

Terra Invicta’s tech tree. This isn’t even the most detailed view!

In this case, I can see that researching “Nuclear Fusion in Space” will allow me to develop muon spikers and fusion piles. But is that a good idea, or not? What are their advantages? What do they even do? Will it help me reach my goal of developing better spacecraft drives? I have to look up out-of-game information — for example, this guide on Steam — to get a better idea. It would be much easier if I could check the details in advance.

Another example is simpler — it would be really helpful if in-game lists had some of the same features as real-life spreadsheets. Here is a list of all the space habitats (stations and planetary bases) I control. I can filter by location and faction control (in this case, me), but I’d love a way to sort it by resource production:

The Habs screen. Hermes Base is close to the Sun, which grants a giant bonus to solar energy production. I plan to use it for energy-intensive modules such as command centres and nanofactories.

TI does let me sort the “Prospecting” screen. But I can’t filter it:

The Prospecting screen, which lets me view celestial bodies in terms of potential resource production. I control two of the top three Fissiles-producing sites.

A final example is the events log — the vertical list of icons on the left-hand side of the screen. As is, it’s not very useful. The icons are cryptic and I have to mouse-over each one to bring up a tooltip in tiny font. As such, I think the developers have scope to improve the clarity of the game’s interface before a full release.

Ultimately, I think a decent litmus test of whether you’d enjoy Terra Invicta is whether you like similarly complex, ambitious games such as Shadow Empire, Dominions 5, or even X4: Foundations. I love its premise, I admire its uniqueness, and, even as is, I enjoy its execution. While it won’t be for everyone, it may well turn out to be one of my all-time strategy greats.

  1. For this reason, Kazakhstan, home to the Baikonur cosmodrome, is another popular starting country for players.
  2. These generate, respectively, Misson Control and money, which are at a premium on Earth

Terra Invicta: winning the long war

This entry is part 2 of 2 in the series Terra Invicta

In September 2022, in the Terra Invicta timeline, humanity made first contact with aliens.

A decade later, in the 2030s, the aliens landed ground troops on Earth. They cut a swathe of destruction through Earth’s armies before succumbing to superior human numbers. A second wave landed in 2036, attacked several world capitals, and fell prey to the computer players’ nuclear weapons — after I reloaded.

On 25 November 2047, alien fleet Victor-104 swept into its usual hunting grounds, low Earth orbit, and prepared to swat the newly built Oliver Hazard Perry Station out of the sky. Instead, they met the eleven human spacecraft of Earth Command — seven battleships and four armed troop transports. When the dust settled, Earth Command did not lose a single spacecraft. Victor-104 took nearly 100% losses.

On 25 November 2057, exactly ten years later, humanity’s larger, more technologically sophisticated Second Expeditionary Fleet destroyed the aliens’ main fleet in orbit of Makemake, in the Kuiper Belt. And several weeks later, on 1 January 2058, humanity ended the alien threat once and for all.

The Second Expeditionary Fleet closes in on Alien Station Able above Makemake. Alien stations mount a ferocious array of defences – which can be countered with long-range energy weapons and lots of armour.

I previously wrote about Terra Invicta about a week into Early Access. Now that I’ve finished my campaign, I’m very glad I took a chance on the Early Access release. I like how the game proceeds through distinct phases, and how it conveys the feel of an ebbing, flowing war, rather than a diagonal line up and to the right. At the same time, there is room to improve challenge & pacing in the late game. Overall, I think the game is very well placed to fulfill its potential once it comes out of Early Access.

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Game progression: through struggle, to the stars

My game progressed through many phases. My earlier post covered the first two:

  • Getting started on Earth
  • The early race into space, when I established bases on the Moon, Mars, and Mercury in the 2020s
Humanity resorted to drastic methods to defeat the alien armies.
  • Fending off the alien ground invasions in the 2030s one timeline (in another, abortive timeline, the aliens captured the Russian nuclear arsenal, making it impossible to completely clear them off Earth. Unable to find a solution, I eventually reloaded)
Until I fielded a “proper” fleet in the 2040s, defence modules – on planetary bases and space stations – were my main protection against the aliens.
  • The long, painful contest of endurance in the 2030s and 2040s. The aliens waged a bombardment campaign against my offworld stations and mining bases. I slowly researched the fusion drive technology that would form the backbone of my space fleet, while fighting constant wars on Earth as alien infiltrators subverted world governments
Discovered in the late 2030s, Z-pinch fusion technology took years to apply to spacecraft design. Eventually, Z-pinch reactors powered the human fleet at Oliver Hazard Perry Station, nearly a decade after the initial breakthrough.
  • Turning the tide in the 2040s, first tentatively committing my new fleet and then going all-in over Earth in 2047
The battle of Oliver Hazard Perry Station, the turning point in the space war.
  • Going on the offensive, first in the asteroid belt in 2049, and then pushing the aliens off the moons of Jupiter at the start of the 2050s
Clearing a large alien fleet from around Ganymede, where the aliens loved to bombard my mining bases. Note the large alien mothership in the top left.
  • Finally, fielding antimatter-powered fleets for the push into the outer Solar System in the 2050s
The assault on Able was the final space battle I fought before victory.

In-game, one of my starting characters died of old age, Earth’s political map changed as I unified swathes of the planet, humanity became a multi-planet species, and technologies such as fusion power and genetic engineering would presumably have transformed life on Earth.

Decades after alien contact, Earth’s political map would look very different to someone from 2022.

In real life, this unfolded over months since the game’s initial early access release in September. The developers released numerous updates for the game, which fixed bugs, tweaked balance, and improved quality of life. I upgraded my PC, which drastically improved performance — a previous bugbear.

What the game did well

The long game highlighted two strengths of Terra Invicta.

First, the phases of the game felt distinct and interesting. In the early game, alien fleets felt like an invincible force of nature. In the middle, they were destructive and dangerous, but I could bleed them white. By the end, they were pests to swat. The Moon went from a crucial first step into space to a backwater. Flying from Earth to Mars went from a major undertaking to a routine patrol. Resources that were in short supply become abundant once I secured the Jovian moons.

This was one of my early fleets – a handful of spacecraft loaded with nuclear torpedoes. They became obsolete very quickly.

Second, Terra Invicta made it enjoyable to play through ups and downs. This is a Solar System-wide war where losing fleets, bases, armies, and countries is inevitable — the trick is recovering afterwards.

Here, the game does better than most of the genre. Strategy games can suffer from a cascading effect where defeat tips the player into a death spiral — losing experienced characters in Firaxis’s XCOM is a good example.

In contrast, Terra Invicta is generally good at giving the player tools to deal with setbacks (the main exception being the nuclear-armed alien administration on Earth), while the sheer scale of the game provides players with strategic depth. There’s even a Steam achievement for winning as the Resistance, Terra Invicta’s XCOM equivalent, after one of the pro-alien factions has already won.

What could be better

Terra Invicta has room to improve its late game, which is lengthy and exhibits the same inverted difficulty curve as XCOM. Once I went on the offensive, the outcome became a foregone conclusion, yet I still had to go a long way before I won.

The issues are solvable — I’d put them into two major categories:

1. High threshold to win

This is easy to solve. I had a unique story objective, which was fine. However, most of the work came from a quantitative victory condition —  reducing the relative strength of the alien fleet below a percentage threshold. The solution is, reduce or allow players to customise these quantitative objectives.

This would probably be even more helpful for other factions in the game, some of whom have very grindy objectives.

Clearing out the fleet defending Alien Station Able – essential so I could reduce the aliens’ fleet strength relative to mine.

2. The aliens can’t keep up in the late game

There are several sub-issues here:

2a. Do the aliens need more late-game tools?

Alien capabilities reach a plateau long before humans reach the end of the technology tree. This is tricky to solve: it’s a design issue and probably thematic. But perhaps the aliens would benefit from additional technologies or equipment tiers, unlocked once they take humans seriously. Or, since going to “total war” mode already raises the cap on the number of alien bases, perhaps the increase could be larger.

2b. AI tweaks

A stronger AI would keep the alien fleets competitive for longer. Some of these fixes, I think, would be relatively simple:

  • Stay in formation instead of breaking formation at the start of every battle
  • Increase the amount of armour on ship designs
  • Move away from easily-countered missile spam to plasma weapons
  • Mass fleets in friendly territory and commit them en masse, instead of dribbling reinforcements in piecemeal. This was the mistake the aliens made after I wrested away the Jovian moons — they wanted to counterattack but came in dribs and drabs
This alien mothership had a plasma main gun and – for the AI – relatively heavy armour. (Human players typically add much more armour.) Perhaps the AI should design more ships this way.

Conclusions

Several months ago, I wrote that Terra Invicta ”may well turn out to be one of my all-time strategy greats”. Now that I’ve finished the game, I’ll go further and say it may become one of the all-time strategy greats, up there with the pantheon of the 1990s. It is not perfect, and it remains a work in progress. But in a few months of Early Access, the game has already taken great strides, and I’m confident it will be even better by the time it reaches its 1.0 release.

Would I replay it? Given the time required, I can’t see myself playing another grand campaign. But if the developers add shorter scenarios, I might return to the fray.