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

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

2021: my gaming year in review

Happy New Year, everyone!

My gaming resolutions for 2021 were to try new things, and write more for this site. I wrote about several games — notably Humankind, Highfleet, Sable, Stars in Shadow, Brigandine: The Legend of Runersia, and assorted flight sims — and interviewed the developers of Stars in Shadow. I delved into deck-builders, sampled various indie games (mostly on Game Pass), and tried unique experiences such as Highfleet and Subnautica. I also kept playing one of my mainstay genres, the 4X strategy game, and revisited a genre from which I’ve lapsed, the narrative RPG.

Build deck, fail, try again

In 2021, I played three deck-building, card-battling roguelites:  Slay the Spire, Nowhere Prophet, and Fights in Tight Spaces.

At the time I would have called Nowhere Prophet my pick of the three, based on its emphasis on worldbuilding and (emergent) narrative. You lead your tribe across a post-apocalyptic colony planet in search of a promised land, managing supplies and battling rival factions along the way. Managing a desperate turnaround to win the final battle was one of my coolest gaming moments all year; and I loved that the ending reflected my choices along the way.

Right now, my favourite would be the more replayable Slay the Spire — I liked it enough to pick up the Switch version after first beating it on Game Pass for PC. It’s quick, satisfying, and never leaves me frustrated — even when I frequently die. And the game’s art style and quirky charm have grown on me.

I love Slay the Spire’s sense of whimsy. Where else would you fight a final boss shaped like a giant, dancing doughnut?

An honourable mention goes to Fights in Tight Spaces, a stylish Bond/Bourne/action movie-themed game where, with full visibility over the enemy’s upcoming turn, you use cards to manoeuvre your agent around the battlefield and strike back.

Discovering new worlds

Subnautica is one of the best science-fiction experiences in game form. It captures what it must be like to explore a new world: marvel, mixed with terror. Over time, as I build bases, upgrade my equipment, and learn more about the surrounding seas, the terror abates — but it never quite goes away, not for voyages into the unknown. If I have a complaint, it would be the “needle in a haystack” progression. I estimate I’m in the late midgame, so there should be plenty left to discover.

Challenging myself

Highfleet deserves special mention for its approach to difficulty. This is a game that demands the player learn how it works, understand systems such as detection, and learn the tools available, such as how to strike from long range. Then it throws the player in the deep end against superior enemy fleets, and early on, before I learnt, those fleets pounded me to bits. That made it all the sweeter when I turned the tables.

Flight simulators — and in particular DCS World, the modern military flight sim — might also belong here. I don’t think I will ever master the intricacies of a modern fighter in DCS. At the same time, DCS at its best is a flow experience: flying, working the radar, manoeuvring and shooting, and once, seeing a glorious sunrise as my reward.

Revisiting the 4X genre

In 2021, I played two 4X games that shine at the clash of empires: Humankind and Stars in Shadow. Humankind is at its best when I’m fighting for my life against army after enemy army, desperately buying breathing space, and then grimly preparing for the next war. Meanwhile, Stars in Shadow strips away the bloat from the 4X formula with a focused design, an emphasis on ship design & tactical combat, an AI that knows how to challenge the human, and an overall sense of charm.

Defending my capital against an early predator in Humankind.

Replaying Civ VI (this time on Switch) shortly before the release of Humankind let me compare them side-by-side. I think they’re very different, with Civ VI being better for tile and city optimisation, enlivened by great music, whereas Humankind is better with conflict and the threat of conflict. Overall, I like both, with a preference for Humankind.

I’m proud of building the Opera House in its correct city in Civ VI!

Last but not least, I had a great time replaying Shadow Empire, via a co-op succession game with a friend.

Returning to narrative RPGs

I used to be a big fan of RPGs, both Japanese and Western, before drifting away over the last decade. In 2021, I powered through Dragon Quest XI and finished the main game, after playing on and off for several years. At its best, it tells a story about character growth and resilience, wrapped up in a charming, whimsical world.

I love the localisation in the Dragon Quest games.

I also started on the Yakuza series with Like a Dragon, and replayed a decent chunk of Final Fantasy XII.

What were my favourite new games of 2021?

Out of the few new releases I played in 2021, Humankind is my pick for Game of the Year. Other notable releases included:

  • Highfleet, with its combination of imagination and uncompromising difficulty.
  • The cheerful, charming Sable.
  • Unpacking, a satisfying puzzle game that traces a person’s life over the decades by unpacking her belongings after each move.
I love the details in Unpacking, such as the boxy beige CRT monitor in the early years, and the faithful pink toy pig.

I’d like to spend more time with two games whose fluid combat and striking graphics made a good first impression on me:

  • Record of Lodoss War: Deedlit in Wonder Labyrinth — a retro Metroidvania.
  • Death’s Door — an isometric action game.

What were my favourite discoveries from previous years?

During 2021, I discovered a lot of games that had originally released in previous years, from a wide array of genres. The highlights included:

  • Subnautica — survival and exploration
  • The digital version of Wingspan — a relaxing, delightful board game about attracting birds to a sanctuary.
  • Stars in Shadow — space 4X
  • DCS World — military flight sim
  • Slay the Spire — deck-building roguelite
  • Nowhere Prophet — deck-building roguelite
  • Brigandine: The Legend of Runersia — console strategy-RPG
  • Good Job — an often hilarious physics puzzler
  • Northgard — a clever variation on the RTS, with a greater focus on building and manning a settlement. If only the font on the Switch version were larger…
  • Carto — a puzzle game with a unique mechanic: rearranging pieces of a map to change the world around you
  • Troubleshooter: Abandoned Children — an indie squad-based tactics game with some interesting twists on the XCOM formula, such as a greater focus on melee combat
  • PGA Tour 2K21 — my first ever “realistic” sports game, after I previously enjoyed Golf Story

Honourable indie mentions include:

  • River City Girls — a beat-em-up
  • Silence: The Whispered World 2 — an adventure game, short on narrative coherence but with some striking “scary fairy-tale” moments

The perennials

I revisited some games due to new DLC (Anno 1800, X4: Foundations, Total War: Three Kingdoms), updates (Shadow Empire), or buying on a new platform (Civ VI). Majesty was a childhood favourite whose HD version I replayed on Steam — after two decades, I finally beat the campaign. And Mario Kart 8: Deluxe is an evergreen favourite.

Looking forward to 2022

2022 should be exciting for 4X lovers: Distant Worlds 2 is scheduled for March, while Soren Johnson’s Old World will come to Steam in Q2.

Two of Old World’s stablemates from Hooded Horse Games, Terra Invicta and Falling Frontiers, are also scheduled to release in 2022. Both are space combat strategy games, with Terra Invicta also adding an element of “XCOM: Council Simulator” as players compete for influence and resources on Earth.

Two upcoming Early Access titles look interesting: Eugen’s WARNO, a spiritual successor to the Wargame franchise; and Nebulous: Fleet Command, another space combat strategy game. Both are due to enter Early Access in early 2022 (January and February, respectively).

And finally, Slime Rancher 2 was the highlight of E3 for me. The original game was colourful, cheerful, and by virtue of being first-person and 3D, satisfyingly tactile to explore. I look forward to the sequel bouncing onto my screen in 2022!

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