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Terra InvictaNewsMajor Update: Terra Invicta Release Candidate 1
Major update

Major Update: Terra Invicta Release Candidate 1

Terra Invicta · published 17 Nov 2025, 20:28 UTC · build 20831625

All newsPlayers around this dateRead on Steam

Greetings Terrans!

Today, our final major update for Terra Invicta arrives before we leave Early Access! It's been quite a journey since we started making the game in late 2017, ran the Kickstarter in 2020, and made it available to the public three years ago.

Steam Reviews: Your Feedback Matters


Whether you've been playing since the early days or just started your first campaign, thanks for joining us for the ride! Feedback from our players has been invaluable, and many of the features and changes in this build reflect what you all have communicated to us.

If this update gets you back into your campaign or you’ve been enjoying how the game has grown over Early Access, a Steam review is a huge help. It lets us know how things are going on your end and supports the continued development of Terra Invicta as we head toward 1.0.

Key Features

  • More than 50 new regions on Earth, along with new nations, breakaways, and formables, along with new mechanics for region annexation and federations. We also updated Earth's boost values for the 2022 scenario to match Earth's actual launch capabilities during that year.
  • The "2070" scenario, in which interplanetary travel has been achieved and all factions start with some space assets already built. Many nations on Earth are consolidated into regional powers with the intent to create greater balance between their stats and initial capabilities, so there are lots of strategies on Earth and in space to explore.
  • A "realistic" combat mode in which ships are closer to their actual size and propellant consumption at high acceleration increases dramatically. The older mode is still available and now called "cinematic" combat so you can play how you like!
  • New hab modules, including solar mirrors to support solar power on surface habs on Mars, asteroids, and Jupiter, spy modules to give bonuses to the oppression priority and detecting enemy councilors on Earth, and climate modules that give bonuses to the environment priority.
  • A bunch of new events, including "Peace Dividend," where nations without rivals can trade military capability for economic benefits; "Officer's Insight," where a high-ranking ship officer can propose faction-wide improvements, and "Apophis Passage," where the passing of this near-Earth asteroid in 2029 offers the opportunity to mount an expedition for scientific advancements.
  • Some new projects, including three faction-specific projects for each faction, as well as some that improve Earth-based research. Also consolidated many national independence projects.
  • An updated tutorial!
  • UI updates galore, including a new org manager to manage your councilors' orgs all in one place.
  • Smarter AI on Earth and in space.
  • Performance improvements, bugfixes, and balance changes across the board. Buffs to particle weapons, hybrid and exotic armor, and earlier access to plasma weapons. Most ship hulls gained a utility slot as batteries became a completely optional module.
  • 10 new achievements! We'll let you discover what they are.

Looking Ahead to 1.0


For 1.0, we'll be adding a 2026 scenario with the world situation updated to the present day. We'll also be adding five new languages: Czech, Italian, Korean, Russian, and Ukrainian.

Community & Patch Notes


As always, we encourage you to join our Discord — it’s the best way for players and devs to interact. We also post detailed patch notes there, as well as on our website, for those who want to track every update.

But wherever you want to engage with the game, we want to hear your thoughts — whether on Discord, the Pavonis Interactive forums, Reddit, or the Steam forums.

Save Compatibility


We strongly recommend a new campaign with this build. The prior build, 0.4.90a, will remain available on Steam to roll back to. That said, your existing campaigns from earlier 0.4 builds should load correctly and otherwise be technically compatible with this update, but you'll see lots of changes that will affect your campaign situation.

In Closing


We'll have a few more adjustments for 1.0, and this isn't the end of the line for development, so stay tuned!

More from Terra Invicta

Other announcements

All news
In-game event11 Sep 2026Terra Invicta build 1.0.53b - Slowing down Alien Invasions in DLC scenariosGreetings Terrans! Thanks to some feedback from players, we're slowing down the timing of Earth invasion fleets in the DLC scenarios. This was occurring in the 2003 start in part due to a bug, but we're also adjusting some AI settings as well to appropriately scale the challenge the game is providing for both scenarios. Specific changes: - Fixed mistakes in the 2003 alien AI that led to invasio…Game update31 Aug 2026Terra Invicta build 1.0.53a - Crash fixThis fixes a crash that can happen if a factionless army assaults an alien facility on Earth. This can occur if an army loses its faction in the middle of an assault. This mirrors a fix in 1.0.54 (on our Beta branch with many other updates), but people are hitting this particular crash often enough in DLC scenarios we're pushing out a fix to the default build.In-game event24 Aug 2026Terra Invicta Build 1.0.53 + Dark Skies DLC UpdateGreetings Terrans, Today's patch addresses a broad range of issues, many of them related to the Dark Skies DLC. This includes some updates to the alien AI to help ensure a fun playthrough. We have more updates on the way. Changelog v1.0.53 A - 6306 - Fixed crash when modding TIOrgTemplate when DLC is installed. Note this won't resolve all mod issues that have been reported. (This fix was errone…