Another small stability update addressing a number of issues reported by players. Larger patch fixing a number of gameplay bugs plus an overhaul of faction trading AI is still in the works but we hope to have it on our Beta branches soon.
Stability fixes
- 5945 - fixed notification crash when conquering army is destroyed at the same time it conquered alien nation. - 5949 - Councilor recruit screen now refreshes on monthly update preventing crash when running clock and trying to recruit a councilor that no longer exists - 5952 - Fixed crash when typing in a negative symbol into a resource quantity when trading with another faction - Fixed end of combat crash where proposal to mutually end combat early attempted to process after combat already concluded. - 5954 - fixed crash when scuttling last ship in a fleet with a councilor on board with a base but no station nearby - OperationCanvasController.OnConfirmOperation() : If target is null, close action panel. Issue #5944 - GetBestOperation() bugfix : Filter nearbyFleets and nearbyHabs to ensure they are valid. Issue #5943 - AddShipyardToFaction() bugfix : FixupFleet goal with a null target results in NRE. Issue #5942 - TIOperationTargeting.SetDefaultTarget() : Added safety code here to avoid crashing if there are no valid targets. Issue #5911 - 5959 - Fixed crash when deselecting a selected ship in combat with ctrl-click when the bottom center UI panel closed and waypoints are disabled. - [#5957] Fixed an issue where a certain configuration of Unity UI and TMP components could cause the Hab Manager to freeze the game - 5961 - Fixed crash when clicking councilor icon above the ship model that no longer has the councilor on board -- #5958 When a region is annexed with the "destroy armies" flag set, STO fighters stationed there will be destroyed too - When a region is annexed from the alien nation, STO fighters will be destroyed regardless. This is part of a fix for a crash bug when someone annexed an alien nation region with exofighters before exofighter tech had been unlocked (which the alien's don't need) - #5946 fix a crash where the AI started reacting to bombardment reinitializing during save load - #5947 operations menu will now close when a set policy prompt occurs. This prevents a crash where someone was giving orders to armies when the policy menu popped up - #5967 - Attempt fix for crash when somebody clicked "finish-combat-by-autoresolve" option the moment their last ship was destroyed, now button will turn off in the same frame the end conditions are met
Modding support - Add code support for faction-quasi-destruction mod by restoring ability to have negative influence base income. The TIGlobalConfig allowNegativeInfluenceBaseIncome will have to be added and set to true for it to work. Thanks to players for letting us know we'd accidentally disabled this while fixing other issues.
Terra Invicta build 1.0.28
Another small stability update. We have a larger bugfixing update in the works. Thanks to everyone who emails us or posts on Discord about issues they are running into.
- #5619 Fixed crash when interacting with a destroyed hab from a module complete notification. Added some general safety code when requesting hab screen to open to a hab from other UIs - #5927 safety code for a crash when the AI is checking its goals - ensure an org going to a faction's unassigned pool is not in another faction's unassigned pool, should address unreproducible crash reported by player - 5875 - player can no longer perform operations while a narrative event is pending. Prevents the game from softlocking when a related gamestate is interfered with. (Somebody got clever and tried to scuttle a ship that just blew up in an event) - 5853 - No longer possible to save during an ongoing combat autoresolve. This prevents save corruption. - fixed crash when trying to use destroy hab operation while docked hab was already processing a marine assault operation - 5919 - fixed crash caused by armies attempting to build queued path to themselves when giving a deploy op to multiple armies in non-adjacent regions. - 5920 - attempt fix for rare nation info panel tooltip crashes after nation info panel is closed - Fixed a crash when trying to sort the hab list if a hab was destroyed while the list was open
With humanity fractured and its ideologies at war in the wake of an alien invasion, it's up to you to take control of the planet. Choose your faction. Grow your influence across Earth and out into the Solar System. Battle enemy fleets in a tactical combat system built around a realistic simulation of Newtonian physics.
- Fixed a crash when clicking a fleet in docked fleet list in spaceobjectdetail hab view after scuttling the last ship in it - Fixed a crash when no player habs are on screen in the hab list while viewing a certain step of the habs tutorial
Terra Invicta 1.0 Released
Terra Invicta 1.0 is now available at 35% off. Defend Earth from an alien invasion and lead your faction to take control of Earth's nations, expand across the Solar System, and battle enemy fleets in tactical battles.
Be sure to check out the 1.0 release trailer down below, too.
To the Community: Thank You
We do want to thank everyone who has supported us through this journey, whether you've been with us since the Long War days or just launched the tutorial for the first time. Your feedback, gameplay accounts, and bug reports have been invaluable.
If you haven't already, we would deeply appreciate it if you would leave your thoughts in a review on Steam or whatever platform you purchased the game on. Reviews can make a huge difference for the game as it releases into 1.0 by helping people decide if Terra Invicta is for them.
Save Compatibility, Additional Notes, and the Roadmap
For EA players, your RCxx saves should be compatible with the launch build. So if you are playing RC13a or RC25, you should have no issues playing version 1.0.25 or later. We also expect older 0.4 saves to be technically compatible with the launch version, although the changes will be significant and your campaign may go in odd directions. We are keeping build 0.4.90a available on a rollback branch on Steam if you want to continue playing that.
And while this is a major milestone, our work is not finished. In the short term we'll be cleaning up any outstanding issues and in the medium term we'll be reading feedback and looking for ways to improve the UI and AI. Long-term, what we'll be working on is described in our roadmap.
New in the 1.0 build is the 2026 scenario, which updates the starting world conditions to the modern day, and ingame text in five new languages: Czech, Italian, Korean, Russian, and Ukrainian. It also contains numerous bugfixes addressed since our last default build, RC13a.
Terra Invicta Community
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. We also have a community-run wiki where you can find information and get questions answered to help you along.
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.
With humanity fractured and its ideologies at war in the wake of an alien invasion, it's up to you to take control of the planet. Choose your faction. Grow your influence across Earth and out into the Solar System. Battle enemy fleets in a tactical combat system built around a realistic simulation of Newtonian physics.
We're excited to announce that Terra Invicta is leaving Early Access and releasing as 1.0 on January 5, 2026. Version 1.0 includes a new 2026 scenario that updates the world situation to the present day. The release also adds support for five new languages: Czech, Italian, Korean, Russian, and Ukrainian.
Check out our 1.0 announcement trailer:
The Journey to 1.0 and Beyond
It's been a long and incredible journey from the start of development in 2017, through our Kickstarter in 2020, and the last few years of Early Access. The feedback we've received from our community throughout that time has been invaluable to making Terra Invicta the game it's become, and we are so thankful for everyone's continued support of this project.
Reaching our 1.0 launch is a major milestone, but our work isn't done yet. We still have more plans for Terra Invicta. You can find more information about our current roadmap in this post, which outlines what we have planned for 1.0 and beyond.
Terra Invicta Community
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.
Update 0.4.90: AI and difficulty adjustments, balancing, and bugfixes
Greetings Terrans!
A mid-size update today. The main focus of this patch is to adjust the game's alien AI and difficulty in response to feedback we've received. The lower difficulty settings should see the aliens less in a rush to ramp up their fleet presence at Earth, and more willing to call off retaliatory strikes, which should give the humans a little more breathing room in the early years of the conflict.
Steam Reviews: Your Feedback Matters
We've been reading through all of your Steam reviews, crushing bugs, and we appreciate all the feedback we've been getting. We'd love to continue seeing more of your thoughts. It helps us know what to focus on for each upcoming patch.
This patch will not break existing saves.
A few other key changes: - improve volatiles and water outputs from carbonaceous and icy small bodies (these changes require a new start) - Added text search functionality to research archives and codex - Point defense fire will now attempt to conserve ammo against targets with lots of defensive fire already directed at them unless they are very close to the target. This will primarily affect anti-missiles and should make them more viable defensive weapons. - The Destroy Hab operation by a fleet now takes 15 minutes per tier per module on the hab, rather than being instantaneous. Also adjusted duration of assaults.
We're hard at work on the next major update, with new Earth regions and nations, hab modules, events, and UI updates for habs and orgs. We're hoping to get it on our experimental branch soon for players to test drive.