Take control of Invisible's agents in the field and infiltrate the world's most dangerous corporations. Stealth, precision, and teamwork are essential in high-stakes, high-profit missions, where every move may cost an agent their life.
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Udgivelsesdato: 12. maj 2015

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"A tactical stealth-game with a short campaign that unlocks new content for your next playthrough. Stylish, strategic and worth a try."
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12. november

Contingency Plan Launch & Klei 10 Year Celebration / Free Weekend!


Invisible, Inc. Contingency Plan, the new expansion to Invisible, Inc., is available now on PC, Mac and Linux for 4.99 USD!

Players will be able to explore new strategies with four new agents, two new starting programs, new weapons, items, and augments. Likewise, corporations have added a variety of new threats and challenges to test players skills in a new extended campaign.

Steam Weekend Sale to Celebrate 10 Years of Klei!
It's been 10 years for us as a studio making original games and we're celebrating with a Steam Weekend Sale where players can try every single one of our games for free all weekend long!

In addition, to celebrate our ten years, our entire collection of games will be on discount at up 85% off. 

List of Games Playable for Free:

  • Don’t Starve Together
  • Don’t Starve + Reign of Giants
  • Invisible, Inc. + Contingency Plan bundle
  • Crypt of the Necrodancer
  • Mark of the Ninja: Special Edition
  • Shank
  • Shank 2
  • Eets Munchies 
Art Asset Download - High Res Klei 10 Year Sale Art

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5. november

Invisible, Inc. Contingency Plan DLC arrives Nov 12th

Click here to download the full 1920 × 1080 image!

Greetings Operators!

The Contingency Plan is almost out. It goes live Nov 12th.

Get ready to get under the corporations' skin with four new agents and a slew of new items and programs in the extended campaign. The corps will be countering you with new tools of their own: new guards, new Daemons and new security installations. A few other surprises have been worked in that will reward the teams with the most tenacity.

The base game also gets an update
(out Nov 12 as well)

A few highlights of the bug fixes and balance changes from the update are:

Balances and improvements
  • Fusion cooldown increased back to 4.
  • Shock Trap 3 now requires 3 PWR to place.
  • Improved Mod support will make it easier to mod in new items, programs and agents.
  • Internationale's animated profile gets her iconic scarf!

Bug fixes
  • Lightning can work on barrier guards.
  • Buster chips can be used on rebooting cameras.
  • Discharge Re-router now works only once a turn.

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“You should buy Invisible, Inc. because, like I said, I think it’s the best turn-based strategy game to come out in years. But you should love it because it’s a creative endeavour that offers such rich moments. Just don’t let this sneaking masterpiece slip you by.”
Rock, Paper, Shotgun

“I already gave it a Game of the Year award.”
10/10 – Destructoid

“This is a game anyone who cares for tactics, espionage or just good times on a PC really needs to check out.”
YES – Kotaku

Community supported translations available!

Om dette spil

Take control of Invisible's agents in the field and infiltrate the world's most dangerous corporations. Stealth, precision, and teamwork are essential in high-stakes, high-profit missions, where every move may cost an agent their life.

Klei Entertainment, the independent studio behind the hit games Mark of the Ninja and Don't Starve, presents: Invisible, Inc.

Key Features

  • Character selection: Start with any of the 10 unlockable agents in the game, plus 6 agent variants, and 6 starting programs to crack corporate security.
  • Deep customization of builds: each play through is different as you create your own strategy using agents, items, augments and programs, and adapt to your surroundings.
  • Randomly generated world: locations, threats, and loot are randomly generated so each playthrough is vastly different and you’ll never get complacent.
  • Choose your own game mode: with 5 different game modes and extensive custom generation options, each player can play the way they prefer.
  • Fully animated cutscenes and voice over: with hundreds of lines of voice over, great animation, and fully animated cutscenes, we didn’t spare any expense to make an immersive experience.


Mac OS X
SteamOS + Linux
    • Styresystem: Windows Vista/Windows 7/Windows 8
    • Processor: 2.0+ GHz Dual Core or better
    • Hukommelse: 2 GB RAM
    • Grafik: NVIDIA GeForce 8600 GT / ATI Radeon HD 2600 XT or greater
    • DirectX: Version 9.0c
    • Diskplads: 2 GB tilgængelig plads
    • Lydkort: 100% DirectX9.0c compatible sound card and drivers
    • Styresystem: 10.8.5 (Mountain Lion)
    • Processor: 2.0 GHz Intel Core 2 Duo (Dual-Core)
    • Hukommelse: 4 GB RAM
    • Grafik: nVidia 610M or higher, or Radeon 8400 or higher, or Intel HD 4000 or higher
    • Diskplads: 2 GB tilgængelig plads
    • Processor: 2.0+ GHz Dual Core or better
    • Hukommelse: 2 GB RAM
    • Grafik: nVidia 610M or higher, or Radeon 8400 or higher, or Intel HD 4000 or higher
    • Diskplads: 2 GB tilgængelig plads
Hjælpsomme kundeanmeldelser
233 af 250 brugere (93%) fandt denne anmeldelse brugbar
10 personer fandt denne anmeldelse sjov
7.7 timer bogført
Indsendt: 10. juli
All right, so I do recommend the game, but I'll say right away that it's easily not for everyone. In short, if you're expecting a well-pieced together story, you won't find it here, but if you're after a rogue-like turn-based dungeon crawler, then this game will be right up your alley.

The presentation is probably the game's biggest strength. It's put together well in shiny visuals, clean UI, and a fun gameplay concept that takes isometric turn-based combat and makes it stealth-oriented, where you're better off avoiding the enemies rather than engaging in fights. The game is fun, if you enjoy turn-based tactics that let you plan your every ally's move.

The gameplay concept is solid, but some of its execution was a fair bit annoying to me personally. A lot of the challenge presented felt simply artificial and unfair. The raising security level each and every turn forces you to rush each mission. Exploration is simply not rewarded under this system, because the longer you stay on your mission, the more security measures will be added after every few turns, which will eventually put you in a tight spot. I never came across any way for me to freeze or reduce the security level. It's just a rush against time, but on turn-based basis.

I was also not fond of the fact that I couldn't buy any equipment for my party in between missions. The only time I could do it was if I happened to find an automated shop during missions, when I had virtually no money to spend. Of 4 agents I had in my missions, 2 were running about without weapons and just being used to sit on the guards. This brings me to another annoyance. If you don't have a weapon, you have no way to deal with the guards. No idea what sort of agents these are who can't even take out a guard from behind unless they have a tazer. Things start to get more complex when you meet enemies in armour, who are invulnerable to most weapons, and your only chance is to play a cat and mouse game where you're constantly running away.

But, I really did like being able to improve my agents in between missions by upgrading their stats, even if stats themselves did feel a bit unbalanced. Speed felt like the most useful stat by far, since it gave you more action points, with hacking being a close second, since everything requires hacking. But strength and anarchy felt next to useless. Strength only lets you carry more items, and anarchy makes you steal slightly more money from the guards.

And lastly the story, well, it was mostly on the background. The most of it you'll see is in the opening and ending cutscenes. But the rest of the game you're just dungeon-crawling really. It was pretty neat to get to pick which mission to do from a wide selection. It's very non-linear and each mission simply increases your assets - either you rescue an extra agent to add to the team, or you find some new shiny gear to use. Though because of that, it also meant that there were no story-related reasons to do any mission. You could expect the same approach in each one and merely doing as many as you can to pass 72 hours in-game before having to do the final one with what you've got.

I was also hoping there'd be some more character development. All the agents in your team were just mute puppets for you to control. They never showed any personality or had anything to say aside from a witty one-liner at the start of each mission.

Having said this, if you are a dungeon-crawl fanatic and like challenge, you should enjoy this game very much. It has higher difficulty modes, as well as an endless mode too where you have to survive for as long as you can. Overall, it's a worthy game to try and I have had my fair share of fun with it, even though the main campaign is rather on the short side.
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66 af 72 brugere (92%) fandt denne anmeldelse brugbar
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60.4 timer bogført
Indsendt: 6. august
A corporate pacification squad prepares to break down the door and rush in assault rifles blazing. Your escape route is clear, but Banks still needs one turn to hack the brain of the Plastech CEO you were sent to interrogate. What do you do?

After being beamed to the mission site, you are faced with two doors leading to the opposite sides of the building - one is watched by a guard and the other is clear. Send your team through the unguarded route and you risk being trapped at side opposite to the escape elevator when your intrusion is noticed. Have Nika knock out the guard so you can split up and he'll wake up in a few short turns, starting a facility-wide manhunt. What do you do?

While ransacking a Sankaku tech office, Dr. Xu has been caught alone by an armed security drone, programmed to kill. The rest of the team, too far away to help, will be sighted by a patrolling camera drone next turn, revealing their location to every Sankaku security personnel within six city blocks. You only have enough power to hack one of the drones. What do you do?


I don't think there's ever been a game more consistently suspenseful as Invisible Inc. Even when you dance around guards and fill your accounts with corporate capital uncontested you aren't allowed to forget for a minute that it only takes one miscalculation to launch you into a freefall. The biggest credit for this goes to the alarm mechanic. Invisible makes detection a matter of unavoidable, gradually advancing doom rather than a fail state or an excuse to turn itself into an inferior action game.

The alarm level creeps upwards with your every turn and every mistake, introducing new security measures and guards into the level, and not a single one of the many gadgets and programs available to your agents can do so much as slow it down. It will only stop when the sirens are blaring, private military troops are flooding the building and your agents are darting frantically from room to room, burning through every item and augmentation they have in order to stave off death for just a little while longer.

Invisible isn't a game about avoiding detection, it's about surviving it.


The core of the game, sneaking from cover to cover and ambushing guards, is immediately intuitive. Instead of of deriving false depth from superfluous mechanics it sets up complex situations and tough choices with just a few precision-designed rules. Things are mixed up by the equipment salvaged from the field, ranging from movement-boosting stimulants to electric door traps. Customization isn't the right word here, though - your resources are always scarce so you must take whatever you can find and build your strategy around that. Plans only last minutes before being replaced by mad improvisation.

Let's go back Dr. Xu and his predicament. Maybe he found a rudimentary invisibility rig in the previous mission, not powerful enough to get him out of the drone's field of view but allowing him to run up to it and temporarily disable it with his EMP tool, an augment only he has access to. Or perhaps Decker can use a stimulant to gain just enough action points to reach the room and gun the drone down. Or maybe there's no way out, but Xu survives his injuries and can be recovered from a detention center later on.

Oh, and the corporations aren't short of tricks either. The reason Xu got caught? He opened a safe after you triggered a countermeasure program that sets an alarm to all containers on the level. And what if the program was activated by you stunning that same drone that's now threatening Xu so he could sneak to the safes undetected? This is where Invisible Inc. really shines - being a host to a multitude of tactical causes and effects without ever being overwhelming, and never letting you settle into a comfortable routine like many of its peers, even classics, do.


The soundtrack punctuates the action with surprising vigour and demonstrates some of the best use of reactive music since Proteus. When the tension rises, so does the tempo, making sure your heart will pump faster and faster as the alarm tracker keeps filling up. Likewise the art design is just as slick as one can hope for, taking a good step forward from Mark of the Ninja's and Don't Starve's Saturday morning look while still staying recognizably within Klei's house style.

As cool as its presentation is, in terms of UI design Invisible does stumble into an occasional tripwire. Finding the correct button to hack that pesky camera instead of a nearby server computer requires a bit too much fiddling with the camera than I'd like, and the times I've found myself unwittingly knocking out a guard with a conciousness monitor suggests that the varying abilities of guards and drones could be more clearly communicated. These are very minor gripes though, and would be hardly noticed if the rest of the game wasn't so well-crafted.

It is tempting to call Invisible an almost-perfect clockwork of a game but that would hardly do justice to the terror and triumph it evokes each mission and each turn. Every drop of sweat and tears I shed over it makes me more convinced that I'm looking at a future classic. It is the kind of a game that will creep into your mind and steal your heart.
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21 af 22 brugere (95%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
74.3 timer bogført
Indsendt: 6. august
Invisible is a turn-based stealth strategy game. It has often been compared to XCOM, but really these games take entirely different approaches to squad-based tactics. Here, your spy agency has been raided by the dystopian megacorps and you're on the run. You've escaped with two agents, minimal gear, and your hacker AI that's on 72 hours of emergency power. That means you have three days to bust out more agents, steal new gear, and prepare for a decisive strike back at the corporations. Every agent is precious, and if you want to succeed you have to use every resource that you can get your hands on.

The game is essentially a roguelike strategy game. A run through the campaign takes about 5-6 hours, and win or lose you gain experience towards unlocking new starting options like additional agents or hacking programs. Each mission is a procedurally generated network of rooms filled with safes to crack, terminals to hack, and plenty of guards, robots, cameras, and other defenses. A straight fight with armed guards is out of the question, so you have to peek through doors and stealth around security as much as you can. The behaviors of the guards are simple but must be managed carefully to prevent situations getting out of control. Guards are normally stationary or on a two-point patrol path, but if they see something suspicious, they check it out (using scanners and other tools if they have them!). Fully alerted guards break from their patterns and search for you relentlessly, so stealth is ALWAYS the best option. You can knock out guards with tasers or darts, but when they come to they'll be on full alert. Killing is an option but an expensive one; lethal weapons are expensive, generally need ammunition, and advance the alarm tracker.

The alarm tracker, by the way, is a brilliant little feature that makes sure you don't take a million years waiting out guard patrols and extended hacks. When you start a mission, the corporations know SOMETHING is going on, but not WHAT. So every turn, the alarm tracker advances a step. Every 5 steps, the alarm level advances and a new security feature comes online. It might be more cameras, it might be tougher firewalls, or it might be additional guards. Certain actions you take can additionally advance the tracker, like being spotted by guards or tripping a hacking Daemon. Your strategy needs to be balanced between caution and speed, and riding that line makes every mission tense and challenging.

And that's just the basics! Robotic drones have their own properties and tactics, which ties into the whole hacking side of the game. Your AI can hack any of the networked features of the level to give you access to security cameras, safes, and even take over drones and turrets. This costs power, which you can hack out consoles, generate using your agent skills, or supply with programs purchased for your AI. And this is really the beauty of Invisible, that everything has so many solutions. Just with guards alone, you can create a natural distraction (opening a door) to stealth past them, you can stun them, you can kill them, you can set traps using special items, you can steal keys from them to open up alternate paths, you can hack turrets or drones to take them down with, or you can use special distraction programs to lure them away. Unlike XCOM, the random element isn't in whether or not a dice roll will make your strategy work, it's in what resources you will find to form a strategy around. You're not always going to find personal cloaks or AP-restoring stims, so you have to work with whatever you've got. It's guerrilla espionage, and it's thrilling when you make a plan work.

Missions will earn you credits to buy new gear and upgrade your agents' basic abilities (max AP, inventory slots, etc.), augments to give them new abilities, programs for hacking, and chances to free new agents (up to 4 total). Even the selection of missions is randomized, as well as the travel time between them, so your overarching strategy for each game is going to vary wildly. It's a game made to be played multiple times and the INCREDIBLE wealth of difficulty options ensure that you can play at a level you enjoy. Beginner difficulty lets you rewind up to 5 turns per mission and even restart the entire mission once, allowing you to learn and experiment as much as you want. Experienced loses the restart option and cuts your rewinds down to 3, forming a good middle-ground between Beginner and Expert, the "base" difficulty which only allows one rewind. There are additional modes like Endless where you survive as many days as you can and Time Attack where you only have 2 minutes to take your turn. You can even expand difficulty options in any mode to tailor specific features exactly how you want them.

Invisible has very quickly become the gold standard of strategy for me. The balance of stealth and strategy is perfect, there are tons of items and skills to work with, there are no unwinnable situations, and there's an amazing amount of replayability between the different modes and difficulties. The Klei art style is perfect for this as well, and it does the dark, slick oppression of megacorps really well as you skulk around. There is a story to the campaign but it's a very thin one and hardly the reason to dive deep into this game. It's consistently one of the most rewarding gaming experiences, and more people absolutely need to be playing it.
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21 af 25 brugere (84%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
24.6 timer bogført
Indsendt: 29. juli
I thought turn-based grid stealth sounded silly, but it actually works pretty well. With the number of optional things to do in each level, turns spent waiting for guards to move out of the way or your cooldowns to recharge still feel productive because you almost always have other objectives to work towards if you can't go for the final prize right away. And the combination of a constantly ticking alarm level with your most gamechanging gadgets having long cooldowns mean that even with the turn based system, you still want to carefully consider how to use each item. The biggest complaint I've heard so far is the short length of the campaign, but I did not find that to be a problem, because the game is very replayable with a decent number of different agents, items and augmentations available, many of which synergize well with certain other characters and pieces of equipment, as well as a great list of options for customizing your own campaigns with endless modes, faster alarms, sturdier guards, or any combination thereof.
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4.9 timer bogført
Indsendt: 19. juli
I was hoping for something that delivered the almost unbearable tension of ironman XCOM battles in a stealth focused form.

The small team size and procedural map generation largely prevent this from being the case - random building layouts with forks both leading to long chains of rooms (one with the objective, one with a dead end) combine with a security timer to force you to split your agents up. Once the team is split down to individuals the overlapping advance and interlocking support plans that make the best squad & turn based games so interesting vanishes.

Completed the campaign once, which unlocks new stuff for the next play through. Never felt any inclination to start that next playthrough.

The game feels like it’s on the edge of being great and that a few tweaks that facilitated keeping the team close and provided more mutual support and interaction options could significantly improve things.
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