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.
Nutzerreviews: Sehr positiv (1,181 Reviews)
Veröffentlichung: 12. Mai 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."
Lesen Sie hier das vollständige Review.

Kürzliche Updates Alle anzeigen (36)

10. Juni

Invisible Inc - Update 11 and the PEIA DLC teaser

Welcome back operators!

Here's what's coming up for Invisible, Inc. in July:

Update 11: Fresh Code
So many of you have gone out of your way to post some great things about Invisible, Inc. throughout the web that we wanted to say thank you in the form of a new free update.

Besides the usual bug fixing and balance adjustments, we've been building a host of new programs to challenge your play styles in new ways. Several new starting programs as well as an assortment of utility programs available from that damned cat. New ways to handle Daemons and use Tags. New ways to collect information and new passives to focus your strategy down one path or another. Here's a couple more teaser images. I've heard if you squint hard you can make out what they say:

At the same time, we've been putting together a collection of agents that used to work for the now defunct Pan-Euro Infosec Agency. A kind of "what if" they were still around to help Incognita deal with the new corporate threat.

Along with lore from 30 years before the game events, these agents will provide new challenges to your starting setup and endgame builds with new augments and equipment. As well as some familiar faces you will also meet Rush and Draco, two of the top agents of PEIA.

Agent Bios:
Name: Collette ‘Rush’ Phan - "Adrenaline Junkie"
Age: 28
Hometown: Paris
Characteristics: Movement, thrill-seeking, aggression

Rush won gold in the High-Altitude Dive and the 5000m Dash at the 2050 Augment Games. ‘Augletes’ don’t often make it to retirement - the experimental nature of their augmentations tends to catch up with them before they cash out - but Collette was on track. And then the Resource Wars broke out.

Seeing her sponsorships dissipate overnight and facing the prospect of being drafted into the notorious Ground Brigades, she opted to join the PEIA. Her high profile makes her unsuitable for social infiltration work, but her raw athleticism comes in handy once subtlety fails.

Central Said:
Collette was headstrong, aggressive, unpredictable, arrogant, hard to work with, and absolutely worth the trouble. She was the master of the smash-and-grab. No agent that I have worked with since could match her speed and ferocity in the field. In hindsight, this was probably her undoing. Had I maintained better discipline amongst the PEIA agents we may not have lost the Istanbul Run.

Name: Matei ‘Draco’ Cernat- "Creature of darkness"
Age: 40
Hometown: Bucharest
Characteristics: Uses bodies ( both KO and dead ) as a resource.

Born with a rare photo-sensitive skin condition, Matei grew up a recluse in a dimly-lit world of dusty books and old stories. His debut neurval ‘The Data Vampires’, made him a small fortune upon its publication, but he spent much of it re-securing his privacy. Dogged by rumours of strange augmentations and questions about the real-life inspiration for his macabre works, he eventually faked his own death and retreated into the shadows.

When corporate forces overran his hometown in the first major offensive of the war, he emerged from hiding and offered his skills to the PEIA. Strapped for agents, the PEIA didn’t ask too many questions about how a reclusive neurvelist would have attained such skills.

Central Said:
Draco’s methods were certainly unconventional, and I took heat for recruiting him. But what my superiors failed to understand was that we were not fighting a conventional war, and we could not afford to limit ourselves to conventional tactics. The corporations had deeper pockets than we did, and were wholly unaccountable to the system of international justice.

I didn’t have the luxury of restraint. I was charged with interdicting the enemy’s security operations as efficiently as possible, and if bad things happened to a couple of their corpses along the way I make no apologies.
Some day I’ll get around to that silly vampire book. Who has time to read nowadays, anyway?

The Future

We have really enjoyed exploring the possibilities of these new agents and programs, and we really think you will enjoy them too. We'll have more details as we get further along.

We're still watching all of your suggestions and feedback here and the Steam forum for any possible future updates or DLC. So please keep telling us about what you would like to see in Invisible Inc.

29 Kommentare Weiterlesen

22. Mai

Invisible, Inc. Post-Launch Update

Originally posted by Bigfoot on the official forums:

Hello everyone!
*Phew*, that was a wild ride, getting this game out. I can say without a doubt that Invisible, Inc. was our hardest design challenge yet. When we built Invisible, we had a vision of what the game would be: a tight, all killer, no filler spy thriller where every action mattered, and every decision could be your last. We spent years developing this concept, and putting it through the ringer in Early Access. We’ve now officially launched, and we’re relieved that players are enjoying it.
So, what have we been doing since launch? First, we’ve been keeping track of all the bugs and suggestions that have been posted, as well as our automated error reporter, which tells us when something goes wrong, even when players might not see the issues themselves (for example, if an animation is missing for a few frames). Since we launched, we’ve put out a half dozen hot fixes.
We think we’ve caught the majority of the bugs (though of course, there will always be more to be squashed), and we’re now looking into the future. This is what we’re working on:
Free Content!
We’re already working on a free update to the game for all you wonderful people. Our first free content update will include some sweet new programs to play with. You can see a sneak peek, up above.

We are working on a good half dozen programs, and we’ll introduce them over time as they are ready. We’d also like to dive a bit deeper on another game mode, and we’re throwing around a few ideas here. They’re a lot of work, but we also feel they create a lot of replayability.
New Agent Pack
One of the best things about Invisible is how much a new starting suite can change your play style. Whether you’re packing Central with Faust, or dual wielding with Nika, new agents can greatly affect your trajectory. We’re looking into new Agent DLC pack, featuring agents from the now defunct Pan-Euro Infosec Agency. We think adding to the roster is not only great for the game, it also gives us more ways to delve into their backstory. We haven’t worked out the details or pricing for this yet, but we’d love to hear your feedback.
We launched this game into Alpha in early 2014, Early Access in the Fall of 2014, and now we’ve officially launched, but that doesn’t mean we’re done supporting the game. 
Thank you once again for sticking with us!

30 Kommentare Weiterlesen


“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!

Über dieses Spiel

Übernimm die Kontrolle der Agenten der Invisible Inc. und infiltriere die gefährlichsten Konzerne der Welt. List, Präzision und Teamarbeit sind absolut notwendig in riskanten, höchst gewinnbringenden Missionen, in denen jeder Zug das Leben eines Agenten kosten könnte.

Klei Entertainment, das unabhängige Studio hinter den Erfolgsschlagern „Mark of the Ninja“ und „Don't Starve“, präsentiert: Invisible, Inc.


  • Charakterauswahl: Beginne mit einem der 10 freischaltbaren Agenten des Spiels plus 6 Agent-Varianten und 6 Startprogrammen, um die Firmensicherheit zu durchbrechen.
  • Tiefe spielerindividuelle Gameplay-Anpassung: jedes Spiel ist anders, während du unter Einsatz von Agenten, Gegenständen, Zuwachs und Programmen deine eigene Strategie entwickelst und sie deiner Umgebung entsprechend anpasst.
  • Zufällig erschaffene Welt: Orte, Gefahren und Raubgut werden zufällig erstellt, so dass jedes Spiel grundlegend anders ist und du dich nie auf deinen Lorbeeren ausruhen kannst.
  • Wähle deinen eigenen Spielmodus: mit 5 verschiedenen Spielmodi und umfangreichen benutzerindividuellen Erstelloptionen kann jeder Spieler so spielen, wie er am liebsten spielt.
  • Voll animierte Videosequenzen und Begleitkommentare: mit Hunderten von Begleitkommentaren, tollen Animationen, voll animierten Videosequenzen haben wir keine Kosten gescheut, ein immersives Erlebnis zu erschaffen.


Mac OS X
SteamOS + Linux
    • OS: Windows Vista/Windows 7/Windows 8
    • Processor: 2.0+ GHz Dual Core or better
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 8600 GT / ATI Radeon HD 2600 XT or greater
    • DirectX: Version 9.0c
    • Hard Drive: 2 GB available space
    • Sound Card: 100% DirectX9.0c compatible sound card and drivers
    • OS: 10.8.5 (Mountain Lion)
    • Processor: 2.0 GHz Intel Core 2 Duo (Dual-Core)
    • Memory: 4 GB RAM
    • Graphics: nVidia 610M or higher, or Radeon 8400 or higher, or Intel HD 4000 or higher
    • Hard Drive: 2 GB available space
    • Processor: 2.0+ GHz Dual Core or better
    • Memory: 2 GB RAM
    • Graphics: nVidia 610M or higher, or Radeon 8400 or higher, or Intel HD 4000 or higher
    • Hard Drive: 2 GB available space
Hilfreiche Kundenreviews
1 von 1 Personen (100%) fanden dieses Review hilfreich
23.9 Std. insgesamt
Verfasst: 17. Juni
Invisible, Inc. ist ein besonderes und mechanisch unglaublich rundes turnbased Stealth-Game. Der Umfang ist zwar recht gering, so dauert eine Kampagne auch nur 3 bis 4 Stunden, doch in den verschiedenen Leveln greifen die Mechaniken unglaublich toll ineinander und erzeugen spannende Situationen und Geschichten. Es geht nicht um Waffen, sondern der optimale Weg ist immer der unbemerkte. In den Levels können mit der KI Incognita verschiedene Gegenstände gehackt und benutzt werden. Je länger man in einem Level bleibt, je öfter man Wachen alarmiert, desto schwerer wird ein Level. Somit entsteht eine dauerhafte Spannung zwischen zusätzlichen Boni und zusätzlicher Gefahr. Das Stealth-System ist absolut durchschaubar, nichts wird dem Zufall überlassen. Das Spiel ist ein Rogue-Like Korsett eingebunden, bietet vor dem Start einer neuen Partie viele Einstellungsmöglichkeiten nach dem persönlichen Geschmack. Es ist schwer, man wird scheitern, dabei aber lernen und neue Dinge freischalten.
Uneingeschränkte Empfehlung.

Auf meinem Blog http://storymechanik.de könnt ihr einen umfassenderen Text finden.
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1 von 1 Personen (100%) fanden dieses Review hilfreich
63.4 Std. insgesamt
Verfasst: 30. Juni
Invisible Inc. ist das Gefühl des Films IMPOSSIBLE MISSION mit der Mechanik von XCOM und dem Gameplay von THIEF. Man wurndert sich, warum bisher noch niemand darauf gekommen ist diese Elemente zu mischen, denn sie passen hervorragend zusammen.

Genau so muss Rundentaktik aussehen: Jeder Aktionspunkt zählt und entscheidet über Sieg oder Niederlage. Die Missionen als "spannend" zu bezeichnen wäre eine Untertreibung. Man spielt mit Schweiss auf der Stirn, der nicht etwa durch vermasselte Reaktionseinlagen zustande kam - sondern vom Denken kommt. Tatsächlich fällt es mir sehr schwer irgend etwas an dem Spiel auszusetzen. Ja, es gibt keinen Basisbau, wie bei XCOM. Man vermisst es aber auch nicht. Ja, die Kampagne ist mit ca. 7 Missionen etwas kurz geraten. Das kann man jedoch in den Optionen steuern, bis hin zum Endlosspiel, so dass jeder auf seine Kosten kommt. Selbst Niederlagen machen Spass, denn die angesammelten Punkte des "Versager"-Teams gehen auf ein globales Konto und schalten, Level-Up vorausgesetzt, neue Team-Member für die nächsten Runs frei.

Wer gerne wild ballernd von Level zu Level zieht wird hier allerdings nicht schlecht staunen. In den meisten Fällen ist es nicht nur möglich ohne tödliche Gewalt weiter zu kommen, sondern sogar empfehlenswert. Munition ist extrem rar und das Töten von Wachen erhöht den Alarmzustand. Man tut sich also keinen Gefallen, wenn man die übliche Spielmanier rundenbasierter Kämpfe durchzieht. Bei Invisible Inc. kommt es auf Stealth und Timing an. Nicht gesehen werden, selbst aber möglichst viel sehen. Gezielt Wachen schlafen legen und darauf aufpassen, wann sie wieder erwachen. Teamwork ist ebenfalls immens wichtig. Wer seine kleine Handvoll Spione in alle Richtung schickt, also jeden für sich, wird nicht mehr mit dem kompletten Team zurückkehren. Selbst der niedrigste Schwierigkeitsgrad kann durchaus fordern, gerade beim ersten Durchspielen.

Und dann ist da natürlich noch die Gier: Da hinten den Raum auch noch mitnehmen, da ist ein Tresor drin? Aber da vorne kommen schon die Elite-Wachen und der Alarm-Pegel steigt und steigt. Doch lieber lassen? Aber dann fehlen später die Credits beim Ausbau der Spione oder Kauf von Hack-Programmen für die befreundete KI. Jede Runde sind hier zig Faktoren gleichzeitig zu beachten - und ebenso viele Entscheidungen zu treffen, von denen jede einzelne die letzte des Teams sein kann. Hat man aber ein Level geschafft, ist es unglaublich befriedigend. Denn Glück spielt in diesem Spiel nur eine untergeordnete Rolle. Es beschränkt sich darauf, wie die Räume aufgebaut sind und was für Items man findet.

Ich kann Invisible Inc. jedem wärmstens ans Herz legen, der gerne nachdenkt, bevor er oder sie einen Zug durchführt. Für actionorientierte, ballerfreudige Spieler, die wenig Spass an komplexen Abläufen finden eignet sich das Spiel jedoch nicht. Ausserdem sollte man wenigstens über grundlegende Kenntnisse der englischen Sprache verfügen, wenn man nicht mit ALT+TAB zu irgendeinem Wörterbuch beim Spielen wechseln will. Es gibt zwar nur wenig Texte zu lesen, diese sind jedoch wichtig. Wie etwa Beschreibungen der Wirkung von Waffen oder Missionszielen. Da die Level prozedural generiert werden, ist jeder Durchlauf anders. Daraus resultiert ein sehr hoher Wiederspielwert, der zusammen mit dem moderaten Preis zu einem guten Preis-/Leistungs-Verhältnis führt. Ich wäre sehr verwundert, wenn jemand, der spannende Rundentaktik mag mit Invisible Inc. nicht warm werden würde.
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11 von 12 Personen (92%) fanden dieses Review hilfreich
1 Person fand dieses Review lustig
50.8 Std. insgesamt
Verfasst: 13. Juni
Invisible Inc is an amazing game. I've been playing it over the past 2 weeks, and the more I play, the more I like it. Currently have 45 or so hours clocked in the game, which is actually the second highest playtime of any game in my Steam library! It's also one of the most addictive games I have played in recent memory that keeps drawing you back for more. Those 45 hours were played in under 10 days.

Anyways, the gist of the game is that it is a punishing "rogue-lite" turn-based strategy game, with a heavy emphasis on stealth. It draws inspiration from XCOM Enemy Unknown and has got similar interface, but the core tactical gameplay is very different.

The game's campaign can be completed pretty quickly (on your first try on Beginner, you should do it in under 4 hours), but this game has been thoroughly designed with increasing difficulty levels in mind. From Beginner to Experienced, and then to Expert, you should get three complete runs at least, each offering a unique playing experience. Also, you will die a lot, particularly when you get to expert, so the game makes you learn from your mistakes to improve future runs.

I myself played the game on Beginner first, then after 15 or so tries I got through Expert, after which I played Expert Ironman and finally completed Endless 5/10 days in the same run.

The game's levels are always randomly generated. Initially, I didn't like this, cause sometimes you can be dealt an unfair hand and the level generated could be extremely difficult to traverse. But eventually, over time, you learn to deal with it.

There's an element of risk vs reward. Do you go slow, at the expense of your alarm tracker increasing quickly...or do you go faster, at the expense of being spotted by the enemy?

Even though I've played for 45 odd hours, there are so many unique combinations of augments, programs, items and weapons that the game has got an incredible room for experimentation. Since all of these are randomly obtained or bought along the way, you always have to adapt your playstyle, and as such, the game doesn't become boring or repetitive.

There are 4 different enemy corporations, each of them having a different unique threat, so that adds to keep the game fresh as well. There's also around 7 or 8 different mission types, and you have to make your choices count on which mission type to select, based on your needs.

When I played the game on Beginner at first, I liked it. Then moving on to Expert, I found it too frustrating to the point I was almost going to stop playing. However, once I cleared that hurdle and moved on to Ironman and Endless runs, I have grown to absolutely love the game.

Recommended if you like turb-based strategy like XCOM, and/or if you like stealth games, and/or if you like challenging games that punish and make you learn from your mistakes.
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8 von 9 Personen (89%) fanden dieses Review hilfreich
6.4 Std. insgesamt
Verfasst: 1. Juni
An awesome stealth/spy Roguelike.

For the main game, you get a limited amount of time to perform as many ops as you can, making the most of stealth and hacking to get through stages. Steal from the corps, get clues on where to go, free other agents to join your team. All of this prepares you for the final showdown.

There is also the option for an endless mode, where you simply see how long you can run missions before something goes horribly wrong.

The mechanics are solid and the stealth system is very well done. Peek through keyholes and around corners to get an idea of what's coming. Observe guards to figure out where they're patrolling. Hack into cameras to make them work for you. Use blind spots to get the jump on enemies, or more often simply to get around them.

This isn't a combat game. While there is knockouts and some lethal weapons, the majority of this game is based on getting through a stage with as little attention as possible.

A hell of a lot of fun, and full of replay value. A must have.
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3 von 3 Personen (100%) fanden dieses Review hilfreich
162.1 Std. insgesamt
Verfasst: 2. Juni
Best. Game. Ever.

If you like turn-based single player tactical games, this one is a must. The game play is smart, there is high replayability, the voice scripting and acting is first rate, the music is atmospheric, the graphics are great. Game play is easy to grasp but the game is tough. The one thing I would change about this game is the balance. The difficulty level amps up quickly and it makes overall game play short. Just about the time that you have accumulated enough augments or toys to make play interesting, and become attached to your agents, the game becomes unwinnable. But then you can just start again . . . because each time through is different.
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