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 (1,239 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 (37)

15. Juli

Rhymes With Play Ep. 45 - Invisible, Inc. Update 11: Fresh Code (Sneak Peak)

Join the Invisible, Inc. team this Thursday, July 16th at 3:30 PM PDT on our weekly Twitch Dev Cast where we will be showing a sneak peak at the upcoming Update 11: Fresh Code - a new, free update coming to Invisible, Inc.

Global Times:
6:30 ET (East)
5:30 CT (Central)
4:30 MT (Mountain)

Where Is It?
On our official Twitch channel here:

When Is It?
Thursday, July 16th at 3:30 PM PDT. Here's a handy tool to figure out what time that means for you:

0 Kommentare Weiterlesen

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.

34 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
3 von 3 Personen (100%) fanden dieses Review hilfreich
170.3 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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5 von 5 Personen (100%) fanden dieses Review hilfreich
7.7 Std. insgesamt
Verfasst: 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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5 von 6 Personen (83%) fanden dieses Review hilfreich
11.2 Std. insgesamt
Verfasst: 30. Juni
rating: worth buying at sale price (<10€)
score: 7.5/10 - good
similar games: Xcom, Mark of the Ninja
tags: stealth, turn-based, replayability, unique artstyle

There is not much I can criticize about this game, there wasn't just enough to give it a higher score. I usually like games which focus completely on a few mechanics, but obviously that only works if those mechanics bring a lot of depth. Invisible Inc. has depth, but it doesn't take long to understand every mechanic of the game and learn how to play the best. Because of that the only thing which kept me motivated was the unlocks. I started my first playthrough on easy and beat it in my first try, then started my second playthrough on hard (or whatever the second difficulty level is called) and beat that also in my first try. Then I already unlocked every agent and I guess almost all programs, but there are still alternate loadouts I can unlock I think. My third playthrough I played on extreme difficulty and here I failed like 2-3 times now and the game had some frustrating moments. It also has some really nice "Aha!" moments when you manage to complete the mission with all your agents while getting surrounded by multiple agents and cameras and drones reactivating.

I like that the game does not have anything with chances. When you attack an enemy, your attack will hit 100% of the time, if the enemy attacks, he will hit 100% of the time. That is very important for a stealth game, because the moment you get spotted it gets hard. What I like is that its not completely over when you get spotted, if you have a good position. Instead of alarming every guard in the building of your presence the game just increases the alarm level by 1 and you still have that one guard watching you. The thing is that there aren`t that many decisions you have to do as the player. When you get spotted there will probably one or maybe 2 spots where you could evade to and the choice is obvious most of the time. The way you move through the levels, engage guards, hack mainframe devices is the same most of the time. That is why there is not much depth in this game.
What is fun is the resource management though. Deciding on what you want to spend your money on is crucial, you could spend it on gadgets, leveling your agents or on programs. All of these options make sense and some things have nice synergies or you can compensate with some things for the lack of others.

If you expect a story or something then you should know that there isn't a story in this game, just a premise which sets up the game and explains your situation and the systems behind the game. You will have to dig really hard to find something which tells you about the world or characters and most of it is just flavour text of agent descriptions or items.
Also I don't understand what the point of the ending is. If this was a traditional game with a start and a finish (without the rogue-lite elements) then I would understand why you could have an ending like this. But for a game like this, which is designed for multiple playthroughs, the ending doesn't make any sense and conflicts with the design of the game itself and I really hate that.
The artstyle and character design is really beautiful and unique like in most Klei games. The voice acting is good enough and the music is nice and fits the game. The framerate is weird sometimes, but that isn't a problem, because this is a turn-based game. If you can get this game for less than 10€ you won't regret the purchase, for higher than that it might still be worth it, but I can't guarantee it.
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2 von 2 Personen (100%) fanden dieses Review hilfreich
34.6 Std. insgesamt
Verfasst: 7. Juli
Turn-based stealth - what's not to like?

Generally, my biggest turnoff in turn-based games is random elements, specifically in combat. XCOM was a big offender in this, and while I still enjoyed it, I found myself constantly savestating in case I missed an 80-90% shot. In Invisible Inc, however, the combat is pretty black and white - if you're seen, you have one action to retaliate (or, more realistically, get out of sight) or else you're shot. The hacking mechanic is solid, adding a unique layer of strategy and resource management.

Only two minor complaints come to mind - the music isn't all that memorable and the guards are pretty often underwhelming. (So far though I've only beaten the easy campaign - in hard the alarm raises when you knock out a guard, so it looks like you have to be much more careful)
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1 von 1 Personen (100%) fanden dieses Review hilfreich
42.9 Std. insgesamt
Verfasst: 29. Juni
This is a very good game, kind of a combination of "Covert Action" (if you're old enough to remember that game) and "Syndicate". The game has good balance and looks great, the developers did a nice job of creating an interesting game with a unique style and the procedurally generated building floors make the game interesting and replayable. Usually, I have many complaints about PC games because they often have major bugs or extremely bad AI's or are missing major components, but my only complaint about this game is that it's too short and limited in scope - I would like more of this game, which is an unusual request coming from me. Plan on maybe 30 hours of original gameplay before you finish and then replay the game. At it's current price ($20) I think it's a good deal since it's quite a fun game.
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