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.
User reviews: Very Positive (974 reviews)
Release Date: May 12, 2015

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Recommended By Curators

"A tactical stealth-game with a short campaign that unlocks new content for your next playthrough. Stylish, strategic and worth a try."
Read the full review here.

Recent updates View all (35)

May 22

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!

15 comments Read more

May 21

HOTFIX: May 21, 2015

Hello everybody.

We have a bunch of additions, and fixes for you today.

We've added subtitle support, some changes for systems with non-widescreen aspect ratios, and several other tweaks, changes and fixes based on your feedback. Thanks again for all of your comments and suggestions!

List of changes:

  • Non-widescreen aspect ratio support. Toggle off 'Enforce Widescreen' to allow arbitrary window sizes.
  • Subtitle support. See Options > Video > Subtitles
  • Fix a crash/missing anim that occurs if you give away your weapon while in overwatch.
  • Fix a graphical issue when rendering using certain Linux drivers.
  • Fix a potential error running the game if there were periods in the installation file path.
  • Fix cameras in certain orientations not having the correct vision.
  • Fix more typos, unlocalized text, and text being cut off using the Russian language pack.
  • Fix missing animation that occurs occasionally while the Akuma drone was shooting.
  • Fix a crash that could occur after an EMP'd portable server was picked up.
  • Allow more responsive firewall breaking in mainframe mode
  • Allow standalone builds to select Language options
  • Fix sold programs still affecting the game (Seed, Emergency Drip, etc.)
  • Fix anatomy analysis consuming PWR when shooting a tag gun
  • Xu can disable heart monitors
  • Sound effect added when drones are EMP'd
  • Fix possible error on shutdown while modal dialogs were active
  • UPDATED: Any captured agent (an agent previously on the team) that is not rescued in a detention centre mission will be randomly reinserted as a rescue candidate.

18 comments Read more

Reviews

“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

Mark of the Ninja Loyalty Discount!

About This Game

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.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Minimum:
    • 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
    Minimum:
    • 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
Helpful customer reviews
14 of 14 people (100%) found this review helpful
31.9 hrs on record
Posted: May 23
If you're the kind of gamer who is interested in turn-based stealth, just stop reading and buy Invisible Inc. right now.

If you're still on the fence, I'll explain. Invisible Inc.'s closest relative is gaming is probably Bionic Dues. Don't feel bad if you've never played or heard of Bionic Dues, because there's only like 3 of us who have. For everyone else, Invisible Inc. is a lot like FTL or Desktop Dungeons, if those games were turn-based stealth games. You spend the vast majority of your time inside missions, sneaking around, trying to hit objectives and robbing safes you come across. You manage several different resources as you do this. Power can be found in consoles, and you can also generate it on your own using different programs. You spend it to disable or turn enemy infrastructure and drones into yours. Alarms build up over time, and also increase when you are spotted or trigger certain things. Cooldowns are another resource to manage, as you can disable guards, but only short periods of time and only every few turns or so. Your items with cooldowns can also do other things. Finally, you have to manage your positioning. That's a bit more abstract than most, but you have to decide whether to split up and cover more ground, or stick together, minimize your visibility profile, and give your agents the ability to support each other. Once you've been through the game a couple times, it will feel like second nature.

At the beginning of each game, you choose your 2 starting agents (who each have predetermined unique augments, and some starter gear), a power generating program, and a hacking program. Each of these choices affects your overall strategy within missions. It's much like choosing your starting ship in FTL.

As you rob safes and recover objectives in the game, you get credits to buy your agents weapons, items, and cybernetic augments that they carry with them for the rest of the campaign (or until you sell them). You strategically choose your missions based on the rewards you'll get from them, and have limited opportunities between missions to buy and sell items from a fence. Between missions you can also upgrade your agents' stats directly.

Enemies consist of drones, guards, cameras, daemons, and a handful of other things. Guards are self-explanatory. Drones are like guards, but you can hack them. Cameras are also fairly easily understood. Daemons are things that lurk inside of cameras, drones, and other hackable infrastructure that are essentially one-shot traps that trigger when you fully hack their hosts. The mix of these things you encounter are dictated in part by which corporation you're infiltrating. Each corporation has its own specialties and strengths.

Each campaign lasts for 3 in-game days, with missions taking between 5 or 6 and 12 hours. That means you're running 8 missions, plus the final mission. Each campaign therefore lasts for about 5 or 6 hours of real time.

This is a poorly written review I did in a few minutes, so try not to mind my jumping around too much. All I'm trying to poorly communicate is that it scratches the same itch as FTL, with procedurally generated everything, big elements of both luck and skill, highly variable starting conditions, and the ability to pursue several strategies, as well as that roguelike sense of getting handed the dumbest stuff and still trying to make it work somehow.
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8 of 8 people (100%) found this review helpful
21.1 hrs on record
Posted: May 22
I absolute love this game. Its difficult and you have to think about a lot of different aspects with every single move you make as they WILL have consequences for how the level plays out.You also have to be careful not to waste turns as the security becomes more intense with every security level. I really like that about the game, it sucks you in and it makes you have to REALLY think, to me, thats quite rare.

I like the stories of the agents as well as the story for the game, however i do think the ending was a let down. I'm hoping they make a second game so it can continue and we can see what happens next. I thought the ending itself was great, it was unexpected and i was excited to get to play in the aftermath. When i saw the credits and discovered that was the end i was really dissapointed... until i discovered custom mode. Once i noticed what you can do with the game in custom mode, it made me wanna complete story on experienced, it made me determined to finish it to unlock more items and then play on custom mode.

I finished the story on beginner level in less than 6 hours of playing time and i am now doing experienced level. So far i have had to restart a few times, which i think the game expects and rewards you for in the sense that if you tried hard and you gain enough XP you unlock agents and things for Incognita. I currently have 5 agents (you start with 2) and ive only been playing for 11 hours total. I cannot wait to start custom mode and i really find this game to be the strategy game ive been missing for ages. When i first saw it i didnt think i would neccesarily enjoy playing it, but i REALLY do. I got the game yesterday. & i've played for 11 hours. Speaks to how gripping it really is.

I definitely reccomend this game if youre looking for something challenging and tactical that doesnt require a beastly computer and has a cute story to it.
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3 of 3 people (100%) found this review helpful
27.9 hrs on record
Posted: May 22
Thrilling from beginning to end, Invisible Inc. rewards inventiveness, foresight and careful planning with thoroughly satisfying victories. The emergent, ever-changing circumstances combine with a myriad of gameplay elements during missions to produce memorable situations, heroic escapes and tragic deaths.

The game's short yet highly replayable campaigns can be doomed by certain mistakes, and while the random map generation might occasionally make missions harder, the ultimate result comes entirely from the player's actions. A solid plan can provide enough battlefield control to put a team through seemingly impossible scenarios.

Stealth is always the best option, it's immensely fun and doesn't devolve into mindless action the moment agents are spotted. Unless part of an intricate plan, detection leads to a frantic revision of strategy and securing a escape route becomes paramount. The enemy corporations always have the upper hand in the event of a direct fight, which coupled with the ever-rising alert levels encourage the player to be quick and sometimes bold to outwit their adversaries.

Overall, Invisible Inc. offers an unparalleled turn-based strategy experience and possibly the best stealth gameplay in the history of videogames. Definitely a strong Game of the Year candidate and a steal at 20 dollars.

Buy it now and gear up, Operator! You're in for a wild ride.
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14 of 25 people (56%) found this review helpful
11.6 hrs on record
Posted: May 20
While the gameplay can have some fun moments, I can't say I'm particularly impressed with many of the design decisions.

There is certainly some fun to be had in playing the role of elite cyber-spies in a hostile world. The two core mechanics (the sneaky, explory, stabby part, and the hacky, chancy, resource managy part) work well together. The mission selection and character progression parts also add a nice strategic element to the game. The interface works well enough, though it's perhaps a bit lacking on the clarity. However, there are enough things wrong with it that none of these things really make up for.

My biggest pet peeve is that there is a consistent refusal to present any pertinent information until after it would have been useful. That's certainly a good way to attempt to force replayability, but it does nothing to endear the game enough to actually want to go through the trouble. All it does is ensure that the first play-through is full of annoying experiences that could have been solved with a few more lines of dialog.

It doesn't end there. The stealth is a bit less exciting than you would expect from the people that made Mark of the Ninja. It uses the standard vision cone system, which doesn't really translate favorably into the slower nature of turn-based games. It's hard to feel excited when sneaking past a bunch of fairly predictable, and very dumb mobile vision cones. When you can walk next to a person and open/close a door in front of their face to keep them in place you know you've blown it. The only time there is any semblance of a challenge is when the enemy floods the level with dozens of enemies, and broadcasts your location every turn. This takes the game from "stealth" to "I hope the RNG gave me enough cover to hide behind."

The difficulty curve is quite inconsistent. The game is fairly simple once you get going. The missions are straight forward resource management problems (Optimizing the use of AP, Power, Items, and Time). It would have been nice with a few more lessons about conserving resources and priorities at the start, but it's easy enough to figure out with a bit of trial and error. However, it will occasionally ramp up to impossible when you failed to get the specific item for a particular situation, or if the RNG placed the objectives and exit points too far apart to traverse quickly. That's acceptable in a rogue-like where most game measure in minutes, but much less enjoyable in a longer game where even a quick playthrough demands your attention over many hours of gameplay.

The levels are at the mercy of the RNG, sometimes making even high difficulty tasks a breeze, while other times putting an ever more aggravating set of obstacle in your way on even the easiest maps. There are plenty of dead ends and empty rooms, and little else to explore. With the inclusion of permadeath, and a very limited optional rewind feature this can lead to some annoying situations.

I did enjoy the mission variety, and the occasional cross-mission tasks kept it fresh enough that I didn't mind continuing. There was enough flavor to the game that I enjoyed going through the campaign. Unfortunately, it lacks the depth of games like Frozen Synapse, and doesn't make up for that lack of depth in any useful way.

I think the game would have been better had the story, and the characters played a more important part of the whole experience. Judging by the dialog there was a fairly interesting, dark, and deep world behind the game. Unfortunately that world does not really come through because there are just a few non-branching lines between each mission, and then the occasional offhand comment by one of the three voice characters during the missions. I think there was definitely a missed opportunity for some kind of data-collection mini-game with bits about the world.

Some occasional character banter would have gone a long way; as it is your characters are just bland dolls you control. Sure, they have different looks, and different equipment, but they might as well have been formless blobs. I would have liked to see a bit of in-game dialog of the playable characters reminiscing about old missions, or random events around them. This could have offered some depth to the story, and introduced concepts as the game went on instead of dumping you in a situation you were supposed to expect.

Finally, I did notice a somewhat consistent problem with clicks failing to register. More than a few times I clicked on a character and sent them to a new location only to have my previously selected character run into the center of the action. It's easy enough to deal with by clicking on a character a few times, but it's just one more annoyance that takes away from the experience.

In all it's an passable turn-based tactics game, sporting a fairly simple stealth element that feels tacked on to make up for the lack of combat. It doesn't really bring much interesting to the table. It doesn't do a very good job of introducing itself, and when you puzzle it all out the end result is not spectacular. It's a game that tries to force you to play more of it, without actually doing much to make you want more. I can certainly see some people enjoying it, but it's certainly not something that will have any sort of popular appeal.

Give it a try if you really like turn-based tactics games, or if it's on sale. Otherwise save yourself the time and headache.
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2 of 2 people (100%) found this review helpful
1 person found this review funny
9.3 hrs on record
Posted: May 23
Great game. 10 out of 10. Although its F***ing hard, I like the game. Really a good clone of Xcom.
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2 of 2 people (100%) found this review helpful
12.0 hrs on record
Posted: May 23
Absolutely fantastic game for what it aims for. It is by far the best representation of a turn based RTS stealth game. It has a length to it that is more commonly associated with a casual player but rewards and unlocks geared towards multiple play throughs and a variety of game modes to achieve them through. Honestly I would love to see this fleshed out even more. The story does leave it asking for more but as a prequel to larger product this game would fit the bill perfectly. Just improve on what has been established and increase the length of game and I would be very hopeful to call the second edition of this game Game of the Year.
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2 of 2 people (100%) found this review helpful
72.3 hrs on record
Posted: May 24
Invisible Inc is just incredible. At the time of writing this, I've dedicated nearly 3 days of my life playing this game (both in early access and in full release), and I don't regret a second of it. The game is fantastic, with fun gameplay and interesting characters. The story is great, and I cannot stress how amazing the final mission is. It's incredibly intense, and by far the best mission in the game. The cutscenes could do with a bit of improving, but that's really all of the bad things I have to say.

Klei say they plan on releasing DLC too, which is great, because then there's more to add to this fantastic game.

9.8/10, would definitely recommend to anyone.
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2 of 2 people (100%) found this review helpful
1 person found this review funny
20.1 hrs on record
Posted: May 24
Reasons for Buying Invisible Inc.
What can I say? I've been watching this game since it came on Early Access but I never buy/play before the final release. Lucky for me I didn't because now I can see my life disappearing down the wormhole of "just one more run". This game manages to perfectly balance the risk vs reward combo that is a necessity in all "resource management" rogue-lites (think FTL). Too many times I have had an agency retired by a single guard standing in the way of some final corporate safe that I think I can make only to find out that I've just over reached...

And then I start again. There was an excellent Extra Credits piece on how the speed of restarting can be very important and it is only ever a few mouse clicks to restart an agency here. The combinations of skills, implants and software where all approaches feel valid leads to a game that feels infinitely playable.

It also never sacrifices its vision. Despite being able to stand up to the corporate forces in any singular instance, it is never going to be a winning strategy and stealth should always be your first option. The limitation on rewinds forces needing to learn how to read a room, guard patrols and alert statuses in order to pick which side of a bench you are going to crouch behind... pick the wrong side and you'll be hitting restart shortly.

Reasons Not To
  • You have work tomorrow
  • You have an assignment due that requires more than 5 minutes work
  • You don't want to play one of the best tactical turn-based or stealth games ever released
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2 of 2 people (100%) found this review helpful
94.2 hrs on record
Posted: May 24
I grew up playing the original X-COM games (yes, even Interceptor) and other turn-based strategy titles such as Odium and the Heroes of Might and Magic series, and I've always had a soft spot for the genre. I picked up Invisible, Inc. due to the genre and the merits of Klei's last game Mark of the Ninja. Several sleepless nights later I can tell you that this game is fantastic. The world and art style is great, the mechanics engaging, and the replayability factor is very high. The higher difficulty levels of the game will really make you think about each turn, future turns, and how to spend resources upgrading your team between fights.

If I had to nitpick, I would say the one shortcoming of the game is the length of the main campaign. It can easily be completed in one sitting on the easiest difficulty, although the game is designed for multiple replays which in turn unlock additional characters for use in future playthroughs. The story and voice acting are really well done and I wish I could have experienced more.

If you are a fan of roguelikes, turn-based, and/or cyberpunk games then this is one you'll definitely want to start playing immediately. 9/10
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3 of 4 people (75%) found this review helpful
1.5 hrs on record
Posted: May 20
I nice mix of the new X-com with the stealth of games like Metal Gear.
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5 of 8 people (63%) found this review helpful
0.4 hrs on record
Posted: May 22
If you're attracted by all the good things written about this title in the Positive section, you should read this review of mine. Why? Because I've read those positive reviews before making the purchase too and I'm very disappointed.

Invisible, Inc. mixes oldschool stealth mechanics with innovative ideas. You move around sticking to the areas out of sight of the Corporations' security agents and robots and your goal is to hack or hijack as many of their installations as possible. There are multiple kinds of hackable objects and each of them gives you different rewards - from simple credits, through cutting off the power to electric blockades, to giving you access to bionic labs and shops of different sorts. It's during the missions that you will both earn and spend most of your credits. You can also use your cash to upgrade your spies' abilities and occasionaly buy something from Monst3r's black market. Hackable close-circuit cameras will help you uncover what are the badguys planning against you and what patrol routes are they on.

Although the basic security will not give you much trouble, the elite patrolmen later on will really make you think twice before you decide to open fire or attack them with your power winches. They come equipped with a lot of gadgets that allow them to quickly track and take you down. Same goes for the robots that you're going to face. They are all hackable, but you won't be able to operate them for more that a couple of turns.

While the easier difficulty levels allow you to experiment with different strategies (you can invest your money and bio-enhence your spies in 'heavy approach', stealth, more effective hacking and so on), the harder ones will leave you no choice but to go for speed and invisibility - the only way to beat the hardest levels. SInce the game is based upon replayablility (on this later on), it is a bad ballancing decision and probably a design flaw too.

One of the mechanics that really ♥♥♥♥♥♥ me off is the need to open doors to peak into the corners of the rooms behind. Now, why on earth bionically enhenced futuristic spies are not equipped to deal with this issue is beyond me. Even modern portable optical-fibre cameras could do that. Invisible, Inc. spies can feel the virus programs and see electrical circuits through walls, yet they must open the door to see what is in the corner of the room behind them. I wouldn't even mind, if this mechanic would not be a gamebraker on the highest difficulty levels, where you cannot see danger zones if you don't see their sources. Often times you will start the level only to find yourself in an impossible situation and lose right away. And remember there is permadeath in this game. That is the price we pay for procedurally generated world + this one bizzare mechanic.

The levels are generated rather nicely and once you lived through the first couple of turns, you'll most probably never find yourself in an impossible situation. There is always enough cover for the team and various objectives are usually guarded by the Corporations' security in a sensible way. Definitely extra points for that.

The hacking UI itself is very clean and done with a lot of thought. It's fun to fight the enemy firewalls and it adds to the general feeling of the game - this aura of people being totally dependent on computer programs.

It all does sound rather well, doesn't it? Well... here comes the reason why I cannot recommend the game. It's too expensive for what it has to offer. The main storyline takes 3-4 hours to finish and then the player is rewarded with new hacking programs and unlockable spies. Sounds great? Someone has already mentioned that the Invisible, Inc. is a mix of FTL with X-COM. The problem is, that FTL was fun every replayed time and X-COM had a nicely driven story line that kept player occupied and interested in upgrading the team. Invisible, Inc. is somewhere in between, with nice, but very short story and a couple of good mechanics, and replayability-based gameplay that isn't really all that fun to try again.

After beating the game in different game modes and difficulty levels I found that 90% of unlockable stuff is useless and does not help you getting better scores. Finally I dropped the game entirely after maybe 7-8 hours of gameplay simply, because it was no longer fun to play it. During that time, I used found only one unlocked program and one unlocked character to be of any use for the team. The rest was just... bad.

I see a lot of potential in this game, but cannot recommend it for more that $5 on a sale. It's not worth the price its tagged with. If only the devs would have taken more time to create a longer story mode and ballanced the game to allow for different playstyles it could have been fantastic. Unfortunately, in its current stage (and it is not an early access title) this game offers somewhat frustrating gameplay experience, inconsistent universum and not a very entertaing replay-grinding. It's not enough for me to recommend it.

I hope you found this review informative enough. I don't often write reviews here, but when I do, I'm diung my best to help you guys make an informative decision ;-)
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1 of 1 people (100%) found this review helpful
65.8 hrs on record
Posted: May 18
An amazing turn based stealth game. The sound track also hypes you up as more turns are taken. A challenging and fun game that makes you think of more than one or two future moves. Im not going to lie, Klei Entertainment makes more and more amazing games each year. (#N+ #SugarRush #Shank1/2 #MarkofNinja #Don'tStarve)
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1 of 1 people (100%) found this review helpful
8.7 hrs on record
Posted: May 19
Really nice game with an amazing "mission impossible" feeling and I was also surprised that a turn based game can bring your adrenalin to rush like this.
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1 of 1 people (100%) found this review helpful
6.2 hrs on record
Posted: May 19
Nail-biting cat and mouse action.

Great mechanics and upgrades that actually feel worth getting.

Normally I am not into games like XCOM and the like, but Invisible Inc. strips out some of the complexity. Don't let that fool you though. This game is no walk in the park.

Highly recommend it.

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1 of 1 people (100%) found this review helpful
28.9 hrs on record
Posted: May 18
I went home with the intention of doing everything school related during my 4 day weekend break. Then this game came along and stole 30 hrs of my life 11/10. Seriously, I couldn't put it down.
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1 of 1 people (100%) found this review helpful
2.4 hrs on record
Posted: May 19
Fantastic.

This game is a joy to play. It's streamlined without being simplistic. It's atmospheric. It loads instantly and looks fantastic. The writing is succinct, which is far too rare in games. I love it.
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1 of 1 people (100%) found this review helpful
17.5 hrs on record
Posted: May 19
I'm not quite through the (very short) campaign yet, but I already feel like I've got my money's worth with this game.

Before I go, I do have one disclaimer: The game is very short. This is closer to FTL than XCOM, and you're obviously supposed to re-play with different starting agents and difficulty levels if you want to get a lot of the time out of the game. I actually like that, as these days I just don't have the time to sink 40+ hours into any game that isn't Kerbal Space Program, but if you've got more time than money, this might not be your game.

On the other hand, hour-by-hour this is a wonderful exerience. The mechanics are very simple and easy to grasp, but create a lot of strategic depth. A lot of other people are talking about those aspects, though, so I want to devote some time to the save mechanics. Rather than have either a traditional unlimited save system (which would lead to save-scumming, in a game like this) or having no saves (which would lead to either frustration or cheating and backing up the save file), you get a very limited number of one-turn "rewinds" per mission. These are enough to soften the learning curve and keep you out of game-ending screw ups, but not so wild that they feel cheat-y; the rewinds feel like part of the game, so I don't feel guilty about using them.
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1 of 1 people (100%) found this review helpful
9.4 hrs on record
Posted: May 18
addicted game. rules are not the same as other turn-based X-COM games, need several tries at the beginning, once got the trick, then quite a interesting game. definitely recommended, especially for someone likes X-COM.
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1 of 1 people (100%) found this review helpful
7.8 hrs on record
Posted: May 19
Great little game. Has the feel of Xcom and Mark of the Ninja in one game.
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1 of 1 people (100%) found this review helpful
19.1 hrs on record
Posted: May 19
Great game!
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