Invisible, Inc. is a hardcore tactical stealth game. Control elite spies as they infiltrate powerful corporations. Find profit in chaos as you guide your team around the world in search of lucrative contracts.
User reviews: Very Positive (443 reviews)
Release Date: Aug 19, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Klei was among the first developers to release a game into Early Access with Don't Starve, and the feedback we received helped us to vastly improve the game before launch. We're doing it again with our procedural stealth game, and we know that community feedback is going to be huge to make this game the best it can be. Thanks community!”

Approximately how long will this game be in Early Access?

“We have a plan to complete our core set of content in early 2015, and we will be adjusting our plan based on feedback.”

How is the full version planned to differ from the Early Access version?

“The full version will have a lot more content, including: more playable agents, more mission locations, a final boss mission, more upgrades, another corporation, and more enemies for you to die by.”

What is the current state of the Early Access version?

“The current version includes 6 playable agents, a whole host of programs and upgrades, 3 corporations, a Story Mode, and an unlockable Endless Mode. Even in Alpha, many fans have played for hours upon hours, so feel free to jump in and let us know what you think!”

Will the game be priced differently during and after Early Access?


How are you planning on involving the Community in your development process?

“We're continually talking to our community about our game process, and keep them informed of our progress and decisions. Please join the discussion on our forums at
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Buy Invisible, Inc.


Recommended By Curators

"Wonderful stuff: tactical, tense, characterful, and confident enough to never depart from the realm of stealth."
Read the full review here.

Recent updates View all (24)

January 20

Early Access Update 10: DEEP BREATH - Patch Notes

The Invisible Inc team will now begin work on the final leg of our production. There are certain features and polishing work to be done that require more time than the 2 week update cycle will allow. There will not be any more small content updates as the team has begun the big final push. We will still be on the forums and keeping you updated on our progress, so please feel free to leave us comments and feedback.

Some of the content and features we will be working on:

* Building and balancing the entire campaign, including the Final Mission and full story
* Complete voice over for Central, Monst3r, Incognita, and more
* More generation options, including a full Sandbox mode
* A more balanced Endless Mode, that increases in difficulty over time
* Linux support
* Steam Cloud saves
* A new corporation to contend with
* 2 new agents to join the fray

For more information and a cool poster go to the patch notes post on our klei forum.

Build 123928
New Features
* Key binding
* Sankaku music track
* Daemon database, reveals type of the daemons on the floor.
* Fullscreen letterboxing (windows)

Balance Changes
* PWR does not carry over between mission. Always start at 10 PWR.
* Augments don't stack by default, though some are able to stack.
* Added tooltip for shocktraps that they ignore armor.
* Added confirmation when selecting a location to infiltrate.
* Added sound to Door Decoder.
* Added wake up sound when drones reboot.
* New icons for augments.
* Corps each have one type of laser barrier.
* Laser barrier system changed so that the generator is accessible without passing the beams.
* Null zone drops when null drone captured.
* Null drones have visual effect when null zone is up.
* Null drone null range reduced.
* Guard vision more accurate (and thus a little more dangerous). While moving, They will notice agents in their peripheral vision more often now.
* CFO Flee behaviour
* GFX settings format have been updated; you will revert to default settings.
* GFX options behaviour updated to be less confusing. Removed the Apply and DX11 options.
* Color blind option is saved and will be restored like other GFX settings.
* Cameras and camera drones do not immediately trigger tracking behaviour unless the target moves.

Bug Fixes
* Fixed generator graphics bug
* Fixed Generator refreshing grid items after rebooting bug.
* Fixed guard pathing problem when bumping into agents at corners.
* Fixed some situations where guard speech would be overly repetitive.
* Fixed Dr Xu missing sound when using manual shutdown.
* Fixed animation bug with Shocktraps.
* Fixed reloading sound effect timing bug.
* Fixed Kickdrum music not returning properly on reload.
* Fixed guards re-positioning at the start of their first turn bug.
* Fixed guards noticing agents leave their vision even while hidden bug.
* Fixed hud display bug with overlapping Augment and inventory titles.
* Windows should appear properly if their last saved location would otherwise put them offscreen of the current monitor setup.
* Fix a crash bug with dragging a body next to a buster chip.
* Fixed the behaviour of using the ESC key in a bunch of modal dialogs.
* Fix Wireless scan item requirements not being respected.
* Fix validate daemon not spawning guards sometimes.
* Biogenic dart can be recharged.
* Fix guards not returning to their posts after investigating.
* Fixed missing menu cursor in OSX builds.
* Different power grids should no longer generate the same name.
* Shop contents now are determined on level creation, rather than at time of use.
* Corporate Hallway zones now appear properly.

17 comments Read more

January 6

Early Access Update 9: CYBER TERROIR - Patch Notes

Check this patch out on our forums for some more details and a cool poster!
forum update patch notes

And Happy New Year!


New Features
* Tony Xu Archive build.
* Felix Daemon.
* Mask Daemon.
* Scan chip
* Skeletal Suspension augment

Balance Changes
* Scanner items now require the Hacking skill.

Bug Fixes
* several text string changes, fixing typos and character errors.

7 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


“This is wonderful stuff: tactical, tense, characterful, confident enough to never depart from the realm of stealth”
Rock, Paper, Shotgun

“Invisible, Inc does espionage justice”

Early Access Update 9 : CYBER TERROIR - Patch Notes

Update 9 is now live. Check out the notes on our forums for some more details and a cool poster!

About This Game

Invisible, Inc. is a hardcore tactical stealth game. Control elite spies as they infiltrate powerful corporations. Find profit in chaos as you guide your team around the world in search of lucrative contracts.

You are the Operator, and you direct Invisible’s agents in the field. Infiltrate procedurally generated corporate facilities in tense, turn-based missions where every move could be your last. Find profit in chaos as you guide your team around the world in search of lucrative contracts. Infiltrate the corps directly when they are least expecting it, and use the proceeds to upgrade and outfit your agents.

Key Features

  • A new stealth game by the makers of Mark of the Ninja. This game pulls no punches, and each move you make may be your last.
  • Beautiful visuals and animation, created by the award winning team at Klei
  • Randomly Generated Worlds: Each corporation you infiltrate presents a new challenge. Information is power, and no mission is alike.

System Requirements

Mac OS X
    • 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 320M or higher, or Radeon 7000 or higher, or Intel HD 3000 or higher
    • Hard Drive: 2 GB available space
Helpful customer reviews
5 of 5 people (100%) found this review helpful
1 person found this review funny
26.1 hrs on record
Posted: January 2
Early Access Review
Invisible Inc. is a spy/stealth/strategy game set in the near future: A dark dystopian world where a pistol magazine can hold a maximum of three bullets and ammo is so scarce that even spy agencies cannot afford to buy it; A world where cybernetic implants cost the same as tranquilizer guns; A world where CEOs of megacorporations pisses away all their money on implanting heartrate monitors into every security guard; A world where heavily guarded encrypted safes store less money than the average indie game costs...

As silly as some of this may sound it is all actually well balanced and works really well. After I got over the fact that there is no simple way to buy a gun and shoot everybody I realised that right now this is one of the most interesting and innovate stealth strategy games on the market. And besides, where's the fun in a stealth game where you can simply buy a machine gun to mow down all your enemies?

A lot of stealth games encourages you to stand around for ages to wait for guards to get into the right positions so that you can do whatever it was you set out to do. Invisible Inc recognises that if you were a superspy, you wouldn't be able to spend all day waiting around while the entire corporate fortress you have infiltrated goes into full lockdown mode. A superspy would move fast, take what they came for, and get out.

There is a nice tension to Invisible Inc. and it really feels satisfying when your team of highly trained espionage agents move like wraiths through a building hacking systems, stealing corporate info and tech and dissapearing before the security system realises what is going on. Take too long, and the chances of your agents making it out alive becomes smaller every turn.

If you like stealth games and you can deal with something that it a little tense and challenging, you should definitely buy this game. A word of warning though, this game can be really punishing and the learning curve is quite steep, so be prepared to die early on and start over a few times.

My only complaint at this stage is that the game could use a little bit more content and a lot more context. The procedurally generated missions are fine, but outside of missions there is very little to do. The story mode involves you having agents on the run, infiltrating corporation after corporation in preparation for a final mission. There is an "Endless" mode but right now that is simply story mode again without the final mission, which means that essentially it feels and plays a bit like a survival game. It really feels like there should be a "career" mode (for lack of a better term) where you can systematically build your espionage agency.

That said, the price is reasonable and the game is still in early access. Knowing Klei it is likely that more content will be added before and after the full release.
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3 of 3 people (100%) found this review helpful
15.7 hrs on record
Posted: January 15
Early Access Review
This game is unforgiving, cruel, against you, angry, and rough, but that is what makes it so great. Permadeath is real. One hit kills are real. Smart guards are real. There is nothing handed to you, and on the contrary, it feels as if you are robbed from time to time. It is a little frustrating at times, but not in a bad way. The game has a learning curve to it, and, if you stick with it, once you figure out how to go about sneaking through a level without using force until it is completely necessary, the world becomes your oyster.

This game is made for people who love playing chess on master difficulty. As it continues to be developed, I hope that they add more of a story line, but as for gameplay? I feel as if they have a nice foundation that will only improve as they continue working.
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2 of 2 people (100%) found this review helpful
1 person found this review funny
17.1 hrs on record
Posted: January 20
Early Access Review
Early access review for 2015-1-20

Invisible Inc is an stealth game with roguelike elements, an interesting setting (Can't go wrong with some cyberpunk), and procedurally generated levels that will test your skill at stealth not by making you control a spy and sneaking around yourself, but by having you command a team of agents as they sneak around.

It is a somewhat unique game, as a tactical turn based stealth roguelike there is little like it. It manages to avoid the problem many stealth games appear to have, which is that every room is a puzzle to get through on its own with no relation to the rest of the mission, often with alarms cooling down after a few seconds of waiting and with oblivious guards. Invisible Inc is different. The alarm won't go down, the guards won't overlook you, and your agents aren't bulletsponges. In this game you will need to get through the whole facility and exit with your objective(Or without, if you fail it) preferably before the alarm is raised and all the guards come looking for you. To assist you in this, aside from your skilled agents, is the ability to hack into the building's security. You can take over cameras, drones, and almost everything electronic. It does stealth right - It's hard, it's lethal if you get spotted(But not impossible), and yet gentle enough that you can take risks and experiment with different tactics and builds to see how they perform and to push to the limits of your skill and the guard's vision.

Beware though, if you are easily discouraged, this may not be the game for you. It takes from roguelikes and if you lose your agents, that's the end of that run. An agent who dies can be revived in the mission with expensive medi-gel, if you can get to them before the guards surround them, but if you leave without them they are lost forever(Or until you start a new game, at least) The game is harsh, but fair. If your agents get shot, they go down. If you shoot a guard, they also go down. Guards who have seen you will actively hunt for you, and if you move too slowly your presence will be detected, and the alarm raised. You may also find that if you are not prepared, you are up against much better guarded facilities than you can handle.

All in all, it's very much worth a buy, offering a unique experience that will allow you to keep coming back to it. And what's more, the developpers seem to be dedicated to finishing it. On your main menu there is a countdown in days for when the next update will come around. So if you get tired, you know how long until you can get back in and explore again
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2 of 2 people (100%) found this review helpful
10.6 hrs on record
Posted: January 1
Early Access Review
5 1/2hours into the game and i was able to complete the game. Almost. I say almost as among all the other levels of the game, it cant be even compared to the last level of the game. Turrets in most of the rooms with daemon protected firewall along with all the other system. Daemon protecred firewalls are basically like negative event or debuff that will occur to your team should you completely hack the protected system with that firewalls. With armoured guard and robots roaming the level. If you manage to get this far into the game and not all of your teammates have armour piercing taser or guns, be mentally prepared to have a hard time.

Those of you who had played Xcom: Enemy Unknown, the gameplay is relatively similar. The difference is that you dont go in gun blazing, with rockets and nades flying all over the place. You go in quietly. The consequences of going in loud is harsh as the game progress on that level. Customization wise of your agent loudout before starting the mission is at bare minimum. You are not giving a variety set of tools and weapon to play with at the start. Those set of tools and weapons can only be bought through shops which can be found during your mission playthrough. The cost of such items is expensive and at this stage you must consider on sacrificing on leveling your agent or getting new sets of tools,weapon and augmentation. Even if you decide to buy things of the shop, the item being sold is randomize. So every level the item is different and you might get the items that you are not looking for.

There isn't much content honestly (since I'm able to get to the final mission in just a few hours) as the game is just in early access. The game also mention that this is the 'last' of the content of the game so far should you be able to reach the final mission. The replay value so far is the wanting of unlocking new agents and perks for you to run through the game again. As the story mode allow you to pick the default 2 agents that is available as you start the game for the first time.

I'm currently planning to go for another run of the game with the new agents and perks to see if can beat the game completely. Either that or waiting for new content being released before playing again. Those of you who like to play turn base movement strategy game and want to try something different yet similay, may want to consider in getting this game. For those that havent play such a genre before, I would recommend you should wait for the game to be out of early access. 8/10 would recommend this game.
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1 of 1 people (100%) found this review helpful
1.0 hrs on record
Posted: January 2
Early Access Review
This is a pretty stellar stealth game! I love the turn-based gameplay that incorporates added security measures as tactical maps progress and that's mixed with a time-based strategy map. It gives a pretty cool sense of urgency. I'm also digging this game's style!
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1 of 1 people (100%) found this review helpful
9.5 hrs on record
Posted: January 2
Early Access Review
Great game so far, if you like xcom, you'll love this. It's got a great polished aesthetic and great gameplay. stressful as hell and addictive, 9/10
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1 of 1 people (100%) found this review helpful
22.0 hrs on record
Posted: December 30, 2014
Early Access Review
Really great job on this one! Definately recommend
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1 of 1 people (100%) found this review helpful
16.5 hrs on record
Posted: January 17
Early Access Review

I was hooked on this game from the first ten minutes of playing. The gameplay is intense, it leaves you thinking of up to three or more future moves. The multitude of equipment and augmentation gives this game a great feel and want to repeat the game all over again. It is an almost unforgiving strategy game and it gives a thrill that many games just don't.

The maps are randomly generated and give a feeling that although some rooms are almost similar, the placement of the rooms make this game endlessly playable.

This is my only criticism and I am aware that improvement on storyline is planned but at the moment it is very bare. You aren't really motivated by any larger goal and you aren't sure what the agency really is at all.

I would recommend this game to anyone and keenly look forward to further additions.


(Would rate higher if I could)
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1 of 1 people (100%) found this review helpful
15.8 hrs on record
Posted: January 13
Early Access Review
Beautiful game, great mechanics that lift a few ideas from X-Com and one-ups them. This does not feel like an Early Access game AT ALL. It's polished, slick, and FUN. I kind of wish it would be slightly kinder to those of us who don't particularly care for roguelikes (the inability to save and load a game like less "hardcore" games is not fun for me), but a lot of people seem to love that stuff.

Anyway. Get this game.
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1 of 1 people (100%) found this review helpful
6.8 hrs on record
Posted: January 10
Early Access Review
By far the most complete Early Access game I've played. Took about 2 hours to play through the easy mode story. It shares a lot of features with traditional rogue-likes (perma-death, procedurally generated levels) and turn-based games like x-com (action points, overwatch abilities) those two things blended with the stealth aspect make the game perfect for me. The alarm stages must have been toned down since the complaints I heard, while they add more guards, I always felt they ramped it up nice and slowly. I never felt like the game was pushing me through the level, but the alarm stages helped pile more danger onto things when you messed up.

Can't wait to go through it again on the normal/ironman modes with all the new agents.
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1 of 1 people (100%) found this review helpful
1 person found this review funny
11.0 hrs on record
Posted: January 19
Early Access Review
Dreamed of being a special on a sneaking mission?
Dreamed of being a hacker on a stealing mission?
Dreamed of .. fighting your way to the access key of a safe?
And you like turn-based games?

Well, then Invisible, Inc. is the best game I can recommend to you!

The game is easy to explain .. You have the control of a team of special agents, which can be rebuilt after every try, and Incognita, your personal hacking program, and you have to get equipment for the Final Stage. You get those equipment by stealing or by buying them (it would be the same way as you steal all the credits, too). Of course, it gets more difficult after some time as you have only 3 days to get those and your enemies make themself ready to kill you.

Besides this interesting idea, the game provides a special graphic style that I really like, some music that fits the ambience, manifoldness and frequent updates regarding bug fixes or even new characters!

The only problem I have is the fact, that I am too bad for this game in some cases as I just run into my enemies for example..

All in all, it's is a really great game, frankly, one of the best games I've played recently.
Kudos to you, Klei!
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1 of 1 people (100%) found this review helpful
6.4 hrs on record
Posted: January 26
Early Access Review
Alright let's clear something up, i friggin love Klei and this game is great.....if you find a reason to keep playing. This game isn't bad, i just can't find a reason to keep PLAYING it. To get to the final level you need some amazing RNG to get the right equipment to make it there and beat it and there just isn't much incentive to doing that in my opinion. The artstyle, gameplay, music, that is all great. BUT! The missions are all the same and at some point if you didn't get a lucky spin on the RNG wheel, you are screwed. Guards get lots of armor, there are way more of them, and if you only have a few basic items, you are seriously screwed. Even if you do beat the game there doesn't seem to be a reason to play afterwards either. It's an amazing game, don't get me wrong, but i think it would be best to wait a little bit before purchasing this. (Sorry Klei, i love you guys and all your games, but please add more incentive to play, and less reliance on RNG to see if you win or not)
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384 of 411 people (93%) found this review helpful
10.3 hrs on record
Posted: August 19, 2014
Early Access Review
Invisible, Inc. is a roguelike, turn-based, strategy stealth game. Moving past the buzzwords, it's a game where you move your units through randomized levels by observing the patterns of enemy movement and then avoiding them on your way to the exit point of the level. If you're lucky, you'll find some items or cash along the way. As you go further in the game, you face more and more dangerous enemies. Eventually you get spotted, die, and have to start again from the beginning. You do that last bit a lot, actually.

I've noticed a lot people assuming that the game is similar to Shadowrun Returns or XCom due to the isometric perspective. It really isn't, and if you go in trying to play it that way you will end up being frustrated. Invisible, Inc. is a stealth game and a roguelike. Combat is difficult and usually not an effective way to deal with enemies. Also, it is a roguelike, to the extent that word still means anything, and you will most likely fail a lot as you learn how to play, and sometimes just because the random number generator screwed you over. How much you enjoy it will depend on your tolerance for that sort of thing.

Also, this being early access, there's always the question of whether the creators are going to actually finish the game. Klei is a pretty well established company at this point, and they previously did a public beta similar to early access with their game Don't Starve. Personally, I think they're trustworthy based on that track record. Not that I'm an expert or anything.
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64 of 72 people (89%) found this review helpful
3.7 hrs on record
Posted: August 23, 2014
Early Access Review
As of Update 1:
Invisible Inc is a pretty interesting take on tactical turn-based stealth (yep, stealth) in a setting of corporate espionage somewhere in the future.
Game is rock hard, so if you don't like dying and replaying a lot - this game's not for you.
Unique mechanics like alarm level and hacking in separate cyberspace make gameplay pretty dynamic compared to the XCOM where you can just overwatch all the time.
Randomly generated levels give you practically unlimited replayability (well, at least until you are just bored by the game itself).
Mix in great style, zero bugs (at least I haven't seen any) and Klei's "Next update: X days" counter (same that they had in Don't starve) and you get a pretty damn good game.
Worth every penny even in this state. But again - if you don't like tough turn-based games, do not even bother.

More detailed look in the video:
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73 of 87 people (84%) found this review helpful
10.7 hrs on record
Posted: August 21, 2014
Early Access Review
Listen to me, please don't think i'm joking or i'm some kind of fanboy when I say...I Absolutely Love This Game!

Pleae bear with me while I attempt to give me amature review of this game.

First off I should say, this game was made by Klei Entertainment, the makers of some amazing games such as Mark of the Ninja (Literally one of the best stealth games ever) , Don't Starve (Very good and addicting suvival/adventure game) , Shank 1 + 2 (Pretty good 2D brawler) , And Eets + Eets munchiesm (Fun puzzle game).

I've had the game in Alpha way before it came on Steam Early Access (Klei allowed people to buy a super early build of it from their site) and I barely touched it, then I decided to play it again recently, and so far, i've clocked in about 9 hours total, 7.5 of those hours being from me playing the most recent build and i'm enjoying the hell out of it.

But let me get to the main points.

The Story: At the moment there isn't much, you're an agency, and you have 72 hours to complete missions before your final mission, choosing a mission tells you how long it will take to complete, and they're also generated randomly, so you never will know the layout of the map, or play the same old thing, you have to learn each time, also you're building your Agency's reputation each time you complete a map, by looting/collecting data/exploring the map.

- The stealth gameplay: Honestly when i started playing this, like an idiot I skipped the tutorial and got myself demolished, it literally took me hours to even learn how to hack.

But yeah, this game is Stealth based, taking on an enemy head on will get you KILLED, you can stun them for a bit, and even kill them (at the risk of setting of an alarm), or you can avoid combat all together while just hacking, and looting, which brings me to my next point.

- Hacking: It's pretty simple, you press space and go into Igconita mode (Igconita was the original title of the game), and you can see what you can hack, which at the moment are just Cameras, Safes, Power supplies, and a lot of other object which may expose the full map to you, and show where other panels are.

Also hacking takes up "PWR" which is basically power or battery life, but with one of the perks you choose in the beginning they give you two pwr each round.

Alarms: There's an alarm system, with every turn as in after all your characters have moved, the alarm bar will fill up a peg, and the stakes get higher

- First alarm = Cameras are now active, if you're spotted the guards will search the area the camera saw you at, but you can easily hack the cams.

- Second Alarm = It's twice as hard to hack, not too difficult, just instead of using 1 PWR you'll use 2 to hack some things.

- Third Alarm = Another guard will come down to investigate, making it a little tricker to get around.

- Forth alarm and so on = Elite guards with armor who move faster, this patten continues until you either die, or your escape.

This alarm system introduces an excellent risk and reward concept, due to the fact that you can stick around and keep exploring and looking for possible loot or intel, but you'll make it harder for yourself, but you also get a higher score in the end.

....or die trying.

Characters: Deckard is experienced stealth spy, who can cross large areas and move around the map, my favorite really.

Internationale: She's the hacker, she can hack things though walls, which honestly, is pretty usefull.

There's two more characters to unlock, as well as some perks.

Overall it's a 10/10 for me, didn't enjoy it at first, but it REALLY grew on me, looking forward to seeing it grow into something special.

Also online co op would be interesting, i'll update this review as I think of more to say on it.
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124 of 167 people (74%) found this review helpful
1 person found this review funny
0.5 hrs on record
Posted: October 1, 2014
Early Access Review
EDIT: Since some people apparently don't know the difference between the Steam EULA and the one for the game, allow me to add the disclaimer that I specifically refer to the developers terms and conditions in this review.

On the surface, this game was a great combination of things I like. Roguelike? Roguelike where the "rogue" is appropriate beyond even just a connection to an old game that created the unforgiving style of anti-save-scumming gameplay? What's not to like? I played a few missions and they delivered a tense but intriguing stealth puzzle of juggling two contrasting objectives - avoiding detection while still finishing quickly. Sadly, I booted up the game recently and was confronted with a laundry list of terms and conditions I don't recall agreeing to when I purchased the game and some were quite troubling in nature.

"We reserve the right, in our sole discretion, to terminate or suspend your Account [...] if your Account is terminated, we may not be able to return your content to you and that you may not otherwise have access to your content"

"The Game may be unavailable from time to time due to routine maintenance, upgrades, hardware and software malfunctions, repairs, power outages, hackers, denial of service attacks and unforeseeably large service demands."

"You consent to our collection, use and disclosure of your name, contact information and other personal information"

"You do not have to pay to play the Game, though we reserve the right to charge fees to play the Game in the future."

I'm sorry (not really) but I'm not ok with playing a game knowing that at any time my ability to play the game I paid for could be revoked. I'm not ok with having a single player experience plagued by issues which imply an underlying system which offers only those issues and no appreciable benefit. I expect the interaction I have with the makers of a game to involve me giving money and recieving the game, no more and no less. Finally, I find it utterly absurd to even entertain the thought that a game which I paid for with the understanding that it did not have any recurring fees might at some point decide to start charging them.

The game is in early access. The game is subject to change. That does not mean the agreement reached when the initial transaction took place should be subject to change at the whims of one side of that agreement.
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65 of 78 people (83%) found this review helpful
24.7 hrs on record
Posted: December 5, 2014
Early Access Review
This has several things I usually don't look for in a game -- permadeath, a fiendishly steep learning curve, and procedurally-generated levels that leave a lot of your success or failure (usually the latter) to luck -- but I am finding it so addictive I feel like I'm in that episode of TNG where everyone gets exposed to that new space game and it takes over their brains.

Since it's Early Access, some of the joins are still showing, like the banter that seems a little disconnected (the guy who sells gear has offered me condolences for my loss a number of times when all my agents were alive). More importantly, a game with this many characters should really have more nonwhite faces.

I'm looking forward to seeing how they continue to develop the game and respond to community feedback. Even in its current state, I feel like I've gotten my money's worth of gameplay already. Now if you'll excuse me I need to go look at some trees or something for a while until the afterimages of doorways and dotted character pathways stop playing across the inside of my skull.
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50 of 58 people (86%) found this review helpful
24.9 hrs on record
Posted: August 20, 2014
Early Access Review
When I bought it and started playing, it was early-access, soon after release. I fell in love with it immediately. The gameplay style is very reminiscent of XCOM Enemy Unknown, with the EU influences most obvious in the Skills UI and movement display. This is most definitely not a bad thing!

Graphical Stuff
How the game presents its information is excellent and intuitive. Arrows show sounds of footsteps, guards' vision is easily understood and the characters are immediately distinct from one another so you can easily tell them apart.

The art is incredibly stylised, with the main character (named Deckard) looking like he just stepped out of a detective noir movie. It's extraordinarily pretty and really a treat.

The only place it falls down is in the level layout. The see-through walls often cloud some information, making movement range a little difficult to determine at times.

Sound Stuff
Excellent. The soundtrack fits the game to a T and the audio-immersion is fantastic. Audio clues and the aforementioned visual clues intermesh wonderfully.

A little iffy. I've found that the game occasionally decides to ignore a button press, but it's not too often.

If you love strategy, turn-based games and stealth and think that combining them all would be tricky but the end result sounds interesting, you should play this game.
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87 of 121 people (72%) found this review helpful
11.3 hrs on record
Posted: August 19, 2014
Early Access Review
- XCOM-style isometric turn-based gameplay? Check
- Deep stealth and hacking experience? Check
- Procedurly generated levels that alter gameplay with each mission? Check
- Beautiful art and aesthetics with heavy Archer-esque Cold War influences? Check-a-Roo
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30 of 32 people (94%) found this review helpful
34.2 hrs on record
Posted: November 11, 2014
Early Access Review
Hello Internet! Today id like to give unto you my review of the game Invisible Inc.

For those who haven't played it yet, or are weighing their options carefully as they peruse the reviews of the game, must be aware. Invisible Inc. is a turn based, stealth, procedurally generated game; somewhat reminiscent of games like X-COM or Wasteland in terms of turn based and team deployment, but with a major focus on stealth and subterfuge. Like X-COM, their is some resource management both in-game and out, but not to the same degree. The game is still not fully done yet and the developers are carefully approaching what their vision of the game should be.

Negatives:(I like to start with these first)
-Very unforgiving of mistakes. Enemies are quick to punish errors with the swift death of your characters. While it is possible to revive fallen units, it is extremely dangerous.

-Balancing. All aspects of the game are undergoing constant tweaks and fixes, that sometimes lead to unfair advantages for both players and enemies.

-Procedurally Generated. No two maps are the same. Certain rooms however will typically have aspects about them that are the same every time(I.e. Holding cell areas always have higher level guards, or robot sentry levels almost always have a random roving eyebot). This by itself is not a negative, but it can be when three or more of these higher difficulty rooms are placed next to eachother, making the player either waste a lot of valuable resources just to find an empty safe room or to enter a bloodbath.

-Most important to mention for positives is the amazing dev team that regularly puts out game changing updates, including any number of new items, characters, revisions, tweaks, updates, etc.; all the while listening to their community.

-Story. While vague so far, the story of Invisible Inc. has been developing more and more with each update; adding new dialogue here, a new description on that item, etc. Once the game is fully created I believe that we shall have a compelling and riveting story for us to play through.

-Art Style. The environments, as well the characters themselves, have a very distinguished and marked style. Cartoonish in appearance but with a gritty realism that punctuates the plot and setting of the game.

-Characters and Leveling. Starting off, you only have access to two characters with which you have full control of in game. All of the current characters within the game are capable of being chosen and played after you have leveled up an arcade-style profile experience level; which increases every time you play the game and complete a campaign run-through. The characters are all dynamically different, both in appearance and capabilities, that allow you to capitalize on certain items, enemies, and strategies that the game has available.

-Interesting Gameplay Mechanics. While most of the game is a turn based, stealth ordeal; you must frequently hack and control electronics that affect events in the players world using an advanced AI, which is essentially a game of resource management. You can get past all of the guards and make it to the loot filled safes scattered around the levels but if you don't carefully conserve the power that your AI uses to hack things for you, you'll be ♥♥♥♥ out of luck.

-Logical Gameplay. Every action must be taken with a myriad of variables to consider. Should you risk sprinting to cover more ground, but possibly alert an unseen guard? Should you purchase more ammo for your characters pistol, or invest in their stealth skill instead? Even something as simple as opening a door must be taken into consideration as you may have no idea whats on the other side. Invisible Inc. gives you the tools with which to complete your goals but it is up to you on how you use them.

-Atmosphere and Setting. "Why are these missions always indoors?" -Shalem. The idea is that you, and a select few others, barely escaped an intelligence agancies form of a coup and you must send agents on missions to gather resources and support against the rising corporate giants around the globe. Set in a (not so far away or unthinkable) dystopian future where corporations seem to have more power than the world governments, you must use fantastic technologies such as implants, lasers, robots and super advanced AI to stop these Corporate menaces. While most of the missions are withing the corporate offices and labs that you are fighting, the game vaguely eludes to you that the rest of the world is none the wiser of whats really going on.

In conclusion, Invisible Inc. is a solid 8.0/10.0 for me, an avid fan of both stealth and turn based games. It is a very cerebral game, paired with the subtle cunning required for a stealth action; making for interesting gameplay. While still not fully developed yet, this game is proving that it's great potential is being realized and capitalized on by their dev team. I have no doubts that this game will one day be a GOTY worthy candidate and will be within the libraries of all the strategy nuts out there(Like me!).

Thank You for taking the time to read this.
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