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:
The PEIA DLC
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.
Name: Collette ‘Rush’ Phan - "Adrenaline Junkie"
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.
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"
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.
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?
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.
Originally posted by Bigfoot on the official forums:
*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:
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!
“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
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