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 (461 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
9 of 10 people (90%) found this review helpful
21.7 hrs on record
Posted: February 4
Early Access Review
This was one surprise of a game for me. The concept sounded good, but I figured it might be one of those games that you really need to invest loads of time into to learn all the various parts, skills, techs and strategies.
Far from it! The game mechanics are simple enough and there's not a lot here that will confuse people (although some perks are a little unclear as to what they do) but man, it will challenge you!

The game is challenging and your death and demise is ALWAYS your fault! There is no luck here. Laziness and lack of forethought will be your undoing. That's the beauty of this game. Randomly generated levels combined with solid game rules and permadeth equals loads of replayability and agonising consequences for screwing up.

If you like games where it's all about planning without the effect of luck, undpredicatble levels and the risk of losing with one mistake, this is for you.

It's not a shooter, in fact, that's your last and often unwanted resort. It's a stealth game to the max and it teases you with the random levels, as sooooo many times I've died just wanting to explore that next room, even though I've completed my mission and the exit is JUST THERE!!! Do you leave an unconscious agent so at least your game can continue, or or do you attempt to strategically resue them knowing that the gaurd numbers ar eincreasing and that they will find you eventually.

Great game. If you love strategy and stealth, do not hesitate. One of the best pickups I've had in years. Updates are pretty regular, and I have had zero bugs that I am aware of. I thinkn the tea, are approaching final game stage now. Oh, and my hours lie, I've done at least 4 times this in offline mode when I went travelling! 10/10
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190 of 251 people (76%) 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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66 of 80 people (83%) found this review helpful
1 person found this review funny
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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31 of 33 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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31 of 36 people (86%) found this review helpful
5.8 hrs on record
Posted: October 20, 2014
Early Access Review
Invisible, Inc. is a stealth tactical turn based game from Klei Entertainment, notable to me for Don't Starve.

It isn't terribly fleshed out yet, but what is there -- the stealth-focused completely unforgiving rogue gameplay, agent trait management, equipment management, and 'Icognito' mode (the hacking mechanism) -- is really, really fun. Even if they don't add many more features (as I write this, in a week a major 'warez' based update is coming out) it's still a really enjoyable, deep thinking game. It has even taken the place of X-Com for the time being, for those times I want my turn based tactical combat fix.

Another reason it really came to my attention is the hard focus on stealth gameplay -- alot like Metal Gear Solid or Splinter Cell -- but with a charming, cartoony art style. Your agents will end up being found and mercilessly gunned down as your Central Operator expresses her disappointment in your performance. And then you begin again with a fresh new team, in a fresh new environment (did I mention its PROCEDURALLY GENERATED which is something X-Com was never able to master) to raid, pillage and escape from various corporate facilities.

It's also a game that makes you say "Just one more turn" and staying up far later than intended playing it. If any of what I've said above peaks your interest, it get's a solid Recommend from me.

Try picking it up on sale for insane value, but it's totally worth the $15.99 it is now.
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18 of 20 people (90%) found this review helpful
27.5 hrs on record
Posted: December 30, 2014
Early Access Review
With games like Don't Starve and Mark of the Ninja under their belt, I had pretty high expectations for Klei Entertainment's Invisible, Inc. and sure enough it impresses. If you've played Mark of the Ninja you probably have an idea of how well Klei handles stealth and it shines once again here in the form of turn-based gameplay, great skill/inventory progression and elaborate, procedurally generated levels that make every playthrough unique and results in high replayability.

The premise is simple enough; you choose two agents at the beginning of a playthrough (and can unlock more to choose from as you play, each with their own unique loadout and abilities), pick from a list of randomized targets that offer various benefits - such as banks containing large amounts of credits to buy items with or upgrade your agents' skills, cybernetic labs to augment your agents and offer them new abilities, server farms to improve your hacking software, or even detention centers where additional agents may be held that can be freed and join your team - and do what you can to prepare for one final mission. The different targets will have varying degrees of security which increases as you complete more assignments and start to build a reputation. Along with this is an "Alarm Level" system that increases for each turn you spend skulking around the buildings, adding a sense of urgency to every mission and making you weigh the benefits of staying longer to gather more resources against the risk of being caught due to the rising security levels. While initially places you break into may just have basic guard patrols and easily hacked technology, eventually the targets will start to have armored guards resistant to the tools at your disposal, automated drones and turrets that can't simply be knocked out and firewalls that trigger various defenses when tapped into; it's up to you as you play to make sure you prepare accordingly for the escalating difficulty and stay one step ahead of the new obstacles put in your way.

To top off the solid gameplay, Invisible also has wonderful atmospheric design. Between the music, characters and art direction this game pulls off a great near-future feel combined with espionage that really sells the setting and "story" despite how simple both are; you may very well find yourself basing your Agent choices not just on their utilities but who they are as characters in regards to their biographical information and personalities (Deckard's the man).

Incredibly challenging and equally addictive, it's hard not to recommend this for as cheap as it is given the polish and care that's obviously gone into it. Even in its Early Access stage the game feels like a finished product and has plenty of content and replay value to warrant the pickup. If you're looking to infiltrate high-tech facilities with informational warriors and feel the heat as you try to escape with the goods, I'm confident that Invisible, Inc. will more than meet your expectations as it did with mine.
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20 of 24 people (83%) found this review helpful
147.5 hrs on record
Posted: November 22, 2014
Early Access Review
It's Early Access, but this game is already a winner in my opinion. If EA scares you, look at Klei's track record with 'Don't Starve' and 'Mark of the Ninja'.

Invisible, Inc. is a great combination of stealth, strategy, and tactics. It's proceedurally generated; so the replay value is very good on this title. Most of all it is fun and challenging. I urge you to check this game out.
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20 of 24 people (83%) found this review helpful
10.3 hrs on record
Posted: November 28, 2014
Early Access Review
Hi guys, this game is pretty good. If you are like me and have played most any squad based tactical turn based game then you will like this a lot. First of all it is from Klei and those guys did Mark Of The Ninja and Don't Starve. I love those.

The graphics are pretty good and the art direction is neat. Sound and such are good as well.

But you play those games for the gameplay and it is quite solid. First the missions and objectives are quite good and this game is more akin to Commandos as you actually try not to kill the bad guys. You are leading a team of spies on espionage missions. You can kill but it is discouraged.

There are quite a few interesting mechanics that I have never seen in this type of game before. There is a fully fleshed out stealth which is a novelty for this type of games in general. There is also hacking which is pretty neat and later on in the game you get a lot of gadgets that make it very tactical how to go about completing the level. And talking about levels they are all procedurely generated which is pretty sweet and gives a lot of replay value. And one of the most novel things about the game is the alarm system. When you start a level an alarm bar starts filling up and different things happen when you get to new levels - more guards, hacks costing more, etc. So this makes it so you cannot take your time and a lot of times you are under pressure - do I go for that room or do I leave.

Overall, I feel that the game offers a lot of cool new mechanics I have not seen before with good graphics and sound, and stellar art direction. And all of it procedurally generated.

The only drawback is that it can get a bit repetitive and since there really isn't a whole lot of story to it (yet) you might find it hard to go for another playthru or mission. I hope they do add more things to do between missions as right now it is just a map screen where you choose where to go next. Also, more variety in the mission tiles will be welcome as well as possibly ways to affect the light sources thru hacks etc.

Overall highly recommended.
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10 of 10 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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17 of 23 people (74%) found this review helpful
100.2 hrs on record
Posted: November 30, 2014
Early Access Review
Not changing the game does not mean that excellence can't be achieved.
The individual components of "Invisible, Inc." are not new: stealth-based gameplay, resource control, and a gameplay flow of "your turn, their turn". However, the premise, and how elegantly these components come together, is nothing short of art.

As the driving force of a spy organization on its last legs after some unknown infiltration, your last two agents must undertake missions around the world in a last-ditch attempt to regain capital and resources, in the form of bionic augments for your agents, buffs for your UI internet ICE program, Incognita, cool-as-the-other-side-of-the-pillow spytech, and cold hard cash for whatever else comes along.

The squad at Klei seemed to have considered everything, alllowing for your agents to lure the hapless security guards out of position for them to be avoided, subdued, or removed with extreme prejudice, according to your preference as a player. Offsetting this level of care, "Invisible, Inc." is BRUTAL. One mistake, and your agents will be spotted, cornered, and removed from play with one-shot-one-kill nonchalance.

From the art style, reminiscent of Nagel-gone-Tron, to the "let's play it again" gameplay, "Invisible, Inc. is a masterpiece, and is one of those games that infiltrates my thoughts while I'm away from the keyboard. Easily my frontrunner on my personal "Game of the Year" list, "Invisible, Inc." gets my highest recommendation.
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12 of 15 people (80%) found this review helpful
1 person found this review funny
12.8 hrs on record
Posted: October 19, 2014
Early Access Review
"Turn Based" and “Stealth" are not two styles you’d think go together. Then you play Invisible Inc. and feel real tension when you click the END TURN Button.

One of the few Early Access games that I’m playing in anticipation of the full release.

Previously Recorded - Invisible Inc. Video Review
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7 of 7 people (100%) found this review helpful
11.8 hrs on record
Posted: November 12, 2014
Early Access Review
Invisible, Inc is a game made by the same developers of Don't Starve. Very similar to X-Com (both the futuristic setting and gameplay) but focuses more on stealth.

In Invisible, Inc you break into different facilities and have to complete objectives, like stealing an item or rescuing a person. The gameplay is both complex and fun; and you really feel the tension as you're playing. Like most rougelikes it's brutal and a single mistake may lead to death, although there are ways to avoid this if you're careful. It's great at forcing you to adapt to situations and I really appreciate that.

The game's still in Early Access but Klei update it every 15 days or so. I highly recommend it to fans of the stealth, rougelike and turn based genre's.
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6 of 6 people (100%) found this review helpful
19.0 hrs on record
Posted: October 15, 2014
Early Access Review
I'm constantly amazed at how often I'm sucked into this gem of a game. Even as an early access release, the developers have done a fine job crafting the entire stealth experience. I can't count the number of times I've found my heart beating a little faster knowing that I'd just gotten myself into a terrible, terrible position that I could have avoided.

While the game's difficulty is high, that's to be expected from a roguelike where you are expected to die - and die often. Yet getting back into Invisible, Inc.'s various scenarios is always a joy. There's an excellent sense of strategy in choosing your agents, your hacking programs, and then slowly amassing your own collection of gadgets and stat upgrades to help you deal with the various threats in the game. Choose wisely, and the right moves and gadgets may allow you to rescue yourself from utter defeat.

And the best part? With each build update, the game just keeps getting better and better, with more things to do and more toys to play with.

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6 of 6 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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6 of 6 people (100%) found this review helpful
1 person found this review funny
24.1 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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8 of 10 people (80%) found this review helpful
1 person found this review funny
45.2 hrs on record
Posted: December 28, 2014
Early Access Review
A really great tactical turn based espionage game.

The game has a high replay value thanks to it's randomly generated levels, each with it's own objective. Players can choose from a list of missions allowing for a particular style of mission if desired. Likewise, the game offers a number of unique characters some of which must be found and unlocked during rescue mission. Beat the main mission to unlock 'Endless' mode and play on as long as you like (or until you've been caught).

All in all, Invisible Inc is a solid game and I'd recommend it to anyone who enjoys this genre.
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5 of 5 people (100%) found this review helpful
12.4 hrs on record
Posted: September 28, 2014
Early Access Review
I have only played this game for a small amount of time, and I do have a few other things to try out for it, but here is my review on the game, Invisible, Inc.

First thoughts, this game is challenging and even sometimes unfair because of how hard and tricky it can be to complete the objectives, not just partially, but completely. It is very punishing for if you make mistakes, such as not looking before entering a room, or for not closing the door behind you as you ran pass it. However, this game is somewhat like a game of chess. You have to think ahead, plan on what to do if certain events occur, and know when to stay down and wait, and when to be aggressive and go for the push. With that said, this game will not do well for those who play without thinking, or jump first, look second.

Gameplay: Invisible, Inc. is a top-down isometric game that is turn-based, meaning that after you do whatever it is you do, the enemy has their turn to do whatever it is they do. Also, this is a rogue-style game, so you will die often, and when you do, you will start from the very beginning. In terms of mechanics, you pick to play with two agents who each have their own little niche in things. One agent has better movement ability, so he can move farther and let others move farther too. Another agent can scan for computers and electronics in a certain radius. Aside from that, the agents all have their own, slightly unique, stats. The stats are broken down to Stealth (affects movement), Inventory (storage space), Anarchy (affects stealing traits), and Hacking (affects hacking skills). You earn money to buy upgrades.

There are also items and weapons that can be used to assist you in the break-in. These range from lethal weapons such as pistols and rifles, to non lethal weapons, such as paralyzers and target marking guns. There are also tools to be used in helping such as an invisible cloaking device, items to instantly hack a computer or camera, or a noise distracter to draw the attention away from you. With storage being limited, you have to think wisely about what to buy/take and what to sell or not take.

Aside from tools and weapons, there are collectables to steal that will fetch a nice sum of money, an even hostages to rescue, who can help reveal more locations for you to break into.

Graphics: Just looking at the pictures on the store page should give you a good enough idea on what to expect. IMO, the good thing about graphics like these, is that they are unique enough to give it its own style and not rely on 'super 4k HD parallax & mega bloom" style of graphics, and thus keeps the focus on the game itself, rather than the looks. And of course, people with weaker performing computers, can easily run this game.

Sound/music: Not many sounds or music things going on but the current sounds that are heard, are good in that they make it easy to tell what it is that is going on when you hear it, like the sound of quick loud footsteps means a target is running, instead of walking. Or the Alert, target spotted, sound played when you get spotted. There is very little variety, if any, music, but that keeps the atmosphere focused. Personally, I wouldn't mind there be more styles of music, or a music style change after the guards have spotted you for the first time (kind of like how payday the heist was)

Other thoughts: This review will be updated sometime after the big big update that is set for sept. 30. Since there are hints for new things coming, I will most likely change this if it adds more stuff to the game. Until then, I would like to point out that this is an EA game, and it is clear that it is not complete. What I mean by this, is that the story mode of this game, is short. After you complete, you unlock Endless Mode. And after playing through it a few times, there is nothing much to do. The levels are randomly generated I believe, and that does give it a nice 'new ffel' to things, but the building tiles used for each 'unique' place, are pretty similar and it can be repetitive. Also, being randomly generated, there are times where the AI or the setup of the guards, is just outright, impossible to counter, and usually ends up being a game where you either all die together, or one person makes a break for it, but make sure to not get spotted, or else you have one action to do before you get shot.

Overall: This is a great turn-based stealth game that has a lot of potential, and in my opinion, is an example of an EA game, done right. Hopefully this next update will add the amount of stuff that it is showing. Til then, I'm just going to try out new things and see how it goes.
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5 of 5 people (100%) found this review helpful
7.5 hrs on record
Posted: September 15, 2014
Early Access Review
This roguelike is what you would get if XCOM and Splinter Cell had a baby. It has a real slick and polished feel to it--definitely recommend.
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4 of 4 people (100%) found this review helpful
42.4 hrs on record
Posted: October 23, 2014
Early Access Review
The world over, take note! This game is a perfect example of Early Access Done Right.
The game is built around a solid base of turn-based stealth with sound risk/reward mechanics, and new features are added every patch that add to the experience without introducing horrid imbalance or aggravating bugs (yet).

The core game is very challenging, even on easy, and mistakes are often brutally punished. But it's a good kind of challenge. Once your agents are skilled up and have a decent augment or two to their abilities you'll be much better equipped to roll with the punches. The brilliant part is that the punches get harder the longer you play. If you risk a lot early, you can be ahead of the curve, if you play it slow and safe then you may find yourself ill-equipped for later challenges.

Without having hit final release yet, I can already recommend this game as being one of the all-time greats in gaming. It's doing strange new things with the stealth-em-up genre and absolutely hitting the mark.

Buy it. Don't even wait for release, buy it now.
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4 of 4 people (100%) found this review helpful
40.3 hrs on record
Posted: October 17, 2014
Early Access Review
Invisible Inc is one hell of a strategy game. Every move counts. Every turn counts. Every detail in preparation, be it the equipment you choose, the mission type, security level or travel time matters. One single mistake can mean the difference between a massive reward or a botched op.

The game uses an alert level system which increases at every turn, pushing the player to act before it gets too difficult. It's a little unsettling at first, especially in the beginning when agents don't have a lot of action points. But it's there for a reason: without it, there would be little challenge because of the nature of the game: it's a stealth game. Without it, you could take 300 turns to recon all point of interests and patrol routes and the game would get boring fast.

The game challenges you to remain undetected as much as possible, as killing guards raises the alarm level instantly, while neutralizing them is only temporary, after which they will actively search for you.

Sneaking past patrols and using cover is immensely rewarding. I've seen comments about some situations being unwinnable because of the random level generator, but that's simply not true. Every situation has a solution, but you may lack the proper preparation, strategy or equipment to win it. If that's the case, the game actually encourages you to cut your losses and head to the nearest exit. A failed mission is a lot less painful than losing an agent, since the game only has permadeath.

Invisible Inc is a gem that no other game can really compare to. It's in its own league as a stealth-based turn-based strategy game.
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