Take control of Invisible's agents in the field and infiltrate the world's most dangerous corporations. Stealth, precision, and teamwork are essential in high-stakes, high-profit missions, where every move may cost an agent their life.
User reviews:
Very Positive (16 reviews) - 93% of the 16 user reviews in the last 30 days are positive.
Very Positive (2,207 reviews) - 93% of the 2,207 user reviews for this game are positive.
Release Date: May 12, 2015

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Buy Invisible, Inc. + Contingency Plan Bundle

Includes 2 items: Invisible, Inc., Invisible, Inc. Contingency Plan



“You should buy Invisible, Inc. because, like I said, I think it’s the best turn-based strategy game to come out in years. But you should love it because it’s a creative endeavour that offers such rich moments. Just don’t let this sneaking masterpiece slip you by.”
Rock, Paper, Shotgun

“I already gave it a Game of the Year award.”
10/10 – Destructoid

“This is a game anyone who cares for tactics, espionage or just good times on a PC really needs to check out.”
YES – Kotaku

Community supported translations available!

About This Game

Take control of Invisible's agents in the field and infiltrate the world's most dangerous corporations. Stealth, precision, and teamwork are essential in high-stakes, high-profit missions, where every move may cost an agent their life.

Klei Entertainment, the independent studio behind the hit games Mark of the Ninja and Don't Starve, presents: Invisible, Inc.

Key Features

  • Character selection: Start with any of the 10 unlockable agents in the game, plus 6 agent variants, and 6 starting programs to crack corporate security.
  • Deep customization of builds: each play through is different as you create your own strategy using agents, items, augments and programs, and adapt to your surroundings.
  • Randomly generated world: locations, threats, and loot are randomly generated so each playthrough is vastly different and you’ll never get complacent.
  • Choose your own game mode: with 5 different game modes and extensive custom generation options, each player can play the way they prefer.
  • Fully animated cutscenes and voice over: with hundreds of lines of voice over, great animation, and fully animated cutscenes, we didn’t spare any expense to make an immersive experience.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows Vista/Windows 7/Windows 8
    • Processor: 2.0+ GHz Dual Core or better
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 8600 GT / ATI Radeon HD 2600 XT or greater
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Sound Card: 100% DirectX9.0c compatible sound card and drivers
    • OS: 10.8.5 (Mountain Lion)
    • Processor: 2.0 GHz Intel Core 2 Duo (Dual-Core)
    • Memory: 4 GB RAM
    • Graphics: nVidia 610M or higher, or Radeon 8400 or higher, or Intel HD 4000 or higher
    • Storage: 2 GB available space
    • Processor: 2.0+ GHz Dual Core or better
    • Memory: 2 GB RAM
    • Graphics: nVidia 610M or higher, or Radeon 8400 or higher, or Intel HD 4000 or higher
    • Storage: 2 GB available space
Customer reviews
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Very Positive (16 reviews)
Very Positive (2,207 reviews)
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1,701 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
4 of 4 people (100%) found this review helpful
279.8 hrs on record
Posted: September 30
So I've seen a couple of negative reviews about this game revolving around the low amount of players who have managed to complete it on the extra hard difficulties.

You know you are scraping the bottom of the criticism barrel when your major complaint is about Steam Achievements being hard to get.

Before the Contingency Plan DLC, the highest difficulty setting was Expert and it's still only been completed by 2.5% of people. The higher difficulties than that don't change the story ending, or the actual story in anyway, so the achievement just adds a few millimeters to your e-peen.

The game is superb, pick it up on sale with Contingency Plan, you won't regret it.
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3 of 4 people (75%) found this review helpful
27.5 hrs on record
Posted: September 26
A well crafted, quite challenging game with high replayability. I like(d) it a lot!
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4 of 9 people (44%) found this review helpful
3 people found this review funny
Not Recommended
1.3 hrs on record
Posted: September 30
Unfortunately, I must go against the masses and say I ended up uninstalling Invisible soon after I bought it. I found the artwork and athmosphere to be too childish and naive. It's not that I dislike cartoonish style as such. But Invisible Inc was just too "Disney" for me. Together with a lack of a good storyline noted by many other reviewers, the game just did not have the backbone to make it worth my time. The strategic mechanics, while fun, failed to make up for complete lack of immersion in the game world. I would pick up something like Frozen Synapse over Invisible Inc any day. It is too bad since I really wanted to like this one... Sorry!
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Most Helpful Reviews  Overall
391 of 418 people (94%) found this review helpful
16.9 hrs on record
Early Access Review
Posted: August 19, 2014
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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718 of 820 people (88%) found this review helpful
947 people found this review funny
13.8 hrs on record
Posted: May 13, 2015
It's like XCOM and FTL got drunk and started making out, and then Mark of the Ninja walked in on them, but everyone was cool about it
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274 of 294 people (93%) found this review helpful
10 people found this review funny
7.7 hrs on record
Posted: July 10, 2015
All right, so I do recommend the game, but I'll say right away that it's easily not for everyone. In short, if you're expecting a well-pieced together story, you won't find it here, but if you're after a rogue-like turn-based dungeon crawler, then this game will be right up your alley.

The presentation is probably the game's biggest strength. It's put together well in shiny visuals, clean UI, and a fun gameplay concept that takes isometric turn-based combat and makes it stealth-oriented, where you're better off avoiding the enemies rather than engaging in fights. The game is fun, if you enjoy turn-based tactics that let you plan your every ally's move.

The gameplay concept is solid, but some of its execution was a fair bit annoying to me personally. A lot of the challenge presented felt simply artificial and unfair. The raising security level each and every turn forces you to rush each mission. Exploration is simply not rewarded under this system, because the longer you stay on your mission, the more security measures will be added after every few turns, which will eventually put you in a tight spot. I never came across any way for me to freeze or reduce the security level. It's just a rush against time, but on turn-based basis.

I was also not fond of the fact that I couldn't buy any equipment for my party in between missions. The only time I could do it was if I happened to find an automated shop during missions, when I had virtually no money to spend. Of 4 agents I had in my missions, 2 were running about without weapons and just being used to sit on the guards. This brings me to another annoyance. If you don't have a weapon, you have no way to deal with the guards. No idea what sort of agents these are who can't even take out a guard from behind unless they have a tazer. Things start to get more complex when you meet enemies in armour, who are invulnerable to most weapons, and your only chance is to play a cat and mouse game where you're constantly running away.

But, I really did like being able to improve my agents in between missions by upgrading their stats, even if stats themselves did feel a bit unbalanced. Speed felt like the most useful stat by far, since it gave you more action points, with hacking being a close second, since everything requires hacking. But strength and anarchy felt next to useless. Strength only lets you carry more items, and anarchy makes you steal slightly more money from the guards.

And lastly the story, well, it was mostly on the background. The most of it you'll see is in the opening and ending cutscenes. But the rest of the game you're just dungeon-crawling really. It was pretty neat to get to pick which mission to do from a wide selection. It's very non-linear and each mission simply increases your assets - either you rescue an extra agent to add to the team, or you find some new shiny gear to use. Though because of that, it also meant that there were no story-related reasons to do any mission. You could expect the same approach in each one and merely doing as many as you can to pass 72 hours in-game before having to do the final one with what you've got.

I was also hoping there'd be some more character development. All the agents in your team were just mute puppets for you to control. They never showed any personality or had anything to say aside from a witty one-liner at the start of each mission.

Having said this, if you are a dungeon-crawl fanatic and like challenge, you should enjoy this game very much. It has higher difficulty modes, as well as an endless mode too where you have to survive for as long as you can. Overall, it's a worthy game to try and I have had my fair share of fun with it, even though the main campaign is rather on the short side.
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187 of 213 people (88%) found this review helpful
13 people found this review funny
30.2 hrs on record
Posted: May 12, 2015
This is like XCOM except it won't waste your time with huge maps and long drawn-out firefights across a ravine. It feels a lot more like dancing, as your squad scampers around guards and rooms, trading places / items / roles.

Very emergent qualities to the mechanics too -- you might make some noise to bait a guard outside, and he'll open a door and wander into your melee overwatch ambush... but then he left the door open, which means a hacked turret has line of sight to another guard in that room, and so the turret kills him -- the noise alerts other guards and raises the global alarm level, which shuts down your turret and spawns 2 more guards, etc. Things happen because of things, and almost every situation is avoidable if only you had planned ahead a bit better.

Anyway, this is an exceptionally well-done game. Highly recommended. (DISCLOSURE: I completed the campaign on all 3 base difficulty levels. I didn't pay for my copy of the game. I know one of the developers.)
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150 of 165 people (91%) found this review helpful
21 people found this review funny
85.1 hrs on record
Posted: May 12, 2015
Nobody does stealth like Klei!

If you enjoyed playing Tenchu: Stealth Assassin on PS1, you need this game.
If you enjoy XCOM (the original or the reboot), you need this game.
If you've ever seen an episode of Mission:Impossible, you need this game.
If you enjoy "Rogue-likes", you need this game.

Invisible, Inc. puts you in a dangerous, near-future, 1984-esque big brother world of mega-corporations gone bad, with nothing to survive on but your wits and the specialized abilities of your hand-picked team of professional spies.

The game plays like a "run and hide" XCOM. The goal here is not to storm the battlements, mow down the guards, and plant a flag over their corpses. You're outnumbered, outgunned, and certain death waits around every blind corner. In true espionage fashion, if your team has to pull their guns, it means you've screwed the pooch, your team is compromised, and now you're in a desperate firefight to sprint to the exit before the corporate army seals off the building.

At the beginning, you pick two team members, whose special abilities will dictate your play style through an increasingly punishing randomly-generated corporate maze. You can bring a sniper, sure! But maybe a computer expert would be less noticeable than gunshots ringing through the halls. Or you can bring a stealthy lockpicker, but then who's going to judo chop the guards when they show up wearing body armor? Along the way, you may have the opportunity to rescue captured agents and increase your team's size. The agents available to be rescued are randomized, creating a different play experience each time.

The graphics and sound create an inviting, futuristic pulp-fiction atmosphere. The music is appropriately dangerous, and fitting to the Mission: Impossible play style. There are a ton of options to make the game easier or harder in whatever way you choose, so you can pick your own challenge level, from a casual romp through a save-scumming corp beatdown to hardcore, ironman, no going back, the-T-1000-is-after-you mode.

Get it. You'll be happy you did.
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154 of 171 people (90%) found this review helpful
4 people found this review funny
50.4 hrs on record
Posted: May 16, 2015
What people need to understand about Invisible, Inc. is that it has a rogue-like/lite format. Complaints about the campaign being 'short' or the story not being very elaborate completely miss the mark. Would you consider those things as negatives for games like FTL or Binding of Isaac? No. The campaign is simply half a dozen or so levels strung together with an endearing B-movie cyberpunk spy narrative. It adds charm and atmosphere but is hardly necessary for the enjoyment of the game's mechanics. Like Klei's other games, Don't Starve and Mark of the Ninja, the emphasis is on the core gameplay and not the needless fluff you find in most AAA games today.

The levels are randomly generated so you won't get bored challenging yourself on higher difficulties or endless mode to see how long you can survive. There's also the right mix of characters, abilities, items, and hacking powers to keep things interesting when you customize your squad. Additionally you are able to tweak various difficulty settings to tailor an experience that's the right mix of fun and frustration.

If you are a fan of turned based tactical squad strategy games that deliver a high amount of replay via randomization then you'll love Invisible, Inc.
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117 of 124 people (94%) found this review helpful
8 people found this review funny
73.6 hrs on record
Posted: August 6, 2015
A corporate pacification squad prepares to break down the door and rush in assault rifles blazing. Your escape route is clear, but Banks still needs one turn to hack the brain of the Plastech CEO you were sent to interrogate. What do you do?

After being beamed to the mission site, you are faced with two doors leading to the opposite sides of the building - one is watched by a guard and the other is clear. Send your team through the unguarded route and you risk being trapped at side opposite to the escape elevator when your intrusion is noticed. Have Nika knock out the guard so you can split up and he'll wake up in a few short turns, starting a facility-wide manhunt. What do you do?

While ransacking a Sankaku tech office, Dr. Xu has been caught alone by an armed security drone, programmed to kill. The rest of the team, too far away to help, will be sighted by a patrolling camera drone next turn, revealing their location to every Sankaku security personnel within six city blocks. You only have enough power to hack one of the drones. What do you do?


I don't think there's ever been a game more consistently suspenseful as Invisible Inc. Even when you dance around guards and fill your accounts with corporate capital uncontested you aren't allowed to forget for a minute that it only takes one miscalculation to launch you into a freefall. The biggest credit for this goes to the alarm mechanic. Invisible makes detection a matter of unavoidable, gradually advancing doom rather than a fail state or an excuse to turn itself into an inferior action game.

The alarm level creeps upwards with your every turn and every mistake, introducing new security measures and guards into the level, and not a single one of the many gadgets and programs available to your agents can do so much as slow it down. It will only stop when the sirens are blaring, private military troops are flooding the building and your agents are darting frantically from room to room, burning through every item and augmentation they have in order to stave off death for just a little while longer.

Invisible isn't a game about avoiding detection, it's about surviving it.


The core of the game, sneaking from cover to cover and ambushing guards, is immediately intuitive. Instead of of deriving false depth from superfluous mechanics it sets up complex situations and tough choices with just a few precision-designed rules. Things are mixed up by the equipment salvaged from the field, ranging from movement-boosting stimulants to electric door traps. Customization isn't the right word here, though - your resources are always scarce so you must take whatever you can find and build your strategy around that. Plans only last minutes before being replaced by mad improvisation.

Let's go back Dr. Xu and his predicament. Maybe he found a rudimentary invisibility rig in the previous mission, not powerful enough to get him out of the drone's field of view but allowing him to run up to it and temporarily disable it with his EMP tool, an augment only he has access to. Or perhaps Decker can use a stimulant to gain just enough action points to reach the room and gun the drone down. Or maybe there's no way out, but Xu survives his injuries and can be recovered from a detention center later on.

Oh, and the corporations aren't short of tricks either. The reason Xu got caught? He opened a safe after you triggered a countermeasure program that sets an alarm to all containers on the level. And what if the program was activated by you stunning that same drone that's now threatening Xu so he could sneak to the safes undetected? This is where Invisible Inc. really shines - being a host to a multitude of tactical causes and effects without ever being overwhelming, and never letting you settle into a comfortable routine like many of its peers, even classics, do.


The soundtrack punctuates the action with surprising vigour and demonstrates some of the best use of reactive music since Proteus. When the tension rises, so does the tempo, making sure your heart will pump faster and faster as the alarm tracker keeps filling up. Likewise the art design is just as slick as one can hope for, taking a good step forward from Mark of the Ninja's and Don't Starve's Saturday morning look while still staying recognizably within Klei's house style.

As cool as its presentation is, in terms of UI design Invisible does stumble into an occasional tripwire. Finding the correct button to hack that pesky camera instead of a nearby server computer requires a bit too much fiddling with the camera than I'd like, and the times I've found myself unwittingly knocking out a guard with a conciousness monitor suggests that the varying abilities of guards and drones could be more clearly communicated. These are very minor gripes though, and would be hardly noticed if the rest of the game wasn't so well-crafted.

It is tempting to call Invisible an almost-perfect clockwork of a game but that would hardly do justice to the terror and triumph it evokes each mission and each turn. Every drop of sweat and tears I shed over it makes me more convinced that I'm looking at a future classic. It is the kind of a game that will creep into your mind and steal your heart.
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Recently Posted
25.8 hrs
Posted: October 15
This game is fantastic... which isn't a surprise because I've loved every Klei game I've played. The challenges and quests are fun and makes you think, the storyline is decent, the mechanics is awesome, and there's replayability which, in my book, is a super plus for games. The only thing that disappoints is that it's not multiplayer because I'd love to play this with my friends.
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A Dalek Slave
5.9 hrs
Posted: October 13
Good gameplay Decent mods guards who actually remember you existing for more than 5 seconds and nice challenge
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81.3 hrs
Posted: October 11
A unique stealth based rogulite. The game has a continuous campaign, each mission generally taking 10-20 minutes. Each campaign will unlock new characters and starting equipment. Campgains can also be customed with special rules and difficulty, such as making an endless mode.

There are some general complaints with UI, gameplay loops or similar issues, but none enough to ruin the game. Definitly not for everyone, but can easily become a favorite for some.
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6.1 hrs
Posted: October 9
Let me say upfront that this game is an absolutely great game. If you like turn based stealth games with an "xcom" style movement system, this is for you. If you want to shoot stuff like a madman, veer away. Now.

Invisible Inc. puts you in the shoes of a mission coordinator employed by a spy agency that's been raided by evil corporations. You will start the game with 2 agents (you can unlock more by playing the game. At the end of a "run" you get xp which unlocks new stuff) and 2 programs for your helpful AI, Incognita. The goal of the game is to survive for 72 hours, each mission taking up several hours of your time. After that you will have the means to defeat the bad guys. There are several mission types, but your main goal is to gather money to upgrade your agents. You can also get neural implants for them, save other operatives or VIPs, hack into databases, raid vaults, get new shiny tech from your enemies, etc. etc.

There are quite a few different missions and which mission you choose already makes a big difference in the grand scheme of things. You have A LOT of choices that determine how you play the game. As I said, this is primarily a stealth game, meaning your 2 to 4 agents should stay undetected as long as possible. To do that, you can take cover, peek through doors, hack into systems like security cameras with your AI and take down guards (usually non-lethal, but there are lethal options to some agents or later on in the game). Being spotted by a camera, drone or guard raises the alarm, knocking out a guard usually does nothing, killing a guard really raises the alarm later on since many are outfitted with heartbeat monitors. When you take down a guard they will stay down for a certain amount of turns, unless you "pin" them in place or stun them again when your weapons are off cd. Guards later on will wear heavier armor and may not even be stunned by all members of your party anymore. When a guard wakes up they will come looking for you.

After every 5 turns the alarm level increases, meaning you will have to deal with higher hacking security, more guards, etc. Not fun. Every mission is therefore under a soft enrage limit. The longer you stay in the procedurally generated levels (one game where this actually works) and the more stuff you try to grab or the more aggressive you play the harder the resistance will get. You need to decide if it's worth checking out that last safe guarded by a deamon (hostile computer program, which has usually very bad effects like locking you out of hacking, spawning additional guards, etc.) or if you should just get to the damn teleporter room and run for your life.

There's not much to criticize in my opinion. There's enough to unlock to warrant multiple playthroughs IF you want so. The DLC "Contingency Plan" also lengthens the campaign by about double the amount and introduces new enemies, agents and programs as well as some other cool features, so it's HIGHLY recommended as well. The only real thing that you could leverage against the game might be that for a "sort of roguelike" it takes way too long to complete (1 run takes about 8-10 hours or so) and that the individual levels can really drag on. Also, this was on beginner. There's 2 more difficulty modes, an extra hard mode as well, an iron man mode and an endless mode for those who really want to test themselves, so if you are looking for that you will easily get 100 hours out of this I'd say. You can even customize the difficulty in great detail, determining the number of rooms, the amount of money, and so on. Basically every option is customizable. Me, I'm content with 1 playthrough for the story and overall gameplay. The story isn't even half bad for such a game.

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32.6 hrs
Posted: October 8
Invisible, Inc is a work of art. The superb way every attack forces you to calculate moves perfectly, the many varied tazers with hunderds of ways to taze security guards, everything comes together to make what is certainly the greatest security guard sex dungeon game of 2015.
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35.0 hrs
Posted: October 1
One of my favorite games of the past 3 years. Exceptional. Except for the stupidly designed last level of the campaign.
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1.4 hrs
Posted: September 29
Amazing game!

If you like strategy and stealth, this is a MUST BUY!!!
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18.4 hrs
Posted: September 28
HOLY CRAP.......this game is awesome! I am one mission from the end and that last one persuaded me to leave a review. I knew I would like this game since I loved what Klei has done before with Don't Starve. This game is half like Klei's Don't Starve and half like XCOM. Both of those games I have sunk MAJOR hours into. Basically anything can happen...and you're punished for it just like Don't Starve. But you learn from it and it makes you want to keep trying (Till you become a PRO secret agent). There really is no checkpoint system unless you use "rewinds" to go back a turn...but even those are limited. But the game requires ALOT of strategy if you're trying to be stealthy. It is not an unforgiving Stealth game though...it gives room for some FUN if you need to blow up some robots / doors / or evil secret agents. Its amazing. Try it out if you liked Don't Starve or XCOM. The turn based strategy & the random FUN/anarchy the game offers is F'ing Brilliant.....buy it / try it!!!
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