I first played Invisible Inc. back when it was originally released in early access and loved it then. I didn't keep up with the game much during its beta development, so I was extremely surprised by the amount of quality content and polish pumped into the game for its release. I certainly have a bit of brand loyalty due to my extensive admiration of Don't Starve, but I'm under the heavy impression that Klei is one the best developers in respect to their early access protocol. Invisible Inc. certainly bolsters their track record. In fact, Klei probably fights with Amplitude for my favorite niche indie game developers. Out of my 100+ steam friends, only one other seems to have played the game, so I figure it's all the more worthwhile to try to get the name out there.
Anyway, Invis Inc. is a squad-based tactical stealth game with a hacking emphasis and a beautiful cover and line-of-sight system. I hear it often referred to as "Stealth XCOM," and I think that fits the bill somewhat well if you're going for a short but sweet description such as that. Otherwise, I'd say Invisible inc. is very unique for what it is. It sports decent replayability thanks to randomized layouts, rogue-like item procurement, and unlockable content for future runs, but the amount of these features certainly don't stack up to other more prominent rougue-likes such as Binding of Isaac and whatnot. I'm often reminded of old stealth-based board games while playing due to the tile-based movement and layout.
The game takes place in a cyberpunk future wherein megacorporations have replaced governments and your squad of spies, fully armed with an anthropomorphic hacking supercomputer "Incognita," cybernetic implants, and futuristic gadgets, fight the man pro-proletariat under their noses. Or at least, as under their nose as possible. Crisp voiceovers are a pleasant feature considering Klei's indie nature, especially with Incognita's Hal-esque quips prodding your throughout the game with a snarky twist. A fully (and gorgeously) animated cutscene accents the beginning and end of the game, although this aspect becomes moot quite quickly in a game meant to be replayed consistently a la most games with randomized features. The ending is pretty neat though, I'll say that much. Music is great, akin to espionage titles such as Gunpoint. It gets more intense as your alarm level raises as well, which is another nice feature. Oh yeah, great art style too. The little portraits of your spies' long, Norman Rockwell-esque faces slowly animated in boredom as you pick your next action is probably my favorite part of the HUD. Jeff Agala seems to have a knack for creating distinct and appealing artistic themes for the games he's created art for.
Speaking of HUD, the games does an amazing job at displaying what you need to know mechanically in order to properly make your way through the corporations with being caught. Enemy line of sight is clearly portrayed through different stylistic and color cues depending on whether you'll be hidden, slightly noticed, or clearly seen (all of which play a big part.) It's something that's changed since I played it in early access, and makes the game much, much more enjoyable. The cover system is satisfying and very well-done. It feels very rewarding to find yourself undetected inside a room otherwise completely monitored by cameras and guards. Finding out how to move undetected is easy as well, as your path in question is color coded depending on how much you'll be seen on the way (white/yellow/red.) Characters are unique and all share different roles and potential. Depending on what items you get through the game, you can build some real monsters on the way. (I'm looking at you, Nika and Sharp.) The stages and scenery also look great in a cyberpunk Deus Ex: HR kind of way.
I could probably go on, but I think I've droned on enough anyway. Point is, I love this game, and I hope I see more people playing it. It deserves a bigger audience.