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 (489 reviews)
Release Date: May 12, 2015

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Available: May 12

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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 (26)

April 15

Invisible, Inc. Release Date Reveal Trailer

And off we go! I mentioned in my last post about all the things we’ve been working on, and now we can proudly say that we are launching in just under a month, on May 12, 2015.

Check out the new trailer here: https://www.youtube.com/watch?v=am_8xRt37JE
Here is a recap of what’s happening:

  • Invisible, Inc., our 3rd Steam Early Access game, is officially launching on May 12, 2015, supporting PC / Mac / Linux on Steam and DRM-free on our own website.
  • Starting today, Early-Access sales will no longer be available. We want everyone to experience the game in its fully realized version when it launches. If you already own the Early-Access version, you can of course continue playing the development build.
  • There are an incredible amount of changes since our last update, including fully-animated 3D cinematics (all done in-house), new agents, programs, augments, game modes, and more.
  • In addition to the above, today we're also announcing that we will be bringing Invisible, Inc. to the PS4! We have no set date for that as of yet, but it’s already in-progress.

    Finally, here are some tasty new screenshots:

    Corporate-Servers
    Hostile Takeover
    Incognita Mainframe Mode
    Smooth Transaction
    Incognita

    Originally posted by Bigfoot on the official forums.

14 comments Read more

April 6

Development Update: April 6, 2015

Hey everybody,

We have an Invisible, Inc. development update for you. Check out our post on the Steam forums for information on what the team has been up too and what to expect as we head toward launch.

#Discussions_QuoteBlock_Author
Hello folks!

It's now been 2.5 months since our last game update. At a high level, we’ve worked hard to utilize Early Access to realize the vision of Invisible, Inc. With your help, we’ve been able to determine how the core mechanics of the game interacts with players, patch systemic flaws, and expand the parts that are really working. After a few months of tuning, it was clear the core mechanics were working as intended, and what the game really needed was a whole lot of polish.

We’re now closing in on launch date. We have a few loose ends to figure out before we nail down the exact date, but there are some things that we’re pretty sure about:

First, we’re going to be launching sometime in May. It’s not completely nailed down yet, but we’ll be announcing it once we’ve worked it out with all the involved parties. This marks about a 9 month Early-Access cycle and, as always, we’ve been pretty adamant to make sure the game is in a solid, playable state the entire way through. We want our launch update to go out with a bang, and we’ve been working tirelessly toward that.

Second, once we announce the launch date, we’ll be turning off Early-Access sales. We want to make sure that as we start talking about this in as many places as possible, new players have the best experience possible, rather than play the interim build. We’ve done a ton of work on helping new players ramp up -- once again, thanks for giving us the feedback to make this happen.

As always, Early Access players will continue to have access to the current development build, and you’ll get the full game at launch.

So, what have we been working on? Here are but a few things, in a deliberately vague list:
  • Fully realized story and world, with 2 fully-animated cinematics.
  • All new voice over (over 1000 lines recorded!).
  • A massive balance pass on all the items and programs, and a few new items, augments and programs to round off the suite.
  • The Final Mission (dun dun dun).
  • 3 new starting programs which vastly change your playstyle.
  • 4 new agents, and a balance pass on existing agents, each with their own special augments and items.
  • A daemonic new enemy, in the new Plastech corporation.
  • World generation and gameplay options screen, where you can set the game up as you see fit.
  • Expert Plus mode -- for those who want the ultimate Invisible, Inc. challenge.
  • A revamped Endless mode with increasing difficulty as the days progress, up to difficulty 10 missions.
  • New music for every corporation, final mission, and more.
  • A giant upgrade to the UI, sound, FX and visuals.
We're uh… basically polishing everything in the game, so there’s a lot here we haven’t covered.

So here we are, about a 6-8 weeks from launch. This is Klei’s 9th game in 10 years, and it’s a real pleasure to keep making these games with you folks. Thank you once again for your patience, feedback, and support over the years. It’s greatly appreciated.

Check out the original post and join the discussion here: http://steamcommunity.com/app/243970/discussions/0/618458030670706797/

15 comments Read more

Reviews

“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”
Eurogamer

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!

http://forums.kleientertainment.com/topic/48254-early-access-update-9-cyber-terroir-patch-notes/

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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Minimum:
    • 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
    • Hard Drive: 2 GB available space
    Minimum:
    • 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
    • Hard Drive: 2 GB available space
Helpful customer reviews
85 of 100 people (85%) found this review helpful
1 person found this review funny
25.4 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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41 of 43 people (95%) found this review helpful
35.0 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.

Positive:
-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.
-Bee
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25 of 27 people (93%) found this review helpful
2 people found this review funny
2.3 hrs on record
Posted: March 2
Pre-Release Review
Turn based stealth action. Nothing else to say.

Difficulty - challenging to OMG WTF !?

Patience - I would say this applys. But it does not. There is a turn timer that increases security the longer you lurk in the mission. So, this forces you to get what you can and GTFO.

Items - Gadgets and dodad's to help you out. Some weapons to increase your KO / Fatality when dealing with guards.

Money - Completing missions gets you cash. You need this. You can not redo missiosn to farm cash. You MUST move along to more difficult missions without a choice.

Characters - Base skills are different between each. But level them up as you see fit or desire.

now... GAMEPLAY
It's fanastic.

Movement/ Actions - Action Points system operated. I have no greivence with this. Feels like X-Com all over again.

LINE OF SIGHT ( LoS ) - THIS is the game. You rush around a corner, you probably just got your Agent get killed. You need to maintain a vigilence of speed vs caution. Guards and security devices have LoS too. Once spotted, you are most likely Killed on your next turn.

Rewind - Nice feature. Lets you take your previous turn over again. BUT, you only get one.

Death of your Agent - When an agent dies, your life starts to suck. I have not confirmed it, but I think when your Agent is down, if you can carry them to the escape, you save them. Otherwise if you finish the mission with the one agent and leave the other where they got downed, the downed Agent is K.I.A..

OTHER STUFF....

Sound is good. You get to hear the guards on patrol. That's a nice little heads up.

Graphics. They work. Objects and animation is smooth. Details are not distorted or fuzzy.

Controls. you only need your mouse. THIS is deceptive, because there are no mouse control settings in the options menu. Just a keyboard key layout.

Yes. I reccomend this game. It kills time and if you are not careful... 5 hours later your boss calls you and asks, "Why aren't you at work!"
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24 of 28 people (86%) 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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21 of 23 people (91%) found this review helpful
32.5 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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18 of 18 people (100%) found this review helpful
1 person found this review funny
50.9 hrs on record
Posted: April 4
Early Access Review
You know how you scroll through reviews to see a big red "Not Recommended" just to see some critical analysis of the game in question. I know I do it and invariably I come across "this game should be done already" guy. You all know him. He's the guy who buys an early access game and then goes on to say the game has a lot of bugs and that it isn't worth the money in its current form blah blah blah.

Well here's the thing about invisible inc. When I first played this game, it only had 3 characters and 2 or 3 mission types. The items were limited to basically 2 different guns, some ammo, and med packs. The hacking was a very simple system and you couldn't upgrade your hacking abilities. The thing is though, I still had a blast playing it. In fact, the game in that state was still well worth $15 in my opinion.

A left the game alone for a couple months as I moved and finding a new place for my PC was a bit of an issue. But when I came back to this game, I found the updates were incredible. A wide variety of characters with varied skills (6 or 7 I believe). There are at least 5 missions types and they are suprisingly different in gameplay experience. Detention centres for example contain a prisoner which may or may not be another agent to add to your roster. Chief financial suites give you access to vault codes for future Vault missions. The inventory received a similar upgrade. Many items and even different types of equipment including augments which improve your characters functionality in their role by giving them unique passive buffs or abilities. Equipment is no longer limited to guns and ammo but includes hacking aids, stim packs, gadgets like deployable cameras or sound traps, and alternative weapons like darts, tracers, etc.

What I am really trying to say here is that this game feels like it is a finished game with all the polish and content to justify its price tag and then some. Technically, the game runs smoothly, the mechanics behave in a predictable manner without allowing the player to exploit them. This allows you to plan ahead, and think of strategies that involve more than one turn. There is nothing worse than having an awesome plan in your head, thinking it all through, executing the first 3 steps, just to have step 4 blow up in your face because the guard decided to turn around for absolutely no reason. This is what I would call unpredictable mechanics and while a certain level of "randomness" or unpredictability can make the game more fun, Invisible Inc. is a game where once you learn how the enemies behave, the difficulty comes from having to use your brain and stay one step ahead of the game (not from throwing a random guard your way at the perfectly wrong time).

TLDR? This game is leading by example. This is exactly how early access should work. The dev's could have cut and run and moved on to another project months ago, and they still would have been less buggy and more fun than a lot of "finished" games out there *cough Looking your way Double Fine cough*. Klei has shown me that a dev company can truly care about the experience their customers get and work hard to make sure that the final product is something they can proudly put their names on. If any of the dev's read this seriously GOOD ON YOU! More companies need to operate this way!
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23 of 27 people (85%) 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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18 of 19 people (95%) found this review helpful
23.5 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. 10/10
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21 of 27 people (78%) found this review helpful
101.4 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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13 of 13 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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10 of 10 people (100%) found this review helpful
12.7 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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8 of 8 people (100%) found this review helpful
1 person found this review funny
26.5 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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8 of 8 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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9 of 10 people (90%) found this review helpful
21.7 hrs on record
Posted: March 9
Early Access Review
Invisible, Inc is what I would describe as a "Cutting Edge" turn-based game.

The mechanics that govern how the player controls the character(s) during missions is top-notch -- I wish that more turn-based games functioned in this manner.

To be specific, each character can use their AP (action points) in any order with very few restrictions and the control system does not punish the player. This design philosophy sets Invisible, Inc apart from many other games of the same ilk and makes the play experience far more satisfying.

There is a Story mode with a unique scoring mechanic and there is also an "Endless" mode, the latter of which I found very much to my liking.

As someone who has been playing turn-based games for over a decade ranging from X-Com to Final Fantasy Tactics, I can assure you that this game has a very progressive control scheme. Give it a shot!
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9 of 10 people (90%) found this review helpful
23.6 hrs on record
Posted: March 24
Early Access Review
This is a fantastic roguelike stealth game. For an early access version, it's really well polished and balanced. Without knowing this I'd think it was a full release version. Before I played it I didn't think that it was possible to do a roguelike, procedural environment suitable for stealth gameplay, but there it is. This is a gem. Tough, fair, fun.
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6 of 6 people (100%) found this review helpful
22.4 hrs on record
Posted: March 30
Early Access Review
A masterclass in design. Every single mission, from the simplest to the riskiest, is like a small heist movie playing out in front of you. Each procedurally generated level is interesting, tense, and provides just enough wiggle room for you to barely succeed by the skin of your teeth. I was initially skeptical of the premade agents (as opposed to X-Com's randomly generated ones), but having set characters allows them to be more three-dimensional in their personality and loadout, making for thrilling combinations as different squad configurations lead to whole new strategies. The sound is excellent. The visuals are clean and striking. It's extremely difficult, yet welcoming and intuitive. It's great. Buy it.

Early Access notes:
As of this review the game is in an extreme state of polish and is more than playable. I've experienced exactly one hangup during the enemy turn, and it resolved itself in a minute or two. The campaign is currently capped at the first story milestone, so the current build is sort of like an extended demo (or a shareware episode!), but what's provided is a hefty challenge and extremely replayable. The endless mode also allows you to play indefinitely until the full game is released.
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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
1 person found this review funny
15.9 hrs on record
Posted: March 19
Early Access Review
"Banks and Internationale stood, trapped in a corner with nowhere to hide as lights flashed red around them, and sirens began to wail. Three guards bore down on them, weapons drawn. Banks looked wistfully at the ginger hacker who had become her friend, then shook her head, reached out, and took Int's hand. "I'll see you next go 'round." she whispered, and jammed her custom paralyzer into her friend's arm. The frail hacker's eyes went wide with betrayal, then understanding as half a dozen bullets slammed first into Banks. then her own thin frame. She couldn't feel a thing, the injected venom had dulled her pain. She slumped to the floor next to her partner in crime, and smiled slowly. "Next life." she whispered, and closed her eyes."

I wasn't a fan of the six character permadeath thing at first, but it's really grown on me. Each character feels uinque, and knowing how frail and easily killed they are makes them, oddly, seem more badass. When it only takes one shot to kill you, the fact that you're breaking into a facility filled with guards and robots and (most of the time) making it out alive again feels incredibly empowering. Also it makes each characters untimely demise feel all the more painful. A few AI inconsistancies and one or two pathfinding blunders have kept this from being a perfect game, but it absolutely nails the tone and style. Heartily recomended.
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4 of 4 people (100%) found this review helpful
1 person found this review funny
11.7 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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3 of 3 people (100%) found this review helpful
12.1 hrs on record
Posted: November 12, 2014
Early Access Review
Invicible, Inc. is what would happen if shadowrunners didn't bring explosives on their runs. Lots of sneaking around, tricking guards, hacking cameras and busting safes... And then it inevitably goes FUBAR and devolves into a chase or a gunfight.
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