Invisigun Heroes is a multiplayer, single-screen battle arena with a twist: everyone’s invisible! Predictable grid-based movement ensures that you know where you are, but other players don’t. Vigilance is key as environmental tells such as footprints and other disturbances will point out careless cadets.
Recent Reviews:
Very Positive (36) - 94% of the 36 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (118) - 92% of the 118 user reviews for this game are positive.
Release Date:
Feb 8, 2017

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Recent updates View all (12)

August 31

v1.5.20 - 5 all new maps, balance updates, bug fixes

I'm happy to announce that the latest patch is now live! There are many important balance changes, updates, improvements, and bug fixes contained here, so please peruse the full changelog below if you're interested in all the details.

  • MAPS: New Nemoris map: The Orchard
  • MAPS: New Glaciarii map: The Outpost
  • MAPS: New Arx-515 map: The Nerve Center
  • MAPS: New Arenae map: The Chasm
  • MAPS: New Craterus map: The Catacombs
  • UI: New lobby chat message: "Are you ready?"
  • UI: New lobby chat message: "Waiting for more cadets..."
  • UI: The scoreboard shows a progress bar while a player is waiting to respawn
  • UI: Redesigned the battle mode select interface
  • CARMEN: Destroyed builder blocks leave rubble for 0.5s that prevent new blocks in the same spot
  • GAME: Base reload speed increased from 0.5s to 0.75s
  • GAME: Resistance distance reduced from 5 to 4
  • GAME: Reload Speed powerup stack increased from 2 to 3
  • GAME: Updated death animation sprites to show Invisigun dropping
  • GAME: Respawn time for respawn game modes scales up with player count (4s, 5s, 6s)
  • GAME: Beast Tamer diameter increased from 3 tiles to 5 tiles
  • GAME: Zone Control default time reduced from 60s to 45s
  • NET: Split shots for laggy clients is more accurate to local projectile position
  • NET: Reduced some bandwidth usage
  • NET: Smoother player movement
  • UI: Added new victory phrases from tournament winner (Scaltra)
  • UI: Brightened player nicknames on scoreboard a little bit
  • UI: Achievements earned scene can be skipped
  • PROTEUS: Scanner drone movement speed increased from 6.5 to 7.5
  • PROTEUS: Scanner debuff time increased from 1s to 1.5s
  • PROTEUS: Scanner drone shock effects match debuff duration
  • PROTEUS: Scanner drone does not stop moving when shocking tagged players
  • EPI: Epi no longer fakes a step effect when toggling the ghost
  • IRIS: Improved dash feel & visual smoothness online
  • CARMEN: Bumping blocks 5 times also damages them instead of just removing the reflector
  • AETHER: Projectiles in range are no longer damaged on the first windup frame
  • GFX: More color variation in bird flocks
  • The Great Hall: Removed 4 trigger walls to open up channels into the center
  • Carte Blanche: Updated to have 2 carrier tokens at top & bottom centers
  • UI: Fixed some color tinting issues with hero images
  • UI: Fixed cooldown indicator orientation for mirrored spectator rounds
  • UI: Fixed initial scoreboard values in time-delayed spectator mode
  • UI: Fixed time-delay icon showing up when there are no spectators
  • GAME: Fixed carrier starting positions on Red Rob's Border
  • GAME: Fixed carrier starting positions on Ring of Fire
  • GAME: Fixed head start visibility when host is spectating
  • GAME: Fixed stall if the round ended early while a host specator was in time delay
  • GAME: Fixed carrier token positioning while teleporting
  • GAME: Fixed zone colors being too washed out for bright color palette choices
  • GAME: Fixed soft lockup if starting a public online match after exiting challenge mode
  • PROTEUS: Fixed potential scanner drone movement due to nearby physics collisions
  • PROTEUS: Fixed scanner drone targeting behaviour for tags that are out of bounds
  • PROTEUS: Fixed edge case that could prevent drone destruction & cause double-shocking
  • AETHER: Fixed windup FX staying onscreen in profile demo
  • IRIS: Fixed dashing perpendicularly while moving between two tiles
  • IRIS: Fixed sorting of dash trail
  • IRIS: Fixed trim color tinting of dash trail sprites
  • PHOEBE: Fixed sorting of portals and zone control effects
  • AUDIO: Fixed chained audio events not compensating for spectator mirroring
  • AUDIO: Fixed match over audio cue playing early for delayed spectator matches
  • AUDIO: Fixed hard panning of audio cues at horizontal map boundaries
  • SYSTEM: Added fallback handler for corrupt stats data
  • SYSTEM: Added fallback handler for corrupt challenge data
15 comments Read more

August 12

v1.5 - The Spectator & Streamer Update

It's time for another BIG patch, once again bringing more fixes, map adjustments, balance tweaks, and two huge new features: Spectator support and Streamer instance support. I'm extremely excited about these in particular because they allow for exciting and unique match perspectives for viewers of live streams.

Spectator Mode

Simply join a lobby and don't choose a hero, and you'll be spectating that match! Spectators can choose to view the game as the players do - but also through a new visibility mode that shows invisible players as silhouettes.

Streamer Instance

Activate the "eye" button on the title screen to launch a second copy of Invisigun alongside the first - and it has a completely unique set of preferences. Coupled with spectator mode, this lets you participate in matches in the first game while streaming a separate spectator copy for your viewers in the second game. Public matches are time-delayed to prevent abuse, while private matches are real-time.

For an in-depth overview of a common streaming + spectating setup, check out LEmental's detailed overview here:
This hopefully opens up a whole new world of sharing the game's action with others, and I hope you enjoy the slew of other updates with the patch. Here's the full changelog:

  • NET: Spectator mode with visibility options! Simply join a lobby without a hero.
  • NET: Streamer mode lets you launch a 2nd game copy from the title screen with its own persistent preferences
  • UI: Rock paper scissors added to the lobby chat messages :)
  • UI: More game preferences are available in the match pause menu
  • UI: More game preferences are available in the training pause menu
  • UI: You can bring up the options/pause menu in online matches, but the match keeps running
  • UI: Fullscreen and window sizes change immediately rather than after exiting options
  • UI: Inputs are processed only if the game is in focus
  • UI: Notice when instant replays begin
  • UI: Miscellaneous UI presentation updates (logo, Invisigun)
  • UI: Most vertical menus now wrap around when selecting items
  • UI: Outlined some small labels for readability
  • GFX: Hero profile demos show silhouettes for invisible players
  • EPI: Real Epi matches the animations and facing direction of Ghost Epi 1:1
  • GAME: Proximity doors shots to jam reduced from 4 to 3
  • GAME: Proximity doors jam time increased from 8s to 15s
  • MISC: Guest Edition preferences are separate from full edition - some prefs may be reset
Map Updates
  • Pacmanesque: layout adjustments around the center
  • Split Decision: reduced the size of the sand pits
  • The Woods: positioning adjustments of boundary light shafts
  • The Thicket: Side paths created along left and right borders
  • Jungle Tomb: Entrances added to left and right edges of center
  • Edward's Snowed In: Removed snow patches under bushes and blocks
  • Carte Blanche: Removed top and bottom center mine carts
  • Chamber of Time: Removed center light shafts at left and right boundaries
  • X-Claim: Reversed polarity of two trigger walls to open up quadrant dynamics
  • Crypt Creeper: Opened up area surrounding powerups a bit
  • The Crate Divide: Opened up left and right channels a bit
  • The Great Hall: Trigger switches add to top and bottom centers
  • Dual Tracks: Moved spawn points out of the way of mine carts
  • Red Rob's Border: Created nooks in the top and bottom center regions
  • UI: Fixed character images sometimes over-tinting in lobby selectors
  • NET: Fixed timing edge case that could stall a match if a client disconnects
  • EPI: Revealer will continue to reveal both Real and Ghost Epi for its duration
  • IRIS: Fixed her dash trail sprites sometimes facing the wrong way
  • AETHER: Fixed not being able to ground pound sand piles
  • RONIN: Fixed not being able to slash sand piles
  • PHOEBE: Fixed sorting of portal counter label with other objects
  • MAPS: Fixed up some collision issues with neon signs on Arx-515 border walls
  • MAPS: Fixed some doubled-up tiles on Crypt Creeper that caused extraneous bumping
  • MISC: Much more efficient memory allocation of video buffers, less resource churn
  • MISC: Fixed interaction between Split Shots and Resistance
  • MISC: Firing when walking halfway off a portal will not cause you to teleport again
  • GAME: Fixed shots not colliding with their owners after being resisted
6 comments Read more

About This Game

Invisigun Heroes is a multiplayer, single-screen stealth battle arena with a twist: everyone’s invisible! Predictable grid-based movement ensures that you know where you are, but other players don’t. Vigilance is key as environmental tells such as footprints and other disturbances will point out careless cadets. Using special abilities and firing your Invisigun will also momentarily give you away. Along with items and powerups, these mechanics reward stealth, trickery, reflex, forethought, deception, bluffing, and awareness. A variety of lovingly-made environments, maps, game modes, and abilities combine for high replayability and a deep path to mastery.


Compete with up to 4 friends or bots on a single screen


Test your skills in a single player challenge mode with 3 skill levels

Online Play

Mix and match local and online players

Controller Support

Control your hero using gamepads or the keyboard

Pixel Art

Enjoy hand-crafted pixel art made with care

Unique Heroes

Battle your friends using a variety of heroes, each with unique special abilities

Many Environments

Explore 60 maps spread across 5 planets, each with unique interactivity, hazards, and weather effects

Unique Game Modes

Choose from a variety of game modes playable on every map for deep replayability

Match Modifiers

Customize the game mode conditions with match modifiers

Instant Replays

View hilariously revealing instant replays that expose tactics

Export GIFs

Save instant replays as animated GIFs

Full Soundtrack

Groove to the custom pulsing, ambient soundtrack composed by Paper Sound


Last hero standing wins a point each round


Every kill earns a point during the rounds

Zone Control

Maintain control of the zone to score points


Most kills within a time limit wins


Survive while controlling the token

Land Grab

Claim the most territory to win

Beast Tamer

Tame the wild beasts and collect rewards to win

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP2+
    • Processor: Intel Core™ Duo+ (SSE2)
    • Memory: 2 GB RAM
    • Graphics: OpenGL / DirectX, 256+ MB VRAM,
    • Storage: 300 MB available space
    • Additional Notes: Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    • Network: Broadband Internet connection
    • OS: Mac OS X 10.8+
    • Processor: Intel Core™ Duo+
    • Memory: 2 GB RAM
    • Graphics: OpenGL, 256+ MB VRAM. Integrated Intel Iris cards may have unpredictable issues.
    • Storage: 300 MB available space
    • Network: Broadband Internet connection
    • Memory: 2 GB RAM
    • Graphics: OpenGL / DirectX, 256 MB+ VRAM
    • Storage: 300 MB available space
    • Additional Notes: 64-bit required
    • Network: Broadband Internet connection
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