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 (120) - 92% of the 120 user reviews for this game are positive.
Release Date:
Feb 8, 2017
Developer:
Publisher:

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Recent updates View all (13)

September 22

v1.5.50 - Join & invite Steam friends, better gamepad support, and more!



The 1.5.50 patch is now live and the standout new feature is Steam friends support! This means that you can invite or join your friends to online matches, either directly through your Steam friends list, or within the game from the lobby menu. There is also better fallback handling for controllers and gamepads that aren't officially supported, so if your device didn't work before, chances are it will now.

As usual, there are plenty of balance changes as well to address the latest community feedback and input from high-level players. Aether has received the most notable changes, and is more cohesive and focused with care put into his risk/reward ratio. Here are the full patch notes:

New
  • NET: Join & invite your Steam friends through the in-game lobby menu or Steam friends list
  • GAME: Experimental fallback for unsupported controllers & generic USB gamepads
  • GAME: Added an achievement for completing the training
  • UI: Your Steam nickname will show at the top left of the title screen
  • UI: New lobby chat message: "I'm going to spectate this match."
  • PREFS: Set your own data export path in the "config.json" file in the game directory
Updates
  • GAME: The shield is only lost when dealt actual damage (not via stuns, Yeti breath, etc)
  • GAME: Lower chance of character repetition when choosing random heroes
  • GAME: More obvious shocked/soft-stun effect and audio
  • GAME: Bubble Suit removed
  • NET: Online play requires the latest version if there's an update available
  • AETHER: Aether is immobile for 0.3s after a ground pound
  • AETHER: Aether's spam cooldown increased from 0.5s to 0.7s
  • AETHER: Aether's pound has a circular radius of 2 units from his center
  • AETHER: Pound hard stuns for 1.25s
  • AETHER: Pound pushback force is uniform
  • CARMEN: Destroyed block rubble remains for 3s instead of 0.5s
  • PROTEUS: Tagged players are slowed more (multiplier changed from 0.65x to 0.45x)
  • PROTEUS: The Scanner Drone can't be self-destroyed while pulse-revealing players
  • IRIS: Spam allowed reduced from 3 to 2
  • EPI: Epi has an ability cooldown of 2s if the ghost is killed (no self-imposed cooldown)
  • UI: "Join Public Match" is now "Quick Match" with an icon update
  • UI: Searching for a public match in "Any" region is faster
  • UI: More fun title screen news
Fixes
  • GAME: Fixed projectiles having no velocity if split while being reflected
  • GAME: Fixed controller lockup in lobby when switching from previously chosen player slots
  • GAME: Fixed perma-visibility after teleporting while revealed
  • GAME: Fixed disappearing revealer if it's pursuing a teleporting player
  • GAME: Fixed possibility that a Beast Tamer pit beast could spawn outside the map
  • AETHER: Aether no longer gets stunned if walking into a player that he pounded
  • EPI: Fixed real Epi teleporting to ghost Epi if inputs are triggered twice in a frame
  • UI: Fixed some lobby UI initialization before an online match is created
  • UI: Fixed edge cases that could cause a client to be stuck "waiting for host" in the lobby
  • UI: Fixed pause menu "Return to Lobby" button for Challenge Mode
  • UI: Fixed color & bloom values in field guide
4 comments Read more

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.

New
  • 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
Updates
  • 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
Map
    Updates
  • 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
Fixes
  • 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

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.


Multi-player

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

Single-player

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


Survival

Last hero standing wins a point each round

Hunter

Every kill earns a point during the rounds

Zone Control

Maintain control of the zone to score points

Deadline

Most kills within a time limit wins

Carrier

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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP SP2+
    • Processor: Intel Core™ Duo+ (SSE2)
    • Memory: 2 GB RAM
    • Graphics: OpenGL / DirectX, 512+ MB VRAM,
    • Storage: 300 MB available space
    • Additional Notes: Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    Recommended:
    • Graphics: 1 GB VRAM
    • Network: Broadband Internet connection
    Minimum:
    • OS: Mac OS X 10.8+
    • Processor: Intel Core™ Duo+
    • Memory: 2 GB RAM
    • Graphics: OpenGL, 512+ MB VRAM. Integrated Intel Iris cards may have unpredictable issues.
    • Storage: 300 MB available space
    Recommended:
    • Graphics: 1 GB VRAM
    • Network: Broadband Internet connection
    Minimum:
    • Memory: 2 GB RAM
    • Graphics: OpenGL / DirectX, 512 MB+ VRAM
    • Storage: 300 MB available space
    • Additional Notes: 64-bit required
    Recommended:
    • Graphics: 1 GB VRAM
    • Network: Broadband Internet connection
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