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.
All Reviews:
Very Positive (187) - 91% of the 187 user reviews for this game are positive.
Release Date:
Feb 8, 2017
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Recent updates View all (24)

November 12

v1.6.100 Update: Ability Boost and Emotes :D

The latest patch is now live, with a pretty massive changelog! While most of you will care most about the new features, I'd definitely encourage you to check out all the other updates and fixes. Most notably, you can now edit the match settings without having to leave the player lobby, which should help you keep your group together online. This patch also tremendously improves initial network connections when creating and joining online matches, and a bunch of surrounding edge cases. Alright, on to the shiny stuff!

Ability Boost



Ability Boost is a hero-centric powerup that affects each character in a unique way. It's now more important than ever to pay attention to what powerups your opponents have picked up, because Ability Boost can really shake up the match dynamics.

Emotes



If you die in a round and other players are still battling out, you can pass the time by choosing a quick emote to display on the scoreboard UI. When the round is over, your chosen emote will also show up over your hero's remains on the battlefield. Stay tuned for many more emoticons to come in future updates!

Dualshock 4 Lights

Self-explanatory. This was pretty satisfying to add. :)



New
  • New powerup: Ability Boost
  • UI: You can choose an emoji to display on the scoreboard after you die
  • UI: You can now edit the match settings without leaving the lobby!
  • UI: Dualshock 4 lights reflect in-game player colors (except via Bluetooth on Mac)
  • NET: Online matches will auto start from the lobby after 30s of inactivity
  • NET: All matches will auto return to the lobby after 30s of post-match inactivity

Updates
  • Land Grab: Markers appear a little bit faster when you've reached a tile
  • NET: Better selection of open UDP ports
  • NET: Remote players option is now 3 choices: None (local only), IP/LAN, or Online
  • UI: Unified inputs for all pause- and context-menu interactions (Start/ESC to toggle, Fire to interact)
  • UI: Better render texture selection for screen recording depending on platform
  • UI: Loading indicator in lobby shows when match is preparing to start
  • UI: Most menus and options now wrap vertically and horizontally when navigating
  • UI: Map selectors show an indicator for how many maps there are & which you are on
  • UI: Updated Cerebrus planet look
  • UI: Unified lobby actions menu and start match behavior / inputs
  • UI: Hero profile demos updated; some have a second player to show ability interactions
  • GAME: Improved handling to protect against saved data corruption
  • SFX: Increased buffer for simultaneous replay audio cues (less dropped replay SFX)

Fixes
  • EPI: Ghost cluster bombs have much shorter stun time to prevent stun lock
  • EPI: Fixed situations on ghost death (real Epi dying, position swapping, etc) (regression bug)
  • RONIN: Slash will correctly hit multiple players and projectiles in its path (but powering up is capped)
  • SELENE: Fixed Selene leaving soot footprints even if jumping over Cronus' bomb impact tiles
  • GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them (for real)
  • GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled (for real)
  • UI: Some localization fixes for button labels
  • UI: Fixed being able to navigate to the title screen bulletin items even if they aren't visible
  • UI: Fixed cooldown indicator errors if pausing and resuming before ever having spammed abilities
  • UI: Fixed some display issues with hidden indicators in replays
  • UI: Controller reference in pause menu shows more info about each player (type, ping, nickname, etc)
  • UI: Partial GIF files are deleted if the export process is canceled
  • UI: Fixed different spectator modes visibility in time delayed situations
  • UI: Fixed fade-in on tips screen
  • UI: Fixed copyright date
  • UI: Potential fix for instant replay starting too soon, overlapping the "Match Over" message
  • UI: Some Italian localization corrections and updates
  • NET: Game doesn't soft-lock on catastrophic network transport layer failures
  • NET: Fixed edge case that could leave a client in a joining state while the match is being delisted
  • NET: Fixed potential for online lobbies to fail to continue after playing local matches
  • NET: Fixed LAN matches not broadcasting for local network discovery after multiple match sessions
  • NET: Fixed LAN match joining
  • NET: More reliable LAN broadcasting and discovery
  • NET: Removed duplicate LAN match listings due to multiple network interface broadcasts
  • NET: Fixed LAN matches counting as online matches in stats
  • NET: Fixed delayed spectators end-of-match soft deadlock if the remote kill happens during the countdown
  • NET: Fixed an issue that could cause some matches to not properly list and delist from the matchmaker
0 comments Read more

August 29

v1.6.81 - new map, updates, & squashed bugs



This is mostly a maintenance update with a bunch of quality-of-life improvements and bug fixes, but there is also a whole new map thanks to a community Cartographer. Enjoy the new Cerebrus map: Chaos Pit.

There is so much in development for the game at the moment, and it's extremely difficult to refrain from spilling the beans on everything. You can trust me that there will be some big announcements in the coming months!

New
  • New Cerebrus map: Chaos Pit
Updates
  • SYSTEM: This update will require DirectX 11 or OpenGL on Windows (DirectX 9 won't be supported)
  • GAME: Player visibility time after using their ability now includes the brief spam window time
  • UI: Ability recharge bar flashes during the short post-cooldown spam window time
  • UI: Game base resolution changed from 484x272 to 480x270 (resolution preferences will be reset)
  • UI: Some Chinese localization edits
  • UI: Improved progress scene performance
  • UI: Optimized screen fading transitions
  • UI: When exiting the lobby, you can choose to go back to match setup or the title screen
Fixes
  • EPI: Fixed edge case that could cause ghost Epi's position to be out of sync online
  • GAME: Fixed edge case that could cause a downward spiral if save data is corrupt
  • GAME: Cronus bombs' soot shouldn't affect players with Silent Steps
  • GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them
  • UI: Fixed error that prevented all victory phrases from showing up (custom or default)
  • UI: Fixed loss of UI focus if spamming save/cancel buttons in options sub panels
  • UI: Fixed timing edge case that could cause the cooldown indicator to not show online
  • UI: Fixed edge case that could leave a dialog box onscreen
  • NET: Fixed edge case that leaves the client in lobby-limbo if the host disconnects
  • NET: Fixed remote clients not skipping tips screen when playing consecutive online matches
  • NET: Handled some edge cases when there is no internet connection present
2 comments Read more

About This Game



Invisigun Heroes is a multiplayer, single-screen stealth battle arena with a twist: everyone’s invisible - including you! 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 powerup drops, these mechanics reward stealth, reflex, forethought, deception, 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 players 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 70 maps spread across 6 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: DirectX / OpenGL, 512+ MB VRAM
    • DirectX: Version 11
    • Storage: 350 MB available space
    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 / Metal, 512+ MB VRAM
    • Storage: 350 MB available space
    • Additional Notes: Integrated Intel Iris cards may have unpredictable issues.
    Recommended:
    • Graphics: 1 GB VRAM
    • Network: Broadband Internet connection
    Minimum:
    • Memory: 2 GB RAM
    • Graphics: OpenGL, 512 MB+ VRAM
    • Storage: 350 MB available space
    • Additional Notes: 64-bit required
    Recommended:
    • Graphics: 1 GB VRAM
    • Network: Broadband Internet connection

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