Invisible, Inc.

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.

Invisible, Inc. is a cyberpunk, difficult and isometric game developed and published by Klei Entertainment.
Released on May 12th 2015 is available in English on Windows, MacOS and Linux.

It has received 5,548 reviews of which 5,077 were positive and 471 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 4.99€ on Steam and has a 75% discount.


The Steam community has classified Invisible, Inc. into these genres:

Media & Screenshots

Get an in-depth look at Invisible, Inc. through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • 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
  • Storage: 2 GB available space
  • Sound Card: 100% DirectX9.0c compatible sound card and drivers
MacOS
  • 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
  • Storage: 2 GB available space
Linux
  • 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
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Aug. 2024
About Invisible inc is a roguelike, isometric turn based game, where you command a team of up to four spies infiltrating and performing different types of missions in fully randomized maps. The soundtrack deserves a special mention as is masterful. The story In a dystopian world where governments have fallen to megacorporations that now rule the world as a corporatocracy, Olivia Gladstone, former intelligence officer, runs a team of spies against them. The player takes the role of a silent off screen member in her team: the operator. This player personization as an off-screen character has an interesting effect on how the game is played, as the operator's role is to be in charge of the tactics remotely through a screen, just like you as a player are. This parallelism, together with how the characters talk to you and hold you accountable, roast and pressure you, unload their stress and frustrations on you, or congratulate you, makes it feel personal every time, makes you feel the weight of mistakes and the satisfaction of a job well done more intensely. The gameplay The gameplay loop is basically that of a roguelike, game scales in difficulty with every mission and you have to keep up or die. While in lower difficulties you can rewind turns, in higher ones you can't, not even alt+f4 as the game remembers every action, and a single blunder can end an entire playthrough. There are two elements to consider, the pre mission preparation and then the missions themselves. In the pre mission preparation you upgrade your agents stats and assign them items that you got, then choose the mission type amongst the ones you have available (each corporation has its own strengths). These are varied, ranging from kidnapping, to data extraction, breakout of prisoners, money heists, item theft, server farms and cybernetic lab raids, etc. Then theres the mission itself. Once the team teleports into place, the corporations notice something amiss and an alarm clock starts counting. There are six alarm levels in this clock, each alarm level lasts five turns normally, but your actions can speed it up, some by a lot. Each alarm level the corporation will become more suspicious and increase their security measures like raising firewalls on objects or bringing extra guards into the level. Eventually at alarm level five your cover is blown and everyone will start hunting you if they weren't already. The longer it takes, the more dangerous it gets, so decisionmaking on what you can do and what you should do is a very interesting mindgame that never gets old. Generally the only mandatory objective is to escape with at least one agent, otherwise it is game over. All other tasks are not mandatory but are essential as leaving empty handed often will hamper how prepared you are for future missions, but the decision is yours. During the mission you explore with your agents and have them interact with stuff and evade guards while you counter their security measures. Most items are protected by firewalls and/or viruses that you have to break using hacking programs each with different effects. To survive you have to carefully distribute your effort between levelling up your team, getting good items and getting good programs. Difficulty and replayability There are several difficulty levels and also a custom one that lets you tune every single aspect of the game, but in general the difficulty of the game (without rewinds) ranges between high to borderline impossible if you choose to make it so. It doesn't matter how good you get at this game, how much you know, it will always challenge you due to the many customizable settings, its randomized nature and the complexity of the many variables at play within it. Some mods also add simple mechanics that spike difficulty massively, like agent instapermadeath or longer guard patrols. Many games claim to be very replayable but this is one of the few which is in fact forever replayable, as the distribution of maps, guard positions and schedules, the location of cameras and other security measures, what items you can find etc, is always random, and the challenge is always high if you choose so. Conclussion This game is truly a masterpiece for the ages.
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June 2024
I had initially not expected to enjoy Invisible Inc., but after getting used to the fundamentals of the game, it turned out to be a lot of fun! The game is often compared to XCom, but while it has a similar turn-based tactics style, Invisible Inc. is unique on its own merits. One important difference is that the game is almost entirely deterministic. Your attacks won't miss, and you know almost exactly how the enemy will behave during their turn. As a result, you can plan out your turns in great detail, pulling off some pretty complicated heists. The other major difference, and arguably the feature that makes Invisible Inc. so intense, is the alarm system. Every turn, the alarm increases, as well as whenever you kill a guard or take some other action that might trigger an alert. At every alarm level, a new risk is introduced to the level, whether it be extra guards being called in or new cameras being activated. This increasing tension is what makes each level so exciting, and forces the player to be frugal with the number of turns they're taking. Sure you can stay longer to try to get more money or items, but your risk of getting caught increases. This definitely makes the game challenging, though there are plenty of opportunities to recover. An agent may be downed, but if you play it right, you can revive them, or drag their body to the escape teleporter. Even if you leave them behind, there are opportunities to rescue them in the future. On top of that, I've seen replays on Youtube of players running the game at the hardest difficulty (and then some) with only a single agent at their disposal, so even the toughest challenges are possible to succeed with, provided you have the skill to do it. One other aspect of the game is the roguelike features. There are an assortment of items and upgrades that you can randomly acquire throughout the game, but although some items may not seem as desirable at first, one can come up with some pretty creative builds if you play it right. And while the levels can become hilariously unfair at the highest difficulties (such as a guard walking into your starting room on Turn 1), these difficulties can be overcome as you get more skilled in the game. (Always peek.) The game is indeed on the short side, but with the wide array of agents and equipment it's meant for repeated playthroughs, especially with the DLC. All in all, great game, highly recommended.
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May 2024
The perfect stealth game. Where other games punish you for being seen, here it's just another tool to be utilized to distract, divert, and detract the enemy from your true target or egress. Sublime subterfuge.
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March 2024
I was positively surprised by Invisible, Inc. It's a fun stealth game on the casual side, with similar mechanics to XCOM. Turn-based movement on a grid, upgradable agents, missions you select on a map and so on. There's no base, as the whole premise of the game is that you're on the run with your small crew. You pick a couple agents and hacking abilities to start each run with and the rest you upgrade along the way. You can find two more agents to join your crew and add more abilities to Incognita, an AI that does the hacking. Hacking is probably the most notable mechanic that stands out in the game. You have a separate UI for all the things you can hack in a level and a set amount of power that depletes when you hack, which you can gain back by having agents drain power from systems on the level. Obstacles like cameras, robots and barriers make hacking an essential part of every mission. Stealth overall is heavily incentivized as your options after being spotted are very limited. Unless you plan for it, getting caught can swiftly end a run. You do have a set amount of rewinds and a whole level reset on the easiest difficulty to help you survive some mistakes, but mainly you have to rely on planning your movements around guard patrols and only knocking them out when you absolutely have to. That's because in Invisible, Inc. guards only stay unconscious for a set amount of turns. Things can quickly spiral out of control if you have multiple knocked out guards waking up and getting alerted. KO'd guard economy is kind of a hilarious thing that you learn while playing this game and I can definitely understand people calling it bad design. Personally I didn't find it that unbearable since it adds to the urgent feeling of each mission. Your crew is infiltrating heavily guarded corporate facilities by teleporting in and triggering alarms, so you can't really expect to hang around forever and build piles of sleeping guards in the corners. What adds to the difficulty is that the level layouts are procedurally generated every time and your success can completely depend on that. The layout can make missions a complete cake walk or nigh impossible. The game is extremely hard in that sense, where only a few percent of players have completed the next difficulty after the first, beginner one. Starting agents have a lot of impact on how fun and successful each run can be. There's a ton of them to unlock and their kits have a nice amount of variety. My personal favorites ended up being Dr. Xu and archived Banks. As with many other Klei titles, the music is fantastic and immediately stood out to me. All I can say is that it greatly enhances the experience, but you really must hear it for yourself to fully appreciate it. For the low price on sale, Invisible, Inc. is more than worth it. It's not the deepest game mechanically or story-wise, but it doesn't have to be. It's fun. Completing the story should take you at least a few hours and if you happen to get hooked like I did, the harder difficulties have tens of hours more to offer in repeat playthroughs.
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Jan. 2024
One of my all-time favourites and profoundly innovative in the stealth genre - I have not seen before or since seen a game where the enemy response to 'someone is sneaking around killing people and stealing shit' feels as thrillingly, realistically oppressive as it does here, and outsmarting guards that can one-shot your characters and will never stop hunting for you once alerted is sadistically, nerve-wrackingly delightful. It's not perfect. Tutorialization could be better. Perhaps most of all including a recommendation to probably not start playing with the DLC enabled to start because, while it's fun and adds a ton of variety to the formula, it represents a massive difficulty spike to an already difficult game where (though not nearly as much as some complain about if you strategize well) you can get a bit screwed by RNG. As well, there are a few small UI niggles that need to be modded to be improved (e.g. when dragging bodies, by default you have to drop the body, open the door, and then pick the body back up again). Fortunately, such a mod does exist in the Steam Workshop and it deals very nicely with many of these concerns. Further, while I don't personally consider this a con - you are not going to enjoy this experience if you want to quickly master all the available systems and get some wins under your belt. A victory will take a few hours, and per achievement data the vast majority of players have never won a game on anything but the easiest difficulty. To me, it feels a bit like learning to play Slay the Spire competently: you need to understand what threats you're going to end up facing as the difficulty ratchets, and you will come to understand them probably by losing because of them. On future runs, you can then try to use your resources accordingly to build against them. You'll know after a few runs that as you get deeper that you'll be facing more guards, needing armour-piercing damage to attack successfully, needing more power, and needing to crunch through more firewalls that will have higher odds of brutal countermeasures attached to them. You also will not enjoy this if you dislike the feeling of being pressured by a game or generally want a relaxing experience out of what you're playing. The core tension that makes gameplay challenging is that you want to take your time looking for the perfect hole in the guard patrols, looting all the treasure available and checking all the vendors you can - but every turn, the alarm ratchets up, and at set points bad stuff happens: first inconvenient, then risky, then easily fatal if you're not well on your way to making yourself scarce. That concept is what sold me on the game initially and I still love it dozens and dozens of hours in, but it's not for everyone. You can use the insanely modular difficulty settings to turn this off pretty much entirely, but I would only really recommend that as a learning tool if you feel there's something you might enjoy here but you're having trouble learning the mechanics under pressure. However, despite the pressure, despite the high difficulty - the game is far fairer than most negative reviews complain about. As it so often comes down to, most complaining about bullshit and unfairness and yadda yadda in a highly-acclaimed title just comes down to "skill issue, git gud". And the aforementioned extremely modular difficulty settings are there to help you git gud and understand what you'll need to succeed tactically and strategically! The best way to learn here is by failing, and those failures are made less painful by being able to first try to tackle the game with plenty of turn and mission rewinds. I would strongly advise any new player to swallow whatever pride you may have about picking 'easy mode' and do their first several runs on Beginner. If you do that - if you come to this game with patience and believe in that old Dwarf Fortress mantra that "Losing is fun!" - you will be rewarded with hours and hours of engaging tactics puzzles that beautifully embody that speed-chess, Hotline Miami, Doom Eternal, Rimworld feeling of trying to keep a lid on five different perilous situations at once and having to deal with the consequences when you inevitable have to make a sub-optimal call in one of them.
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Last Updates

Steam data 21 November 2024 04:14
SteamSpy data 18 December 2024 11:33
Steam price 23 December 2024 20:44
Steam reviews 22 December 2024 21:53
Invisible, Inc.
8.8
5,077
471
Online players
34
Developer
Klei Entertainment
Publisher
Klei Entertainment
Release 12 May 2015
Platforms