*Phew*, that was a wild ride, getting this game out. I can say without a doubt that Invisible, Inc. was our hardest design challenge yet. When we built Invisible, we had a vision of what the game would be: a tight, all killer, no filler spy thriller where every action mattered, and every decision could be your last. We spent years developing this concept, and putting it through the ringer in Early Access. We’ve now officially launched, and we’re relieved that players are enjoying it.
So, what have we been doing since launch? First, we’ve been keeping track of all the bugs and suggestions that have been posted, as well as our automated error reporter, which tells us when something goes wrong, even when players might not see the issues themselves (for example, if an animation is missing for a few frames). Since we launched, we’ve put out a half dozen hot fixes.
We think we’ve caught the majority of the bugs (though of course, there will always be more to be squashed), and we’re now looking into the future. This is what we’re working on:
Free Content! We’re already working on a free update to the game for all you wonderful people. Our first free content update will include some sweet new programs to play with. You can see a sneak peek, up above.
We are working on a good half dozen programs, and we’ll introduce them over time as they are ready. We’d also like to dive a bit deeper on another game mode, and we’re throwing around a few ideas here. They’re a lot of work, but we also feel they create a lot of replayability.
New Agent Pack One of the best things about Invisible is how much a new starting suite can change your play style. Whether you’re packing Central with Faust, or dual wielding with Nika, new agents can greatly affect your trajectory. We’re looking into new Agent DLC pack, featuring agents from the now defunct Pan-Euro Infosec Agency. We think adding to the roster is not only great for the game, it also gives us more ways to delve into their backstory. We haven’t worked out the details or pricing for this yet, but we’d love to hear your feedback.
We launched this game into Alpha in early 2014, Early Access in the Fall of 2014, and now we’ve officially launched, but that doesn’t mean we’re done supporting the game.
Thank you once again for sticking with us!
HOTFIX: May 21, 2015
Hello everybody.
We have a bunch of additions, and fixes for you today.
We've added subtitle support, some changes for systems with non-widescreen aspect ratios, and several other tweaks, changes and fixes based on your feedback. Thanks again for all of your comments and suggestions!
List of changes:
Non-widescreen aspect ratio support. Toggle off 'Enforce Widescreen' to allow arbitrary window sizes.
Subtitle support. See Options > Video > Subtitles
Fix a crash/missing anim that occurs if you give away your weapon while in overwatch.
Fix a graphical issue when rendering using certain Linux drivers.
Fix a potential error running the game if there were periods in the installation file path.
Fix cameras in certain orientations not having the correct vision.
Fix more typos, unlocalized text, and text being cut off using the Russian language pack.
Fix missing animation that occurs occasionally while the Akuma drone was shooting.
Fix a crash that could occur after an EMP'd portable server was picked up.
Allow more responsive firewall breaking in mainframe mode
Allow standalone builds to select Language options
Fix sold programs still affecting the game (Seed, Emergency Drip, etc.)
Fix anatomy analysis consuming PWR when shooting a tag gun
Xu can disable heart monitors
Sound effect added when drones are EMP'd
Fix possible error on shutdown while modal dialogs were active
UPDATED: Any captured agent (an agent previously on the team) that is not rescued in a detention centre mission will be randomly reinserted as a rescue candidate.
HOTFIX: May 15, 2015
Changes
[LIST]<*>Fixed font rendering of language packs on certain OS X / Linux machines
<*>Fix for a possible crash when getting a tooltip on a null drone who was standing on an item while Paradox was installed
<*>Fixed a crash while showing the tooltip of Holocircuit Overloaders on the character info screen
<*>Fixed current language setting not being assigned correctly immediately after downloading the language pack
<*>Fixed a possible crash if setting a shock trap on the final mission exit doors
<*>Fix for missing animation on Akuma drone if it shot while standing over a unit
<*>Fixed possible error while tooltipping over the Sprint button
<*>A few typo fixes
<*>Fixed possible crash when a guard is killed while opening a guard elevator door
<*>Fixed possible crash when Countermeasures was activated
<*>Fixed an error that occurred while clicking End Turn while the courier/prisoner was shot, or while dragging a body
<*>Allow the game's default font textures to be used if a language pack doesn't include font texture overrides
<*>Fix for possible crash while a guard was shot while moving
<*>Fix for camera vision not quite matching its sight rendering. This will only impact new missions.
<*>Fixed rare crash while a grenade guard's path overlapped with another guard. This will only impact new missions.[/LIST]
HOTFIX: May 13, 2015
Thank you everyone for the amazing feedback! This game has been the hardest design challenge we've ever taken on, and we're all super glad that people are appreciative of the experience.
We've got a few minor hotfixes coming in today based on the the bug reports we've been getting:
[LIST]<*>Fixed a bug with multiple Paradox daemons allowing you to hack after one had worn off. This will impact only newly created missions.
<*>Fixed guard peripheral vision occasionally not updating correctly, causing them to notice you beyond line of sight. This will impact only newly created missions.
<*>Fixed an exploit involving agents with Stealth 5 and being able to create infinite AP through running. This will impact only newly created missions.
<*>Fixed a handful of mission animations.
<*>Fixed a handful of typos.
<*>Fix for a crash situation involving hunting guards after alarm level 5.
<*>Fixed a potential crash while scanning the CEO and being shot by a guard.
<*>Fixed a possible viz crash while a guard was looking around and subsequently being overwatch shot.
<*>Fixed a rare crash involving pathfinding when a grenade guard tried to throw a grenade from a cell being pathed through by another guard.
<*>Fix for possible issues with double-clicking certain buttons that would result in rewind/loading errors.[/LIST]
Thanks again for supporting our games!
Invisible, Inc. Official Release!
Invisible, Inc. has officially left Early-Access and has now officially released to the world for $19.99 USD with a special launch discount price of $17.99.
Klei Entertainment, the independent studio behind the hit games Mark of the Ninja and Don't Starve, presents: Invisible, Inc.
https://www.youtube.com/watch?v=WZ8b_J7DS64
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.
Once again, a huge Thank You to everybody who joined us all the way from alpha, through early-access and soon to be release.
http://store.steampowered.com/app/243970
HOTFIX: May 11, 2015
Nothing like a Day -1 Hotfix! Thank you so much for everyone who has been submitting bug reports. It's hugely appreciated. This hotfix will not require a level regeneration.
[LIST]<*>Fixed various typos
<*>Better quality cutscenes!
<*>Fixed possible crash in Endless mode when a dead turret had magnetic reinforcements
<*>Added a campaign option to disable Countermeasures for final level. More options FTW!
<*>Fix missing idle CEO animation
<*>Anatomy Analysis augment will not consume power when KO guns are used, unless the mode is Expert Plus
<*>Allow CFO mission to spawn after the first executive mission in Experienced and Expert modes
<*>Fixed awarding Never Look Back
<*>Vault key card is consumed when using it to unlock Endless mode exit doors[/LIST]
You can check out our previous hotfix here.
Heya! Thanks to all the Early Access folks with the prompt feedback as always. We've fixed a lot of the things you've found ahead of the official launch on Tuesday, as shown below.
Because a couple of the fixes includes simulation changes, to maintain compatibility and preserve your campaign, the simulation will rewind old saves to the beginning of the level with a new generation seed. We'll try to do this as little as possible, of course -- thanks for your patience!
[LIST]<*>Fix guard LOS not updating when directly facing a door that is changed, causing a guard to shoot through the door in certain circumstances
<*>A mission item on a KO'd agent is considered acquired as long as the agent is escaping in the elevator.
<*>Fix missing animation on a drone that opens a detention cell door while on top of a KO'd unit.
<*>Multiple strings fixed (typos, etc.)
<*>Fix crash that could occur if a lock decoder was pre-emptively despawned by opening the door it was attached to.
<*>Fix missing pinning animation for 2-handed enemy units (enforcers, omni)
<*>Fix crash when a guard is shot when turning to face a moving agent.
<*>Fix modal-lockpick animation size.
<*>Fix colour blind shaders on OSX.
<*>Fix DPI-aware issue causing truncated fullscreen.
<*>Agents can no longer paralyze drones.
<*>Fix a crash if a drone opens a door and is consequently shot by overwatch.
<*>The Never Look Back achievement is now awarded.
<*>Fix tactical view of a certain piece of Plastech decor.
<*>Don't award end-of-level achievements if the player lost the mission.
<*>All Sankaku levels are ensured of at least one human guard.
<*>Removed 8k x 8k ULTRA shadow quality graphics setting as it was causing issues on a fair portion of users.
<*>Laptops now have a 2-turn cooldown on deploy
<*>Fixed hang if CFO wakes up within hearing of an agent
<*>Fixed drones disappearing when shooting while pinning a guard/agent
<*>Fixed various other innocuous warnings we've been seeing in the code
[/LIST]
7311 73h '//0r1d!
Rhymes With Play! Dev Cast Episode 35 - Invisible, Inc.
Join the Klei team this Thursday, May 7 at 3:30 PM PDT on our weekly Twitch Dev Cast where we play Invisible, Inc. and chat about the new things that we have been working on since our last Early-Access Build including:
[LIST]
<*>Fully-animated cinematics
<*>New items, augments, and programs
<*>World Generation - where you can set the game up as you see fit,
<*>Upgrades to UI, sound, FX and gameplay
[/LIST]
Also, beginning this Thursday May, 7th, All Invisible, Inc. players will be given access to play the final release version of Invisible, Inc. before it's official release on May 12th. Check out our official post for more information.