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Invisible, Inc. screenshot
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Genre: Strategy, Turn-based strategy (TBS), Tactical, Adventure, Indie

Invisible, Inc.

Invisible, Inc. Pre-Release - NOW AVAILABLE



As thanks for your support; 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.



With this new release, you will now get to experience all the new things we have been working on since our last Early-Access build, Including:
[LIST]<*>Fully realized story and world including 2 fully-animated cinematics.
<*>Over 1000 new lines of newly recorded voice over.
<*>A massive balance pass on all the items and programs, and a few new items, augments and programs to round off the suite.
<*>A new story based Final Mission.
<*>3 new starting programs which vastly change your playstyle.
<*>4 new agents, and a balance pass on existing agents, each with their own special augments and items.
<*>A daemonic new enemy, in the new Plastech corporation.
<*>World generation and gameplay options screen, where you can set the game up as you see fit.
<*>Expert Plus mode -- for those who want the ultimate Invisible, Inc. challenge.
<*>A revamped Endless mode with increasing difficulty as the days progress, up to difficulty 10 missions.
<*>New music for every corporation, final mission, and more.
<*>A giant upgrade to the UI, sound, FX and visuals.[/LIST]

We will be flipping the switch right after our Rhymes with Play Devcast at 3:30 PDT where we will be showing off the release version of Invisible Inc.!

UPDATE: We're live, go play!

Once again, a huge Thank You to everybody who joined us all the way from alpha, through early-access and soon to be release. We couldn't have done it without you.

We're almost there!

Invisible, Inc. Release Date Reveal Trailer

And off we go! I mentioned in my last post about all the things we’ve been working on, and now we can proudly say that we are launching in just under a month, on May 12, 2015.

Check out the new trailer here: https://www.youtube.com/watch?v=am_8xRt37JE
Here is a recap of what’s happening:
    <*>Invisible, Inc., our 3rd Steam Early Access game, is officially launching on May 12, 2015, supporting PC / Mac / Linux on Steam and DRM-free on our own website.
    <*>Starting today, Early-Access sales will no longer be available. We want everyone to experience the game in its fully realized version when it launches. If you already own the Early-Access version, you can of course continue playing the development build.
    <*>There are an incredible amount of changes since our last update, including fully-animated 3D cinematics (all done in-house), new agents, programs, augments, game modes, and more.
    <*>In addition to the above, today we're also announcing that we will be bringing Invisible, Inc. to the PS4! We have no set date for that as of yet, but it’s already in-progress.

    Finally, here are some tasty new screenshots:

    Corporate-Servers
    Hostile Takeover
    Incognita Mainframe Mode
    Smooth Transaction
    Incognita

    Originally posted by Bigfoot on the official forums.

    Development Update: April 6, 2015

    Hey everybody,

    We have an Invisible, Inc. development update for you. Check out our post on the Steam forums for information on what the team has been up too and what to expect as we head toward launch.


    Hello folks!

    It's now been 2.5 months since our last game update. At a high level, we’ve worked hard to utilize Early Access to realize the vision of Invisible, Inc. With your help, we’ve been able to determine how the core mechanics of the game interacts with players, patch systemic flaws, and expand the parts that are really working. After a few months of tuning, it was clear the core mechanics were working as intended, and what the game really needed was a whole lot of polish.

    We’re now closing in on launch date. We have a few loose ends to figure out before we nail down the exact date, but there are some things that we’re pretty sure about:

    First, we’re going to be launching sometime in May. It’s not completely nailed down yet, but we’ll be announcing it once we’ve worked it out with all the involved parties. This marks about a 9 month Early-Access cycle and, as always, we’ve been pretty adamant to make sure the game is in a solid, playable state the entire way through. We want our launch update to go out with a bang, and we’ve been working tirelessly toward that.

    Second, once we announce the launch date, we’ll be turning off Early-Access sales. We want to make sure that as we start talking about this in as many places as possible, new players have the best experience possible, rather than play the interim build. We’ve done a ton of work on helping new players ramp up -- once again, thanks for giving us the feedback to make this happen.

    As always, Early Access players will continue to have access to the current development build, and you’ll get the full game at launch.

    So, what have we been working on? Here are but a few things, in a deliberately vague list:

    • Fully realized story and world, with 2 fully-animated cinematics.
    • All new voice over (over 1000 lines recorded!).
    • A massive balance pass on all the items and programs, and a few new items, augments and programs to round off the suite.
    • The Final Mission (dun dun dun).
    • 3 new starting programs which vastly change your playstyle.
    • 4 new agents, and a balance pass on existing agents, each with their own special augments and items.
    • A daemonic new enemy, in the new Plastech corporation.
    • World generation and gameplay options screen, where you can set the game up as you see fit.
    • Expert Plus mode -- for those who want the ultimate Invisible, Inc. challenge.
    • A revamped Endless mode with increasing difficulty as the days progress, up to difficulty 10 missions.
    • New music for every corporation, final mission, and more.
    • A giant upgrade to the UI, sound, FX and visuals.

    We're uh… basically polishing everything in the game, so there’s a lot here we haven’t covered.

    So here we are, about a 6-8 weeks from launch. This is Klei’s 9th game in 10 years, and it’s a real pleasure to keep making these games with you folks. Thank you once again for your patience, feedback, and support over the years. It’s greatly appreciated.


    Check out the original post and join the discussion here: http://steamcommunity.com/app/243970/discussions/0/618458030670706797/

    Early Access Update 10: DEEP BREATH - Patch Notes

    The Invisible Inc team will now begin work on the final leg of our production. There are certain features and polishing work to be done that require more time than the 2 week update cycle will allow. There will not be any more small content updates as the team has begun the big final push. We will still be on the forums and keeping you updated on our progress, so please feel free to leave us comments and feedback.

    Some of the content and features we will be working on:

    * Building and balancing the entire campaign, including the Final Mission and full story
    * Complete voice over for Central, Monst3r, Incognita, and more
    * More generation options, including a full Sandbox mode
    * A more balanced Endless Mode, that increases in difficulty over time
    * Linux support
    * Steam Cloud saves
    * A new corporation to contend with
    * 2 new agents to join the fray

    For more information and a cool poster go to the patch notes post on our klei forum.

    Build 123928
    New Features
    * Key binding
    * Sankaku music track
    * Daemon database, reveals type of the daemons on the floor.
    * Fullscreen letterboxing (windows)

    Balance Changes
    * PWR does not carry over between mission. Always start at 10 PWR.
    * Augments don't stack by default, though some are able to stack.
    * Added tooltip for shocktraps that they ignore armor.
    * Added confirmation when selecting a location to infiltrate.
    * Added sound to Door Decoder.
    * Added wake up sound when drones reboot.
    * New icons for augments.
    * Corps each have one type of laser barrier.
    * Laser barrier system changed so that the generator is accessible without passing the beams.
    * Null zone drops when null drone captured.
    * Null drones have visual effect when null zone is up.
    * Null drone null range reduced.
    * Guard vision more accurate (and thus a little more dangerous). While moving, They will notice agents in their peripheral vision more often now.
    * CFO Flee behaviour
    * GFX settings format have been updated; you will revert to default settings.
    * GFX options behaviour updated to be less confusing. Removed the Apply and DX11 options.
    * Color blind option is saved and will be restored like other GFX settings.
    * Cameras and camera drones do not immediately trigger tracking behaviour unless the target moves.

    Bug Fixes
    * Fixed generator graphics bug
    * Fixed Generator refreshing grid items after rebooting bug.
    * Fixed guard pathing problem when bumping into agents at corners.
    * Fixed some situations where guard speech would be overly repetitive.
    * Fixed Dr Xu missing sound when using manual shutdown.
    * Fixed animation bug with Shocktraps.
    * Fixed reloading sound effect timing bug.
    * Fixed Kickdrum music not returning properly on reload.
    * Fixed guards re-positioning at the start of their first turn bug.
    * Fixed guards noticing agents leave their vision even while hidden bug.
    * Fixed hud display bug with overlapping Augment and inventory titles.
    * Windows should appear properly if their last saved location would otherwise put them offscreen of the current monitor setup.
    * Fix a crash bug with dragging a body next to a buster chip.
    * Fixed the behaviour of using the ESC key in a bunch of modal dialogs.
    * Fix Wireless scan item requirements not being respected.
    * Fix validate daemon not spawning guards sometimes.
    * Biogenic dart can be recharged.
    * Fix guards not returning to their posts after investigating.
    * Fixed missing menu cursor in OSX builds.
    * Different power grids should no longer generate the same name.
    * Shop contents now are determined on level creation, rather than at time of use.
    * Corporate Hallway zones now appear properly.

    Early Access Update 9: CYBER TERROIR - Patch Notes

    Check this patch out on our forums for some more details and a cool poster!
    forum update patch notes

    And Happy New Year!

    Build122303



    New Features
    * Tony Xu Archive build.
    * Felix Daemon.
    * Mask Daemon.
    * Scan chip
    * Skeletal Suspension augment

    Balance Changes
    * Scanner items now require the Hacking skill.

    Bug Fixes
    * several text string changes, fixing typos and character errors.

    Early Access Update 8: OPERATION SHERWOOD - Patch Notes

    Check this patch out on our forums for some more details and a cool poster!
    forum update patch notes

    Build 119777



    New Features
    * Archive build for Banks.
    * Triple the number of special events
    * New Akuma drone art design
    * Cursor change when in an item menu
    * Guard interest points will be seen if the guard was visible when they were placed.
    * Text scroll sound added to the menus to fill the void while we wait for the new voice-overs.

    Balance Changes
    * Anatomy Analysis augment now blocks 1 alarm point when guards are killed, not 2.
    * Armored Elite Enforcer shows up on difficult locations
    * Guards will kick down doors closed in their face
    * Hacked non lethal lasers will not trigger negative effects for the player. They will reveal the location of guards when they cross over the beams.
    * Ammunition renamed as "Charge Pack".
    * Items with cooldown get RECHARGE action. RECHARGE uses a Charge Pack and will reduce the current cooldown by 2 points.

    Bug Fixes
    * Fixed being able to med gel dragged bodies
    * fixed a bug with guard peeking
    * Fixed a bug with drag-able track bars in menus
    * Drones can't be dart gunned.

    Early Access Update 7: Memory Check - Patch Notes

    Check this patch out on our forums for some more details and a cool poster!
    forum update patch notes

    Build 118085



    New Features
    * Shalem's Archive Loadout
    * New Items and programs
    * Game over will prompt for rewind, if one is available.
    * guards have new idle animations.

    Balance Changes
    * Wall lasers now activate a daemon instead of causing KO.
    * Kill lasers do not permanently kill agents anymore (they can be revived normally)
    * Laser emitters short-circuit for a time after being tripped.
    * Lasers are now controlled via laser generator units.
    * Guard patrol path generation was tweaked.
    * Random events can benefit from Skill attributes

    Bug Fixes
    * Fix possible interrogation crash if the target died.
    * Better out-of-range handling for interrogation that behaves more like the CEO mission.
    * Fix objective text for the CEO mission.
    * Fix with the ordering of UI on the options screen.
    * Scripted mission events won't replay unnecessarily when using the rewind feature.
    * Fix for Rapier so that it is based on the actual alarm stage.
    * Removed the cheat menu for Release builds.
    * Fix a bug with dragging bodies when the dragger is KO'd.
    * Removed the modal confirmation when cancelling the items dialog.
    * Fixed some artefacting when displaying tooltips at certain resolutions.
    * Fix for authority daemon not showing a modal notification.
    * Fix a potential issue when clicking through screens during their activation transition.
    * Mouse-up events will no longer select units if the camera was panned first to prevent inadvertent selections.
    * Guards will get an interest at tiles they try to move into, but fail because an agent is there. They will also become alerted.
    * Guard look-around will now notice more things.

    Early Access Update 6: Archive Ghosts - Patch Notes

    Check this patch out on our forums for some more details and a cool poster!
    forum update patch notes

    Build 116318



    New Features
    * New alternate "ARCHIVE" agent starting loadouts. Deckard and International.
    * Rewind feature added. Works as a limited save and reload.
    * IRONMAN mode, play without the rewind feature.
    * New enemy type: Support Guards
    * New grenade items: Smoke and flash grenades.
    * New gadget, go find it.
    * Tutorial has a "guard blind spot" feature spotlight.
    * When guards are on overwatch, tiles that will hide your agents will be shown as purple colored zones.
    * better door visibility in mainframe mode
    * some sounds updated.

    Balance Changes
    * International's scanning ability becomes an item and now works passively.
    * Emergency Drip now works when your PWR is less than 3. Boosts it up to 3 PWR.
    * Opening doors and peeking will not cancel Melee Overwatch.
    * Augments and inventory are now two separate groups.
    * Agents now get new Augment slots using the Cybernetics lab.
    * Guards peek around corners at interest points.

    Bug Fixes
    * Fix cloak visual effect being removed only after being overwatch-shot while walking
    * Null drone is not impassable
    * Save window position in settings for Windows
    * Fix a room-generation problem with vault levels
    * Fix Interrogation target not being KO'd for 6 rounds.
    * Fix the Final Mission dialog not appearing.
    * Peeking should reveal bodies hidden behind cover.
    * Fix an inaccessible safe with one of the security prefabs.
    * The ShopCat store now has tooltips for player programs.
    * Corpses are no longer selectable.
    * You can toggle run while dragging.
    * Sankaku missions now always have at least 1 guard, for passcard assignment.
    * Fix some tooltip spacing.
    * Tooltip on Passcard
    * Stim III name fixed

    Early Access Update 5: RED EYE - Patch Notes

    Check this patch out on our forums for some more details and a cool poster!
    forum update patch notes

    Build 115029



    New Features
    * 2nd new throwable item. As well, the 1st from last update was made less rare.
    * New program
    * New Daemon

    Balance Changes
    * Many item names, descriptions and prices have been improved.
    * Predictive Brawling increases AP benefit.
    * Torque Injectors reduce item cooldown.
    * Volt Disrupter PWR use lowered.
    * Cyberlab Augment Injectors tell which augment they have when used and can be canceled. They also KO for 2 turns instead of 3 when used.
    * Level 1 cloaking rig now works when seen, but only lasts 4 tiles of movement.
    * Level sizes and guard numbers do not scale as quickly.
    * Level 2 guards gain full vision up to 90 degrees. No peripheral weakness.
    * Mission security levels also displayed by shield markers at the world map screen.

    Bug Fixes
    * Buster Chips action will display automatically when available (like the Accelerator Chip)
    * Fix issue detecting hostage death by laser
    * Selling your currently equipped program should actually unequip it.
    * Fix a save-load error when playing Security missions.
    * Fix for a potential cause of guards being able to overwatch-shoot in the same turn.
    * (OSX) Fix a problem that was causing non-fatal errors to crash the game.
    * Improved guard spawning to help reduces clumping.
    * Agents can observe paths of guards visible through controlled drones.
    * Fixed a crash checking agent distance in the interrogation mission.
    * Improved code in the vision system that was causing some animation warping.
    * Fix a probem allowing the player to break firewalls after the Paradox is installed.
    * Parasites are removed from units when they die.
    * Cameras triggered through alarm states work again. They also show 'Rebooting...' in mainframe mode when coming online.
    * Fixed a bug with Parasited mainframe items not working with Net Downlink.

    Early Access Update 4: Live Assets - Patch Notes

    Check this patch out on our forums for some more details and a cool poster!
    forum update patch notes

    Build 113680



    New Features
    * 2 new Agents to unlock at the team selection screen
    * New Cybernetics Lab location
    * Monst3r will buy items in the agency's stash as well as sometimes have trinkets to sell.
    * Incognita's programs can be sold at Server Farms
    * Agent Information panel available in mission (click on their animated profile image)
    * A new throw-able item.
    * Add speech animation to guard HUD displays.
    * Added manual camera control option to Gameplay options. This prevents *all* automatic camera panning.
    * Accelerator Chip bonuses now stack with the hacking bonus.
    * Removing Valuable Tech from a scanner will disable it permanently.

    Balance Changes
    * Stealth, Hacking and Anarchy skills have been reevaluated, also given a fifth upgrade level.
    * Agents' special abilities are now provided by unique augments. ( Shalem ends up with +2 armor piercing to start)
    * Parasite loses cool down and gains increasing cost with active parasites.
    * The artifact heavy vault has been adjusted.
    * The Executive is planning a big night out and has more cash on hand.
    * Programs are now only found at Server Farm Terminals but there are more programs available at each terminal.

    Bug Fixes
    * UI buttons don't 'click' without actually receiving a mouse-down event
    * Window resizing is aspect ratio constrained on Windows.
    * Unlockable images are correctly blacked out when viewing the Score screen.
    * Fixed certain tiles being incorrectly identified as seen or unseen for LOS calculations.
    * Fixed game data hash validation for OSX.
    * Fix possible crash when using data blast on a non-existent location.
    * Fix some mission dialogues being incorrectly reshown when loading a save game.
    * Fix most (all?) instances of guard instant-shooting after overwatch on the same turn.
    * Revert observe ability to original behavior, so that the agent observing must be in LOS (or have control of a camera with LOS)
    * Fixed inputting of symbol characters on OSX.
    * Fix possible crash when checking PC distance from interrogated guards.
    * When reloading from a save game with an error, the level will load from the last successful action rather than the beginning.
    * Fix possible crash when using Shade.
    * Fix misaligned text cursor when editing an empty edit box.
    * Knocked-out prisoners are draggable.
    * Usability improvements when using the accelerator chip.
    * Game Over will only occur when all units are dead and/or pinned, instead of simply KO'd.
    * The Captain is no longer always KO'd for 6 turns.
    * Fixed a bug where special guards could lose their impass status.
    * Fixed agents sometimes going invisible when using overwatch.
    * Fixed doubling-effect when employing both Parasite I and II at the same time.
    * Turrets now count as cover against guards.