$19.99Invisible, Inc. Every step closer to the alarm
Sneak a team of spies through corporate facilities, turn their security against them and get out before the net closes.
Is Invisible, Inc. worth it?
Invisible, Inc. is worth it if…
- you like turn-based tactics where planning beats luck and every mistake is your own
- you enjoy stealth games about getting in, doing the job and getting out unseen
- you want runs that play out differently each time, with new agents and builds to unlock
- you can handle a game that punishes carelessness hard, especially early on
- you like a stylish cyberpunk world with a moody soundtrack and sharp hand-drawn art
Screenshots
Planning the perfect break-in
Each mission is a puzzle of guards, cameras, locked doors and digital defenses, played out in careful turns. You see what the guards see, so the game is about reading the room: wait one more turn to crack a camera, or dart past now and risk a patrol turning a corner. There is no dice rolling to blame. If a plan falls apart, it fell apart because of your choices, and the escape that follows, alarms wailing and guards pouring in, is where the game gets properly tense. Getting out clean feels earned. Getting out at all sometimes feels like a miracle.
A different infiltration every time
Maps, threats and loot are randomly generated, so no two runs play the same, and rote solutions will not save you. You pick your team from 10 unlockable agents plus variants, and pair them with one of 6 starting programs for cracking corporate security. Between missions you shape each agent with items, augments and new programs, building a squad around your own style: quiet and nonlethal, or loud and brutal, with the alarm meter punishing the latter. Five game modes and extensive custom options let you set the rules yourself, and even a failed run unlocks new agents and programs for the next one.
Can you lose agents for good?
Can you lose agents for good?
Yes. The game has perma death, and the stakes ripple through the whole campaign: a captured or killed agent is gone from your run, though rescue missions can give you a chance to get one back. Losing your entire team ends the run. That fragility is the point, and it is why reaching the exit with the loot intact feels so good.
How long does a playthrough take?
A campaign run is short by tactics standards, a few hours, and the game stays focused on missions rather than base management. Since maps and threats are randomly generated, replaying with different agents and builds plays noticeably differently, and an Endless mode lets you keep going after the story if you want to keep mastering your squad.
Is it too hard for a beginner?
It is demanding, and several people who play it agree the difficulty can feel steep even on lower settings, since random maps can hand you a rough situation. But there are difficulty options and a beginner mode with extra failsafes, and starting there is a good idea while you learn what each agent can do. The game teaches through failure: every run unlocks new agents and programs, so even a loss moves you forward.
Is there a story?
There is. You play a spy agency on its last legs, racing the clock to strike back at the corporations that crushed it, with fully animated cutscenes and hundreds of lines of voice over carrying the plot between missions. The story sets the stakes for the tactics rather than getting in their way.























