

Invisible, Inc.
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Invisible, Inc.
Lead a team of agents into dangerous corporations, where stealth, precision and teamwork shape each high-stakes infiltration. Locations, threats and loot are randomly generated, while agents, items, augments and programs let you adapt your strategy. Five game modes and extensive generation options provide different ways to configure a run. Steam players rate the game 91%% positive across 5,113 reviews. The Steam language listing specifies English with full audio.
Credits
Lowest recorded in 36 months
$4.992023-08-28 · GOGBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | Yes |
Steam PC edition data · 2026-11-11
02Before you buy
Modes
The Steam version is single-player. Five game modes and extensive world-generation options offer different ways to tailor a run.
Language
Steam lists English with full audio. Check the product listing before buying to confirm that its language and control options suit your needs.
03Frequently asked questions
What is the game about?
Lead agents into dangerous corporations, relying on stealth, precision and teamwork during high-stakes missions.
What changes between playthroughs?
Locations, threats and loot are randomly generated, making each playthrough different.
What choices are available?
The description names ten unlockable agents, six agent variants and six starting programs.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Invisible, Inc. is a roguelike, turn-based, strategy stealth game. Moving past the buzzwords, it's a game where you move your units through randomized levels by observing the patterns of enemy movement and then avoiding them on your way to the exit point of the level. If you're lucky, you'll find some items or cash along the way. As you go further in the game, you face more and more dangerous enemies. Eventually you get spotted, die, and have to start again from the beginning. You do that last bit a lot, actually. I've noticed a lot people assuming that the game is similar to Shadowrun Returns or XCom due to the isometric perspective. It really isn't, and if you go in trying to play it that way you will end up being frustrated. Invisible, Inc. is a stealth game and a roguelike. Combat is difficult and usually not an effective way to deal with enemies. Also, it is a roguelike, to the extent that word still means anything, and you will most likely fail a lot as you learn how to play, and sometimes just because the random number generator screwed you over. How much you enjoy it will depend on your tolerance for that sort of thing. Also, this being early access, there's always the question of whether the creators are going to actually finish the game. Klei is a pretty well established company at this point, and they previously did a public beta similar to early access with their game Don't Starve. Personally, I think they're trustworthy based on that track record. Not that I'm an expert or anything.Show moreShow less
A fun and stylish roguelike stealth game that unfortunately has very limited depth. It’s an interesting idea that I really wanted to love: the alarm is always rising and you have to maintain your stealth in this turn-based grid tactics game. It looks beautiful and there are a lot of cool toys. Was fun for a playthrough before Contingency Plan, was fun for a playthrough after Contingency Plan, especially when I figured out how to kite guards. However, the poor communication of audio range, general fiddliness, and lack of content variety got me bored pretty quickly. The draw of most roguelikes is that you're mitigating randomness by putting together a strategy on the fly with whatever you find. Although Invisible Inc. does have a lot of random stuff going on, a dominant playstyle emerges: every agent should have a cloak, a neural disrupter, and a stim: all other items are excessively situational. Later on you should have paralyzers and AP as well. Your designated paperweight agent should be dragging a KOed guard above another KOed guard somewhere out-of-sight, so that you can keep two knocked out guards out of the rotation indefinitely. PWR is disabled cameras and unlocked safes, so have some way of generating a lot. You should avoid guards and get as far into the facility as you can before you can't avoid knocking more guards out, at which point you're a few turns away from escaping and cut bait. Within this playstyle (which, by the way, doesn't really change when you're playing endless), you're solving the same puzzle over and over again: how do I get across this room without alerting a guard? And figuring out line of sight for guards in motion is, while super deterministic, annoying as heck. The game punishes you severely for deviating from The One True Playstyle. Don't kill people -- you'll raise the alarm. Don't bust daemons unless you know what they are or have to -- you'll screw yourself over. Don't hack the robots unless you have to -- it'll alert them. Don't use wacky consumables: they waste space and your inventory slots are precious. Creativity is limited to kiting guards around to let other people deeper into the facility, which was entertaining for about an hour -- and I think that's the main problem. When it comes to risk-reward in this game, there's no incentive to do anything remotely interesting: by doing so, you're taking on unnecessary risk, fighting the game every step of the way. And the core loop just isn't interesting enough to justify more than a couple playthroughs of its tight but sterile mechanics.Show moreShow less
All right, so I do recommend the game, but I'll say right away that it's easily not for everyone. In short, if you're expecting a well-pieced together story, you won't find it here, but if you're after a rogue-like turn-based dungeon crawler, then this game will be right up your alley. The presentation is probably the game's biggest strength. It's put together well in shiny visuals, clean UI, and a fun gameplay concept that takes isometric turn-based combat and makes it stealth-oriented, where you're better off avoiding the enemies rather than engaging in fights. The game is fun, if you enjoy turn-based tactics that let you plan your every ally's move. The gameplay concept is solid, but some of its execution was a fair bit annoying to me personally. A lot of the challenge presented felt simply artificial and unfair. The raising security level each and every turn forces you to rush each mission. Exploration is simply not rewarded under this system, because the longer you stay on your mission, the more security measures will be added after every few turns, which will eventually put you in a tight spot. I never came across any way for me to freeze or reduce the security level. It's just a rush against time, but on turn-based basis. I was also not fond of the fact that I couldn't buy any equipment for my party in between missions. The only time I could do it was if I happened to find an automated shop during missions, when I had virtually no money to spend. Of 4 agents I had in my missions, 2 were running about without weapons and just being used to sit on the guards. This brings me to another annoyance. If you don't have a weapon, you have no way to deal with the guards. No idea what sort of agents these are who can't even take out a guard from behind unless they have a tazer. Things start to get more complex when you meet enemies in armour, who are invulnerable to most weapons, and your only chance is to play a cat and mouse game where you're constantly running away. But, I really did like being able to improve my agents in between missions by upgrading their stats, even if stats themselves did feel a bit unbalanced. Speed felt like the most useful stat by far, since it gave you more action points, with hacking being a close second, since everything requires hacking. But strength and anarchy felt next to useless. Strength only lets you carry more items, and anarchy makes you steal slightly more money from the guards. And lastly the story, well, it was mostly on the background. The most of it you'll see is in the opening and ending cutscenes. But the rest of the game you're just dungeon-crawling really. It was pretty neat to get to pick which mission to do from a wide selection. It's very non-linear and each mission simply increases your assets - either you rescue an extra agent to add to the team, or you find some new shiny gear to use. Though because of that, it also meant that there were no story-related reasons to do any mission. You could expect the same approach in each one and merely doing as many as you can to pass 72 hours in-game before having to do the final one with what you've got. I was also hoping there'd be some more character development. All the agents in your team were just mute puppets for you to control. They never showed any personality or had anything to say aside from a witty one-liner at the start of each mission. Having said this, if you are a dungeon-crawl fanatic and like challenge, you should enjoy this game very much. It has higher difficulty modes, as well as an endless mode too where you have to survive for as long as you can. Overall, it's a worthy game to try and I have had my fair share of fun with it, even though the main campaign is rather on the short side.Show moreShow less
While the gameplay can have some fun moments, I can't say I'm particularly impressed with many of the design decisions. There is certainly some fun to be had in playing the role of elite cyber-spies in a hostile world. The two core mechanics (the sneaky, explory, stabby part, and the hacky, chancy, resource managy part) work well together. The mission selection and character progression parts also add a nice strategic element to the game. The interface works well enough, though it's perhaps a bit lacking on the clarity. However, there are enough things wrong with the game that none of these things really make up for the shortcomings. My biggest pet peeve is that there is a consistent refusal to present any pertinent information until after it would have been useful. That's certainly a good way to force replayability, but it does nothing to endear the game enough to actually want to go through the trouble. All it does is ensure that the first play-through is full of annoying experiences that could have been solved with a few more lines of dialog. It doesn't end there. The stealth is a bit less exciting than you would expect from the people that made Mark of the Ninja. It uses the standard vision cone system, which doesn't really translate favorably into the slower nature of turn-based games. It's hard to feel excited when sneaking past a bunch of fairly predictable, and very dumb mobile vision cones. The only time there is any semblance of a challenge is when the computer floods the level with dozens of enemies, and broadcasts your location every turn. This takes the game from "stealth" to "I hope the RNG was kind to me." The difficulty curve is quite inconsistent. The game is actually really simple once you get going. The missions are straight forward resource management problems; optimizing the use of AP, Power, Items, and Time. I would have liked a few more lessons about conserving resources and priorities at the start, but it's easy enough to figure out with a bit of trial and error. However, it will occasionally ramp up to night impossible when you failed to get a specific item for a particular situation, more often than not because you never even found what you needed. That's acceptable in a rogue-like where most game measure in minutes, but much less enjoyable in a longer game where even a quick playthrough demands your attention over many hours of gameplay. The levels are at the mercy of the RNG, sometimes making even high difficulty tasks a breeze, while other times putting an ever more aggravating set of obstacle in your way on even the easiest maps. There are plenty of dead ends and empty rooms, and little else to explore. With the inclusion of permadeath, and a very limited optional rewind feature this can lead to some annoying situations. I did enjoy the actual execution of the missions. There was enough flavor to the game that I enjoyed going through the campaign. Unfortunately, it lacked the depth of more complex games like Frozen Synapse, and it failed up for that lack of depth in any useful way. In particular, the game would have benefited from a stronger story, and more interactive characters. Judging by the dialog there was a fairly interesting, dark, and deep world behind the game. There are certainly tidbits here and there hinting at an interesting story going on in the background. Unfortunately that world does not really come through; the inter-mission cutscenes are too short, and never change, while in game there is barely any dialog except a few triggered lines whenever you meet specific objectives. I think there was definitely a missed opportunity for some kind of data-collection mini-game with bits about the world. Some occasional character banter would have gone a long way; as it is your characters are just bland dolls you control. Sure, the narrator character mentions a bit of backstory when you select them, and they have different looks, and different equipment, but they might as well have been formless blobs for all it mattered. I would have liked to see a bit of in-game dialog of the playable characters reminiscing about old missions, or random events around them. This could have offered some depth to the story, and introduced concepts as the game went on instead of dumping you in a situation you were supposed to expect. Finally, I did notice a somewhat consistent problem with clicks failing to register. More than a few times I clicked on a character and sent them to a new location only to have my previously selected character run into the center of the action. It's easy enough to deal with by clicking on a character a few times, but it's just one more annoyance that takes away from the experience. In all it's a passable turn-based tactics game, sporting a fairly basic stealth element that doesn't feel very well thought out. It doesn't really bring much interesting to the table. It doesn't do a very good job of introducing itself, and when you puzzle it all out the end result is not spectacular. It's a game that tries to force you to play more of it, without actually doing much to make you want more. I can certainly see some people enjoying it, but it's certainly not something that will have any sort of wide appeal. Give it a try if you really like turn-based tactics games, or if it's on sale. Otherwise save yourself the time and headache.Show moreShow less
Despite the high positive review % this game is criminally underplayed and I believe I can provide some insight that isn't covered in the other reviews and also address some points from the negative reviews because they may deter people that would otherwise enjoy this game and get their money's worth. That said I will be as objective as possible. First thing, this is pure turn based strategy gameplay. The campaign and storyline is there but you need to enjoy the raw gameplay in order to appreciate this game. Despite what you've been told the 'stealth' part is completely optional; it can be as disgustingly brutal as you want it to be. My preferred end-game is to kill everything and I've found the right setup to make it extremely effective. Winning isn't about figuring out what strategy works; they all 'work' even on the 'Expert' difficulty. The reason Expert is considered by Klei to be the intended difficulty is because it's the hardest preset that doesn't limit your options. Specifically 'Expert Plus' only discourages knocking out guards until you get EMP access but I don't expect anyone who hasn't played the game to know what I'm talking about here; just know that even the "hardest" difficulty still only limits your strategical options temporarily. I can accept most negative opinions of some features but my major gripe is their point about the RNG. Take it from me; you do not lose because of RNG when playing on a preset difficulty (not custom settings). In most cases blaming RNG on your loss is a clear case of the Dunning-Kruger effect. You lose because you made strategical or tactical mistakes. Of course everyone makes careless mistakes from time to time and Invisible Inc acknowledges and embraces that with a number of "rewinds" that essentially legitimises save-scumming. There is an alarm system that increments every turn, adding difficulty over time throughout each mission. Some opinions express distaste for it but I think it's great. Historically most stealth games are very easy; you can be as patient as you'd like and often killing or incapacitating people has no repercussions. If that's the requirement for stealth games then this isn't one. It's a strategy game first and foremost, and a very unique one. Overall this game isn't easy at the higher difficulties. Beginner exists for a reason so it's ok if you can't brain. If you let it this game will teach you how to brain. Not recommended under the influence of alcohol or sleep deprived, or try anyway, whatever. Fight me in the comments, on the forums, or real life.Show moreShow less
I bought this game when it first went Alpha due to my love of Mark of the Ninja and my liking of XCOM: EU. This game is supposed to be kind of a fusion of both, a stealth-based tactical RPG. I was dissatisfied with it for reasons I’ll list below but because its was extremely early Alpha I decided to just wait until it became more complete. Unfortunately it really hasn’t changed much. Right now the game is a mess, people claim it is hard, but it’s all artificial difficulty to an extremely punishing degree. Unlike beloved stealth games like MGS, Thief, Splinter Cell, Dishonored, and Klei's own Mark of the Ninja this game actively punishes you for taking your time and being cautious due to an alarm system that’s constantly ticking up from the start of a level even if you’ve been completely undetected. The procedurally generated levels also can throw you into unwinnable situations. Even fans of XCOM: EU will be probably be dissatisfied because as I said this game punishes you for being cautious, which is the cornerstone of good XCOM playing. Your agents aren't nearly as expendable as XCOM troopers too which makes it even more ridiculously punishing. Stunning enemies is rather pointless because they just get up after two turns and shooting them just brings down the whole building on you. The only real way to beat levels right now is totally speed-run them (Which is even harder due to the procedural generated levels), which is not what a stealth game is inherently about; stealth games are about being taking your time and exploring your surroundings by doing things like studying camera locations and guard patrol patterns. Invisible Inc. just throws that all away and it really suffers for it. This game as it is right now is just for masochists. But it still is very early in development and I really hope Klei turns it around because there is a lot of potential here to make a fun and fair game. The groundwork is all there. I’ll keep this review updated when big enough updates come around.Show moreShow less
This is like XCOM except it won't waste your time with huge maps and long drawn-out firefights across a ravine. It feels a lot more like dancing, as your squad scampers around guards and rooms, trading places / items / roles. Very emergent qualities to the mechanics too -- you might make some noise to bait a guard outside, and he'll open a door and wander into your melee overwatch ambush... but then he left the door open, which means a hacked turret has line of sight to another guard in that room, and so the turret kills him -- the noise alerts other guards and raises the global alarm level, which shuts down your turret and spawns 2 more guards, etc. Things happen because of things, and almost every situation is avoidable if only you had planned ahead a bit better. Anyway, this is an exceptionally well-done game. Highly recommended. (DISCLOSURE: I completed the campaign on all 3 base difficulty levels. I didn't pay for my copy of the game. I know one of the developers.)Show moreShow less
I have a hard time computing my thoughts on this game, I started a playhtrough before I bought the dlc so my campaign run was the short version. Keep in mind that you can get a longer and probably better experience by buying the dlc first. I like this game, but I cannot recommend it for a few reasons that seem small but really makes a big impact on the enjoyment of the game(at least mine). Figuring out how to play this game is hard, you are rewarded for being careful and violence is generally punished. Killing or knocking people out makes the game harder BUT the more turns you take the harder it gets as well. This is supposed to make the game into you walking a thin line between being too aggresive and being too slow however it just ends up with you feeling like every choice you make is wrong. A lot of your decisions are also based on too little information, meaning the choices are sometimes not even possible to make based on what you see but you must roll the dice. So what we have here is a game where it is very hard to figure out how to play, well I figured out how I wanted to play this game but I was never allowed to. All the items in this game are attainable or not based on RNG, I wanted for example to knock guards out in melee but I never got any of those tools(except the ones you start with) and not even a chance to purchase one. I see what the developers are after with this they want you to make do with what you get and adapt your playstyle depending on what the RNG gives you, its a neat concept really and it creates a great replayability. My issue here though is this, I don't want replayability and I don't want to randomly die because the tools I got were subpar and the RNG gods sneezed in my direction. I don't want to have to restart and play through the ♥♥♥♥ due to that, this issue might not have been so bad by itself but together with the fact that you can't even play like you want to because gear, augments and computer abilities are all based on RNG it makes it not fun. For people that love turn based strategic games and also love to replay games for a long time and adapting your playstyle and characters depending on what gear you get this will be your thing. Sadly I really like to make the choices about how my characters are geared out and how they fight myself so I can't recommend the game even though I liked it.Show moreShow less
What people need to understand about Invisible, Inc. is that it has a rogue-like/lite format. Complaints about the campaign being 'short' or the story not being very elaborate completely miss the mark. Would you consider those things as negatives for games like FTL or Binding of Isaac? No. The campaign is simply half a dozen or so levels strung together with an endearing B-movie cyberpunk spy narrative. It adds charm and atmosphere but is hardly necessary for the enjoyment of the game's mechanics. Like Klei's other games, Don't Starve and Mark of the Ninja, the emphasis is on the core gameplay and not the needless fluff you find in most AAA games today. The levels are randomly generated so you won't get bored challenging yourself on higher difficulties or endless mode to see how long you can survive. There's also the right mix of characters, abilities, items, and hacking powers to keep things interesting when you customize your squad. Additionally you are able to tweak various difficulty settings to tailor an experience that's the right mix of fun and frustration. If you are a fan of turned based tactical squad strategy games that deliver a high amount of replay via randomization then you'll love Invisible, Inc.Show moreShow less
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Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.