
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.33/day in the week to Aug 4 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 830 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] 记得随手关门。 [/h1] 第一眼看上去这游戏很像是一个战棋游戏,有着类似XCOM/JA的小队作战和AP制;但实质上这是一个Roguelike。这是很重要的一点,因为这关系到从什么角度来评价这个游戏。 作为一个Roguelike,它继承了Roguelike游戏的随机性和高难度;角色、道具、技能并不多,不过也足够支撑起一个Roguelike的重复可玩性;游戏的主题是潜入,所以战斗的成分很少。它真正的优点,在于它的策略性。 很多Roguelike或者SRPG/4X等类型的策略游戏,它们有着多得令人眼花缭乱的职业、技能、道具...但在游玩过程中,鲜少能感受到策略性。因为真正的策略性,并不只是来自于更多的选项,而是更多的来自于高强度的思考。 通过引入战棋游戏的小队制和行动机制,在游戏的每一个回合中,你都要仔细的规划每一个队员的行动,合理地运用有限的技能和道具。在游戏独特的机制下,配合潜入的氛围,从关卡的开始到结束,你都会保持高度的紧张状态。而在一个普通的Roguelike中,很少会有情形需要停下来仔细思考战术。 一个战棋玩家会嫌它没什么战斗成分,一个Roguelike玩家会嫌它的内容不够丰富。但如果你是一个真正的策略游戏玩家,那么这游戏会让你感到惊喜。 [spoiler] [b] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2961002364] 🔥点击传送门🔥 [/url] [/b] [/spoiler]
Replaying [i]Invisible Inc.[/i] in 2026, it is still as good as I remember from ten years ago. It sends me back to the time when Klei Entertainment was my favorite indie developer. I didn’t know back then that this game was heavily inspired by [i]XCOM[/i] , but even now — after playing [i]XCOM 2[/i] and [i]Invisible Inc.[/i] back-to-back — I find great satisfaction in it. The lack of RNG in combat is definitely a plus, although trying to get the right gear in Endless mode can be frustrating. I’ve yet to get the Endless-related achievements, and I think the game is better balanced around Campaign runs. Still, beating it once or several times can bring you a lot of satisfaction if you’re into that kind of tactical game.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
I recommend this game as it's intense and I've enjoyed it tremendously. As a 48 year old father who has played Invisible Inc. for almost a decade and finished it several times, I've been absolutely fond of the cybernetic spy crew (and hacker AI) who "stick it to the man" under the strict supervision of their elder matriarch. A stylized blend of neo-noir chess, Ghost in the Shell and futuristic, dystopian Mission Impossible; Invisible Inc. is a real pleasure to play. Review by Ambrax
I've played 200 hours or so and I keep coming back to their store page hoping there's new DLC
I can't believe that the best tactics game ever was done in 2015 and nobody told me. Invisible, Inc. is an exceptionally good game (especially for its price point), with no major flaws while punching all the right buttons. It might be the best roguelike I have played. It is fundamentally, Metal Gear Solid meets tactical gameplay, and it is a masterful combination of both elements. It also has a very cool pace where every mission starts slow, as guards don't search for you seriously and the devices you need to hack into are not well secured, but as you get noticed more, and you continue through your objectives, more guards get spawned, everything becomes better guarded, and guards get more aggressive. This makes every mission feel very tense, and with a very unique sense of buildup; missions will usually start with you rapidly scouting for your objective and taking over the facility, and usually it ends with you scrambling to clutch a sprint towards the exit. It is tense from start to finish. As with most roguelikes, there is a steep learning curve to this game; however, the developers were kind enough to include two "learning" modes for the game: a beginner mode that has a lot of rewinds, level retiries and generally forgiving gameplay, to a more challenging experienced mode where every mechanic that seems inconsequential starts to come together, as you realize that every decision that you make factors into your success or failure. As a roguelike, if you lose, it's game over, so everything counts. Lastly, as my only major gripe with the game (and in certain way, ironic), is it's absolute cliffhanger of an ending. While the DLC fixes the small issue I had with the campaign being too short (only 3 days long, expanded to 7, giving you more time to take bigger challenges and assemble a stronger team). I am not particularly bothered by the direction, as I don't necessarily want a "good" resolution to my efforts, but I feel extremely cheated out of a proper resolution at all, which just made want more. I just *need* to know what happens after the ending, and since this game is 8 years old at the time of this review, and Klei does not create sequels (unless you count Don't Starve Together I guess), there's close to 0 chance we will ever get a proper resolution for the story. Which is another noteworthy thing about the game: I know that the bar for roguelike stories are *very* slow, and while it doesn't get super developed (I'd think Othercide is a better example of a fully fledged-out story), the moments that we get and the character interactions that exist make the immerssion into the universe so much deeper, that it just makes me wish that the game resolved its own plot threads. TL;DR, if you like stealth, tactics, or roguelikes, but this game. You will not be dissappointed.
I really wanted to like Invisible Inc. The positive reviews, the cool art style, and it being turn-based tactics which is one of my favorite genres, AND stealth which is another favorite genre of mine - made it seem like this would be right up my alley. Sadly, the game severely failed to meet my expectations, and even though the 4 hours I spent with it were somewhat enjoyable, I can't in good conscience recommend it. A detailed, spoiler free description of my experience: The game started off by immediately throwing me into the action, with a tutorial mission right out of the gate, which was fun and easy to follow. Once that was over, the game prompted me choose a difficulty - Beginner, Experienced, or Expert. As I tend to go for the medium difficulty on first playthroughs, I went for Experienced - but then was warned by the game that this is for people who have played this game before - not just games like it - and if this is my first ever time playing it, the intended first-time experience is to play Beginner. So I thought, fine, I guess they know what they're saying. I'll play beginner. I'm glad I did, because honestly, I think that otherwise, I would have probably quit halfway through the campaign. You might be thinking "wait, you didn't? You've only played 4 hours" - Yup, that's how long it took to beat the campaign. It's actually extremely short - you have 72 in-world hours before the final mission triggers, and traveling to-and-from missions takes 6-12 hours, so you only get a few of them in before the final mission is forced on you. The missions themselves are very short as well, as they are on a timer and you have a limited number of turns to complete them. As such, I got to see the whole story and finish the game in 1 evening. Now, the missions themselves... Here's the thing. The base mechanics, I thought, were mostly great. No dice or random percentages to your attacks, stealth and hacking were interconnected in a cool way that made both mechanics compliment each other, and having to balance speed with stealth was interesting and tension inducing. But, at every single point, the level design just bugged the hell out of me. Levels are completely randomized - just a set of rooms connected to each other with various guards, cameras, and other devices. One of them has your objective. Now, unless you've done a certain type of mission before and know what to expect - you don't actually know what your objective is. You're basically playing spies dropped behind enemy lines with 0 intel. What does the objective look like? What general direction is it in? What does it do? The game doesn't tell you this. Going through a level basically just becomes bumbling aimlessly through the building, interacting with everything that is interactable, until one of them suddenly marks the objective as complete. To make things worse, due to the random nature of the mission layout, the difficulty feels really imbalanced. You might get a level that's very linear, leading you directly to your objective, or you might get one that's a complete maze and you have to guess right. You might find your objective almost immediately and have the exit teleporter right next to it, making the level a joke, or you might have to check every inch before you find it, with enemy security growing on every round, and the exit teleporter is on the furthest possible point from it. Thankfully, on the easiest difficulty, this was always manageable and I never failed a mission - otherwise I probably would have just quit. The levels also started feeling quite repetitive after a while. Every mission type is exactly the same, really. Bumble around, find the thing, interact with the thing, leave. Sometimes it's a safe, sometimes a computer, sometimes a nano-fabricator, and a bunch of other things. But whatever it is, it all plays exactly the same. It's also worth mentioning that some missions have prerequisites (for example, to get into a safe you need a specific key card you can only get from another mission), but the game doesn't tell you this. You get all the way to the safe and you're like "wait, where the f*ck do I get a key card?" The rewards for missions don't feel like they really matter that much. You get some money, some gear, some augments. Yeah it buffs your team a little, but it doesn't really feel like you're really making progress. The story, basically, tells you - every time you start a mission, it helps us find our target. It doesn't matter if you finish the mission. Start it and immediately teleport out, and you still progress through the story - because the objectives don't actually matter. That just feels... strange. The whole story was utterly disappointing, really. The world-building felt lazy, the cyberpunk themes were extremely shallow, the characters were just emotionless talking heads providing you with exposition between missions, and the ending... oof. I rolled my eyes so hard at the ending. Such lazy, generic, formulaic trash. At one point I thought - maybe this isn't the TRUE ending, maybe that's just the "beginner" ending - and this actually sets the starting point for the Experienced campaign. Maybe that's why the game insisted I should play Beginner first. That would have been cool, and I was really hoping that's the case. Alas, when I tried to start Experienced after finishing it - I realized that's not the case. I'm just supposed to play the exact same thing again, with the exact same story, same mission types, same very short time limit - but this time at a higher difficulty. Unfortunately, I didn't see any reason why I'd want to do that. How can I play through the same story again when I know how terribly it ends? Just for the added challenge? That's not enough to keep me playing. Especially not when the degree of challenge seems to be severely impacted by random factors. Sadly, while the style is really cool, and the core mechanics are pretty great, I found everything apart from that to be just... bad. I genuinely can't understand how it's so positively reviewed. Maybe I'm missing something - but I honestly just don't get it.
六十八小时全成就了,玩之前没想到会玩这么长时间。之前以为是timelie那样调轴的多线程潜行,上手了才发现原来是经典回合制战棋。战棋当然好啊,我最喜欢的就是打牌和下棋了。那就看看怎么样吧。 游戏难度有点怪,初学者下面就是专家,然后专家加强。你说专家难度是标准难度,我多少信一点。虽然什么都不知道仍然自信专家铁人,开三把G三把,中期任务都没做到。不蹲掩体G了,乱跑G了,没随手关门G了,寄完了算是了解了游戏基本操作了,还是觉得不好打。这种一击死,视锥潜行,属性点培养,子弹都是消耗品的感觉有点像this is the police2,也同样是不能SL,但那个好打的多,那个有刀和手铐啊,晕了基本就是脱离战场了,这里还要分人去压。很难受。六级警报还会刷新的警卫替代失踪的警卫,好家伙看到这个我打晕都不敢打晕了(后来才知道只是会补死掉的战斗员),只能瑟瑟发抖纯潜行,稍有不慎满盘皆输。 我觉得这游戏应该不是这么玩的,所以就去看网上别人的说法。翻来翻去,最后在贴吧找到一篇很详细的心得分享。然后我才知道,哦原来一个人可以压制两个单位啊,原来堆叠机制是这样的啊,原来六级警报只刷战斗员啊,原来……我这才了解了很多细节,游戏水平也有了突飞猛进的增长。 随后通了专家和专家加强。打专家时尚且是自己的潜行打法,基本没到过警戒6,专家加强就用了更稳的门雷打法。随后打了20天无尽加强,我也不知道这个原本是为了节省时间的选择有没有比5天无尽加强+20天无尽更节省时间,但对这游戏的开发理解显然是显著上升作用的。在后期动辄6甲甚至7甲的局面下我没有用磨时间的门雷流,而是4远程穿透+阵雨+穿心长枪+四级兴奋剂一轮爆发强杀,为了防止警报爆掉有一个带4隐身衣2EMP的常隐单位提前把能停的心跳监测仪都给停了。敌人阵容一般就是7-8人+1无人机,阵雨打两轮一般就强杀了。这个阵容面对开局+10警报的debuff一般都打不到5级警报就溜了。只能说阵雨那是真的NB,基础穿2甲无限子弹致命武器这是独一份。 再多也不用说了。作为一款独立游戏,隐形公司是典型的有限深度策略游戏。有一套核心和系统,但并不复杂,不至臃肿。几十个小时的游玩足够基本摸清这个游戏了。说实话XCOM也是这种,但人家单局更长,还有丰富的mod扩展,重玩价值更高。这也是隐形公司可以继续努力的点。科雷不是不会做,而是根本没打算做。现在看来基本是一个放弃的状态了。不过这样也挺好的,无论身处何处,你自有你的优势区间。
The game was even more enjoyable than I expected. I bought the full package for $7 and it was definitely worth it. I recommend it, but don't expect too much from the story; the gameplay mechanics are great.
This game is amazing, don't listen to people who say otherwise. :3
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