
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
About
Genres
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 830 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Best stealth strategy game I have played so far.
Редкий пример смешения пошаговой тактики и стелса. Игра предлагает напряжённый, продуманный геймплей, где каждое решение имеет вес, а ошибка может стоить всей миссии. Однако, несмотря на замачивую основу, проект страдает от ряда недостатков.. В игре хоть и реализована процедурная генерация уровней, по итогу всегда получаются тоннельные уровни, где маршрут миссии от старта до цели представляет собой один основной путь с минимумом альтернатив и какого либо простора. Да, можно взломать дверь или отключить камеру, но какая разница по праямой кишке тебе нужно пройти или зиг-загами - путь будет один по относително узкомим коридорам. Апогеем ограниченности и наверное одним из самых спорных элементов является режим режим "Атака по времени". Поясню этот момент, это игра игра про хитрость и расчёт, где сила в планировании. Но режим добавляет физический таймер, который ломает эту философию, добавляет в игру раздражающий фактор спешки и превращая тактический шпионаж в хаотичный забег. Огорчает еще момент, что Klei (разработчик игры) судя по всему, фактически забросили проект. Если их другие игры (Don't Starve, Don't Starve Together, Oxygen Not Included, Rotwood) регулярно получают контент и обновления, то Invisible, Inc. ограничилась одним небольшим DLC и была забыта.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 played this a lot when it first came out, still holds up great! Turn based stealth is a lot more fun than it sounds.
the gameplay is okay, but the campaign is insanely short, and if you want the other half – you need to buy the dlc. idk, an approach like this feels weird
It's like XCOM, but not fun. Every level is a stealth level. Actually, the whole game is a stealth level. If you wanted to make stealth gameplay even more boring by making it turn-based, then this is the game for you.
You have to put a lot of time to figure how the game works. There is no manual with pictures explaining what items are, how they work, etc. Nor the developers made a TRUE easy mode (for kindergarten). That way, you are the users' manual as you play the game. And after you figure your first campaign, then raise the complexity level. But, since I paid $24, I am not going to curse the developers. Sadly I won't be able to play more since my available time for gaming is limited and this title will suck it all up.
Xcom but make it stealing
Great game, can be customized for very different audience, from complete amauteurs of TBS strategy games to veterans. What I personally like the most, is the tension during the missions, hard choices the gameplay presents, high stakes (especially on Expert difficulty, which I am about to beat someday), objective-oriented stealth missions instead of "kill-them-all". Also, you have good variety of characters, augments, hacking programms, devices and weapons to deal with threats the way it suits your playstyle. Apart from that, you can manipulate your enemies by abusing their periferal vision and hearing to place them where you need them to be or to lure them out of crucial location. The beauty of this game is that your tiny inattention or mistake can lead to a cascade of negative events which can turn your strategy upside down and turn your squad of elite spies in bloodthirsty chickens running for their lifes to the exit. It is really action-packed with minimum "meta-gameplay" where you should manage your base, so the 90% of time you spend in the game, you are engaged in tactical simulations, not the high-level management. One campaign can take about 5 hours probably, so it is pretty short and not so tedious like some Xcom / Xenonauts games, for example. Every choice, be it on a tactical level (AP or Power spending), economical (Credits and XP spending), or mission selection (rewards and enemy defences choosing) - is crucial. But as I said, you are not spending dozens of minutes by meta progressing your squad or base. The decisions are pretty quick on a strategic level. The title has roguelite elements, cause no matter the campaign results, you always progress and unlock new starting hacking programms and characters, so even if you fail, you get some kind of reward for your tries which can enrich your experience, let you try other playstyles. Given how many modificators influence procedurally generated missions, campaign walkthrough is never the same. I also like the artstyle. Given that the Invisible, Inc. takes place in dystopian cyberpunk universe, its artstyle is cartoonish and not grim and dark. I kinda like that for a change as well. All in all, I like it and will probably try myself with Expert difficulty.
Invisible, Inc. is a masterclass in tactical tension, a game that elevates stealth strategy into something razor-sharp, stylish, and endlessly replayable. Developed and published by Klei Entertainment, it imagines a near-future world in which a once-powerful espionage agency has been decimated by global megacorporations. With only seventy-two hours before your organization collapses entirely, you guide a small team of agents on a desperate offensive—breaking into high-security facilities, stealing vital data, rescuing captured operatives, and gathering enough resources to mount a final assault. This countdown framework sets the tone immediately: every mission is precious, every action is deliberate, and every mistake has consequences that ripple through the entire campaign. The core loop of Invisible, Inc. revolves around turn-based stealth, but the design pushes far beyond simple grid-based movement. Each mission is a dense puzzle box of cameras, guards, locked doors, and digital defenses, and solving it requires methodical planning rather than brute force. Your agents have limited action points, forcing you to weigh every step: do you dart forward to disable a guard before he turns around, or do you wait one more turn to hack a camera that might reveal an alternate route? Complicating every decision is the security alarm system, which ticks upward each turn, escalating the facility’s response and adding new threats. This creates a perfect blend of patience and pressure—you have time to plan, but not enough to dawdle. The game excels at making you feel clever when your plan succeeds, and painfully responsible when it falls apart. A major reason the missions remain consistently engaging is the procedural generation. Every infiltration is fresh: layouts, guard patrols, loot locations, and hackable devices shift unpredictably, demanding improvisation and preventing reliance on rote solutions. This unpredictability feeds into the game’s roguelike identity—success requires adaptability, not memorization. Across multiple campaigns, you experiment with agent pairings, ranged or melee loadouts, hacking-heavy strategies, or pacifist approaches. The diversity of tools, augments, and support programs lets you sculpt wildly different tactics. One campaign might lean on a stealth specialist who slips past guards unnoticed, while another might rely on a hacker who can turn entire security systems against their owners. Klei’s presentation further elevates the experience. The art direction channels a sleek, cyber-noir aesthetic—clean silhouettes, angular geometry, and vibrant red-blue contrasts that evoke espionage comics and retrofuturistic design. Every animation, from sneaking behind a guard to slipping through a laser-locked doorway, is crisp and readable. The score reinforces the tension with pulsing electronic beats that intensify in sync with your rising alarm level. Voice acting and brief narrative interludes flesh out the world without interrupting the flow, and the overall atmosphere captures the polished confidence that marks Klei’s other works, such as Mark of the Ninja and Don’t Starve. Yet Invisible, Inc. is not without friction, and some of its strengths double as challenges. Its difficulty curve can feel unforgiving, particularly for players new to stealth tactics. A single miscalculation—opening a door without enough action points to retreat, hacking a console at the wrong moment, misjudging a guard’s vision cone—can snowball into catastrophe. Because randomness influences map layouts and enemy behavior, some runs feel inherently tougher than others. While this unpredictability is part of the game’s identity, it can frustrate players who prefer absolute control. The story, though stylish, remains minimalistic; it frames the action rather than propelling a deep narrative arc. Those seeking emotionally driven character development may find the game’s focus too mechanical. Still, these limitations rarely undermine the experience. Instead, they reinforce the game’s razor-tight design philosophy: Invisible, Inc. is built for players who love systems that challenge their creativity and reward mastery. The campaign is short enough to invite repeated runs, yet dynamic enough that no two playthroughs feel alike. The optional Contingency Plan expansion expands the clock, adds operators, and intensifies the endgame, offering even more replay value without diluting the core design. Ultimately, Invisible, Inc. stands as one of the most refined and inventive strategy games of its generation. It distills stealth into its purest form—precise, thoughtful, and thrilling under pressure—and pairs it with a stylish world that feels alive with danger. For players who enjoy planning three turns ahead, exploiting tight windows of opportunity, and pulling off improbable escapes, it delivers an experience that remains gripping long after the first campaign ends. It is a shining example of how procedural design, tight mechanics, and stylish presentation can come together to create a strategy game that is not only clever, but unforgettable. Rating: 9/10
I played this game 4 or 5 times to completion, an excellent idea, carried out beautifully, and tbh I would love to see more games like this one. The style of game play is unique and I find no flaws in it whatsoever. Smart, entertaining, well desigend, bug free for the most part. A work of art. 100% recommended.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.2M | 7.2K | 82% | $24.99 | |
| $93.1K | 168 | 80% | $19.99 | |
| — | 0 | — | — | |
| $2.8M | 2.9K | 94% | $19.79 | |
| $9.9M | 22.4K | 94% | $14.99 | |
| $150.5K | 372 | 71% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2M | 6.9K | 93% | $14.99 | |
| $3.2M | 4K | 94% | $19.99 | |
| $3.2M | 1.8K | 73% | $39.99 | |
| $3.2M | 14K | 97% | $9.99 | |
| $3.2M | 32.2K | 78% | $4.99 | |
| $3.2M | 7.3K | 83% | $14.99 |