Invisible Inc (Klei, TBS = turn based stealth!) is $12/40% off, +new patch

Miker

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http://store.steampowered.com/app/243970/

- Turn-based stealth with cyberpunk/neo-noir visuals (trenchcoats'n'corporations!)
- Procedurally generated levels and randomly distributed items that culminates in an extremely difficult final mission (think FTL)
- Multiple difficulty levels and really, really granular options for generating custom campaigns. There are rewinds for when you screw up a turn and lose an agent.
- High praise from people who know their shit regarding TBS games, including Tom Francis (Gunpoint) and RPS. GAF impressions have been very positive as well.
- PC/Mac/Linux, with PS4 version coming eventually. It runs pleasingly well on my 13" rMBP. However, there is no controller support at the moment. I hope it'll patched in once the PS4 version comes out.
- DLC coming out later in the year that will add more agents and expand the campaign (details)
- New patch today:
2 new starting programs to unlock.
8 new programs to find and buy at server terminals.
Kevin's expanded agent banter added[forums.kleientertainment.com].
New versions of the location maps:
new Vault
new CEO office
new Detention Center
new Guard Dispatch
new Server Farm
new Nanofab Vestibule
new Cyberlab (special!)
New starting room variations
Open single door hotkey - default is F
Armor icon and stat always visible on guards
Item requirements always show
CTRL click for right click on MAC enabled
Tooltip on guards searched and expertly searched by an agent with Anarchy 5
Augment grafter panel improved

Balance Changes

Felix daemon has been changed.
Cloak Rig III was changed.

Bug fixes

Guards insta killing KO agents when they wake up is fixed.
KO resistance will modify all KO effects like shocktaps and flash grenades
Fixed blocked peeking in an obscure case
Blinking rewind button no longer pauses gameplay
Time attack mode will now also unlock Expert level achievements
Holocircuit Overloaders do not make a noise that will alert guards.
Modded plastech guard spawn rate bug fixed
Endless key card exploit removed
Central can pick up the final mission item if she starts with a full inventory.
Anatomy Analysis will not activate on disabled heart monitors.
A Prisoner or Courier can abandon an agent in the field as long as at least one agent has escaped beforehand

Buy this game, folks, and you'll see just how intense a turn-based game can get.
 
good discount and pretty early. Sadly i've got no money now but ive kept my eye on this for a while. Glad to hear it turned out alright

maybe next sales!
 
Can't wait till this hits PS4, whenever that might be. One of my more hyped indie games. Game looks beautiful, though the procedurally generated tidbit makes me wary.
 
This is one of the best games of the year, and my personal GOTY so far. If you have even a passing interest in turn based strategy or stealth, you need to play this game.
 
Great little game that gets almost everything right. All of the systems work so well with each other. If you like stealth games or turn-based tactics games or good games you should definitely pick this one up.

Cloak Rig III was changed.

Hahahahahahaha
 
I don't think Invisible Inc has set sales charts on fire - Steamspy shows 113,907 ± 8,572 owners. I wish that it was doing better, because its design is so ridiculously smart and it deserves to be played by anybody with a passing interest in TBS. I actually enjoyed it more than XCOM myself, as I think it does a better job of presenting the player with more interesting risk/reward decisions. That said, I don't think Invisible Inc would exist without XCOM.
 
I don't think Invisible Inc has set sales charts on fire - Steamspy shows 113,907 ± 8,572 owners. I wish that it was doing better, because its design is so ridiculously smart and it deserves to be played by anybody with a passing interest in TBS. I actually enjoyed it more than XCOM myself, as I think it does a better job of presenting the player with more interesting risk/reward decisions. That said, I don't think Invisible Inc would exist without XCOM.

I think they are waiting for the PS4 version to be close/out before they do their big marketing push. They've barely marketed the game at all so far.
 
This is probably the best game I've played so far this year. If you like stealth and/or tactical play, you owe it to yourself to pick it up.
 
Yup. GOTY for me so far, too. As someone who loves stealth and TBS, this game is such a perfect mashup of the two. Some may not like rouge-like structure but the gameplay is too good to pass on.
 
So can I beat this game without fighting anyone? Does it even work like that?

I'd say you can definitely finish missions without fighting anyone - I think there's an achievement for ghosting a level, but in later missions, when security is more plentiful, you'd be hard pressed to finish a mission without knocking out at least one guard. There's definitely a non-lethal slant to the game, in that guards wear heart monitors that increase the alarm level if they're killed, and killed guards incur extra clean-up costs.
 
Kinda on the fence here since I haven't followed the game after it went into Early Access. Is it totally complete now? How does it compare with Klei's other games? I'm not much of a fan of their earlier work or Don't Starve, but I totally loved Mark of the Ninja. I also like turn based strategy, management, and stealth games. What's the turn based stealth like? Is it possible to make a comparison with something like Metal Gear Ac!d?
 
I'd say you can definitely finish missions without fighting anyone - I think there's an achievement for ghosting a level, but in later missions, when security is more plentiful, you'd be hard pressed to finish a mission without knocking out at least one guard. There's definitely a non-lethal slant to the game, in that guards wear heart monitors that increase the alarm level if they're killed, and killed guards incur extra clean-up costs.

The right combo of augs, equipment, and programs can also enable you to get through without touching guards - Cloaking rigs, ping, the aug that increases AP with firewall hacks, etc. You can make an invisible speed crew, but its hard.

Also, on a side note - Tony Xu can disable heart beat monitors that enable you to kill without penalty during a level, but i think the clean up cost still applies.

There's just endless creative combinations of ways to play this game. Non-lethal is extremely viable, but getting through without knocking out guards is probably not feasible.
 
I'm sick of being nice about this: If you don't buy this game, you may be an idiot.

Edit:
Kinda on the fence here since I haven't followed the game after it went into Early Access. Is it totally complete now? How does it compare with Klei's other games? I'm not much of a fan of their earlier work or Don't Starve, but I totally loved Mark of the Ninja. I also like turn based strategy, management, and stealth games. What's the turn based stealth like? Is it possible to make a comparison with something like Metal Gear Ac!d?
"I also like turn based strategy, management, and stealth games." —Person who inexplicably doesn't own Invisible, Inc.

Scratching my head here. Please go buy it and have a glorious time.
 
"I also like turn based strategy, management, and stealth games." —Person who inexplicably doesn't own Invisible, Inc.

Scratching my head here. Please go buy it and have a glorious time.

I try not to buy Early Access games if possible because I don't really like beta testing stuff. I want to play complete games. By the time it came out of Early Access, it just seemed to slip by and I haven't heard much about it. :(
 
Completely missed the DLC announcement! Glad to see they're going to keep adding in content like they do with Don't Starve.

Kinda on the fence here since I haven't followed the game after it went into Early Access. Is it totally complete now? How does it compare with Klei's other games? I'm not much of a fan of their earlier work or Don't Starve, but I totally loved Mark of the Ninja. I also like turn based strategy, management, and stealth games. What's the turn based stealth like? Is it possible to make a comparison with something like Metal Gear Ac!d?

It's been out of Early Access for a little while and the campaign is all there and can be played from start to finish. So yeah, it's pretty much complete.

I don't know how much I'd compare it to MotN but I love it at least equally. They're Klei's two best games as far as I'm concerned. It's been a while since I played Ac!d but yeah, that might be a good comparison. Just, you know, without the cards thing.

The stealth mostly boils down to timing your movement to avoid guards' patrols. Your ability to take them out is somewhat limited (your non-lethal takedown has a cooldown of a few turns and gun ammo is very limited) and they wake up fairly quickly. You can keep them knocked out by standing on top of them but that can leave you completely vulnerable if someone else walks in the room. It's a temporary solution at best.
 
I try not to buy Early Access games if possible because I don't really like beta testing stuff. I want to play complete games. By the time it came out of Early Access, it just seemed to slip by and I haven't heard much about it. :(
That's understandable, but it really seems like it will be up your alley.

It is an meticulous, gleaming, perfect piece of game design that is unlike anything else, and I'm pretty sure it flopped badly. Which is kind of devastating to me.

It's the only game I've ever considered buying ten copies of to give to strangers.
 
Kinda on the fence here since I haven't followed the game after it went into Early Access. Is it totally complete now? How does it compare with Klei's other games? I'm not much of a fan of their earlier work or Don't Starve, but I totally loved Mark of the Ninja. I also like turn based strategy, management, and stealth games. What's the turn based stealth like? Is it possible to make a comparison with something like Metal Gear Ac!d?

*Deep breath*

- Yes, it's totally complete. The campaign has an ending cutscene and everything (unless you're playing on endless, of course). I didn't participate in its EA phase, but as far as I know, all features that were going to be implemented have been.

- I haven't played Don't Starve, nor did I play Shank, but I also loved MotN to death, and I'm pleased to say that yes, Invisible Inc has lots of parallels to it. It's very clear in terms of visual design and you know /exactly/ what guards can see and what they can't. Once you have some (failed) playthroughs under your belt, you can pull off some really fancy sneaking maneuvers because the line of sight and patrol patterns are made so clear.
- Be warned that it is still an isometric game vs. MotN's 2D, so there's a bit of a learning curve in how to interpret sight lines and the like. Also, the AI is a great mix of being easily manipulated so you feel clever, while having some random patrol patterns that can really ruin your day.

- I haven't played MGAc!d, but in Invisible Inc, turn-based stealth works as you would expect it to. The core loop of the game is moving all your agents during your turn while trying to stay out of sight lines/leaving them in cover, then grinding your teeth as the enemies take their turns. You can spend AP to predict a guard's movements, go into overwatch to knock guards out, place traps, hack mainframe devices, etc. There are a few different enemy factions with more emphasis on physical presence, cybersecurity, drones, etc.

- If your agents get spotted, the enemy goes into overwatch, and you have two options to keep your agent alive: you have one space to move your agent into cover, or you have to knock out the guard with another agent (or I guess the spotted agent, if the guard is in melee range). If neither of those things happen, the guard will shoot your agent on the next turn, and you have to revive said agent with a medical or drag them to the exit. It's a great system that punishes you for being caught while still allowing you to play your way out of it.

- There's an alarm system that ticks up by one pip every turn, and once it reaches certain levels, more things happen, e.g. cameras turn on, a new guard is beamed into the level, one of your agents' positions will be revealed, etc. Some events, like killing a guard with a heartbeat sensor, will jack up the alarm level. It's brilliant.

- There's no real management layer to the game besides juggling your agents' inventories and leveling up their basic stats. No XCOM ant farm, no FE base with support conversations, etc. I wish there was, but the core game is so good I don't mind.

Hopefully that's enough to get you or anybody else to make up your mind. But come on, duckroll, I've seen you in enough Shadowrun threads to know that this is right up your alley :P
 
I don't think Invisible Inc has set sales charts on fire - Steamspy shows 113,907 ± 8,572 owners. I wish that it was doing better, because its design is so ridiculously smart and it deserves to be played by anybody with a passing interest in TBS. I actually enjoyed it more than XCOM myself, as I think it does a better job of presenting the player with more interesting risk/reward decisions. That said, I don't think Invisible Inc would exist without XCOM.

That's not horrible. Games on Steam tend to have long tails and sales will continue to pick up through discounts like these and the big event sales over time.
 
Kinda on the fence here since I haven't followed the game after it went into Early Access. Is it totally complete now? How does it compare with Klei's other games? I'm not much of a fan of their earlier work or Don't Starve, but I totally loved Mark of the Ninja. I also like turn based strategy, management, and stealth games. What's the turn based stealth like? Is it possible to make a comparison with something like Metal Gear Ac!d?
It's like Bones made a stealth game. (I don't know what that means).

But it's like X-com, but where the emphasis is on evasion instead of direct engagement. You have the same ideas about cover, flanking, positioning, vision and so on, but you want to move around guys instead of shooting them.

There's light "base" management, and you'll most likely complete the game with only 2 dudes (each with special abilities), so it's also engenders a lot more microing.

That said, most of my time was poured into the early access version, when there were only four characters. I don't even know what the other ones play like.

Oh, the one thing I don't know if they tweaked/fixed is that sometimes there are maps that just seem unfair. They say that all maps are solvable, but sometimes you are just put in a position where a map is a complete wash. You either make for the exit without completing any objectives, or you savescum and try to start another map instead.
 
I guess I'll pick this up in a bit and try it out. :)

It's like Bones made a stealth game. (I don't know what that means).

Y u troll me? :(

That said, most of my time was poured into the early access version, when there were only four characters. I don't even know what the other ones play like.

Oh, the one thing I don't know if they tweaked/fixed is that sometimes there are maps that just seem unfair. They say that all maps are solvable, but sometimes you are just put in a position where a map is a complete wash. You either make for the exit without completing any objectives, or you savescum and try to start another map instead.

See, this is why I don't want to buy games still in Early Access! Lololol.
 
Oh, the one thing I don't know if they tweaked/fixed is that sometimes there are maps that just seem unfair. They say that all maps are solvable, but sometimes you are just put in a position where a map is a complete wash. You either make for the exit without completing any objectives, or you savescum and try to start another map instead.

The level generator has its ups and downs, but it all averages out. There are some levels that are extremely straightforward, and some in which the objective or a guard may be in very inconvenient locations. Some of my most fun moments have come from ridiculously high-security levels, though, so I can't be too angry. Overall, I think it does its job, and I suppose randomness is part and parcel of a roguelike.
 
This is a game that I think got burned by Early Access. If it had been released in the state it was when it left EA it would have gotten lots of press, great reviews and lots of awards. Sadly many journalists tried it out when it first was released and didn't give it another shot when it was actually good.
 
One thing I really like about this game is that it's almost completely deterministic. Almost every action has a certain outcome, and you can observe guards to learn exactly what they'll do on their turn. The only uncertainty comes from the imperfect information of the undiscovered level. None of that XCOM "95% missed shot" nonsense here. It means that if something goes wrong, it's virtually always your fault, and perfect play will result in complete success--a turn-based player's dream.

This is a game that I think got burned by Early Access. If it had been released in the state it was when it left EA it would have gotten lots of press, great reviews and lots of awards. Sadly many journalists tried it out when it first was released and didn't give it another shot when it was actually good.

It didn't help that Klei seemed to blow their whole marketing budget on EA, such that the full release was met with almost no fanfare. It's like they had no faith in their own game, despite its brilliance, and sent it out to die.
 
One thing I really like about this game is that it's almost completely deterministic. Almost every action has a certain outcome, and you can observe guards to learn exactly what they'll do on their turn. The only uncertainty comes from the imperfect information of the undiscovered level. None of that XCOM "95% missed shot" nonsense here. It means that if something goes wrong, it's virtually always your fault, and perfect play will result in complete success--a turn-based player's dream.

Exactly. This really impressed me as well. I was playing Disgaea 4 before, and it felt really good moving away from random outcome. Your decisions just have more weight to them.
 
It didn't help that Klei seemed to blow their whole marketing budget on EA, such that the full release was met with almost no fanfare. It's like they had no faith in their own game, despite its brilliance, and sent it out to die.

Said this earlier in the thread, but I'm thinking Klei might be holding off on their marketing push until the PS4 version is ready.
 
I'm really torn about this game. On one hand I really like turn based tactics and stealth and all that. But I very rarely click with randomly generated levels and the overall game structure never sounded that appealing. One of these days I will buy this game I am sure of it, and I might very much love it, but for now it will have to be at a greater discount to move me.
 
I guess I'll pick this up in a bit and try it out. :)

Y u troll me? :(

See, this is why I don't want to buy games still in Early Access! Lololol.
At least I paid with rubles!

The level generator has its ups and downs, but it all averages out. There are some levels that are extremely straightforward, and some in which the objective or a guard may be in very inconvenient locations. Some of my most fun moments have come from ridiculously high-security levels, though, so I can't be too angry. Overall, I think it does its job, and I suppose randomness is part and parcel of a roguelike.
I tried a bit of the game when it came out, but one of the missions I got basically had the exit in the room outside the entrance. lol
I didn't play enough to see if there was a lot of wonkiness with like the objective and the exit in completely opposite ends of the map with half a dozen drone guards/armored guards in between. Although maybe that's just what the end game is supposed to be like regardless.
 
That's not horrible. Games on Steam tend to have long tails and sales will continue to pick up through discounts like these and the big event sales over time.
Yeah, although I don't know what Klei's expectations were I'd hope that selling 110k before any substantial sales isn't a flop. Because that seems pretty good to me for a niche game. It does pale to their more popular games, but selling as much as those seems like a long shot even in popular genres.

Obviously I'd like it to sell millions upon millions of copies because I love it, but I'll take what I can get.
 
Yeah, although I don't know what Klei's expectations were I'd hope that selling 110k before any substantial sales isn't a flop. Because that seems pretty good to me for a niche game. It does pale to their more popular games, but selling as much as those seems like a long shot even in popular genres.

Obviously I'd like it to sell millions upon millions of copies because I love it, but I'll take what I can get.
Do SRPGs (or TBS or whatever) sell all that well these days? How does it compare to something like Massive Chalice, which also just came out of early access recently?
(Although they got the Games with Gold push...)
 
Do SRPGs (or TBS or whatever) sell all that well these days? How does it compare to something like Massive Chalice, which also just came out of early access recently?
(Although they got the Games with Gold push...)

Steamspy has Massive Chalice at 62,927 - 76,331 owners. I guess Invisible Inc isn't doing too poorly given its genre. I do think it could benefit from a big sale/relaunch once they patch in controller support alongside the PS4 launch.
 
One thing I really like about this game is that it's almost completely deterministic. Almost every action has a certain outcome, and you can observe guards to learn exactly what they'll do on their turn. The only uncertainty comes from the imperfect information of the undiscovered level. None of that XCOM "95% missed shot" nonsense here. It means that if something goes wrong, it's virtually always your fault, and perfect play will result in complete success--a turn-based player's dream.
The random levels makes it impossible to play perfectly though. For example, lets say you have a guard that's about to enter your starting room, so you move in to the next one. But that room has multiple doors and you have no way of knowing if another guard is going to come out of one of them.
 
Do SRPGs (or TBS or whatever) sell all that well these days? How does it compare to something like Massive Chalice, which also just came out of early access recently?
(Although they got the Games with Gold push...)
I don't really know what's representative for SRPG's. Looking briefly at Steamspy's list of turn based strategy a few games that stick out (moving past the Xcom, Civilization and Total War franchises) are The Banner Saga (450k), Valkyria Chronicles (450k), and maybe Age of Wonders 3 (400k). Invisible, Inc. is about tied with Trails in the Sky at 110k. In that context, hitting Valkyria Chronicles numbers would have been awesome, but I think that title has been surprising many with how well it is selling.

I will admit that it seemed like a lot of excitement had been dropped since the game hit early access last year, making for a pretty stealthy launch. I don't know if that's representative for EA or a screwup from the developers.

Edit: Again, I have no idea what Klei's internal expectations were, but I was personally happy to see what I think is a very niche game pass the 100k mark.
 
I do feel they did very little to market the game in the immediate run-up to release, but marketing is incredibly expensive, and maybe it wouldn't have paid for itself.
 
Being that the game is randomly generated, it's pretty much a deal breaker for me. I may give it a try later on for really cheap since Klei also came up with Mark of the Ninja which was awesome, but still, I'm doubtful. Procedurally generated games aren't my cup of tea... even the ones considered best like FTL and Rogue Legacy didn't sit well with me.
 
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