I bought this when they first started selling alpha access a year or so ago because I absolutely love Klei but I've barely touched it. It showed a lot of potential back then but there was very little content in the initial build. I really should fire it up to see how it's coming along.
Oh and I'm still bummed out they changed the title. Incognita was so much better.
Speaking as someone who just bought the game yesterday, I think "Invisible Inc." is a much better title in the sense of hinting at what the game is supposed to be.
Picked this up almost blindly after hearing Chris Remo talk about this on Idle Thumbs this week. It sounded fascinating, and then I saw a single isometric screenshot on the Steam page and boom, $16 disappeared from my wallet. It's really compelling -- I'm not normally an early access player, so this definitely feels more barebones than I'm used to from a game but there's a lot of promise here. Love the aesthetic, the mechanics, and the overall flow of each level. I kind of wish the pace of alarm escalation was a little slower but I guess that's kind of the point of the game - maybe slowing it down a bit for the story campaign but up to full speed for the endless mode?
Great tips - I didn't know about any of this. Glad to hear you can eventually get more than two agents. I had my first prisoner mission but then had to pull down and ditch the guy as I had five regular guards swarming the room I was in.My main tip is to pay attention to the kind of missions you take on, don't just look at the alert state but also the expected rewards.
Try to grab an extra agent as soon as possible - if no prisoner missions show up on the map, consider doing an intel run for more locations.
Cash runs are your next priority.
When you have an abundance of cash, hit the Nanofarb Vestibules (vendor machine with big inventory inside a vault) or the Mainframe missions (vendor machine with hacking upgrades inside a server room).
Giving a Medkit to at least two Agents lets you recover when an isolated agent is shot (no medkit is going to help when you get your entire team gets cornered.)
Make sure you have at least one Agent capable of dealing with armoured guards before taking on the high alert missions.
I usually have two Agents going for the objectives while a third (usually with the highest stealth) scouts for swag and the exit. Guards who are in objective rooms get taken out permanently - I don't like looking over my shoulder on the way out.
And as posted above, don't be afraid of a fail state - head for the exit if the combination of resources and layout isn't in your favour.