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Invisible, Inc. review

written 2026-05-14

Invisible, Inc. is a turn-based, tactical roguelike about stealth that I played in 2026-05. Overall it was pretty fun, but I felt it's a bit too easy. I played 6 runs and only lost 1.

Core mechanics

Invisible, Inc. is a game of positioning multiple units. You usually have a team of 2-4 agents, and each has a certain number of action points per turn. You can deal with guards by moving around their vision, making sound or visual distractions to lure them somewhere else, and/or attacking them.

Each mission has a main objective, like stealing an item from a guarded room, a bunch of small optional objectives like safes you can loot for money, and then an exit you have to find and get all your agents to.

A big aspect is exploration: you don't start with a map of the building, only where your agents have seen, and have to explore to find the objectives and exit. Sometimes you find both immediately, sometimes they're the last rooms you find. This can introduce a big luck factor if a mission's going bad, you need to escape and haven't found the exit, because you might have to guess. But that doesn't happen often because usually you'll be able to explore the whole place.

Despite being a stealth game, I like how gradual the consequences of being seen are. Instead of instantly raising some drastic alarm, being seen by a guard or camera generally just increases the alarm tracker by 1, which deploys new security measures every 5 points (like turning on more cameras or spawning more guards). And of course the guard who sees you will attack, and shout to alert other nearby guards. But far away guards don't get notified.

Despite the mild consequences for being seen, I think the game keeps its stealth theme well, since you almost always want to avoid it anyway, and open battles with guards are very dangerous and unsustainable. Also, the alarm tracker increases by 1 each turn, so you have a soft time limit where it gradually becomes more dangerous to stay in the building. I like how widely this lets you choose level of risk/reward: ideally you want to stay until you've found and looted every safe in the building, but often it'll be too dangerous. If things get bad and you've found the exit, you can even evac your agents without completing the main objective.

I like how there's 3 different ways to deal with guards that are very well balanced; it's very hard to decide. You can sneak past them, KO them non-lethally, or kill them.

Another big aspect is the hacking system. Your team has an AI called Incognita that can spend PWR to hack devices including security cameras, safes, and even enemy drones. Agents hijacking consoles gives you more PWR. Rationing PWR and prioritizing devices to hack adds a lot of depth, since you usually can't afford to hack everything in the building, and you often have to pick based on incomplete information about the building layout or how much PWR you'll have in the future.

Journey map

Inbetween missions, you can spend credits on upgrading your agents' stats and select the next mission. And unlike the equivalents in most other roguelikes I've played, I think the different types of missions are decently balanced. There are the following types:

These are all useful reasonably often. In particular, detention center might sound overpowered, and I do think it's always worth getting a full team of 4 before the final mission, but not always my top priority. I've had situations where I felt my team needed weapons more desperately than another empty-handed agent, so I went to a security dispatch first.

Another interesting aspect is distance. The journey map is an actual map of the world with possible missions distributed across it, and instead of a fixed number of missions, the final mission happens after 72 hours. The number of hours a mission takes depends on how far it is from your previous mission.

Run configuration

There's a lot of options for configuring your run. Besides the preset difficulty options, you can adjust a bunch of settings independently, and you can also choose 2 of several agents to start with, and 2 of several programs for Incognita. All the content is cool, but I think the Incognita programs are especially cool because they change your playstyle so much. For example, the default hacking program costs 2 PWR to break 1 layer of firewall - good design, starting players with the simplest option. But another one "infects" a device making it lose 1 level of firewall per turn, and costs the number of such infections currently running. This can be way more PWR efficient, but means you can't quickly hack through many layers of firewall on a single device (you can't stack infections, and can't start with both these programs since you need one program that generates PWR).

Bad communication

The big problem is that the game is horrible about communicating its rules. Even after 30 hours, I constantly got screwed over by unexpected behavior of mechanics I thought I finally understood. It even still happens sometimes after 50 hours.

I'll list a few examples of mechanics that are badly explained:

https://iiwiki.werp.site/cover

https://iiwiki.werp.site/peeking#peeking_by_guards

The game does mitigate this problem with the rewind mechanic: you can rewind to the beginning of previous turn a certain number of times per mission. But it's still frustrating when needing to rewind because of rule confusion eats into your ability to rewind actual mistakes. And you only get 1 rewind per mission on expert mode, which the game presents as its "normal" difficulty (despite the name).

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