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* BoobyTraps: Safes sometimes have these, requiring the opening agent to pass a skill check to get the loot inside. Failure typically knocks out the agent for a few turns.

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* BoobyTraps: BoobyTrap: Safes sometimes have these, requiring the opening agent to pass a skill check to get the loot inside. Failure typically knocks out the agent for a few turns.
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* BoobyTraps: Safes sometimes have these, requiring the opening agent to pass a skill check to get the loot inside. Failure typically knocks out the agent for a few turns.

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* ArtificialStupidity: During early access, guards could be immobilized by repeatedly shutting a door in their face. To prevent this, Klei tweaked the guards so they will destroy doors if this trick is tried.
* AwesomeButImpractical: Shalem 11. Has a unique augment and weapon that allow him to kill any enemy in the game off the bat. However, better guns and an equivalent to his augment can be found as part of regular shop inventory, usable by any other character.



* {{Escort Mission}}: You start with a team of two agents. It's downplayed in detention center missions, wherein you rescue one more agent, (provided you haven't reached the {{Arbitrary Headcount Limit}}, in which case you'll rescue a prisoner with wealthy benefactors), and can give him spare equipment you brought along. Played straight in distress missions, however, where you rescue a courrier shortly after "thorough" interogation. Said courrier only has 4 action points (your agents start with 8, and you can upgrade it up to 13), and 9 turns to live before.
* EverythingIsOnline: For some reason one of your agents has to ''physically see'' a device before you can hack it (or scan it through Internationale's wireless device), but apart from that this trope is played straight. You can hack anything you have detected from wherever on the map.

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* DeflectorShields: Unique to special K&O guards, they grant the highest armor in the game but can be hacked and deactivated.
* {{Escort Mission}}: Insomniac missions. You start with a team of two agents. It's downplayed in detention center missions, wherein you rescue one more agent, (provided you haven't reached the {{Arbitrary Headcount Limit}}, in which case you'll must rescue a prisoner with wealthy benefactors), and can give him spare equipment you brought along. Played straight in distress missions, however, where you rescue a courrier courier shortly after "thorough" interogation. interrogation. Said courrier courier only has 4 action points (your agents start with 8, and you can upgrade it up to 13), and 9 turns to live before.
before passing out and having a failsafe fry his brain.
** In addition, Detention Center missions if they contain an NPC prisoner instead of a captured Invisible Inc agent. Once freed, Prisoner behaves as a player character for the rest of the mission. He can't run but has 8 action points per turn and will grant a big credits bounty if he escapes on the elevator. He can even use items and augmentations he's granted.
* EMP: Placed on the ground, they detonate at the end of the turn. Forces all electronics in the radius to spend turns rebooting. Camera drones are outright destroyed. Safes can be opened for free, and without risk of triggering Daemons.
** Doctor Xu can use one on a single object once per turn for free, making him the best character in the game for dealing with safes.
* EverythingIsOnline: For some reason one of your agents has to ''physically see'' a device before you can hack it (or scan find it through Internationale's wireless device), with a scanner), but apart from that this trope is played straight. You can hack anything you have detected from wherever on the map.


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* FragileSpeedster: Everybody! A single hit will kill an Invisible agent so becoming one of these is the best way to tackle missions. Combine maximum stealth with the Net Downlink to grant even more action points when an object is hacked and it's possible to move 20 spaces in a turn.
* GoddamnBats: Cameras! They are frequently placed in corners that the agent cannot see without entering their line of sight, forcing them to trigger the alarm in order to hack them.
** In addition, Null Drones. They cannot be hacked by Incognita and often watch crucial avenues in the facility. They also grant their immunity to other electronics in the area, such as cameras and other drones. [[spoiler:Buster chips and EMPs are still effective, though]].


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* HiddenDepths: The special Archive versions of your agents reveal interesting backstory elements that inform the new loadouts.
** Deckard: [[spoiler:Is obsessed with antiques from the 20th century, even modding some to be effective equipment.]]
** Internationale: [[spoiler: Became a legendary revolutionary in her home country of Cuba due to extensive corporate theft.]]
** Shalem 11: [[spoiler:Was taught medicine by his Mother after her hand was blown off during the Resource Wars]]
** Banks: [[spoiler:Was once a major embezzler and only started sharing her wealth after a siege of Dublin]]
** Dr. Xu: [[spoiler:Used his family's wealth to grant himself augmentations that let him cheat his way through his degree.]]
** Nika: No archive version yet.


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* JustLikeRobinHood: Banks got her nickname from donating the proceeds of her corporate thievery to members of her community.


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* MetalSlime: Inverted with Scanning Devices. They periodically send guards to your agents' location, but will always grant Valuable Tech when discovered and hacked.
* MightyGlacier: The Akuma Drones, unique to Sankaku facilities. Their short patrol paths are offset by heavy armor and extra wide visions cones. Uniquely, they move completely silently due to hovering.


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* NoSell: Enemies with armor are completely immune attacks from weapons that don't pierce them.


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* OhCrap: During early access, it was common to repeatedly close a door in a guard's face and stump them. Cue this reaction from the player when they gained the ability to bash doors open if this tried.
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* UniversalAmmunition: "High-density Charge Packs" can be used to reload absolutely anything, from a pistol to a rifle or even a tranquilizer gun. Explained in-game that most of these weapons are energy-based ones.

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* UniversalAmmunition: "High-density Charge Packs" can be used to reload absolutely anything, from a pistol to a rifle or even a tranquilizer gun. Explained in-game that most of these weapons are energy-based ones.ones.
* WeakTurretGuns: Completely inverted. Turrets are lethal but will run out of ammunition after several kills. As they can take several hits even an empty activated turret gun makes a good distraction, as guards make sure it stays down by shooting at it for several turns.
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* {{Blood Knight}}: Nika. Sometimes she activates her Adrenal Regulator just for fun.
* {{Escort Mission}}: You start with a team of two agents. It's downplayed in detention center missions, wherein you rescue one more agent, (provided you haven't reached the {{Arbitrary Headcount Limit}}, in which case you'll rescue a prisoner with wealthy benefactors), and can give him spare equipment you brought along. Played straight in distress missions, however, where you rescue a courrier shortly after "thorough" interogation. Said courrier only has 4 action points (your agents start with 8, and you can upgrade it up to 13), and 9 turns to live before.


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* {{No Peripheral Vision}}: Save for spec-ops troops, guards suffer from an acute strain of this. Provided they're not running, your agents can sneak undetected on the tile next to the guard.
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* TurnBasedTactics: Albeit with a focus on stealth rather than combat.

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updated changes to game


* ArtificialIntelligence: Incognita, the hacking program Central refers to as a 'she'.



* LaserHallway: You can encounter both the detecting version that triggers security and the "high power" version that toasts whoever tries to cross it. Both can be hacked, and in the second case it can be [[HoistByHisOwnPetard used against the guards]].

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* LaserHallway: You can encounter both the detecting knockout version that triggers security and the "high power" version that toasts whoever tries to cross it. Both can be hacked, and in the second case it can be [[HoistByHisOwnPetard used against the guards]].



* OddlySmallOrganization: You play a top espionnage agency which employs elite agents and has the technical means to challenge {{MegaCorp}}s, but it is only composed of at most three field agents, Central, and the operator (the PlayerCharacter). (And Incognita if you count her/it.) And apart from Incognita's hacking abilities, the agency is apparently incapable of providing his agents with ''any'' kind of support. [[TheMainCharactersDoEverything The agents therefore have to do everything themselves during their missions]], from buying ammunition for their guns to gathering intelligence leading to further missions.

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* OddlySmallOrganization: You play a top espionnage agency which employs elite agents and has the technical means to challenge {{MegaCorp}}s, but it is only composed of at most three four field agents, Central, and the operator Operator (the PlayerCharacter). (And Incognita if you count her/it.) And apart from Incognita's hacking abilities, the agency is apparently incapable of providing his their agents with ''any'' kind of support. [[TheMainCharactersDoEverything The agents therefore have to do everything themselves during their missions]], from buying ammunition for their guns to gathering intelligence leading to further missions.missions.
** The reason for the above is explained in the RED EYE update. As it turns out, the agency HQ was recently hit by unknown entities, resulting in their assets seized and most of their agents captured. Central and the Operator barely manage to escape the raid, and have to rebuild the agency while on the run with whatever agents and assets they have left.



* StalkedByTheBell: The main gimmick; the Alarm meter will go up each turn, more sections if you're caught by security. Every time the security level goes up, infiltration gets a bit more hard as new measures (activated cameras, guard reinforcements, and heavy units) are brought in. If it hits [[FourIsDeath level four]], the BossInMookClothing SWAT team is called in, and you should probably run. If it reaches level ''six'', every guard in the map - including ones from rooms you never entered, who'd never seen anything suspicious - will abandon their patrols and posts and hunt you down relentlessly.

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* StalkedByTheBell: The main gimmick; the Alarm meter will go up each turn, more sections if you're caught by security. Every time the security level goes up, infiltration gets a bit more hard as new measures (activated cameras, firewall upgrades and guard reinforcements, and heavy units) reinforcements) are brought in. If it hits [[FourIsDeath level four]], the BossInMookClothing SWAT team is called in, and you should probably run. If it reaches level ''six'', every guard in the map - including ones from rooms you never entered, who'd never seen anything suspicious - will abandon their patrols and posts and hunt you down relentlessly.



* StunGuns: The "neural disrupters" all your agents are equipped with, and you can buy ranged stun weapons too. They all provide InstantSedation.
* ThouShaltNotKill: All guards have a heart monitor, if they die the alarm level increases, which eventually calls more guards (and thougher ones). Murdering everyone on a map is just not a viable option. Killing guards also makes you lose money in "cleanup cost" at the end of the mission.
* UniversalAmmunition: "Unregistered ammo" can be used to reload absolutely anything, from a pistol to a rifle or even a dart gun.

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* StunGuns: The "neural disrupters" all your agents are equipped with, and the shock traps you can buy plant on the doors, and ranged stun weapons too. They all provide InstantSedation.
* TalkativeLoon: Banks has a tendency to say some very strange things that have nothing to do with the situation at hand.
* ThouShaltNotKill: All guards have a heart monitor, if they die the alarm level increases, which eventually calls more guards (and thougher ones).guards. Murdering everyone on a map is just not a viable option. Killing guards also makes you lose money in "cleanup cost" at the end of the mission.
* UniversalAmmunition: "Unregistered ammo" "High-density Charge Packs" can be used to reload absolutely anything, from a pistol to a rifle or even a dart gun.tranquilizer gun. Explained in-game that most of these weapons are energy-based ones.
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* FighterMageThief: Shalem is the fighter, Internationale is the computer "wizard"; Thief is split between Deckard for the stealth and Banks for the lockpicking.

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* FighterMageThief: Shalem is the fighter, and Nika are fighters (ranged and melee respectively), Internationale is and Dr. Xu are the computer "wizard"; "wizards" (again in two different ways, one long range and one short range); Thief is split between Deckard for the stealth and Banks for the lockpicking.
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''Invisible, Inc.'' is an upcoming [[ProceduralGeneration procedural]] [[TurnBasedTactics turn-based]] [[StealthBasedGame stealth game]] from Creator/KleiEntertainment, currently available through {{Steam}} Early Access. The player is a member of the titular company, a mercenary espionage agency operating in the late 21st century. As the Operator, you direct a two-man team of agents through various levels while avoiding security and gathering funds, technology, and secret documents. Every move counts, because security gets tighter and tighter with each new turn... and if you lose an operative, they're gone for good.

to:

''Invisible, Inc.'' is an upcoming a [[ProceduralGeneration procedural]] [[TurnBasedTactics turn-based]] [[StealthBasedGame stealth game]] from Creator/KleiEntertainment, currently available through {{Steam}} Early Access. The player is a member of the titular company, a mercenary espionage agency operating in the late 21st century. As the Operator, you direct a two-man team of agents through various levels while avoiding security and gathering funds, technology, and secret documents. Every move counts, because security gets tighter and tighter with each new turn... and if you lose an operative, they're gone for good.
Is there an issue? Send a MessageReason:
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* StalkedByTheBell: The main gimmick; the Alarm meter will go up each turn, more sections if you're caught by security. Every time the security level goes up, infiltration gets a bit more hard as new measures (activated cameras, guard reinforcements, and heavy units) are brought in. If it hits [[FourIsDeath level four]], the BossInMookClothing SWAT team is called in, and you should probably run already.

to:

* StalkedByTheBell: The main gimmick; the Alarm meter will go up each turn, more sections if you're caught by security. Every time the security level goes up, infiltration gets a bit more hard as new measures (activated cameras, guard reinforcements, and heavy units) are brought in. If it hits [[FourIsDeath level four]], the BossInMookClothing SWAT team is called in, and you should probably run already.run. If it reaches level ''six'', every guard in the map - including ones from rooms you never entered, who'd never seen anything suspicious - will abandon their patrols and posts and hunt you down relentlessly.
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None

Added DiffLines:

* StunGuns: The "neural disrupters" all your agents are equipped with, and you can buy ranged stun weapons too. They all provide InstantSedation.
Is there an issue? Send a MessageReason:
None


* ThouShaltNotKill: All guards have a heart monitor, if they die the alarm level increases, which eventually calls more guards (and thougher ones). Murdering everyone on a map is just not a viable option. Killing guards also makes you lose money in "cleanup cost" at the end of the mission.

to:

* ThouShaltNotKill: All guards have a heart monitor, if they die the alarm level increases, which eventually calls more guards (and thougher ones). Murdering everyone on a map is just not a viable option. Killing guards also makes you lose money in "cleanup cost" at the end of the mission.mission.
* UniversalAmmunition: "Unregistered ammo" can be used to reload absolutely anything, from a pistol to a rifle or even a dart gun.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FighterMageThief: Shalem is the fighter, Internationale is the computer "wizard"; Thief is split between Deckard for the stealth and Banks for the lockpicking.
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* StealthBasedGame: You can take out guards by killing them or knocking them unconscious, depending on your equipment, but it's usually better to avoid it unless necessary. Guards are fitted with heartrate monitors that increase the security level if they die, and KO'd guards will wake up in a few turns and start searching for you.

to:

* StealthBasedGame: You can take out guards by killing them or knocking them unconscious, depending on your equipment, but it's usually better to avoid it unless necessary. Guards are fitted with heartrate monitors that increase the security level if they die, and KO'd guards will wake up in a few turns and start searching for you.you.
* ThouShaltNotKill: All guards have a heart monitor, if they die the alarm level increases, which eventually calls more guards (and thougher ones). Murdering everyone on a map is just not a viable option. Killing guards also makes you lose money in "cleanup cost" at the end of the mission.
Is there an issue? Send a MessageReason:
None

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* HackYourEnemy: You can do that with turrets and drones.


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* LaserHallway: You can encounter both the detecting version that triggers security and the "high power" version that toasts whoever tries to cross it. Both can be hacked, and in the second case it can be [[HoistByHisOwnPetard used against the guards]].
Is there an issue? Send a MessageReason:
None


* OddlySmallOrganization: You play a top espionnage agency which employs elite agents and has the technical means to challenge {{MegaCorp}}s, but it is only composed of at most three field agents, Central, and the operator (the PlayerCharacter). (And Incognita if you count her/it.) And apart from Incognita's hacking abilities, the agency is apparently incapable of providing his agents with ''any'' kind of support. [[TheMainCharactersDoEverything The agents therefore have to do everything themselves ''during their missions'']], from buying ammunition for their guns to gathering intelligence leading to further missions.

to:

* OddlySmallOrganization: You play a top espionnage agency which employs elite agents and has the technical means to challenge {{MegaCorp}}s, but it is only composed of at most three field agents, Central, and the operator (the PlayerCharacter). (And Incognita if you count her/it.) And apart from Incognita's hacking abilities, the agency is apparently incapable of providing his agents with ''any'' kind of support. [[TheMainCharactersDoEverything The agents therefore have to do everything themselves ''during during their missions'']], missions]], from buying ammunition for their guns to gathering intelligence leading to further missions.
Is there an issue? Send a MessageReason:
None


* OddlySmallOrganization: You play a top espionnage agency which employs elite agents and has the technical means to challenge {{MegaCorp}}s, but it is only composed of at most three field agents, Central, and the operator (the PlayerCharacter). (And Incognita if you count her/it.) And apart from Incognita's hacking abilities, the agency is apparently incapable of providing his agents with ''any'' kind of support. [[TheMainCharactersDoEverything The agents therefore have to do everything themselves during their missions, from buying ammunition for their guns to gathering intelligence leading to further missions.]]

to:

* OddlySmallOrganization: You play a top espionnage agency which employs elite agents and has the technical means to challenge {{MegaCorp}}s, but it is only composed of at most three field agents, Central, and the operator (the PlayerCharacter). (And Incognita if you count her/it.) And apart from Incognita's hacking abilities, the agency is apparently incapable of providing his agents with ''any'' kind of support. [[TheMainCharactersDoEverything The agents therefore have to do everything themselves during ''during their missions, missions'']], from buying ammunition for their guns to gathering intelligence leading to further missions.]]
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* OddlySmallOrganization: From what we see, Invisible, Inc. is only composed of three field agents, Central, and the player. (And Incognita if you count her/it.)

to:

* OddlySmallOrganization: From what we see, Invisible, Inc. You play a top espionnage agency which employs elite agents and has the technical means to challenge {{MegaCorp}}s, but it is only composed of at most three field agents, Central, and the player.operator (the PlayerCharacter). (And Incognita if you count her/it.)) And apart from Incognita's hacking abilities, the agency is apparently incapable of providing his agents with ''any'' kind of support. [[TheMainCharactersDoEverything The agents therefore have to do everything themselves during their missions, from buying ammunition for their guns to gathering intelligence leading to further missions.]]
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None

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* EverythingIsOnline: For some reason one of your agents has to ''physically see'' a device before you can hack it (or scan it through Internationale's wireless device), but apart from that this trope is played straight. You can hack anything you have detected from wherever on the map.
Is there an issue? Send a MessageReason:
None

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* {{Roguelike}}: A puree of this and TurnBasedStrategy and StealthBasedGame.
* StalkedByTheBell: The main gimmick; the Alarm meter will go up each turn, more sections if you're caught by security. Every time the security level goes up, infiltration gets a bit more hard as new measures (activated cameras, guard reinforcements, and heavy units) are brought in. If it hits [[FourIsDeath level four]], the BossInMookClothing SWAT team is called in, and you should probably run already.
Is there an issue? Send a MessageReason:
None

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* TheGuardsMustBeCrazy: The guards are globally much more clever than in many stealth based games and often really make a challenge, but due to the RandomlyGeneratedLevels, you sometimes have guards "guarding" empty rooms with their back facing the only door, or turrets facing the wrong way and watching over a tiny patch of useless wall.
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* ImperialStormtrooperMarksmanshipAcademy: [[InvertedTrope Inverted]]: both your agents and the guards are excellent marksmen and ''never'' miss a shot.


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* OnlyAFleshWound: Completely averted. Your agent takes a bullet, he's down. Period. The same goes for the guards, provided your weapon can pierce their armour.
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* OddlySmallOrganization: From what we see, Invisible, Inc. is only composed of three field agents, Central, and the player. (And Incognita if you count her/it.)



* StealthBasedGame: You can take out guards by killing them or knocking them unconscious, depending on your equipment, but it's usually better to avoid it unless necessary. Guards are fitted with heartrate monitors that increase the security level if they die, and KO'd guards will wake up in a few turns and start searching for you.

to:

* StealthBasedGame: You can take out guards by killing them or knocking them unconscious, depending on your equipment, but it's usually better to avoid it unless necessary. Guards are fitted with heartrate monitors that increase the security level if they die, and KO'd guards will wake up in a few turns and start searching for you.
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* MegaCorp: Everywhere, as your enemies.
* NonLethalKO: If one of your agents is shot, you always have the possibility to revive him with medigel.



* StealthBasedGame: You can take out guards by killing them or knocking them unconscious, depending on your equipment, but it's usually better to avoid it unless necessary. Guards are fitted with heartrate monitors that increase the security level if they die, and KO'd guards will wake up in a few turns and start searching for you.

to:

* StealthBasedGame: You can take out guards by killing them or knocking them unconscious, depending on your equipment, but it's usually better to avoid it unless necessary. Guards are fitted with heartrate monitors that increase the security level if they die, and KO'd guards will wake up in a few turns and start searching for you.
Is there an issue? Send a MessageReason:
None


''Invisible, Inc.'' is an upcoming [[ProceduralGeneration procedural]] [[TurnBasedTactics turn-based]] [[StealthBasedGame stealth game]] from KleiEntertainment, currently available through {{Steam}} Early Access. The player is a member of the titular company, a mercenary espionage agency operating in the late 21st century. As the Operator, you direct a two-man team of agents through various levels while avoiding security and gathering funds, technology, and secret documents. Every move counts, because security gets tighter and tighter with each new turn... and if you lose an operative, they're gone for good.

to:

''Invisible, Inc.'' is an upcoming [[ProceduralGeneration procedural]] [[TurnBasedTactics turn-based]] [[StealthBasedGame stealth game]] from KleiEntertainment, Creator/KleiEntertainment, currently available through {{Steam}} Early Access. The player is a member of the titular company, a mercenary espionage agency operating in the late 21st century. As the Operator, you direct a two-man team of agents through various levels while avoiding security and gathering funds, technology, and secret documents. Every move counts, because security gets tighter and tighter with each new turn... and if you lose an operative, they're gone for good.
Is there an issue? Send a MessageReason:
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* MissionControl: The player, in the identity of the Operator, is this; you direct your team through buildings and hack equipment with Incognita, Invisible, Incorporated's advanced computer system.

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* MissionControl: The player, in the identity of the Operator, is this; you direct your team through buildings and hack equipment with Incognita, Invisible, Incorporated's an advanced computer system.system run by Invisible, Incorporated.
Is there an issue? Send a MessageReason:
None


''Invisible, Inc.'' is an upcoming [[ProceduralGeneration procedural]] [[TurnBasedTactics turn-based]] [[StealthBasedGame stealth game]] from KleiEntertainment, currently available through {{Steam}} Early Access. The player is a member of the titular company, a mercenary espionage agency operating in the late 21st century. You, the Operator, direct a two-man team of agents through various levels while avoiding security and gathering funds, technology, and secret documents. Every move counts, because security gets tighter and tighter with each new turn... and if you lose an operative, they're gone for good.

to:

''Invisible, Inc.'' is an upcoming [[ProceduralGeneration procedural]] [[TurnBasedTactics turn-based]] [[StealthBasedGame stealth game]] from KleiEntertainment, currently available through {{Steam}} Early Access. The player is a member of the titular company, a mercenary espionage agency operating in the late 21st century. You, As the Operator, you direct a two-man team of agents through various levels while avoiding security and gathering funds, technology, and secret documents. Every move counts, because security gets tighter and tighter with each new turn... and if you lose an operative, they're gone for good.
Is there an issue? Send a MessageReason:
None

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* MissionControl: The player, in the identity of the Operator, is this; you direct your team through buildings and hack equipment with Incognita, Invisible, Incorporated's advanced computer system.
Is there an issue? Send a MessageReason:
None


* RandomlyGeneratedLevels: Every level is procedurally generated. There are a few rooms that are almost identical each time - the vault room, for example, and the starting rooms (though there are multiple starting rooms that can be used, and door number and placement varies). Everything else will be new each time.

to:

* RandomlyGeneratedLevels: Every level is procedurally generated. There are a few rooms that are almost identical each time - the vault room, for example, and the starting rooms (though there are multiple starting rooms that can be used, and door number and placement varies). Everything else will be new each time.time.
* StealthBasedGame: You can take out guards by killing them or knocking them unconscious, depending on your equipment, but it's usually better to avoid it unless necessary. Guards are fitted with heartrate monitors that increase the security level if they die, and KO'd guards will wake up in a few turns and start searching for you.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Invisible, Inc.'' is an upcoming [[ProceduralGeneration procedural]] [[TurnBasedTactics turn-based]] [[StealthBasedGame stealth game]] from KleiEntertainment, currently available through {{Steam}} Early Access. The player is a member of the titular company, a mercenary espionage agency operating in the late 21st century. You, the Operator, direct a two-man team of agents through various levels while avoiding security and gathering funds, technology, and secret documents. Every move counts, because security gets tighter and tighter with each new turn... and if you lose an operative, they're gone for good.

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!!This game provides examples of:
* RandomlyGeneratedLevels: Every level is procedurally generated. There are a few rooms that are almost identical each time - the vault room, for example, and the starting rooms (though there are multiple starting rooms that can be used, and door number and placement varies). Everything else will be new each time.

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