The objective of this game is to avoid cameras, robots, laser beams, circular saws, and other deadly obstacles in order to open up and reach each Level Goal.
The game can be found here. It comes with a level editor, and the many levels created by its community can be downloaded through the game itself. An Updated Re-release with new levels and additional perks titled Stealth Bastard Deluxe is available for purchase on Steam.
A sequel, Stealth Inc. 2: A Game of Clones, was released on the Wii U in late 2014, with releases on Steam and Playstation in Spring 2015.
- Alertness Blink: When a robot is fully alerted by the player, ! appears. Usually accompanies a Frickin' Laser Beam and Ludicrous Gibs.
- Boring, but Practical: In the second game, the Inflate-A-Mate and the Adventure Light are just a throwable weight block and a light source, respectively, but they give you a lot of additional mobility and visibility.
- Confused Question Mark: Robots and cameras that noticed you when you were partly visible or just outside of their main detection range will have this. Don't let this become Alertness Blink exclamation points.
- Death Trap: There Are a lot of traps. They're often marked with a smiley face and/or blood and skulls.
- Deadpan Snarker: The text that appears goes into this territory when you do something it already told you not to do, or when you die.
- Down in the Dumps: The fifth world of the second game.
- Force-Field Door: Containment fields, to be precise. These only contain the player.
- Frickin' Laser Beams: One of the obstacle types in the game. Enemies also fire these.
- Glowing Eyes: The main character has these. The eyes are either green, orange, or red, depending on how visible he is to enemies.
- Black Bead Eyes: Without his goggles on.
- The Ghost: The projection texts. You never really find out who is making them; only that it is a PTi Industries worker overseeing your test and that it may also be a clone since it remarks at one point it "used to do your job".
- The second game gives a name and identity to the one behind (most of) the texts: An overachieving employee named Malcolm Alderman, who put you into the tests as a last-second attempt to increase his QC score.
- Glowing Mechanical Eyes: The robots and the pushable weights have these.
- Helpful Mook: Some of the robots help to hold down buttons or block laser beams.
- Level Editor: Comes with the game. Has resulted in several hundred user-generated levels, and counting.
- Level Goal: You want to get to the door at the end by hacking terminals to open it.
- Ludicrous Gibs: When the main character dies.
- Malevolent Architecture: Who builds laser beams, crushing blocks, and switches all over the building?
- Mega-Corp: PTi Industries, the company putting the clone through these deadly tests.
- No Name Given: The player character is only one unnamed clone out of many. They're regarded as so expendable it's not even established that you're playing as one particular clone since every one of your kind is being put through the same test as you.
- The second game sets it up so that it's one particular clone you're playing as (marked, once you get a certain item, with a red armband); though in cutscenes, there's usually a large number of support clones with him.
- Nostalgia Level: At the beginning of the second game, you play through the first stage of the first game that is, until a complete system shutdown. Then you (and a bunch of other clones) try to escape instead. Once you actually start the real first level, it's the same level, and you have to go and hack the terminal on the right. After you do that though, don't go to the left, because a laser will appear and kill you if you do that. You have to play a bit more level before it actually ends.
- Pressure Plate: Common puzzle elements. Weighed down by robots, blocks, and the player.
- Recoil Boost: In 3-4 of the second game, you're introduced to special laser charger stations that allow controlled robots to be boosted by their lasers.
- Red Eyes, Take Warning: Enemies which notice the player have red eyes.
- Sequence Breaking: With the equipment. There is a reason why leaderboards are separated into regular records and records achieved with equipment.
- Shoot the Shaggy Dog: If you make it to the end of all 80 levels of Stealth Bastard Deluxe, you're treated to a grim (yet darkly humorous) ending that emphasizes that everything you've done is completely pointless. As a fresh human clone, you work your way through the complex of a huge corporation, dodging death at every turn. A sinister observer notes your progress and both encourages and goads you. The game keeps the pretense of a reward for your character up until right at the end, at which point you are senselessly executed moments after a machine delicately retrieves your Stealth Goggles....which are then revealed to be the company's latest product given away free with fast food meals. That's right you died alongside thousands of other clones in order to safety-test a toy! Worse still, company memos make mention of "clone meat" and "Clone Juice" ads appear in-game, suggesting the burgers and soda that come with the new goggles may not be the standard beef and carbonated beverage after all...
- Sink-or-Swim Mentor: The projections.
- Sudden Name Change: For the HD releases of the game on the PS3 and Vita, the game is renamed as Stealth Inc.: A Clone in the Dark, for obvious reasons.
- [Verb] This!: Malcolm in the sequel tells you "Defy this" in 3-2 before dropping you into a room with homing mines.
- Villainous Breakdown: During the last set of test chambers in the second game, Malcolm gets increasingly frustrated at the clone's absolute refusal to die, to the point where he descends briefly into Angrish and trying to figure out if the clone is a manifestation of God.