I actually had a chance to see a very early version of Invisible, Inc. while visiting Klei for a feature story.
I've enjoyed checking in on the turn-based tactical espionage since then. In some ways, the public process reminds me of the development of Klei's previous hit, Don't Starve, which quietly incubated on the Chrome App Store, growing and evolving into one of my favorite games of 2013.
Now the game looks especially slick, like it's ready for the sort of audience its predecessor attracted. Once you've watched Frushtick and Klei's designers James Lantz and Jason Dreger chat, be sure to check out that story about Klei. You'll get an idea of how the studio nurtures these kinds of games.
Invisible, Inc - All News
Wednesday - April 23, 2014
Invisible, Inc - Preview Roundup
Here are two more previews from Pax East 2014 for Invisible, Inc.
Overall Invisible Inc. was one of my favorites games at PAX East and left me wanting more. The final version of the game will feature additional characters and numerous other features that were not shown during the demo. Invisible Inc. can be pre-ordered now via the games micro-site. The pre-order will get you access to the Alpha, future Beta, and of course the final game once it is released.
My overall impression of Invisible Inc: I’m going to lose days to this game! Everything about this game appeals to my speed-running, high score gathering, zero-detection, and tactical sides. Concentrating on one style each time would offer the best results, and each run is procedurally generated so you’ll never know what to expect beyond some minor standards. Once again, Klei has mashed multiple genres together to create a uniquely “Klei-style” Frankenstein and I can’t wait to dance “Puttin’ on the Ritz” (that’s a Young Frankenstein reference for you kids).
Sunday - April 20, 2014
Invisible, Inc - Interview @ Indie Game Insider
Game Designer Jason Dreger is interviewed by Indie Game Insider about his game Invisible, Inc. Some of the topics include the games name change, and stealth tactics.
Can you tell me a little bit about the basic premise of the game and what has changed since showing Invisible, Inc. at PAX Prime?
So when we started it we knew we wanted to make a stealth game, like a stealth tactics game — tactical espionage as we call it. It’s really easy to put a lot of combat features into a tactical game, even if you mean it to be stealth; I feel like it is probably overdone. So we’ve been spending a few months trying to really double down on stealth. The current build that we are working on is even more extreme in the stealth aspect [than the playable build at PAX East]. Things like there is no more health, one hit and you are down. We are really focusing in on that and seeing if we can push it that far.
Last time I saw the game it was known as Incognita. Now it is Invisible, Inc. Can you tell me about the rebranding of the game?
Sure, so whenever we would talk about it with our friends and media 80% of the time they would forget what the name was. They’d be like, “What is it that you’re working in?” and we’d have to remind them. The other 20% that would remember would say something like “Incognito” or something similar so it was just too much trouble that we were dealing with in marketing to get that straight. Coming up with a name that was easier for people to remember was important for us.
What is the background and lore behind Invisible, Inc. right now?
So Incognita is still in the game. It’s this artificial intelligence. It’s this dystopian, corporate future and you’re working for an agency that is investigating the corporations, and it’s been really hard to get in. You get this message that’s from the inside; someone has information they want to give you. So you bust in and you rescue them, but it turns out it’s this hard drive, this AI, and you install it and it takes over your base computer. It’s sort of holding you hostage and telling you it knows how to deal with the corporations and it is sending you on these missions to complete its main mission. That is the start of the game.
Wednesday - April 16, 2014
Invisible, Inc - Interview & Hands-On Video
Twinfinite has twon new video from PAX East 2014 for Invisible, Inc, The first video is an interview with Klei’s Jason Dreger were he talks about gameplay.
The tactical espionage game Invisible Inc. from Klei easily won one of Twinfinite’s Game of Show awards for PAX East 2014. It’s only fitting then that we took some time to talk to Klei’s Jason Dreger to talk about just what made this alpha demo Invisible Inc. so great. From a focus on espionage and stealth to the expertly crafted turn based gameplay, Invisible Inc. is a game that will stay on Twinfinite’s radar all the way through development
And the second video is their impression of the game based on a new demo.
At PAX East this past weekend, Alissa and I got a chance to play the alpha version of Klei Entertainment’s upcoming turn-based, tactical espionage game Invisible, Inc. The game played like a stealth version of XCOM and showed surprising polish for a game that’s still a month or two out from beta. We both enjoyed whatever limited time we had with the game and took a few minutes to record our thoughts. Spoiler alert: We liked it. A lot.
Monday - April 14, 2014
Invisible, Inc - Inteview @ Dual Shockers
Dual Shockers had the chance to interview Klei Entertainment’s Matthew Marteinsson at Pax East 2014 to talk about his game Invisible, Inc.
With games like Mark of the Ninja, Dishonored, and Splinter Cell: Blacklist bringing back stealth in a big way, Klei Entertainment is set to return with a new game revolving around sleuthing and action with Invisible, Inc.
DualShockers had the chance to chat with Klei Entertainment’s Matthew Marteinsson in Boston at PAX East 2014, where Marteinsson and DualShockers’ Joel Taveras (Deputy Editor) talked about what’s to come from the studio’s next title following Don’t Starve. As a mix of tactical action with a little dose of espionage, fans of both the studio and stealth-action games will have much to look forward to from Klei’s next title.
You can check out the full interview with Matthew Marteinsson for a sneak peek (no pun intended) at Klei’s Invisible Inc.:
Sunday - April 06, 2014
Invisible, Inc - Interview @ Canada
Canada.com interviewed Klei’s founder Jamie Cheng in a phone conversation about what is was like showing off their game Invisible Inc. at GDC 2014.
So what’s Invisible Inc. all about?
Jamie Cheng: It’s a game about tactical espionage. Most games about espionage are actually about combat. You’re going in and as a spy end up killing everybody. From our perspective that’s not what espionage is about. We wanted something where your skill training and the best spies are the ones that get in and out and nobody even knew they were there – and you work as a team to do that.
So that’s the kind of game we’re building, where this group of super spies are operating in the most dangerous places in the world.
I could be totally off base with this one, but when I watched the trailer, the game reminded me of old school mid-90s XCOM games.
Jamie Cheng: Absolutely, I mean XCOM is a huge inspiration for us. Again, XCOM is about positioning – if you position your guys properly you’ll defeat your enemy – and it’s super fun and interesting. We decided to take their approach on turn-based combat and see if we can add some life to it through espionage.
What was it like to be a Canadian developer down at a big gaming event like GDC?
Jamie Cheng: It was kind of amazing. We were part of the independent games festival and were nominated for best design and actually out of five [nominations], three were from Vancouver. So there’s definitely a huge Canadian and specifically B.C. contingent going on at GDC. I saw people from B.C that I don’t normally see at GDC every year so that’s pretty fun too.
Friday - March 21, 2014
Invisible, Inc - Gameplay From GDC 2014
Polygon has a new recorded live stream with new gameplay footage for Invisible, Inc from GDC 2014. So if your curious to see how the game looks now is your chance.
Friday - March 14, 2014
Invisible, Inc - Initiation Update Trailer
have released a video trailer based on the new alpha version update. Make sure to read the link for the changes, and fixes.
The ninth update for the Invisible, Inc. Alpha. Initiation.
In general, this update focuses on new depth for agents in the form of augments while creating greater challenges by forcing the agents to be more careful in their play. Guards are tougher, but you have more options to deal with them.
Saturday - February 15, 2014
Invisible, Inc - New Alpha Update
Klei Entertainment announces a new alpha update is available for Invisible, Inc.
We altered a lot of the previous systems in the game this update, more so than others. As well, we fleshed out the third corporation some more. Plastech's art has been updated and they now have one of their core threats: the Psi Corp.
Friday - January 24, 2014
Invisible, Inc - Interview @ RPS
Rock, Paper, Shotgun interviews Game Designers James Lantz and Jason Dreger.
RPS: First off, why the name change? Incognita was a pretty solid title. Why switch to Invisible Inc? Will there eventually be a prequel called Invisible Inc University?
Klei: As cool as Incognita was, there were a lot of times people would get it wrong in the media or people would struggle to remember exactly what it was. We would get lots of “what’s the name again? ‘In’ something?”. We wanted an easier name to remember and say, and when we talked to our close friends in the industry and other tactics fans, we found them far more likely to ask more about our game using Invisible, Inc.
RPS: How long do you think you’ll be doing Early Access for Invisible, Inc? Will it be comparable to Don’t Starve?
Klei: Our goal is to launch sometime this year, so yeah, similar to Don’t Starve. We’ve found the entire process of Early Access hugely beneficial to our development process to really test our theories, but we also like to release our games and keep experimenting with new design ideas.
RPS: How much content do you want in the game when it’s all said and done? Will a single playthrough (that is, finishing it once) be enough for most players, or do you think Invisible Inc’s main appeal hinges on its replayability?
Klei: We see two types of players for Invisible, Inc. One group will play the game 15 to 20 hours, become experienced enough to beat the game and then be satisfied. The other group will reach the same point but then carry on to beat the game with the many other different teams and team combo possibilities.
RPS: Are you planning mod support for Invisible, Inc to the same degree as with Don’t Starve? As in, on Steam Workshop and whatnot? If so, when do you think you’ll roll that out, and what all will you allow players to change, alter, and create?
Klei: We aren’t sure yet. It’s still too early in the project for us to make a call on that, unfortunately.
Saturday - January 18, 2014
Incognita - Update & Game Renamed
We have changed the name of the game to Invisible, Inc.
After some focus testing, Invisible, Inc. was better received than the old "Incognita". Our focus of the design does not change in that it will still be a game of turn based tactical espionage.
So please enjoy your future infiltrating as an elite member of the super spy agency: Invisible, Inc.
I also have a new trailer with some new footage.
Monday - December 30, 2013
Incognita - Update 6 Available
Incognita has a new Alpha update available based on this post from the games forum.
The sixth update for the Incognita Alpha.
The sixth update advances the agents another stage in their development. Agents become unique individuals along with a new skill system. The build for the girl is in so several new lady agents have been added. A couple of temporary new starting teams were created so you can see how the new agents play.
New Skill System
Agents now get to choose from a selection of skills when they level up. The skills they can choose from are random, but pulled from a list tailored to each agent. In other words, agents are partially defined by what skills they can be presented with when they level up. Our intent is that the agents will have a theme to each of them, but also play a little differently from play session to play session.
The kinds of skills you will find offer attribute bonuses and some passive abilities, such as: a chance disposable items won't be consumed on use.
New XP System
The new XP system is based around the safes. Each time you see a safe, everyone on the team earns some XP, and when an agent opens a safe they will get an individual boost. Our intent here is to have more incentive for exploration. Also, the previous system was moving towards boring optimal play in that the need to use specific agents for specific tasks was too restricting. We still have some concern of that with the current system, so we will be looking for feedback, as usual.
Friday - October 11, 2013
Incognita - Alpha Update & Developer Q&A
The second update for the Incognita alpha is out!
The biggest element with this update is the start of the improvable agent skills. Each class has one skill now that can be improved during the game.
There is also a new security system that can be found in the levels. If your agent's sound ring crosses a "sound bug" it will raise the alarm and alert nearby guards similar to a camera. Hijacking a sound bug will allow you to hear what it does.
The wall rendering has been modified slightly. It's one of our steps to improving visibility of the levels.
We have been iterating on the information provided by the agent hud a fair amount. It will have a lot of temporary art until we reach a level of information and interaction we are satisfied with.
A team preview screen has been inserted after you start a new game. You can preview your starting agents and, in the future, choose between different teams.
We have also added a "color blind" setting to the options menu. They have not been thoroughly tested, so we would love to hear some feedback on it.
And lastly, player's agents will talk now similar to guards
Change list notes:
- Agents have improvable skills
- New security item - sound bug
- Refined wall rendering
- Iteration on the agent hud elements
- Team preview screen and agent character sheet
- Color blind correction filters.
- Agent dialogue
BUG FIX - 10/10/13
The game can be continued properly after finishing the first floor and quitting.
Tuesday - September 17, 2013
Incognita - Alpha Preview @ TotalBiscuit
TotalBiscuit has posted his video preview of the alpha version of Incognita.
Sunday - September 15, 2013
Incognita - Preview @ GameFront
GameFront has a new preview for Incognita the spy based TBS/RPG game.
With the glorious return of XCOM and the revival of Shadowrun, grid-based tactics games seem to be experiencing a new awakening.
Once a genre only for those willing to devote the time and energy to theorycrafting and careful strategy, new advancements in design and technology have opened the way for the modern gamer to experience the thrill of commanding a squad through an intense firefight. This doesn’t mean that everyone has forgotten the old ways, though. There are people out there making games with old-school tactical sensibilities.
Incognita is one of those games. It serves as a suitable bridge between old and new, and does so with developer Klei Entertainment’s characteristic style.
It’s not the most visually stunning title around, but Klei knows how to build a game in which you forget about the visuals and focus almost entirely on the execution. While there was nothing as iconic as Wilson from Don’t Starve in Incognita, there doesn’t need to be.
And the writer ends the article with this. It should be enough to get your interest.
Incognita is a fantastic offspring of the sensibilities of games such as XCOM and FTL. It combines resource management, procedural generation, careful squad-based tactics, and engaging cyberpunk themes into a tightly-wrapped package. If you’re looking for your next fix of games like Shadowrun Returns, Incognita will no doubt slake your thirst.
Thursday - September 12, 2013
Incognita - Pre-Order and Get Early Access
What Does "Early Alpha Access" Mean?
Incognita is currently in ALPHA, which means that we are still in the early stages of development. At this time, we have the core mechanic of turn-based espionage, but the major features and content of the game are still being implemented. We expect the game to change significantly as we test and release new updates, and as much as we try to keep them out, we’re expecting bugs along the way.
For more info on what we mean by "Alpha" and estimates system requirements, please check out this post on the Klei Community Forums.
By pre-ordering Incognita you’ll also get access to all future Alpha and Beta builds as well as a copy of the final released game. Keeping this in mind, we’d love to hear your thoughts on the game as we work towards release in 2014!
Please note, the Alpha is currently only available for Windows PC. Other platform details to come.
Thursday - August 01, 2013
Incognita - A Turn-Based Tactical Espionage Game
Incognita is a XCOM-Inspired Espionage Tactics Game from Klei entertainment. The makers of Shank 1/2, Mark of ninja, and Don't Starve. To go with this announcement I have a developer Q&A, and a interview on IGN.
Thanks go to Nameless one for bringing this to my attention.
Information aboutInvisible, Inc
SP/MP: Single + MP
Play-time: 20-40 hours
Voice-acting: Partially voiced
Regions & platforms
· Platform: PC
· To be announced
· Publisher: Unknown