
In the fall-out of a conflict, the defunct Pan-Euro Infosec Agency transformed into the rogue anti-corporation outfit, Invisible, also known as "The Agency." Led by “Central," an “M”-esque personality utilizing an immensely powerful prototypical AI known as “Incognita," Invisible wages a guerrilla war of destabilization against the megacorps. 2015 IGF Excellence in Design Winner, Invisible, Inc., is a procedural, tactical, roguelite that takes place in a dystopian world set in the aftermath of “The Resource Wars," and like any sensible near-future setting, it’s completely governed by The Corporations. Not since 2006’s seminal love letter to the stealth genre, Burger King’s Sneak King, have I become so engrossed in a game where silence is your greatest ally. With less than ten hours left to gather assets before I execute my End Game, it’s a very real consequence for crucial choices that have to be made every single turn. Her death has struck an incalculable blow against my entire operation and my chances of successfully completing this particular play through have slimmed to a razor's margin.

It doesn’t matter whether it was a single, fatal error or a case of death-by-a-thousand-cuts the outcome is the same.


Sure, the guard who just shot her to death possibly had something to do with it, but I’ve been playing long enough by now to realize he is little more than a symptom of causality. has just taken a turn for the worst. Nika Muratova, my best agent, is dead and I’m the one who killed her. My third play-through attempt of Invisible, Inc.
